KINGDOM HEARTS
Re:Chain of Memories
North American Release
PlayStation 2
FAQ & WALKTHROUGH
By S. L. Richardson (a.k.a. Falconesque)
Guide Version: 2.1
Last Revised: Wednesday, April 21, 2010
Best viewed with a monospace font, such as Monaco or Courier.
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.:| CONTENTS |:.
A. Overview
A.1 Spoilers
A.2 Expectations
A.3 Preliminaries
B. Walkthrough, Part I
C. Walkthrough, Part II
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
F.1 Series & Storyline
F.2 Cross Platform
F.3 Journal & Report
F.4 Maps & Map Cards
F.5 General Gameplay
F.6 Challenges
F.7 Cheat Devices
F.8 Known Problems
F.9 Trivia & Favorites
G. Transcripts
G.1 Journal Transcript
G.2 D Report Transcript
G.3 Annotated Bestiary
H. About this Guide
H.1 Legal Info
H.2 About the Author
H.3 Revision History
H.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". When searching
for phrases, remember that "hard-wrapped" line breaks may fall between
words and confound your program; try a single word instead.
.:| A. OVERVIEW |:.
Welcome to this walkthrough for the North American release of Kingdom
Hearts Re:Chain of Memories (KH-ReCOM) for PlayStation 2 consoles.
This section contains a few brief topics of import, and then you can jump
right in.
.: 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.
The Menus section sticks mainly to usage information. Minimal context.
Reference sections are devoid of most context that could spoil the
game-play story. However, for some gamers even character and location names
may constitute spoilers. Gauge accordingly.
The FAQ sections vary in spoilage. The first subsection focus on those new
to the game, or wanting details about differences with other releases; low
risk. The General Gameplay and beyond speaks frankly; avoid as needed.
The Transcripts section records in-game texts, so expect to have the story
and plot developments spoiled at every turn.
.: 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.
--- PLAYSTATION3 COMPATIBILITY -----
While this guide presumes you're playing on a PS2 console, KH-ReCOM
reportedly plays well on most U.S. PlayStation3 systems that support
backward compatibility with PS2 games.
However, some PS3 80 GB models may get stuck at the beginning of the game's
tutorials. The problem was quickly fixed with firmware version 2.60 and
newer firmware releases should solve the problem as well. If your PS3
exhibits this problem, consider updating its firmware.
WARNING: Updating your PS3's firmware carries some risks, perhaps severe
risks. Learn all you can before proceeding.
Find out more from PlayStation3 Support at these links:
http://www.us.playstation.com/support/ps3
http://www.us.playstation.com/Support/SystemUpdates/PS3
http://www.us.playstation.com/Support/CompatibleStatus
One player also reported success by downloading the PS2 system data, listed
as an Add-On at the PlayStation Store.
http://www.gamefaqs.com/boards/genmessage.php?board=954016&topic=48493790
Alternatively, you can transfer KH-ReCOM save files made after the tutorial
to your PS3 and continue onward from there. You can do this from your own
PS2, with the appropriate memory card, adapter, and cabling, or download a
save file from GameFAQs or another site. Unfortunately, you'll be limited
to the save file's game mode.
An "80GB PS3 FAQ" was posted and may help if you choose to download.
http://www.gamefaqs.com/boards/genmessage.php?board=954016&topic=47155461
--- END WARNING --------------------
Section "F.8 Known Problems" details these and a few other issues.
.: 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. Ensure your PS2 8 MB memory card has at least 100 KB
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
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.
If you're missing the game's manual, section "E.3.1 Controls" includes a
facsimile of the manual's Controls table and other explanations.
.:| 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.
Note: If a choice other than game mode is offered first, choose Sora.
--- 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 exact 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.
The game mode you select for Sora doesn't limit your choices for Part II,
and Part II is unlocked whichever mode you choose.
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, Traverse Town. Approaching the doors is
automatic this first time. Press X once you've read the Help text, then
press X again to make the actual selection -- no other choice is possible.
Tip! For details on all cards found in KH-ReCOM, see the "Cards" reference
section.
.: 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."
WARNING! Some PlayStation3 systems may get stuck during the upcoming
tutorials. If your system exhibits this problem, read about "PlayStation3
Compatibility" in "A.2 Expectations".
. TUTORIALS .
Take your time as the game's battle system is explained, especially if
you're new to card-based gameplay. Examine everything on the screen and try
out any controls or commands you see.
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. Notice the small
"Card Obtained!" banner, too; until the banner appears, the card hasn't
been "obtained". After tossing the "marked" crate, run into the stunned
heartless to engage a real battle. Watch for any green friend cards that
appear (the game also uses an aural cue, a subtle "ping!", when your attack
releases a friend card) and experience crystals (blue or red, large or
small) dropped when an enemy is defeated -- chase down everything to "pick
up" the objects; they won't hang around forever. EXP is NOT always
automatically picked up or awarded.
This tutorial battle can be a little tricky (more so if you're a seasoned
Kingdom Hearts player). Remember that pressing X in battle expends a card.
Practice 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 when the green triangular ("reaction") prompt appears 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.
Note: The value of the map card you choose (in this case, one) has no
bearing on anything other than meeting the criteria to unlock the door.
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 SAVE screens, 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.
If you use a third-party memory card and experience a problem while saving,
see the "Save Files" reference section for a workaround.
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 Journal is exited.
Note: Sleights must be learned and listed by name in the menus before they
can be used. Until then, stocking a sleight's required cards simply
produces a combo.
Be sure to examine your deck. The Cure card also sports a big "S" because
it's the default shortcut, preset for the deck. In battle, press down-arrow
and, poof, the revolver instantly cycles to the shortcut card, Cure in this
case. If you don't use Cure so much, choose the Shortcut command and pick
another card. Any battle card other than item and enemy cards may be
selected.
. 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 HP (Health Point) replenishing orbs, red MP (Moogle Point)
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 the "Menus" reference section 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
Note: Many improvements were made to KH-ReCOM. Keep that in mind, because
the information in a KH-COM guide often does NOT apply here.
--- END INTELL! -----
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.
What they say in any hallway changes as the story moves forward, so speak
with them whenever you have the chance. (What's said is often of no great
consequence, but these exchanges are among the few "missables" in the
game.) There's now a save point in the hallway, 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 the "World Map" reference section.
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 the
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 random heartless may occasionally
drop an enemy card at battle's end. For more on collecting and using enemy
cards, see the "Enemy Cards" reference section.
--- MINI CHALLENGE! -----
Four different heartless infesting Traverse Town are commonly encountered
in random battles. (There's a fifth, as well, found only in Black Rooms,
but solely for extremists this early in the game.)
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 visited.
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.
. CARD BREAKS & STOCKING CARDS .
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. All big considerations in developing your gameplay.
Card break an enemy with a single card when you can. When a shadow
heartless plays a two card, for example, you can answer in several ways. If
you play a one card, your card just gets brushed aside and Sora takes a
hit. Answering with a two card blocks the shadow's card and prevents Sora
from taking any damage. But playing a three card breaks the two AND damages
the shadow. (KH-ReCOM has nothing like an "overkill" or "critical hit"
bonus, by the by.) When an opponent plays a higher card, one you can't
break, then stock up cards for a combo or sleight.
Take Leon's warning to heart, however. The first card in each stock you
play, whether a combo or a sleight, becomes "unreloadable". For instance,
if you stock a zero card, a five, and a two, then play the stock, the zero
card won't return when your deck is reloaded. (Not good, considering Leon's
advice on zero cards.) Stock up a two, five, and zero, however, and the two
becomes unreloadable. The first card itself isn't lost, only your ability
to use it again in the current fight. But relying solely on stocked cards
depletes your deck over the course of a fight and leaves you with fewer and
fewer cards.
Later on, better item cards CAN reload unreloadable cards in mid-battle,
but the black-and-white reload card never will. For now, keep an eye on
retaining your cards. Rearrange your deck as needed. The initial deck
includes a zero card and one Cure card; guard them well until you obtain
more. Stock these and other "good" cards second or third, never first.
Note: You may soon come across cards with a "shimmer" to their border.
These are "premium" cards. In practice, premium cards follow EXACTLY the
same rules as any other card and reload just fine when used singly or as
the second or third card in stocks. (For more on premium cards, start with
Premium Room in the reference section on "Map Cards".)
At the end of Leon's tutorial, you receive a Simba summon card, plus the
Key of Guidance. Visit Status to learn about several new sleights you just
learned. Be sure to add Simba to your deck and try out his card, excellent
for foiling a horde of heartless. Practice card breaking, too; it's the
most essential skill to learn.
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
viewing a scene and obtaining 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 or a
similar guide for KH2-FM+. Boss strategies for KH-COM may also prove
useful, but the same boss may behave very 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 bigger than most. Use all the deck techniques you've
learned. And button mashing works fine, too.
Tip! The single most successful boss strategy, bar none, is card breaking
the boss's attacks before they're played. For this boss, single-card breaks
are usually sufficient (and prolong the life of your deck). But if you face
a high card, stock up a combo or sleight to break it, a good tactic until
you find a few high cards for yourself on a higher floor.
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 (when shown). You can't do
anything about it (yet), but for now get accustomed to watching for it.
Also, keep an eye on the battlefield for when the gimmick card turns up.
It's green and sports King Mickey's silhouette. Gimmick cards only appear
in select boss fights and never 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 long or after battle, 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 (as well as random battles), the
Pluto friend card. He digs up HP orbs, MP orbs, or the spent cards from
your deck, perhaps unreloadable cards. (Or a slobbery bone, something to
avoid.) 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 on 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 Goofy when you can. Pluto may lend a
paw, too, if your cards run low.
- - - - - - - - -
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, who have something new to
say, 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 may seem practically unnoticeable with random enemies, but
with some worlds the random foes go much easier on you on lower floors 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.
Note: If you've played KH, the difficulty of some worlds may surprise you.
An "easy" world in KH may not be so easy here.
The last consideration is the usefulness of the world's spoils -- summons,
sleights, enemy cards, broader skills, attack cards 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 the
"ASCII World Maps" section 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 usual spoils and 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 -- from now on many
worlds introduce a new, usually more powerful, world-themed attack card.
Watch out for barrel spiders, rare heartless that can pop from any smashed
barrel, pretty common around Agrabah if you want their enemy card.
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. Wooden shutters over windows can
provide a step up to higher platforms, but drop if you take too long.
Okay, on with the show. 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. If your cards get low, a solid combo may
call up Pluto, who can 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, or groups of lower cards so they total
nine or higher, 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, which is extremely
useful. Expect to unearth Olympia attack cards, too. Flaming vessels cause
damage, but striking the pot puts out the fire (no magic needed) so you can
jump on them. Cupidic statuary zing 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 so you're prepared to break his Omnislash.
Dodge roll to the side before his attacks land and smack him in the 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; beefs up Blizzard Raid, too.
- - - - - - - - -
The Hades enemy card is yours. 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 giant
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, good against any fast foe
in the future. 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 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. It's a good card when a world's random
heartless all seem to have high cards.
. 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 attack card 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 cards for distance attacks; use attack cards 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, but reload first if needed so you have a
full deck.
Tip! The platforms always circle clockwise, so a good tactic is to attack
with magic from afar and then jump counterclockwise. Fire, jump, repeat.
- - - - - - - - -
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.
Tip! Press Start and the Pause menu includes a Help command that redisplays
the minigame's rules and instructions.
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, the only one in the game. 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 infinitum.
- - - - - - - - -
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 attack 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 obtains 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 the "Maps - Sora" reference section.
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 beginning 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 attack
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, depending on your Max CP and deck.
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, good against shields
and large bodies. 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
the Truth room (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 the 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, highly regarded in many quarters. 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. Stars on platforms are stunners, but
the pyramids let you wreak havoc, too. Strike the blue crystalline
sunbursts to activate platforms between tiers.
- - - 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 for sleights, combos, or analog stick movement; 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
position 100 Acre Wood in Castle Oblivion. If you choose another world, the
tenth floor's usual world map is found in the "Maps - Sora" section.
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 for your efforts. Move on to the next room.
VEGGIE PANIC. Lots of things to break for spoils in RH. (Best MP farming
spot in the game.) Then 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 in Challenge Mode 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, float up past the jumbo-sized hunny glob
to 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 in Challenge Mode for a Stop magic card. With no time limit,
this is the easiest challenge to complete.
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 attack
card. Now bounce along with Tigger. Mimic his bounces for 25 jumps and
receive the Idyll Romp sleight. Play again in Challenge Mode 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 in Challenge Mode 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) in Challenge Mode 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 parting 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; Teleport or Cross-Slash+ can get you behind him,
however. 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. If you've
learned Lethal Flame, experimenting on Vexen is only fair.
- - - - - - - - -
Afterward, learn the Freeze sleight -- it's one of the best -- 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 now available and worth a look.
In the first bounty room, you learn Warpinator, one of only two things to
KO a white mushroom. No new attack cards, alas, but open the Rewards room
for the Stardust Blitz sleight.
Tip! Gather your green map cards while you may. None will drop on the next
two floors.
In the Beginnings room, a boss awaits.
- - - Boss! - - -
Vexen returns. Still slow, still telegraphing his moves. And his moves can
be formidable, especially near the end when he hauls out his icy sword, 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. And Lethal Flame can flatout punch his ticket.
Want to really lay on the hurt? Bring out your Card Soldier to speed in
even more attacks. If Vexen proves too tough, call on Hook; the extra
protection is often just enough.
- - - - - - - - -
Defeat Vexen, get his card, a lifesaver when you're close to winning. Hmm,
and 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. Recruit your Card Soldier to help keep
time. Firaga has a nice knockback factor, keeping Riku out of your face.
Sonic Blade works wonders against Riku, though each hit does a bit less
damage. Try Strike Raid in close, or Lethal Flame if he's troublesome.
- - - - - - - - -
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, the very best of the "raid"
sleights. Again, no world-specific attack cards. In the Rewards room you
find a Megalixir, the pinnacle of item cards.
Tip! Try out every item card, if you haven't already. Switching in a few
premium cards leaves room for the high-end item cards. Worth it to gain
repeated use of otherwise unreloadable 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?), but Judgment works surprisingly
well. His attacks are easily avoided, too, 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.
- - - - - - - - -
You obtain Oathkeeper, one of the better attack cards. Save and exit this
world.
. Exit Hall (12F) / Entrance Hall (13F) .
Ah, the next confrontation.
- - - Boss! - - -
Riku, round four. A bit stronger. Still resists magic, but not immune.
Even now, Sonic Blade is a formidable weapon, as are Firaga and Lethal
Flame. Card Soldier remains a big help. If things come down to the wire,
don't hesitate to put Vexen in play.
Tip! You may want Parasite Cage on hand in case Riku plays his enemy card,
but hold off if he plays Incrementor -- his nine-heavy deck is suddenly
zero-land, removing the threat of Dark Aura.
- - - - - - - - -
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. You get double duty from your
sleights, too, but thunder resistance can keep you alive, so don't let the
counter run out.
- - - - - - - - -
Get Larxene's enemy card. After the scene, receive Oblivion, another top
attack card. 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 only drops on the
higher floors (7F-13F), 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. (Jokers are useful there, too.) You learn
the Super Glide skill, better soon as late. Handy for ringing those bells.
Note: Super Glide works differently in KH-ReCOM. Press O to jump and
immediately press O again to stay aloft and speed along faster and for
longer distances before your trajectory declines. (KH required another
button combination.)
A bounty room yields the Raging Storm sleight. Floor medallions may stun
nearby heartless or harmlessly glow green after opening. Shades of KH2,
take out the defense pods before they target you.
Brief scenes occur partway -- entering 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 if they prove
troublesome.
Serving Axel a cold lunch? Be sure to invite a Blue Rhapsody. Otherwise,
play your Riku card for the reduced fire damage. If at all possible, have
Darkside standing by to copycat Axel's own ability, Quick Recovery, when it
appears and gain immunity to fire.
Tip! Axel often teleports after he's hit. Stock your next sleight, but wait
a heartbeat until Axel rematerializes before unleashing it.
- - - - - - - - -
Got 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 serious grief.
Only a slight elemental resistance, so use magic as you like. Sonic Blade
works like a charm, as will any physical attack, though you want a few zero
cards ready in case his sleight gets stocked. Or Zantetsuken makes for a
nice alternative, and its nines can break any single card he plays.
Tip! Pay attention to his aural cues; you'll be glad you did. Pause and
look over his deck, too, while you're at it.
- - - - - - - - -
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, a
reward for reaching the final save point. 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 ribbons) 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. And he's
airborne. Attack 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
won't regenerate.
When the first form is defeated, your deck and HP are both refreshed.
For his second incarnation, grounded again, 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.
Parasite Cage him immediately if his Double Sleight ability shows up; a
single barrage is bad enough.
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. A definite boon when
he's airborne, too. And if you're foiled just as you're about to finish him
off, playing Vexen's enemy card might afford you the needed edge.
- - - - - - - - -
After the final scenes, credits role. Stick around, after the still frames
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 (Save Menu) to save your "clear" data; choose a new
save slot if you like.
IMPORTANT! Don't skip saving now! A clear save for Sora is needed to unlock
Part II of KH-ReCOM. It's also vital if you want Sora to collect all of his
remaining cards and achieve 100% completion.
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.
Note: In KH-COM, this menu included a LINK command rather than THEATER.
Linking into Versus (VS) mode is not a feature of KH-ReCOM.
LOAD takes you through the familiar loading screens.
With Sora's clear save, thirteen new cards are unlocked: One in each
world's Rewards room and one bounty-room extra in Traverse Town. You can
LOAD the clear data you just saved and get them now, but six additional
cards are only unlocked following Part II, so this guide covers collecting
all nineteen at that point. Can't wait? Skip ahead to "CLEAR BONUS!"
THEATER lets you replay all of the FMVs and cutscenes thus 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 exactly 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 obtain 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 SAVE and LOAD screens.
Note: Game-saves in Standard or Proud mode show an open or filled star,
respectively, appended to the file name in the Browser. For more details,
see the "Save Files" reference section.
Take a moment to see how Riku moves. Press X to swing Soul Eater, his
weapon. 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, though the manual's
Controls table calls the move Side Step). 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 a one-time-only Help
text 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 the "D Report" section). 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 visit Review Decks often. Your available cards may change
when you move into a new room or hallway. Shortcut must be reassigned with
every deck change, too.
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 a friend is available.
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 bonuses 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 is vital,
increasing the power of Riku's Soul Eater attack card and how much damage
he can inflict; grab it without fail 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 settles on the top card.
There is a bit of a delay, but you still need to be quick. A Rapid Break
earns an "AP Bonus" and temporarily increases your hitting power.
Trivia! Enjoy the "quicky" typo.
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, in fact. 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. The
higher the Dark Points shown under Status, the longer D Mode lasts.
In battle, Rapid Breaks and card breaks landed against foes increase a
counter and fill a gauge by Riku's health bar. The gauge is blue while
filling, but appears white while in D Mode.
Note: Despite in-game help, Dark Mode always activates when the counter
reaches "30", regardless of whether Max DP is 8 or 99. Reaching 30 takes
more effort at LV5 than at LV99, however.
Once the gauge fills, Riku enters Dark Mode. His attire changes, he hits
much harder, his side step move changes, and he can invoke several "dark"
sleights. The counter now reflects Max DP and regulates how long D Mode
endures. DP is depleted only when Riku takes damage (the more, the faster)
or suffers a card break. If you take no hits, you won't leave D Mode the
rest of the battle, but some bosses inflict enough damage to knock you out
of D Mode with one hit. When the counter reaches zero and the gauge
empties, Riku returns to normal.
Trivia! 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 and
the intermittent +1 AP boosts. Continue grabbing any AP bonus offered, but
your best bet the rest of the time is balancing out HP and DP boosts.
Tip! If enemies -- including bosses -- aren't making a dent on Riku's
health meter, treat yourself to an extra DP boost or two.
--- 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 and hallway events 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 with
Sora, let Riku visit Traverse Town beforehand 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, a valuable skill to master.
Tip! Take care playing the King when D Mode's gauge nears full. Sneak in
another card break to enter D Mode first.
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 to your advantage. 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 straight into a boss fight.
- - - 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.
Tip! Play Pirate to rack up the card breaks and get into Dark Mode, then
press Select and play another enemy card to cancel out Pirate.
Save before the Beginnings room and retain the option of taking a break if
you feel the need.
- - - 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, in case the King doesn't appear too frequently.
- - - - - - - - -
For defeating Hook, you receive his enemy card, good for foiling near-death
experiences when things get tough. 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 District 3 styled 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, if keeping the two straight proves
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.
Two random foes in Atlantica favor five-card duels. Best avoided while the
Darkball enemy card is in play. Against three-carders, you can squeak in up
to three duels per reload and devastate the battlefield.
As with Block C, the Beginnings keycard is presented without fanfare. All
Block D worlds lack Guidance and Truth event rooms as well.
- - - Boss! - - -
Ursula, plus two pairs of tentacles. Take out the tentacles so you can get
to her. Even then, Riku needs to jump. The sea witch doesn't sleight, but
she has some big cards. Luckily, your deck includes a couple zero cards.
Careful with depleting your deck. Save sleights for Ursula herself. Gimmick
cards dismiss the tentacles and make her faint long enough to get in some
good damage, especially with Dark Break. Darkball can duel the tentacles
out of your way.
- - - - - - - - -
Get her enemy card, a hand up against magical foes. 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 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 bit by bit.
Gimmick cards do likewise all at once, and stun him for a while. In D Mode
just single-card him into a hasty adieu.
- - - - - - - - -
Receive the bugman's enemy card, an invaluable aid with bosses yet ahead.
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 and getting into D Mode, 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 -- one of Riku's best tools for clearing a
battlefield of random heartless, and the passive bonuses are nice, too.
After the scene plays out, take the stairs for another scene and then save.
World cards come one by one from now on.
Note: Riku's story takes 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, which can lend you some nice
abilities. A door appears, which can take 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 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 be ready 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 long 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. The deck includes a block of nines, so be sure to set a
Shortcut.
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 shortest 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.
Tip! Don't rush into action. Ansem's deck may mirror yours amazingly well
and make dueling a breeze. Don't rush to reload, either, unless your deck's
empty, of course.
Ansem gets truly nasty on his last lifebar, so once you hit that mark don't
hold anything back. Being in Dark Mode and taking a shortcut to Dark Aura
is a fine way to close him out, but all of the dark sleights inflict heaps
of damage. Unleash them all.
- - - - - - - - -
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 (Save Menu) 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 his
remaining cards or achieve 100% completion, you need a clear save for Riku,
too, required to unlock those goodies.
Not recommended, but pressing O (End Game) instead asks for confirmation
then returns you either to the title screen WITHOUT saving or to Battle
Record so you can save Riku's clear data.
Note: The clear save displays a gold card on SAVE and LOAD screens, and in
the Browser a musical note is appended to the file name.
Done saving, back out and the title screen appears. But wait! Sora's
artwork is back, and "Reverse/Rebirth" is gone. 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.
Note: From now on, the title screen's artwork alternates depending on the
clear file most recently saved.
Congratulations on beating KH-ReCOM, not once but twice!
.: WALKTHROUGH: CLEAR BONUS! :.
Now that you have saved the clear data for both Sora and Riku, six more
cards may be obtained by Sora, for nineteen all told.
Note: The clear saves unlock no "secrets" for Riku. His only extra is the
Battle Record artwork, available by playing again in a different game mode.
--- YOU DECIDE! -----
If you wish to hunt down the new cards on your own, here's a quick
reference. (Skip the INTELL! otherwise.)
The following special treasures are now available and 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 also available, but are NOT considered
special treasures.
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 any floor Bounty
Platinum Card* special card any floor Bounty
* Found only after Card Collection reaches 100% with a Collector Rank of
Card Master.
--- END INTELL! -----
Note: The following include ASCII-map references, all of which are found in
section "E.2.1 Maps - Sora". For notations like "(Fg > Fc)", in the first
room (Fg, in this case) approach the doorway between the two rooms and
press triangle to resynthesize the room beyond (Fc).
Choose LOAD, select the memory card, then Sora's clear save. From the final
save point, backtrack one screen. Resynthesize the first room (Fg > Fc)
with a bounty-type map card. Open the chest and obtain Ultima Weapon,
Sora's best all-around attack card.
Skip the Room of Rewards for now. If its doors are standing open, you must
leave 13F before resynthesizing reveals the room's second special treasure.
(And if so, you have Super Glide at your disposal again.)
Resynthesize the next room (Fc > F9) with another bounty-type map card.
Open its chest for the Lexaeus enemy card.
Make your way to Entrance Hall (13F). If you skipped picking up the Diamond
Dust and One-Winged Angel attack cards earlier, grab them now, too. (A
Moogle Room on 13F provides ample opportunity for finding one or both.)
Note: You will need a constant stream of Key to Rewards map cards, twelve
in all. Fight random foes and warp as needed. Remember, the Rewards keycard
is a common drop on floors 7F-13F, so don't drive yourself nuts trying to
find one on lower floors. Random Jokers can be a big help, too.
From Entrance Hall (13F), take the stairs down and then enter Destiny
Islands by way of Conqueror's Respite.
Tip! Since you're picking up new attack cards, skip raiding for field-room
spoils until after opening the world's Rewards rooms.
Synthesize a bounty room (F4) and open its chest for the Zexion enemy card.
Make your way to E4 and open the Room of Rewards for the Photon Debugger
attack card.
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. The second special treasures
are all either attack or enemy cards.
Backtrack to Conqueror's Respite and exit. Take the stairs up. Use the warp
point and choose Destiny Islands. (Yes, Destiny Islands.)
Tip! The default Unknown Room is a good source for another Rewards keycard.
Take the stairs down and enter Twilight Town. Synthesize a bounty room (F5)
and open its chest for the Ansem enemy card. Open E4 next to obtain its
second special treasure, the Roxas enemy card.
Backtrack to Conqueror's Respite and exit. Take the stairs up. Use the warp
point and choose whichever world you synthesized on 2F (Agrabah, by this
walkthrough).
Take the stairs down and enter Traverse Town. Synthesize a bounty room (F3)
and open its chest for the Hidden Dragon attack card -- the last of the
bounty room clear bonus cards. Now open the Room of Rewards (E4) for the
Saix enemy card.
Backtrack to Conqueror's Respite, exit Traverse Town, and take the stairs.
How you proceed from here is at your whim. Consult the ASCII maps to
determine your course, specifically whether E4 is nearer the world's
Unknown Room or its Conqueror's Respite. Reopen the Room of Rewards for
each world on floors 2F-10F (except 100 Acre Wood), plus 13F, to obtain the
remaining special treasures.
SPECIAL TREASURE TYPE WORLD ROOM
Luxord enemy card Agrabah Rewards
Xemnas enemy card Wonderland Rewards
Xaldin enemy card Monstro Rewards
Demyx enemy card Atlantica Rewards
Xigbar enemy card Hollow Bastion Rewards
Monochrome attack card Olympus Coliseum Rewards
Bond of Flame attack card Halloween Town Rewards
Follow the Wind attack card Neverland Rewards
Star Seeker attack card Castle Oblivion Rewards
The last step may prove the most time consuming. To complete your Card
Collection and achieve 100% completion of Jiminy's Journal, track down any
random enemy cards you may be missing. Section "E.1.3 Enemy Cards" can
assist you to that end.
Once Journal displays Card Collection at 100% with a Rank of "Card Master",
two final cards may be obtained. Wherever Sora is -- any floor and any
world will do -- synthesize a bounty room. Open its chest to obtain the
Gold Card.
A new entry has been added to Journal. Choose Card Index and scroll to the
very bottom. Select Special Cards, then Gold Card to view the card's data.
(See the "E.1.7 Special Cards" section to learn more.) Notice the string of
question marks? One more card to go.
Synthesize another bounty room and open its chest for the Platinum Card.
Check Journal again, because Card Collection and Card Index have FINALLY
gone golden. You have achieved 100% of Jiminy's Journal. Congratulations!
Now, return to Castle Oblivion's final save point, and again face off with
Marluxia. After winning, the Battle Record touts Journal covered at 100%
and Special Treasures as 24/24. And if you played on Proud Mode, you get
one last bonus -- the Battle Record artwork from KH2.
Other than taking both guys up to LV99 and maxing their stats, that's it.
.: WHAT'S NEXT? :.
With the data for two clear-saves on your memory card, the game acts a
little different. Starting a new game as Sora, the Rewards rooms each
contain two chests with the world's two special treasures from the
beginning and you can play some pretty good attack and enemy cards
throughout much of the game. Hidden Dragon is also available as soon as you
can synthesize a bounty room in Traverse Town. The four other bounty-room
clear bonuses are unlocked at the same time as Diamond Dust and One-Winged
Angel. The special cards need only a complete collection.
IMPORTANT! Section "E.3.2 Save Files" contains technical information about
save data, how the System Data file interacts with saved games and can
affect your future gameplay. Vital if things occur out of order or you wish
to setup your system for someone else to play KH-ReCOM from scratch.
But what's really next is KH2, of course, the next title released in the
series. Even if you've played KH2 previously, things may make more sense
now that you know KH-ReCOM's complete story. Visit the author's web site,
linked in section "H.2 About the Author", for an unadulterated copy of the
KH2 Synthesis Additions guide, portions 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.
. START MENU .
When the game loads, the title screen displays a menu of two or three
options.
NEW GAME ... Start a new game from the beginning.
LOAD ....... Return to a game already in progress.
THEATER .... Review FMVs and cutscenes from completed game(s).
Note: THEATER replaces KH-COM's LINK command. No "versus" (VS) mode is
available in KH-ReCOM.
NEW GAME is available from the start, leading you through several options.
Note: Once Sora's story has been beaten, a choice is first offered between
playing the new game as Sora or playing as Riku.
Game Mode: May be reviewed but NOT changed via Settings menu
Beginner Mode ... Easier enemies, recommended for first-timers
Standard Mode ... [Default] Normal difficulty
Proud Mode ...... Harder fights, preferred by "experts"
In KH-ReCOM, a Battle Record screen is displayed at game-end for all three
game modes. Only the artwork displayed on that screen differs based on the
mode selected, and for some modes when 100% completion is achieved. Unlike
KH and KH2, no "secret" movies or extra "endings" are unlocked based on
mode or completion percentage.
Vibration: May be changed later via Settings menu
On .... [Default] Enables the DualShock 2 controller's vibration feature
Off ... Disables vibration of the controller
Vibration is (very) rarely used in KH-ReCOM.
Audio: May be changed later via Settings menu
Stereo ......... [Default] Divides sound between left and right speakers
Pro Logic II ... 4.1-channel Dolby surround sound for compatible systems
Mono ........... Channels sound through the center or solitary speaker(s)
LOAD is available from the start. Select between the two memory card slots,
then choose which saved game to load. Section "E.3.2 Save Files" includes
greater detail on how saved games are displayed on LOAD screens.
THEATER becomes available once Sora's story has been beaten. Once Riku's
story is also beaten, pressing L2 or R2 changes the selection between Sora
and Riku, respectively.
Play All is offered at the top of a list of floors. Choosing the command
here plays every scene from every floor, one after another, from the
opening credits through to the closing sequences.
Navigate through the floors using the D-pad or the left analog stick. Press
X to display the scenes for the highlighted floor, including hallway
scenes. Play All is again offered, but only plays scenes from the selected
floor. Press O to back up a screen, or to return to the title screen.
Note: The world shown for each floor varies depending on the order in which
worlds were synthesized in the most recently saved complete playthrough.
Hallway scenes are specific to the floor, however.
While a scene is playing, press Start to display the Pause menu. Select
Continue to resume playing the scene (or play-all sequence), or select
"Return to Theater" to cancel the scene and return to the Theater menu.
If a scene includes dialogue balloons, those balloons remain and still
require your interaction.
Note: Remember to save from the Battle Record screen. NEW GAME and THEATER
options vary depending on the "clear" saves recorded by System Data.
.: 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. Item and 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 (reload as needed) or no shortcut has been assigned.
Note: Since none of the KH-COM guides mention shortcuts, this is presumably
new to 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.
Note: Pathway colors differ from arrow colors on the mini map.
. 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 "E.1.5 World Cards" for
more on world cards. Section "E.3.4 Boss Lifebar Stats" contains data on
how boss strength varies, both by floor and by game mode.
. WARP POINTS .
Black spheres found in a floor's Entrance Hall, opposite the save point,
for teleporting between the castle's floors.
Stand beside the warp point and press triangle to display the graphical
World Warp display. Each floor displays the world assigned to that floor.
Unassigned worlds are not shown, and the highest floor may appear blank if
no world is yet assigned.
Select a completed world or the highest known floor as your destination,
then confirm the selection. You arrive in the destination's Entrance Hall.
. 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
1 0 18 8441 35 59645 52 192925 69 447585 86 862929
2 25 18 9885 36 64829 53 204161 70 467185 87 893205
3 61 20 11485 37 70305 54 215825 71 487349 88 924181
4 125 21 13249 38 76081 55 227925 72 508085 89 955865
5 225 22 15185 39 82165 56 240469 73 529401 90 988265
6 369 23 17301 40 88565 57 253465 74 551305 91 1021389
7 565 24 19605 41 95289 58 266921 75 573805 92 1055245
8 821 25 22105 42 102345 59 280845 76 596909 93 1089841
9 1145 26 24809 43 109741 60 295245 77 620625 94 1125185
10 1545 27 27725 44 117485 61 310129 78 644961 95 1161285
11 2029 28 30861 45 125585 62 325505 79 669925 96 1198149
12 2605 29 34225 46 134049 63 341381 80 695525 97 1235785
13 3281 30 37825 47 142885 64 357765 81 721769 98 1274201
14 4065 31 41669 48 152101 65 374665 82 748665 99 1313405*
15 4965 32 45765 49 161705 66 392089 83 776221
16 5989 33 50121 50 171705 67 410045 84 804445
17 7145 34 54745 51 182109 68 428541 85 833345
* Actual max attained may be marginally higher.
At level-up, each is offered a choice from among as many as three bonuses.
In the Status screen's left section are listed the sleights and skills Sora
or Riku has learned.
Once a sleight has been learned and is named in the menus, stocking the
required cards produces the designated special attack rather than a combo.
Sleights are generally (sometimes considerably) more powerful, deal (much)
greater damage, and may inflict debilitating side effects.
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 the D Report (Riku) record various aspects of
the game, including a card reference (see section "E.1 Cards") and the
nearest thing in-game to a bestiary. Update (v2.0): This guide now includes
its own "G.3 Annotated Bestiary" section.)
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 almost as a matter of course.
. CONTENTS .
See Sora or Riku's subsections for details found within the following
categories. See section "G. Transcripts" for the actual article texts.
STORY
Textual recap of all story developments.
When viewing a particular article, press L2 and R2 to cycle through all
available articles (total shown at top-right). Pressing down-arrow or
up-arrow on the D-pad scrolls the text a line at a time, while pressing R1
and L1 pages up or down through the article.
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 (total shown at top-center), or press
square to view the card's placement on the Card Collection screen.
Pressing down-arrow or up-arrow on the D-pad scrolls the text a line at a
time, while pressing R1 and L1 pages up or down through the description.
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 (total shown at top-right). Pressing down-arrow or up-arrow on
the D-pad scrolls the text a line at a time, while pressing R1 and L1 pages
up or down through the article.
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
The lock-on button works in battle, but not in field rooms or hallways.
See section "E.3.1 Controls" for the manual's complete controls table.
. MINI MAP .
The point of the weapon's icon "points" your way. Pathways leading out of
the world to the castle's hallways feature more distinct arrowheads.
ARROW COLORS
Red ... Path between field rooms; not yet taken
Blue ... Path already unlocked
Yellow ... Path to an event room
Note: The mini map's arrow colors differ from the colors used for pathways
on the World Map screen.
.: 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
IMPORTANT! Entering the menu with the maximum battle cards in inventory
displays a message alerting you the limit has been reached. No further
battle cards spring from struck scenery or (with a few exceptions) are
awarded from treasure chests until the total is reduced. Excess battle
cards can be deleted from the menu in a pinch, but unwanted cards are
better sold for MP in moogle shops.
Total battle cards allowed steadily increases as a game progresses and your
Card Collection grows in the number of cards obtained (not the percentage
shown), but it's a generous number from the start. (Reaching the limit is
more challenging than avoiding it, in fact.) Every "new" card found --
first-time bounty-room chests, like Gravity in Agrabah; special treasures;
clear bonuses; special cards; storyline events -- increases the maximum.
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
Note: Some cards appear twice in the left pane, once for the regular
variety of the card and twice for any of the same card that are marked as
"premium". For more info, see "Premium Cards" under "E.3.3 Deck Building".
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 .
A quick way to start fresh. Clearing a deck removes all cards from the deck
and returns the cards to inventory.
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. Learn more about moogle shops in section "E.1.4 Map 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.
Sora obtains no green map cards on the castle's top two floors. Section
"E.3.8 Event Room Criteria" can help with planning ahead, if desired.
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. Also known as "world synthesis".
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.
Note: Sora's story does not coincide exactly with Riku's arrival. A
graphical depiction of how their stories overlap was published in the
KH2-FM+ Ultimania guide, as shown at:
http://www.kingdomhearts3.net/khiifm-ultimania-timeline-for-com/
. 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, as is the elapsed game time.
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
At level-up, Sora is offered a choice from among as many as three bonuses.
Move the highlight from one bonus to another to view (in the lower-right
pane) how the bonus would benefit Sora.
HP Boost ... Adds 15 to Max HP; always offered, until max is reached
CP Boost ... Adds 25 to Max CP; always offered, until max is reached
Sleights ... Learns the sleight named; offered at LV2 and at every fifth
level-up thereafter (7, 12, 17, ..), until all twelve
level-up sleights are learned
Once offered, a sleight bonus remains available until selected. If ignored
through several bonuses, the sleights stack up as they would otherwise
become available, until the intermittent schedule again takes affect. For
instance, if the sleight offered at LV2 (Sliding Dash) is only accepted as
the LV25 bonus, starting with LV26 a sleight is offered with each level-up,
until at LV30, no sleight is offered and the regular interval resumes.
Some of Sora's stats have a cap above which they can rise no higher. When
concentrating on maxing a single stat from the beginning of a new game, the
LV shown below is the earliest the maximum is reached, if applicable.
MAXIMUM LV
Level 99 99
EXP 1,313,405 99 [1]
HP 560 33
Max CP 1,625 55
MP 99,999 -- [2]
[1] Computed from LV98. Actual max upon reaching LV99 may stop at a
marginally higher number, such as 1,313,431. Even though EXP continues
dropping in battle, on the Status screen EXP stops increasing.
[2] Presumed. Maximum MP exceeds 9,999 into five figures, but how much
higher remains unverified.
Once HP or Max CP reaches the maximum, its bonus appears dimmed on the
level-up screen. Maxing all three level-up bonuses is achieved at LV99.
Tip! When maxing Sora's HP or CP, put Monstro on the second floor and
repeat Monstro's Belly Brawl for as long as you can stomach the minigame.
You could level-up every two or three rounds, at least for a while. A
complete how-to is found in the "F.5 General Gameplay" FAQ section.
. 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 a sleight is offered as a level-up bonus
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.
Sleights are learned as level-up bonuses or as friends join Sora, after
boss fights or minigames, or at certain fixed points throughout the story.
Search this guide for the sleight by its name for greater detail on how or
where it's learned.
Until a sleight is named in the menus, stocking its cards produces...a
combo, and nothing more. Sleights must be learned in-game first.
. 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.
See section "G.1 Journal Transcript" for the actual article texts.
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,
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 Powerful cards used to attack with the keyblade
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 integral to 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.
While playing any minigame, press Start to display the Pause menu.
Continue ... Resume the minigame
Retry ...... Starts the minigame again, without the instructions
Help ....... Redisplays the minigame's instructions
Quit ....... Exits out of the minigame
In Monstro, Retry and Quit aren't available, but the minigame may be
repeated until cleared. (This is the only leveling "hotspot" in the game.)
Once beaten, however, the event room closes and the minigame may not be
replayed.
In the 100 Acre Wood, your first goal is clearing the minimum requirement
for story (and 100%) completion. Challenge Mode presents a higher target
goal, but isn't required for journal completion. Two prizes are awarded per
minigame, a new card or sleight for first clearing the minigame, then a
known card for beating Challenge Mode. You can continue playing for higher
scores, where possible, but no additional prizes are awarded.
Monstro
Monstro's Belly Brawl
100 Acre Wood CLEAR MINIMUM CHALLENGE MODE
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 Sorted
. 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
anew every time the deck changes. For example, moving from an Entrance Hall
into an Unknown Room, the shortcut is cleared; returning to the Entrance
Hall, the shortcut is again cleared -- what was set previously is NOT
remembered. Whenever the shortcut is cleared, no card is selected as the
shortcut.
. 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).
Note: Riku's arrival does not coincide exactly with Sora's story. A
graphical depiction of how their stories overlap was published in the
KH2-FM+ Ultimania guide, as shown at:
http://www.kingdomhearts3.net/khiifm-ultimania-timeline-for-com/
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; duration of Dark Mode (D 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 ---
At level-up, Riku is offered a choice from among as many as three bonuses.
Move the highlight from one bonus to another to view (in the lower-right
pane) how the bonus would benefit Riku.
HP Boost ......... Adds 15 to Max HP; always offered, until max is reached
Attack Boost ..... Adds 1 to AP; offered at LV2 and at every third level-up
thereafter (5, 8, 11, ..), until max is reached
Darkness Boost ... Adds 2 to Max DP; after learning D Mode, always offered,
until max is reached
Once offered, an AP bonus remains available until selected. If ignored over
several level-ups, AP bonuses stack up and are continually offered until
the stack is exhausted and the regular interval resumes. For instance, if
the AP bonus offered at LV2 isn't accepted until LV10, at LV11 and LV12 AP
bonuses are also offered and, if accepted, then does not appear at LV13.
Riku's stats have a cap above which they can rise no higher. When
concentrating on maxing a single stat from the beginning of a new game, the
LV shown is the earliest the maximum is reached, if applicable.
IMPORTANT! Riku relies on Attack Boosts to power up his Soul Eater attack
cards. Skipping AP bonuses is NOT advised. LV in the following table
presumes accepting Attack Boosts along the way, as well.
MAXIMUM LV
Level 99 99
EXP 1,313,405 99 [1]
HP 560 49
Attack Points 30 59
Dark Points 99 -- [2]
[1] Computed from LV98 level-up screen. Actual max upon reaching LV99 may
stop at a marginally higher number, such as 1,313,482. While EXP continues
dropping in battle, on the Status screen EXP increases no further.
[2] Although DP is usually raised by two, its last bonus adds only one to
Max DP. LV varies, depending on at what level D Mode is learned.
Once HP, AP, or DP reaches the maximum, its bonus appears dimmed on the
level-up screen from then on. Maxing all three level-up bonuses is achieved
at LV99.
. 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.
Until a sleight is named in the menus, stocking its cards produces...a
combo, and nothing more. Sleights must be learned in-game first, though for
Riku this occurs early in a new game.
. 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, though the chronicler is
not revealed in KH-ReCOM.
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, displayed as ALL under Review Decks and in moogle shops,
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 mundane
treasure chest. Moogles alert you when you're at the max or have no room
left for a new card pack.
Tip! If you suspect the max is looming too large, save and then visit a
moogle shop. If you're capable of purchasing a new card pack, then you're
at least five cards from reaching maximum capacity. To learn the current
max, purchase new card packs until told you can't hold any more cards, or
until MP runs out. Reset once you're satisfied.
Amounts shown for CP and Sell throughout this section are as-observed by
the author, not calculated or taken from any publication.
. ATTACK CARDS .
Attack cards are the foundation of Sora's fighting skills. New attack cards
are obtained in each Block A and Block B world. Others are first obtained
as Sora's story progresses and only spring from struck scenery or appear in
moogle card packs from then on. Select attack cards can only be obtained
once Sora or Riku's stories are cleared.
Missing a card? The following table lists the attack cards in Journal order
to aid in decoding those enigmatical question marks.
World ..... primarily found in the noted world
Story ..... first obtained following a storyline event
Special ... a special treasure found in a Room of Rewards
Clear ..... a bonus found after clearing Sora's (S) or Riku's (R) game
ATTACK CARD WORLD STORY SPECIAL CLEAR NOTES
Kingdom Key - - - - Default attack card
Three Wishes Y - - - Agrabah
Crabclaw Y - - - Atlantica
Pumpkinhead Y - - - Halloween Town
Fairy Harp Y - - - Neverland
Wishing Star Y - - - Monstro
Spellbinder - - - - 100 Acre Wood, Tigger's
Playground; chest [1]
Metal Chocobo - - Y - Olympus Coliseum
Olympia Y - - - Olympus Coliseum
Lionheart - - Y - Traverse Town
Lady Luck Y - - - Wonderland
Divine Rose Y - - - Hollow Bastion
Oathkeeper - Y - - Destiny Islands; boss
Oblivion - Y - - Exit Hall (12F); boss
Ultima Weapon - - - R Castle Oblivion; bounty [2]
Diamond Dust - - - - Reach final save point;
top three floors, anywhere [3]
One-Winged Angel - - - - Reach final save point;
top three floors, anywhere [3]
Star Seeker - - Y S Castle Oblivion
Monochrome - - Y S Olympus Coliseum
Follow the Wind - - Y S Neverland
Hidden Dragon - - - S Traverse Town; bounty
Photon Debugger - - Y S Destiny Islands
Bond of Flame - - Y S Halloween Town
[1] Glide or Super Glide is needed to reach the chest.
[2] In subsequent new games, obtained after reaching the final save point.
[3] Obtained from broken scenery in field rooms, from moogle shops in black
belt or white moogle card packs, or from chests after any clear bonuses are
obtained.
Tip! Confused about what special treasure or clear bonus cards are unlocked
when? Search ahead for a handy "flowchart", which is found in section "F.5
General Gameplay".
Once a particular attack card has been obtained, the card may appear
elsewhere, especially in moogle shops, bounty rooms, or on the castle's top
three floors.
Some attack cards "shimmer" and appear twice under Edit Deck. For more
info, see "Premium Cards" within section "E.3.3 Deck Building".
Each attack card is graded on a variety of statistics, as displayed in the
Journal's Card Index.
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.
In the following table, element is Physical unless otherwise noted. 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.
ATTACK CARD 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 --
The Attack stat displayed on cards under Edit Deck (and in the following
tables) is the average of the Strike, Thrust, and Combo Finish stats.
Kingdom Key ================ --------------- Detail --------------------
Attack: D+ Description: The default weapon. Not
Element: Physical very powerful, but reliable
Recovery: B and easy to handle.
---- CP ---- --- Sell ---
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)
Bond of Flame ============== --------------- Detail --------------------
Attack: B+ Description: A special attack card with
Element: Fire fire-based attacks.
Recovery: B Delivers exceptionally
---- CP ---- --- Sell --- powerful strikes.
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
Crabclaw =================== --------------- Detail --------------------
Attack: C+ Description: Obtained in Atlantica. Easy
Element: Physical to handle with an
Recovery: * impressive recovery time
---- CP ---- --- Sell --- after card breaks.
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
Diamond Dust =============== --------------- Detail --------------------
Attack: B+ Description: A special attack card with
Element: Ice ice-based attacks.
Recovery: * Powerful and the easiest to
---- CP ---- --- Sell --- handle.
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
Divine Rose ================ --------------- Detail --------------------
Attack: C+ Description: Obtained in Hollow Bastion.
Element: Physical Features a powerful strike
Recovery: C and fast swing.
---- CP ---- --- Sell ---
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
Fairy Harp ================= --------------- Detail --------------------
Attack: C+ Description: Obtained in Neverland. Easy
Element: Physical to handle with a formidable
Recovery: * swing speed.
---- CP ---- --- Sell ---
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: * (open star)
Premium: 20 Premium: 22 Required CP: B
Follow the Wind ============ --------------- Detail --------------------
Attack: C+ Description: A well-balanced weapon with
Element: Physical a powerful thrust and a
Recovery: A short recovery time from
---- CP ---- --- Sell --- card breaks.
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 ============== --------------- Detail --------------------
Attack: C+ Description: An attack card with weak
Element: Physical strikes but powerful combo
Recovery: A finishes.
---- CP ---- --- Sell ---
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
Lady Luck ================== --------------- Detail --------------------
Attack: C Description: Obtained in Wonderland. A
Element: Physical balanced weapon that is
Recovery: B easy to handle.
---- CP ---- --- Sell ---
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
Lionheart ================== --------------- Detail --------------------
Attack: B Description: A special attack card with
Element: Fire fire-based attacks.
Recovery: A
---- CP ---- --- Sell ---
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
Metal Chocobo ============== --------------- Detail --------------------
Attack: B Description: A special attack card that
Element: Neutral can break through physical
Recovery: B defenses. A bit difficult
---- CP ---- --- Sell --- to handle.
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
Monochrome ================= --------------- Detail --------------------
Attack: C+ Description: A special attack card that
Element: Neutral can break through physical
Recovery: C defenses. Takes time to
---- CP ---- --- Sell --- recover from card breaks.
0: 38 5: 28 0: 24 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
Oathkeeper ================= --------------- Detail --------------------
Attack: B+ Description: A well-balanced weapon with
Element: Physical a very powerful thrust.
Recovery: B
---- CP ---- --- Sell ---
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 =================== --------------- Detail --------------------
Attack: B Description: A special attack card that
Element: Neutral can break through physical
Recovery: A defenses. First-class
---- CP ---- --- Sell --- strength.
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
Olympia ==================== --------------- Detail --------------------
Attack: C+ Description: Obtained in Olympus
Element: Physical Coliseum. Powerful with a
Recovery: A quick recovery after card
---- CP ---- --- Sell --- breaks.
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
One-Winged Angel =========== --------------- Detail --------------------
Attack: B Description: A special attack card with
Element: Fire fire-based attacks.
Recovery: C Exceptional combo finish.
---- CP ---- --- Sell ---
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
Photon Debugger ============ --------------- Detail --------------------
Attack: B Description: A special attack card with
Element: Lightning lightning-based attacks.
Recovery: B
---- CP ---- --- Sell ---
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
Pumpkinhead ================ --------------- Detail --------------------
Attack: C Description: Obtained in Halloween Town.
Element: Physical Easy to handle with a fast
Recovery: A recovery after card breaks.
---- CP ---- --- Sell ---
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 ================ --------------- Detail --------------------
Attack: C Description: A special attack card with
Element: Lightning lightning-based attacks.
Recovery: A
---- CP ---- --- Sell ---
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
Star Seeker ================ --------------- Detail --------------------
Attack: C+ Description: An attack card with a
Element: Physical powerful combo finish and
Recovery: * the shortest recovery time
---- CP ---- --- Sell --- from card breaks.
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
Three Wishes =============== --------------- Detail --------------------
Attack: C+ Description: Obtained in Agrabah. Fairly
Element: Physical strong with a fast swing.
Recovery: B
---- CP ---- --- Sell ---
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
Ultima Weapon ============== --------------- Detail --------------------
Attack: * Description: The strongest attack card
Element: Physical to be found.
Recovery: B
---- CP ---- --- Sell ---
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
Wishing Star =============== --------------- Detail --------------------
Attack: C Description: Obtained in Monstro. Not
Element: Physical very powerful, but very
Recovery: A easy to handle.
---- CP ---- --- Sell ---
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
. MAGIC CARDS .
Magic cards are first obtained following particular events in Sora's story.
Blizzard ... Barrel tutorial in Traverse Town
Cure ....... Default deck in Traverse Town.
Fire ....... Boss in Exit Hall (1F).
Gravity .... First bounty room in Agrabah.
Stop ....... First bounty room in Wonderland.
Thunder .... Boss in Exit Hall (6F).
Aero ....... Boss in Exit Hall (7F)
Once found, magic cards may appear in card packs purchased in moogle shops
or from struck scenery (slightly more common in the card's initial world).
Some magic cards "shimmer" and appear twice under Edit Deck. For more info,
see "Premium Cards" within section "E.3.3 Deck Building".
o Fire homes in on a single targeted enemy, whether airborne or on the
ground, up to about halfway across the battlefield.
o Blizzard hits enemies straight ahead from the point of attack, whether
Sora jumps in the air or stands on the ground, and splinters to strike
enemies to either side.
o Cure targets Sora.
o The remainder can hit any heartless within a set range centered around
the targeted enemy's location at the time of attack; enemies may wander
into or out of the area before the attack strikes, however.
Fire ---- CP ---- --- Sell ---
Magic that deals fire damage. Stock two 0: 24 5: 19 0: 16 5: 12
cards for Fira and three cards for Firaga. 1: 15 6: 20 1: 10 6: 12
2: 16 7: 21 2: 10 7: 14
3: 17 8: 22 3: 10 8: 14
4: 18 9: 23 4: 12 9: 14
Premium: 15 Premium: 20
Blizzard ---- CP ---- --- Sell ---
Magic that deals ice damage. Stock two 0: 24 5: 19 0: 16 5: 12
cards for Blizzara and three cards for 1: 15 6: 20 1: 10 6: 12
Blizzaga. 2: 16 7: 21 2: 10 7: 14
3: 17 8: 22 3: 10 8: 14
4: 18 9: 23 4: 12 9: 14
Premium: 15 Premium: 20
Thunder ---- CP ---- --- Sell ---
Magic that deals lightning damage. Stock 0: 24 5: 19 0: 16 5: 12
two cards for Thundara and three cards for 1: 15 6: 20 1: 10 6: 12
Thundaga. 2: 16 7: 21 2: 10 7: 14
3: 17 8: 22 3: 10 8: 14
4: 18 9: 23 4: 12 9: 14
Premium: 15 Premium: 20
Cure ---- CP ---- --- Sell ---
Magic that restores HP. Stock two cards for 0: 43 5: 33 0: 28 5: 22
Cura and three cards for Curaga. 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
Gravity ---- CP ---- --- Sell ---
Magic that deals damage relative to the 0: 38 5: 28 0: 24 5: 18
enemies' remaining HP. Stock two cards for 1: 20 6: 30 1: 12 6: 20
Gravira and three cards for Graviga. 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
Stop ---- CP ---- --- Sell ---
Magic that halts enemy movement for a set 0: 38 5: 28 0: 24 5: 18
time period. Stock two cards for Stopra and 1: 20 6: 30 1: 12 6: 20
three cards for Stopga. 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
Aero ---- CP ---- --- Sell ---
Magic that blows away nearby enemies and 0: 38 5: 28 0: 24 5: 18
inflicts damage. Stock two cards for Aerora 1: 20 6: 30 1: 12 6: 20
and three cards for Aeroga. 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 .
Also considered magic cards. Excepting Mushu, summons are first obtained as
Sora's story progresses. Once a summon card has been found, others may turn
up from broken scenery anywhere (though more common in its original world)
or in card packs purchased at a moogle shop.
Simba ......... Beginnings room in Traverse Town
Genie ......... Truth room in Agrabah
Cloud ......... Truth room in Olympus Coliseum
Dumbo ......... Truth room in Monstro
Tinker Bell ... Truth room in Neverland
Mushu ......... Rewards room in Hollow Bastion
Bambi ......... Fields room in 100 Acre Wood
Two- and three-card Summon sleights produce greater effects. Watch for
green reaction prompts; pressing triangle may chain or augment a summon's
attack. See section "D.2.5 Status" for details on all of Sora's
summon-related sleights.
Some summon cards "shimmer" and may appear twice under Edit Deck. For more
info, see "Premium Cards" within section "E.3.3 Deck Building".
Simba ---- CP ---- --- Sell ---
Simba lets out a mighty roar that deals 0: 38 5: 28 0: 24 5: 18
damage to enemies in front of him. Stock 1: 20 6: 30 1: 12 6: 20
more than one and his roar will also stun 2: 22 7: 32 2: 14 7: 20
enemies. 3: 24 8: 34 3: 16 8: 22
4: 26 9: 36 4: 16 9: 24
Premium: 20 Premium: 22
Genie ---- CP ---- --- Sell ---
Genie casts Thundara, Gravira, or Stopra. 0: 38 5: 28 0: 24 5: 18
Stock more than one and Genie will cast 1: 20 6: 30 1: 12 6: 20
multiple spells. 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
Bambi ---- CP ---- --- Sell ---
Bambi bounds around and drops HP orbs. 0: 38 5: 28 0: 24 5: 18
Stock more than one to boost the effect. 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
Dumbo ---- CP ---- --- Sell ---
Dumbo douses enemies with water over a set 0: 38 5: 28 0: 24 5: 18
time period, dealing ice damage. Stock more 1: 20 6: 30 1: 12 6: 20
than one to prolong the attack. 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
Tinker Bell ---- CP ---- --- Sell ---
Tinker Bell restores HP over a set time 0: 38 5: 28 0: 24 5: 18
period. Stock more than one to boost the 1: 20 6: 30 1: 12 6: 20
effect. 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
Mushu ---- CP ---- --- Sell ---
Mushu breathes fire at the enemy, dealing 0: 43 5: 33 0: 28 5: 22
fire damage. Stock more than one to prolong 1: 25 6: 35 1: 16 6: 22
the attack. 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
Cloud ---- CP ---- --- Sell ---
Cloud unleashes two successive sword 0: 43 5: 33 0: 28 5: 22
attacks. Stock two cards to use Cross-slash 1: 25 6: 35 1: 16 6: 22
and three cards to use Omnislash. 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, though Pluto has been known to dig up used item cards on occasion.
Unlike the black-and-white reload card, item cards reload your deck
instantly, with no delay whatsoever. Item cards are faster, even for Riku.
Item cards are first obtained after particular events or in other ways.
Once an item card has been found, others may turn up from broken scenery or
in card packs purchased at a moogle shop.
Potion ........ Default deck in Traverse Town
Ether ......... Guidance room in Agrabah
Hi-Potion ..... Guidance room in Olympus Coliseum
Mega-Ether .... Whirlwind Plunge minigame in 100 Acre Wood
Elixir ........ Bumble-Rumble minigame in 100 Acre Wood
Mega-Potion ... Boss in Exit Hall (11F)
Megalixir ..... Rewards room in Destiny Islands
Item cards never appear as premium cards.
Item cards may reload:
1-attack cards; 2-magic cards; 3-unreloadables; 4-resets reload counter
Potion 1 ---- CP ---- --- Sell ---
Quickly reloads attack cards with no charge 0: 57 5: 42 0: 38 5: 28
time required. It does not work on cards 1: 30 6: 45 1: 20 6: 30
that cannot be reloaded. 2: 33 7: 48 2: 22 7: 32
3: 36 8: 51 3: 24 8: 34
4: 39 9: 54 4: 26 9: 39
Hi-Potion 1, 3 ---- CP ---- --- Sell ---
Quickly reloads attack cards with no charge 0: 76 5: 56 0: 50 5: 36
time required. Even normally unreloadable 1: 40 6: 60 1: 26 6: 40
cards are restored. 2: 44 7: 64 2: 28 7: 42
3: 48 8: 68 3: 32 8: 44
4: 52 9: 72 4: 34 9: 48
Mega-Potion 1, 3, 4 ---- CP ---- --- Sell ---
Quickly reloads attack cards with no charge 0: 81 5: 61 0: 54 5: 40
time and resets the reload counter. Even 1: 45 6: 65 1: 30 6: 42
normally unreloadable cards are restored. 2: 49 7: 69 2: 32 7: 46
3: 53 8: 73 3: 34 8: 48
4: 57 9: 77 4: 38 9: 50
Ether 2 ---- CP ---- --- Sell ---
Quickly reloads magic cards with no charge 0: 38 5: 28 0: 24 5: 18
time required. It does not work on cards 1: 20 6: 30 1: 12 6: 20
that cannot be reloaded. 2: 22 7: 32 2: 14 7: 20
3: 24 8: 34 3: 16 8: 22
4: 26 9: 36 4: 16 9: 24
Mega-Ether 2, 3 ---- CP ---- --- Sell ---
Quickly reloads magic cards with no charge 0: 62 5: 47 0: 40 5: 30
time and resets the reload counter. Even 1: 35 6: 50 1: 22 6: 32
normally unreloadable cards are restored. 2: 38 7: 53 2: 24 7: 34
3: 41 8: 56 3: 26 8: 36
4: 44 9: 59 4: 28 9: 38
Elixir 1, 2 ---- CP ---- --- Sell ---
Quickly reloads attack cards and magic 0: 81 5: 61 0: 54 5: 40
cards, including normally unreloadable 1: 45 6: 65 1: 30 6: 42
cards. 2: 49 7: 69 2: 32 7: 46
3: 53 8: 73 3: 34 8: 48
4: 57 9: 77 4: 38 9: 50
Megalixir 1, 2, 3, 4 ---- CP ---- --- Sell ---
Quickly reloads attack cards and magic 0: 95 5: 70 0: 62 5: 46
cards, including normally unreloadable 1: 50 6: 75 1: 32 6: 50
cards. The reload counter is also reset. 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. Watch for green reaction prompts; pressing triangle can chain or
augment some friends' attacks.
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
For exact descriptions, see section "G.1 Journal Transcript".
Donald and Goofy may appear in regular and (most) boss fights. Most of 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 can turn up anywhere, especially when Sora's
deck dwindles, quite regularly against random heartless when playing with
low CP. In a typical game, however, he's very rarely seen in random battle,
but commonly pops up in select boss battles and other forced fights. He can
lend a paw against Organization members, too. If he digs up a bone,
however, avoid stepping on it.
Note: It's easily possible to reach the final save point without ever
seeing the Pluto friend card. The card is NOT "missable", however. Visit
Traverse Town, Wonderland, or any "easy" world. The trick is using a deck
of about a dozen cards, depleting it by half through combos and sleights,
then half again as needed. The pooch shows up soon enough.
. ENEMY CARDS .
In addition to boss drops, Sora can receive enemy cards from all but one
random heartless. After beating Sora's game and its clear data is recorded
by System Data, a few new enemy cards become available, as will a few more
once Riku's clear data is likewise saved. See section "E.1.3 Enemy Cards"
for more info, and search ahead for a handy "flowchart" of exact details.
. 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.
Item cards reload Riku's deck even faster than usual.
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 enemy card Sora never sees. The
next section, "E.1.3 Enemy Cards", goes into greater detail.
IMPORTANT! While Sora finds more powerful attack cards as he goes along,
Riku must depend on powering up his Soul Eater attack cards. To increase
the amount of damage Soul Eater inflicts, accept the intermittent Attack
Bonuses as soon as they're offered at level-up. The difference may be
noticeable before advancing beyond B12F.
. E.1.3 ENEMY CARDS .
Also considered battle cards, enemy cards invoke special abilities for a
limited duration.
For Sora, a random enemy card may drop after battle instead of a map card,
but only for the last enemy standing on the battlefield. 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.
. USING ENEMY CARDS .
One of Sora's tutorials talked of card "categories" and walked through
choosing an enemy card, but the lesson occurred so near the start of a new
game it's rarely useful except in hindsight.
1. For Sora only, before battle add the desired enemy cards to the equipped
deck.
Riku's closed deck automatically includes one or more enemy cards, but
enemy cards must be added to Sora's decks like any other battle cards.
2. In battle, press Select to switch the card revolver and display all
enemy cards available in the current deck.
3. Highlight the desired enemy card and press X.
Tip! Do so quickly. If you pick up a Friend card before an enemy card is
selected, the revolver automatically switches back to normal and you'll
need to press Select all over again.
With most enemy cards, the named ability immediately displays to the right
of the card revolver, along with a limit counter above the name. Once the
limit is exhausted, the ability (and any ancillary effects) ends and the
display clears.
A few enemy cards inflict a one-time effect and have nothing to display.
. USAGE TIPS .
Already-used enemy cards do not reload for the remainder of the battle.
Multiples of the same enemy card can be added to one deck, CP allowing, and
played sequentially. If you have obtained five Red Nocturne enemy cards,
for instance, all five may be added to a deck (at 20 CP each, for a total
cost of 100 CP; very effective, and a bargain to boot).
Once an enemy card has been played and its ability and limit are displayed,
playing another enemy card immediately cancels the first card. To get the
most from your enemy cards, wait until one is finished before playing
another enemy card.
Limits enduring for a number of reloads are depleted by any sort of reload,
whether by way of the usual black-and-white reload card, an item card, or a
sleight that also reloads the deck. Best played at the start of battle or
immediately following a reload.
Playing a stock of multiple item cards can instantly exhaust an enemy
card's reload limit.
Limits based on a number of attacks may deplete whenever the weapon is
swung. The blow connecting or inflicting damage is not necessarily
required.
Unique enemy cards that also list certain ancillary effects (such as an
elemental resistance), known as "passive" abilities, only provide those
added effects while the card is actually in play. Simply including the card
in your deck does not afford you the extra protection.
. ALL ENEMY CARDS .
The following table lists every possible enemy card, in the order they
appear in Sora's Journal.
S ......... Y = obtainable by Sora
C = only after completing Sora's story
+ = only after completing Riku's story, too
* = only after achieving Collector Rank of Card Master
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
and unique 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 C - 65 -- Quick Barrier 3 reloads [4]
Xigbar C - 80 -- Shot Charge 2 reloads
Xaldin C - 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 C - 80 -- Combo Boost 20 attacks [4]
Axel Y - 75 -- Quick Recovery 10 hits taken [7]
Demyx C - 80 -- Water Charge 2 reloads [4]
Luxord C - 99 -- Omni Break 15 uses [4]
Marluxia Y - 99 -- Double Sleight 3 sleights [5]
Larxene Y - 65 -- Dash 15 cards [8]
Roxas C - 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 Warp or Warpinator sleights.
[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
[*] See section "E.1.7 Special Cards".
As noted, several unique enemy cards enable one or more "passive" abilities
in addition to the "active" ability listed. Passive abilities, like
"resists fire", remain in force for the enemy card's duration.
Tip! When playing an enemy card expressly for its passive abilities, avoid
actions that deplete the limit counter to keep "buffed" longer.
. ENEMY ABILITIES .
Quickly decipher cards played against you.
Rooms affecting card values (such as Martial Waking) may take precedence
over enemy card abilities (like Incrementor). Like 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.
[*] See section "E.1.7 Special Cards".
Note: In testing, the Premium Guard ability had no effect whatsoever.
. 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, Barrel Spider
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
Shadow enemy cards may drop in every world, but in Atlantica shadow
heartless appear in Bottomless Darkness rooms and nowhere else.
White Mushroom and Black Fungus enemy cards may be dropped from encounters
in White or Black Rooms synthesized in any world.
Barrel Spider enemy 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! Barrel spiders 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 this behavior, too.
2. Ensure the last heartless on the battlefield is the one whose enemy card
you seek.
3. Reload your game whenever enemy cards are few and far between, or reset
your console when even a soft-reset doesn't help.
While some reports claim that card breaking the enemy or dealing a solid
finishing blow may improve your odds, extensive testing has failed to prove
the theory.
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.
For assistance with defeating a particular heartless to obtain its enemy
card, see the "G.3 Annotated Bestiary" section.
. 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) may take precedence
over enemy card abilities (like Incrementor). Like effects do NOT compound.
. RED .
TRANQUIL DARKNESS
Heartless: *
Room Size: **
Description: A room where only a few Heartless appear.
Acquired: Random drop; Roulette Room
A basic encounter room. Layout has modest complexity.
TEEMING DARKNESS
Heartless: ***
Room Size: ***
Description: A room where many Heartless appear. Enemies often drop enemy
cards in this room.
Acquired: Random drop; Roulette Room
Increased chance the last enemy may drop its enemy card instead of a map
card after battle. Count on more battles than with any other map card.
The layout features large terraces on two or more levels.
FEEBLE DARKNESS
Heartless: *
Room Size: **
Description: A room where Heartless with weak cards appear.
Acquired: Random drop; Roulette Room
In battle, ALL heartless card values are decreased by two. Values may be
reduced to as low as one (1).
ALMIGHTY DARKNESS
Heartless: **
Room Size: **
Description: A room where Heartless with strong cards appear. Enemies often
drop enemy cards in this room.
Acquired: Random drop; Roulette Room
In battle, ALL heartless card values are increased by two. Values may be
raised as high as nine (9). Increased chance the last enemy may drop its
enemy card instead of a map card after battle.
SLEEPING DARKNESS
Heartless: *
Room Size: *
Description: A room where Heartless are drowsy and easy to ambush.
Acquired: Random drop; Roulette Room
In the field, heartless snooze and all are visible, excepting any lurking
barrel spiders. Attack enemies to damage the first wave, or run into them
and the first wave is asleep when battle starts.
The smallest field room of all. Only White and Black Rooms harbor fewer
heartless.
LOOMING DARKNESS
Heartless: **
Room Size: ***
Description: A room where Heartless attack relentlessly. Enemies often drop
enemy cards in this room.
Acquired: Random drop; Roulette Room
In the field, heartless always chase you. Increased chance the last enemy
may drop its enemy card instead of a map card after battle.
Large field room, bordering on vast, of elegant simplicity.
PREMIUM ROOM
Heartless: **
Room Size: **
Description: A room where victory often leads to Premium Bonuses.
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 -- the cards in your current 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. (Advisable early in a new game, in fact.)
Tips! Keep your deck stocked with regular cards you'd like made into
premium cards. Make excess one (1) cards premium prior to selling for an
extra ten MP or so apiece; one-valued premium cards have no other benefit.
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.
See section "E.3.3 Deck Building" for a practical discussion on using
premium cards.
WHITE ROOM
Heartless: *
Room Size: ***
Description: A room where only White Mushrooms appear. What happens when
you defeat White Mushrooms?
Acquired: Random drop; Roulette Room
Three white mushrooms appear in the field room, 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! The field room may include a good number of barrels when synthesized
on worlds where barrel spiders live, such as Monstro.
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 Warp and Warpinator sleights can KO a white mushroom, in
which case no HP orbs are dropped (Warpinator) nor any EXP crystals (Warp).
Handy for collecting a white mushroom's enemy card, though.
See section "E.3.5 Battle Spoils" for even more on what else may drop.
BLACK ROOM
Heartless: *
Room Size: *
Description: A room where only Black Fungi appear. What happens when you
defeat Black Fungi?
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: ***
Description: A pitch-dark room where many Heartless appear.
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.
Trivia! In Atlantica, a Bottomless Darkness room is the only place shadow
heartless are found.
ROULETTE ROOM
Heartless: **
Room Size: ***
Description: A room where victory often leads to Roulette Bonuses.
Acquired: Random drop; Roulette Room; black fungus (Riku)
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 you hold in inventory is shown; values for which you have
none display dimmed. For Sora, the selection of cards presented adheres to
any restrictions imposed by the floor or world.
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. Unlike its premium counterpart, the
roulette selector may not be canceled.
If an R card is dropped but NOT picked up, no card is awarded after battle.
If an R card is not dropped, a map card or (very rarely) an enemy card is
awarded as usual after battle.
Tip! Since enemy cards never appear in the roulette selector, when hunting
for enemy cards you may wish to avoid synthesizing Roulette Rooms. The Key
to Rewards and Random Joker map cards also never appear in the selector.
One of the more complex layouts, arranged in shallow, broad tiers, up three
sides like an amphitheater.
. GREEN .
Note: For Sora, green map cards NEVER drop on the castle's top two floors.
MARTIAL WAKING
Heartless: **
Room Size: **
Description: A room where attack cards are more effective.
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: **
Description: A room where magic cards are more effective.
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: **
Description: A room where item cards are more effective.
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: **
Description: A room where a friend card appears at the beginning of all
battles (if your friends are with you).
Acquired: Random drop; Roulette Room
A friend card appears at the outset of battle, if any appear under Friends.
STAGNANT SPACE
Heartless: *
Room Size: **
Description: A room where the Heartless move slowly.
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: ***
Description: A room where striking first in the field does additional
damage to Heartless.
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: ***
Description: A room where striking first in the field stuns all Heartless
that join the battle.
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 .
Note: Treasure chest behaviors described for Calm Bounty apply to treasure
chests found in Guarded Trove and False Bounty rooms as well.
CALM BOUNTY
Heartless: --
Room Size: *
Description: A room containing treasure.
Acquired: Random drop; Roulette Room; black fungus (Sora)
Contains a treasure chest.
WARNING! If the number of battle cards is at its maximum, an alert displays
when the chest is opened, but no card is obtained. Special and new-found
cards are exceptions, since the max increases by one as each is obtained.
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 clear data
has been saved for Sora and Riku, bounty rooms in select worlds contain
another unique bonus (at variable points as noted in the walkthrough
sections, as well as in "E.3.2 Save Files").
WORLD TREASURE CLEAR BONUS
Traverse Town -- Hidden Dragon attack card
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 Ultima Weapon attack card
-- Lexaeus enemy card
100 Acre Wood's one treasure chest is found in Tigger's Playground without
room synthesis, but Glide or Super Glide is needed to reach the chest.
Hidden Dragon may be obtained once Sora's clear data has been saved, and at
the start of subsequent playthroughs. On a second playthrough after
clearing Riku's game, the other clear bonus cards may be obtained after
reaching the final save point.
GUARDED TROVE
Heartless: **
Room Size: *
Description: A room where treasure is guarded by Heartless.
Acquired: Random drop; Roulette Room
Bounty room containing a treasure chest. The obvious approach is guarded by
a stationary heartless at the bottom (and sometimes the top) of the ladder.
What pertains to treasures found in Calm Bounty rooms applies for this
room, as well.
FALSE BOUNTY
Heartless: *
Room Size: *
Description: A room where only one treasure chest is real. Opening a fake
chest leads to battle with Heartless.
Acquired: Random drop; Roulette Room
Bounty room containing three chests, only one of which contains treasure.
The other two engage in battle without a first-strike opportunity.
What pertains to treasures found in Calm Bounty rooms applies for this
room, as well.
MOMENT'S REPRIEVE
Heartless: --
Room Size: *
Description: A room where you can save your progress. No Heartless.
Acquired: Random drop; Roulette Room
Contains a save point. Layout is similar to Calm Bounty.
MOOGLE ROOM
Heartless: --
Room Size: *
Description: A room where you can trade cards at the Moogle Shop.
Acquired: Random drop; Roulette Room
Layout is similar to Calm Bounty. 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 attack cards.
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.
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 a random selection from all three
card types.
Note: If the total number of battle cards is (or grows to) within five of
the maximum allowed, you're alerted to the limit -- on entering a shop, a
special screen displays; when buying cards, the moogle's text says you can
hold no more cards; while selling cards, pressing square is disabled. You
can still trade cards for MP, however. Once your inventory is reduced
enough, the square icon reappears and you can again switch to the other
moogle. If it's a new shop, back out to the two-moogle main screen and
automatically receive the deferred complimentary card pack.
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, are all
unofficial, but 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).
Some card packs include cards that "shimmer" as if turning in the light.
See section "E.3.3 Deck Building" for more on these premium cards.
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 attack 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: ???
Description: A room where anything could happen.
Acquired: Random drop; Roulette Room
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: ???
Description: A card that can meet any criteria except for key cards. The
room is randomly synthesized.
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. Or a particular card you're lacking at the moment.
Never appears in a roulette selector.
. 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: --
Description: A room where untold stories unfold.
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 section "E.3.8 Event Room Criteria" for floor-by-floor
criteria.
KEY OF GUIDANCE
Heartless: --
Room Size: --
Description: A room where untold stories unfold.
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: --
Description: A room where untold stories unfold.
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 emblem. 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: *
Description: Allows access to a secret room with rare cards and sleights.
Acquired: Random drop after reaching the seventh floor as Sora
Unlocks an optional event room on each floor. The Rewards keycard first
appears after Sora reaches the seventh floor. Thereafter, the keycard drops
with equal reliability on any of the higher floors (7F-12F). Only one may
be carried at a time -- you must use the keycard before another will drop
after battle -- and never appears in a roulette selector.
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. The "E.3.8 Event Room Criteria"
reference section lists all door criteria, floor-by-floor.
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 (or a regular card, if reopened before then). Once
the final boss is defeated and you have a "clear" save for Sora, 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 the System
Data file remains intact 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. 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
Note: Special treasure cards obtained in Rewards rooms are "new" and by
that measure increase the maximum battle cards Sora's allowed. If you're
concerned Sora's battle cards are nearing their maximum, however, before
using the Rewards keycard first visit a moogle shop. If you're capable of
purchasing a card pack, then you have room for at least five more cards.
No further Rewards keycards are dropped once access to all twelve Rewards
rooms has vanished. Never appears in a roulette selector.
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 (complete with name change), but not from the castle's hallways.
UNKNOWN ROOM
Heartless: ???
Room Size: ???
Description: --
Acquired: Auto-synthesis
Initial room created during world synthesis. Contains an open (and often
ornate) doorway to the floor's Entrance Hall. Randomly mimics select
features of other map cards, though the world map always displays the room
as "Unknown Room". The first room's layout is specific to the world,
however, and only the placement of doors leading onward differs.
For Sora, may be generated (without ornamentation) following a storyline
event if the destination room was not already synthesized. Mimics another
random map card in all respects other than name. Also serves Sora as the
final room of Castle Oblivion (13F), complete with the final save point.
CONQUEROR'S RESPITE
Heartless: --
Room Size: *
Description: --
Acquired: Auto-synthesis
Final room in most worlds. Contains a save point and an open doorway (also
ornate) to the floor's Exit Hall.
. FIELD ROOM SPOILS .
The number of strikable objects per map card, per world. Anything but
heartless that displays a target and may yield spoils is counted, including
barrels that may turn into barrel spiders, traps, and other hazards. Marked
barrels, marked crates, and various other objects that never yield any
spoils are excluded, however.
The following table shows the number of objects for Sora. The numbers are
lower for Riku, but comparably lower across the board.
Note: Incomplete, but enough data to show patterns and help your efforts.
RED MAP CARDS TRA AGA OLY WON MON HAL ATL NEV HOL TWI DES CAS
Tranquil Darkness 8 9 6 6 __ 10 __ __ 3 __ 6 6
Teeming Darkness 21 15 17 10 __ __ __ __ __ __ __ 12
Feeble Darkness __ 8 8 __ 8 12 7 14 5 __ 8 5
Almighty Darkness 14 __ 7 6 5 __ 9 17 __ __ __ 8
Sleeping Darkness __ 8 5 6 7 15 5 5 5 __ 9 4
Looming Darkness __ 18 __ __ __ 19 11 __ __ __ __ 5
Premium Room __ 10 __ __ __ 12 5 11 10 __ __ 7
White Room __ __ __ __ __ 24 16 __ __ 26 14 __
Black Room 11 __ 5 __ __ 12 8 __ 4 __ 12 __
Bottomless Darkness 0 0 0 0 0 0 0 0 0 0 0 0
Roulette Room __ 14 __ __ 17 __ 15 __ __ __ __ 16
GREEN MAP CARDS TRA AGA OLY WON MON HAL ATL NEV HOL TWI DES CAS
Martial Waking __ __ 11 11 __ 17 16 __ __ __ __ __
Sorcerous Waking 13 __ 11 8 __ 14 __ __ 5 __ 16 __
Alchemic Waking __ __ 5 8 4 __ 8 __ __ __ __ __
Meeting Ground 13 12 __ __ __ 16 9 9 __ __ __ __
Stagnant Space __ 9 8 11 13 13 7 __ 6 __ 7 7
Strong Initiative 25 12 11 __ 12 __ __ 26 6 __ __ 12
Lasting Daze 20 __ __ __ 21 __ __ __ __ __ __ __
BLUE MAP CARDS TRA AGA OLY WON MON HAL ATL NEV HOL TWI DES CAS
Calm Bounty [1] 9 8 4 6 6 13 8 5 5 9 9 4
Guarded Trove [1] 16 11 __ 8 __ 13 8 12 6 17 __ 10
False Bounty [1] 11 11 7 6 7 15 10 5 6 __ 12 9
Moment's Reprieve __ __ 5 __ __ __ 8 9 6 __ __ 4
Moogle Room 5 7 6 __ __ 10 7 10 5 13 7 6
OTHER ROOMS TRA AGA OLY WON MON HAL ATL NEV HOL TWI DES CAS
Unknown Room [2] 14 12 4 5 9 11 7 7 7 11 15 8
Room of Rewards [1] 16 6 7 8 6 11 11 12 7 12 10 5
Conqueror's Respite 12 6 3 6 3 14 4 9 7 7 15 --
100 ACRE WOOD
Pooh Bear's House 4
Rabbit's House 28
[1] Excluding treasure chests
[2] The world's initial room
Mingling Worlds and Random Joker synthesize no unique room of their own.
For Sora, a midworld Unknown Room auto-synthesized after an event likewise
mimics another room type.
. E.1.5 WORLD CARDS .
See section "D.1.4 World Cards" for help using the World Cards screen.
SORA RIKU WHO FLOORS
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.
Note: Often called a Trinity card, though the trinity symbol (seen beside
Friends on the health meter) is actually a trio of hearts. Also referred to
as "counter" or "emblem" cards (or some variation) in a few guides.
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.
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
Tip! Since gimmick cards are always zero cards, gauge your timing to card
break the boss AND produce the special effect.
The effect's duration can vary depending on the game mode, longer in
Beginner Mode and briefer in Proud Mode.
WARNING! Technically "missable". Gimmick cards are relatively commonplace,
but the rare exception remains a possibility, the only thing that can
prevent journal completion in fact, so be wary as your game progresses. If
aiming for 100% completion, play it safe and obtain a gimmick card before
the end of the first block of world cards.
. E.1.7 SPECIAL CARDS .
Appears in Card Index only for Sora, and ONLY once the Card Collection
reaches 100% AND the first special card is obtained.
Note: Although Card Collection displays its Completion as 100%, the Mickey
icons for Card Collection and Card Index won't appear golden just yet.
To obtain the special cards, synthesize two bounty-type rooms, in any world
you like. 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 shimmer almost like premium cards. On the Edit Deck screen
they're listed with the enemy cards. Add special cards to Sora's deck and
use them 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 reference
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).
WARNING! With a soft-reset, 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 assigned card isn't currently available; reload as needed.
Holding down L1 or R1 (or L2 or R2, dependent upon Settings) continually
spins the card revolver in the appropriate direction.
One- or two-card stocks may be played by pressing two shoulder buttons at
once, either L1+R1 or L2+R2 dependent upon Settings > Battle Controls.
Pressing triangle only works with a three-card stock.
While holding the target-lock button (either R2 or R1 dependent on your
Settings), use the right analog stick to change targets. May be disabled
during execution of sleights, however.
. GAME MANUAL CONTROLS TABLE .
Missing the printed game manual? Following are the controls exactly as
described in the manual's Controls table (pg. 3), verbatim and without
alteration. Controls showing "--" appear blank in the manual.
CONTROLS: BATTLE
L1...................Deck rotates counterclockwise
L2...................Un-stock a card
L3...................--
R1...................Deck rotates clockwise
R2...................Lock on/off a target
R3...................Reset the camera behind the character
Right-Arrow..........Rotate deck clockwise
Left-Arrow...........Rotate deck counterclockwise
Up-Arrow.............Reload Deck shortcut
Down-Arrow...........Shortcut to designated card (see additional info)
Left Analog Stick....Move
Right Analog Stick...Move camera
START................Pause game
SELECT...............Switch to enemy cards
Cross (X)............Use Card (hold down to reload cards)
Triangle.............Stock a card (after stocking 3 cards)
Use stocked cards
Square...............Dodge Roll (Sora)
Side Step (Riku)
Circle (O)...........Jump, High Jump, Glide (hold down)
CONTROLS: FIELD
L1...................--
L2...................--
L3...................--
R1...................--
R2...................--
R3...................Reset the camera behind the character
Right-Arrow..........--
Left-Arrow...........--
Up-Arrow.............--
Down-Arrow...........--
Left Analog Stick....Move
Right Analog Stick...Move camera
START................Display menu
SELECT...............Display World Map
Cross (X)............Swing Keyblade
Throw objects (when holding an object)
Triangle.............Lift objects (when approached)
Throw objects (when holding an object)
Square...............Dodge Roll (Sora)
Side Step (Riku)
Circle (O)...........Jump
CONTROLS: OTHER (Moogle Shops, Room Synthesis, etc.)
L1...................--
L2...................--
L3...................--
R1...................--
R2...................--
R3...................--
Right-Arrow..........Select a World Card when selecting a world
Left-Arrow...........Select a World Card when selecting a world
Up-Arrow.............--
Down-Arrow...........--
Left Analog Stick....--
Right Analog Stick...--
START................Skip event
SELECT...............--
Cross (X)............Confirm
Triangle.............Zoom in/out of the World Map (while on the World Map)
Square...............Dodge Roll (Sora)
Side Step (Riku)
Circle (O)...........Jump, High Jump, Glide (hold down)
. 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).
. THIRD-PARTY MEMORY CARDS .
KH-ReCOM can be picky about third-party (not Sony-brand) memory cards. The
game may have trouble recognizing the memory card at all or report some
sort of "insufficient free space" error. To circumvent the problem, instead
plug in a Sony-brand 8 MB memory card, save, and quit the game. In your
console's Browser, copy the KH-ReCOM save files -- the saved game AND the
System Data file -- onto your preferred memory card. Could be right as rain
from then on.
. 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. Clear
saves unlock a few special features and extra cards.
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 (1-99)
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
Time elapses continually while a game is loaded. Pausing during battles or
cutscenes doesn't suspend the game clock.
No in-game facility exists for deleting saved games. Delete unwanted
game-saves in your console's Browser instead.
. SYSTEM DATA .
The KH Re:CoM System Data file stores the milestones of your progress
through KH-ReCOM and controls how new (and existing) games behave.
System Data is created the first time you play and gets updated every time
a game is saved. When a new game is started, System Data "flags" the new
game with every milestone it knows about and then keeps games updated
whenever they're saved.
Among the known milestones:
o Sora has reached the final save point.
- Two extra attack cards become available.
o Sora has had clear data saved from Battle Record.
- Second special treasures plus another clear bonus card are available.
o Riku has had clear data saved from Battle Record.
- Sora can pickup the remaining clear bonus cards.
o All of the above.
- Sora can pickup two special treasures per world throughout a new game.
- Remaining clear bonus cards available at the final save point, too.
Note: Accurate in all practicality, but not a technical representation.
When the System Data file is deleted, a fresh new one is created with none
of its flags set, so KH-ReCOM begins as if for the very first time (Sora's
artwork, without Theater). If an old game is then loaded and saved, System
Data "learns" all of the flags known by the old game. It then passes along
those settings to any other games as they are saved, which can produce some
strange results.
If something gets set incorrectly, you have two options.
o For a pristine new game, delete the System Data file and then start a new
game.
o To restore the System Data file to its old self, create a new System Data
and then open and save each existing save file, starting with the oldest
(make a note of this in the Browser, as the modification date is not
shown in-game).
Tip! When someone wants to borrow your game and play KH-ReCOM for
themselves, recommend they use their own memory card as well.
TECHNICAL OBSERVATIONS
Warning! Only for bit-heads.
o When created, System Data does not poll the memory card (no recovery-
check on create).
o As long as existing saved games are not saved anew, System Data stays
ignorant of those games' settings (isolated read/write events).
o Saved games include ALL set flags System Data knew at the file's last
save, whether used by that game or not (indicates multiflagged
integration).
o Perhaps obvious, but confirmed nonetheless, when a new System Data file
is created, existing save files are unchanged (no auto-update on create).
Curiosity piqued? Here's a specific example.
1. In a 100% complete Sora game, win the final fight, clear-save the game.
2. Delete System Data.
3. New Game, Sora.
4. Play a while, get to the second world, and obtain a Calm Bounty card.
5. Warp to Traverse Town and save.
6. At this point, things can change.
6a. In Traverse Town, synthesize a Calm Bounty room; obtain a regular
sort of treasure -- a Kingdom Key, a Cure card, and so on.
6b. Soft-reset, load the old clear save, and save (updating System
Data); soft-reset again, load the new game, and save. In Traverse
Town, synthesize a Calm Bounty room; obtain a Hidden Dragon card.
In a nutshell, System Data can "learn more" but never forgets.
While all this means it's probably safe to delete any and all of your saved
games, keeping a clear save (or what you deem the "best" save) for Sora and
one for Riku remains wise. Without them, losing the System Data file leaves
you no option except starting over.
. 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 (and Card Collection
is 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 --
reversing the position of those two cards stops 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 stocked 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 another one equals it. (A table of stats is
included in section "E.1.1 Battle Cards - Sora" for easy comparison.)
Ordering cards in a deck gains another dimension as sleights are learned.
Rather than grouping cards by, say, tiered values for combos (1, 2, 3),
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. And always remember that the first card stocked, whether
for a combo or a sleight, becomes "unreloadable" (more on that in a sec).
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. (Warp works, as well.) 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 (or Warp), rearrange your deck to
group the same magic cards for the sleight. (Section "E.3.5 Battle Spoils"
contains lots of details on mushrooms and fungi.)
Other deck compositions may include targeting out-of-reach enemies (such as
Trickmaster, Darkside, gargoyle), breaking tough defenses (large body, fat
bandit; neutral attack cards), 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. Enemy cards
play a vital role in your deck building, with some of the cheapest being
most useful. Simple Firaga sleights take on new dimensions with a Red
Nocturne enemy card's Fire Boost ability in play -- just ask Hades.
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 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.
The Jafar enemy card is a good alternative for helping low-valued attack
sleights find their targets, so good that some consider it cheating.
. PREMIUM CARDS .
Sora's attack, magic, and summon cards sometime appear to have a "shimmer"
about them, as if winking in the light, with their values displayed in
yellow rather than white. These are premium cards and they can add another
level of strategy to your deck building.
Cards are elevated to premium status by picking up a premium bonus in
random battle and choosing a card from the selector afterward (common in
Premium Rooms; see section "E.1.4 Map Cards"). Moogles, too, may include
premium cards in their card packs. Cards found in field rooms and treasure
chests rarely (if ever) sport a premium status, however.
Premium cards have a big plus side. The cost of adding a premium card to a
deck is equal to the CP of a card valued "1" for that type, regardless of
the premium card's face value. For example, the cost of a premium Cure-6 is
25CP, the same as a Cure-1 card and not the usual 35CP needed for a regular
Cure-6 card.
Tip! Premium cards often (but don't always) sell for more MP in moogle
shops, too. Extra cards valued from one through seven (1-7) are usually a
safe bet to make premium before selling them off. (For exact data on
individual cards, see section "E.1.1 Battle Cards - Sora".)
The downside is that premium cards are also classified as "unreloadable"
and herein lie most of the reasons for concern and confusion over premium
cards. In truth, premium cards are no more -- or less -- reloadable than a
regular card. Consider the usual sage advice: 1) Play a premium card as the
first card in sleights, it's lost anyway; 2) Play a premium card as the
second or third card and it reloads. And that's no different from a regular
card. So why worry over premium cards?
Premium cards ARE unreloadable, the black-and-white reload card WON'T
reload them, and there IS a risk you could get into a situation where your
deck is suddenly sucked dry. But remember, the better item cards can indeed
reload otherwise unreloadable cards, and that includes premium cards.
Develop a knack for playing item cards and the possibilities explode.
Play it safe with premium cards while limited to Potion cards. Take care
not to turn all of your highest cards into premium cards, cards you rely on
for card breaking your opponents, or any rare cards, like that Cure-6 in
the default deck. When Hi-Potion cards become available, expand your
collection of premium attack cards; the same for Mega-Ethers and magic
cards. Ensure your item cards won't get broken by knowing your opponent and
including the cards in well-crafted stocks.
Experiment with a deck that relies heavily on premium cards -- it may
surprise you. Refashion a favorite deck so it makes room for bigger and
better item cards. Valuable when playing low-CP, no-sleight challenges.
At the high end, the Gold Card (99CP) allows even entry-level item cards
like Potion to reload premium cards, for five reloads at least. Certainly
something to consider, especially if your deck runs heavy to a one type of
card, whether attack or magic.
. 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 starts 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. Caveat emptor.
Note: This is a long-term project that arose late in the first revision
cycle. More data will be added as it's observed. Some early figures were
rounded off (x.2 may be x.25), but most have been corrected. What follows
should be sufficient to convey patterns, however.
Don't let a few low numbers fool you! Some bosses have appendages or bring
other tricks to the party that more than compensate for a short lifebar.
. SORA - BEGINNER .
Guard Armor ___
Axel I 1.5
BLOCK A 2 3 4 5 6
Jafar-Genie 1.8 2.1 ___ 2.6 2.8
Cloud 1.4 1.6 1.75 ___ 2.2
Hades 1.8 2.1 2.4 ___ 2.9
Trickmaster 2.2 ___ 2.8 2.99 3.2
Parasite Cage 2.2 2.45 2.7 2.99 ___
Oogie Boogie 2.1 2.25 ___ 2.6 2.8
Larxene I 3.4
BLOCK B 7 8 9 10
Ursula 2.1 2.25 ___ 2.5
Hook 2.7 3.1 3.3 3.5
Maleficent 3.9 4.1 4.3 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 0.8, 0.5 ea. (feet), 0.4 ea. (hands)
Axel I 2.1
BLOCK A 2 3 4 5 6
Jafar-Genie 2.4 2.75 3.1 3.5 3.8
Cloud 1.8 2.1 2.3 2.6 2.8
Hades 2.4 2.8 3.1 3.5 3.8
Spades, ea. 0.4 ___ 0.5 ___ ___
Hearts, ea. 0.5 ___ 0.6 ___ ___
Trickmaster 2.9 3.3 3.75 3.99 4.2
Parasite Cage 2.9 3.3 3.6 ___ 4.3
Oogie Boogie 2.7 2.99 3.2 3.5 3.7
Larxene I 4.6
BLOCK B 7 8 9 10
Ursula 2.8 2.99 3.2 3.4
Hook 3.75 4.1 4.4 4.7
Maleficent 5.2 5.4 5.75 6.1
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
. 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 & PROUD .
Maleficent 3.0
Ansem I 1.6
BLOCK C 11 10 9 8
Jafar-Genie 2.8 3.1 3.3 3.5
Parasite Cage 3.6 3.9 4.25 4.6
Hook 2.55 2.8 ___ ___
Guard Armor ___ ___ 1.8 ___
Foot, ea. ___ ___ 1.1 ___
Hand, ea. ___ ___ 0.9 ___
Vexen 5.45
Replica I 6.0
BLOCK D 7 6 5 4
Ursula 2.9 3.1 3.3 ___
Hades 4.2 4.45 4.7 4.99
Trickmaster 4.25 4.6 4.99 5.35
Oogie Boogie 3.7 3.99 4.2 4.45
Lexaeus 9.3
Darkside 4.75
Zexion 5.6
Replica II 6.75
Ansem II 8.9
Lifebar data is identical between Standard and Proud modes, for Sora and
Riku both. The "tougher" aspect of Proud Mode 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 drop far less often. Also expect the duration of a
gimmick card's effect to vary by mode.
. 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 meter
Select friend cards may also yield red MP orbs, in any battle. Pluto may
dig up green HP orbs, red MP orbs, used 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 about the Premium Room map card in
section "E.1.4 Map Cards" 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 about the Roulette Room map card
in section "E.1.4 Map Cards" 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 makes it run from battle,
leaving no spoils behind.
The Warpinator sleight (Stop + Gravity + Aero) has a good probability 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.
The Warp sleight (Stop + Aero + Aero) also works, hitting all mushrooms at
once with a higher degree of success, but neither HP orbs nor EXP crystals
are dropped as a result. (Mushrooms pay only small amounts of those spoils
anyway.) Unconfirmed whether white mushrooms flee if Warp fails.
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, its light dimmed ... 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 attack cards can substitute for magic cards, such as using a
Spellbinder card to deliver a dose of lightning. Good in crowds.
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
White mushrooms may also look around distractedly from time to time, which
requires no response.
Unlike KH, no hurrying is ever 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). More powerful
sleights (Fira, Firaga), higher card values (Fire-9), and enemy card boosts
(Red Nocturne) likewise produce no better spoils.
Note: Rare Truffles do not appear in KH-ReCOM, so no juggling for prizes is
required either.
. 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 all told.
. 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 (10+) others
Proud: Sora, Donald, Goofy in color climbing stairs; monochrome Namine
sits drawing on another staircase
Extra! Reaching 100% journal completion under Proud Mode displays a special
picture -- a piece 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 appears with "Journal covered" reaching 100% in Beginner
and Standard Modes, 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
Trivia! The backcover art was part of the cover of the KH2-FM+ Ultimania,
as shown at:
http://www.kingdomhearts3.net/images/
kingdomheartsiifinalmixultimaniaoutercover.jpg
Remove the line break and extra spaces before copying this long link to
your browser.
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. Including Sora or Riku's
level, as well, is usually appreciated by those worried if their level is
high enough.
. 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 and are preferred on GameFAQs.com's Answers page.
. 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.)
A verbatim reproduction of the manual's controls table is included in
section "E.3.1 Controls".
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 usually 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, 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
(sometimes abbreviated elsewhere, KO's and KO'd).
Proper names of cards are capitalized; heartless species are not.
. E.3.8 EVENT ROOM CRITERIA .
While room synthesis is normally a progression of one value more than the
previous door, the criteria for entry into event rooms is static, the same
for a specific floor regardless of the world or the map cards used up to
that point.
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 |:.
Always a toss-up whether these come first or last in a guide. Lumping the
Qs in broad categories should help those on spoiler-avoidance.
.: F.1 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 Advance?
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 alone make KH-ReCOM worth a rental, at the very least.
Going by KH-COM's published FAQs and other sources, however, the story
seems unchanged, so expect nothing new there. The overall gameplay is
largely the same, but has undergone several improvements. 100 Acre Wood
differs markedly and several bosses have been beefed up. KH-ReCOM's
Shortcut feature isn't mentioned in any of the KH-COM guides. New map
cards, particularly Random Joker, help with some notorious room synthesis
issues, and a few new enemy cards may be found.
Sora learns some of his sleights differently, in manner or order; others
were added, reprogrammed, renamed, or removed. He has several new attack
cards, but attack card stats display different. For Riku, some of his decks
were improved and the card duel system was added, along with a batch of
duel sleights. He has other new battle options, as well. And an additional
boss is encountered late in Riku's story.
KH-COM included a Link command that's not found in KH-ReCOM.
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, the on-screen text now
appears in U.S. English. Also, the close tie to KH2-FM, affecting when
clear bonus cards became available, was severed in the North American
release and the requirements altered.
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.
Q: Can't I skip KH-ReCOM and go straight to KH2?
A: You can. Many non-GBA gamers did, having no other choice at the time.
However, KH2 directly builds on the story first told in KH-COM that's now
available in KH-ReCOM. Some unanswered questions will arise, though they
shouldn't prove too much of a barrier. Or they may nag at you. While a
script guide can tell you what was said, it may not convey the story on a
par with your own experience. Gauge accordingly.
Without giving anything away, here in a nutshell are the major benefits of
playing KH-ReCOM. Sora's story explains why KH2 opens the way it does.
Riku's story relates Riku's view of things in KH, albeit in hindsight, and
sets up his appearance in KH2. Both of the end-credits sequences include
morsels that further bridge the two other games.
Q: How does [another KH title] affect things in KH-ReCOM?
A: Sorry, the author possesses limited prophetic skills. Only the titles
mentioned herein were contemplated while writing this guide. But venturing
a guess, at most a little revisionist history might put the game in a new
light. KH-ReCOM alludes to nothing beyond KH2, but one newer title is
reported to fill in even more of the gap leading to KH2.
Update (v2.0): A few additional titles in the series have since come to
light. Learn more at these links.
Kingdom Hearts (Mobile)
http://www.gamefaqs.com/mobile/mobile/home/924747.html
Kingdom Hearts 358/2 Days
http://www.gamefaqs.com/portable/ds/home/943346.html
Kingdom Hearts: Birth by Sleep
http://www.gamefaqs.com/portable/psp/home/943347.html
Kingdom Hearts Coded
http://www.gamefaqs.com/mobile/mobile/home/943348.html
Kingdom Hearts: Trinity Master Pieces
http://www.gamefaqs.com/console/ps2/home/971307.html
Q: If I have KH or KH2 save files on my memory card, is anything special
unlocked?
A: No, sorry. Square didn't hide any goodies of that sort in KH-ReCOM.
Q: Why is voice acting still missing from the Disney worlds?
A: Just a guess, but probably a matter of economy. New recordings might
have proven too expensive, or the time required was too costly to the
release schedule. While Disney voice actors are listed in the credits, the
performances were clipped from existing sources and mostly consist of
in-battle grunts and such.
.: F.2 CROSS PLATFORM :.
Q: Where can I learn the Gravity Raid, Stop Raid, Homing Fira, and Blazing
Donald sleights?
A: Many sleights found in KH-COM were either removed from or reprogrammed
for KH-ReCOM. Gravity Raid was removed, Stop Raid was replaced by Lethal
Flame, and the other two have functional near-equals under other names.
View the complete list in section "D.2.5 Status".
How Sora learns several of his sleights also changed. Search this guide for
the sleight by its name (in KH-ReCOM) to find out how.
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, as mentioned, 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: There was a trick with stocking multiple item cards. What about that?
A: Fixed, no more mega-megalixirs. Stocking several item cards now plays
them in sequence, one right after the other. A better method for ensuring
your item cards don't suffer card breaks is to stock one last, after a
two-card sleight or combo (Fire + Fire + Mega-Ether, for example). You can
make good use of low-valued item cards this way, too.
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. The game WAS reprogrammed for the U.S. release, however,
and Square HAS been known to alter percentages between releases, always
something to consider, though the risk is pretty low in this case.
WARNING! This ends the "prepurchase" sort of questions. If you're avoiding
spoilers, turn away now. The remainder of section "F. FAQ" disusses game
mechanics in some detail and presumes a knowledge of the game.
.: F.3 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, synthesized on any world, 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 for Proud Mode games, the
artwork on the Battle Record screen differs; see reference 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 often 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.
.: F.4 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 (v1.1): Rewards room criteria has moved to section "E.3.8 Event Room
Criteria", which includes complete tables of the door criteria for entry
into ALL event rooms. 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".
With most KH-ReCOM guides, a text editor that allows for splitting a window
into two or more panes might prove helpful. The author highly recommends
BBEdit (http://www.barebones.com/bbedit/).
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; the keycard often
drops before the enemies in the initial Unknown Room are exhausted, on any
of those floors.
2. All of the special treasures have already been obtained. No Rewards
keycard is needed (and none drops) if no Room of Reward is left to open.
Compare your collections with the keycard's rewards list found in section
"E.1.4 Map Cards".
.: F.5 GENERAL GAMEPLAY :.
Q: I hit a box and got a card, so why doesn't the card appear in Edit Deck?
A: Field room spoils must be picked up, not just freed. With a card, chase
it down, hear the chime when you catch it, but wait until the "Card
obtained!" minibanner confirms the card was successfully picked up. If you
strike a heartless (entering battle) or exit through a door before seeing
the banner, you won't obtain the card.
Q: I hit a box, got a card, but it sank underground before I could pick it
up. What can I do?
A: When this happens, hang around. The card is actually bouncing around and
eventually will run into you. You can try projecting its path and moving to
a more likely spot, if you like, but beware of disturbing random heartless.
Q: I'm fighting __________ and I'm down to three cards! What happened?
A: Your deck has been depleted. Remember, the first card used in stocks,
whether for a combo or a sleight, is tagged as unreloadable for the
remainder of the fight. Most of the better item cards can reload even
unreloadable cards -- use 'em if you got 'em -- but early in the game when
those aren't yet available, don't go overboard stocking cards. Instead, use
single cards to strategically card break your foe as often as possible and
stock cards only as needed to break a high card or your opponent's sleight.
Add a zero card to the deck and set the Shortcut so you can "zero in" in a
pinch. Pluto may help out from time to time, but rarely once you're into
the last handful of cards.
Q: Is anything "missable" in the game?
A: Updated (v1.2). Three things are entirely missable.
1. Every hallway exchange with stationary characters (such as Donald and
Goofy) is missable. As you climb higher, what they say changes everywhere,
even if you backtrack or warp to a lower floor.
2. One line of inconsequential dialogue with Namine, as noted in Sora's
walkthrough.
3. Technically, the gimmick card is also missable, but the card NOT
appearing is extremely rare. It's the only missable that can prevent 100%
completion, however.
Tip! If you're aiming at 100% completion, Oogie Boogie is a good boss to
replay if you're lacking a gimmick card. Save beforehand and then DON'T win
until you obtain the card. Lose if needs be and choose "Return to Title" to
reload your game (or choose Continue if you haven't saved in a while).
While the Pluto friend card may fail to appear before the final save point,
it's not missable and can still be picked up in a random encounter if your
deck gets exhausted.
Q: Is there a trick for getting Darkball to drop its enemy card for Sora?
A: No. The card never drops for Sora. Darkball's Duel Trigger ability deals
up card duels exclusively for Riku.
Q: Argh! Why won't the __________ card 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. (True for most Square games, in fact.)
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, the 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 may find. For instance, avoid Destiny Islands when seeking
green map cards for Sora; green map cards never drop for him on the
islands. Some heartless favor dropping particular 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. Visit Agrabah and exploit Aladdin's Sandstorm sleights. (Neverland and
Peter Pan are a lesser alternative.) Also, 100 Acre Wood is an excellent
warp 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; leave and return as often as you like. Halloween Town and
Destiny Islands have high numbers of field-room objects, too.
Tip! When MP farming, Premium Room map cards are great for turning excess
battle cards into cash cows. Premium cards generally sell for the same MP
as a regular 8-valued card, which means a premium 1-valued card usually
sells for ten MP more.
Battle cards. Ditto. 100 Acre Wood, Halloween Town, and Destiny Islands are
good bets overall for finding cards. Otherwise, moogle rooms are the way to
go. The warp point serves when seeking a predominant worldly attack card,
just as the top three floors are best for all sorts of the rarer battle
cards.
Tip! For a neat farming trick, warp to the floor above Halloween Town or
Destiny Islands. Walk down the stairs and enter your preferred world. Clean
out Conqueror's Respite, then retrace your steps to the warp point a floor
above. Since you're switching floors, you can repeat the scavenging trip
until you keel over.
See also, "Field Room Spoils" in section "E.1.4 Map Cards".
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 per room
Reach final save point
Diamond Dust ....... top three floors ... moogle/bounty/field
One-Winged Angel ... top three floors ... moogle/bounty/field
Clear Save
2. LOAD: Clear Save of Sora's first playthrough
Rewards rooms, second treasure per room
Hidden Dragon ........ Traverse Town ...... bounty room
3. NEW GAME: Riku, first playthrough
Clear Save
4. LOAD: Clear Save of Sora's first playthrough
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 .......... any floor .......... bounty room
Platinum Card ...... any floor .......... bounty room
5. NEW GAME: Sora, second playthrough
Rewards rooms, both treasures per room
Hidden Dragon ........ Traverse Town ...... bounty room
Reach final save point
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.
No. 2 and No. 4 are entirely optional (or you can hold off on No. 2 until
No. 4, of course), but the flowchart shows the shortest path to a 100%
complete game.
As long as a clear save was made for Sora AND a clear save was made for
Riku, whether from the first or some subsequent playthrough, AND the System
Data file isn't deleted, Sora's new games progress as in No. 5.
Section "E.3.2 Save Files" contains greater detail on the part System Data
plays in the sequence of things.
Q: Why don't Diamond Dust and One-Winged Angel display the little "Clear
Bonus" banner?
A: Because they aren't clear bonuses. However, one thing setting these two
cards apart is that both represent weapons introduced in KH-FM.
Diamond Dust has a long history in Squaresoft lore. One-Winged Angel is a
famous theme from FFVII as well as a moniker for Sephiroth, and as such
serves as his only appearance in KH-ReCOM.
Q: What percentage I can get my first game? Which cards can't I find?
A: Card Collection's percentage doesn't strictly coincide with the number
of cards found. The percentage may at times linger or jump ahead, but is a
better gauge for a good idea of your progress than an accurate measure.
Nineteen cards won't make an appearance in Sora's very first game. In the
order commonly received (as in No. 5, above):
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 any floor Bounty
Platinum Card special card any floor Bounty
Trivia! These are the only cards to bear the "Clear Bonus" minibanner.
Clear bonus banners appear on two of the enemy cards Riku also receives,
even before his game is cleared.
Every other card available to Sora may be found in the first playthrough. A
breakdown of the cards by type starts off section "E.1 Cards".
Q: A boss keeps KOing me. What level should I be?
A: Truly one of the most frequently asked questions. And largely immaterial
in KH-ReCOM. There's no "good" level to strive for with any boss since the
boss's difficulty changes with the floor and game mode (the difference in
HP, if not difficulty, is found in section "E.3.4 Boss Lifebar Stats"). And
your LV is the least significant factor since you can choose a different
bonus at every level-up. HP, CP, AP, DP, sleights learned (and used) -- are
all more important than LV.
If a particular fight is giving you fits, Sora's deck is more likely where
improvement might be found; look for tips in section "E.3.3 Deck Building".
Riku might benefit from an extra level or two, but how his deck is handled
remains key. Effective use of card duels and D Mode matter more.
With Sora, leveling is only needed if you're within reach of a particular
sleight bonus that might make things easier (usually Sonic Blade or Lethal
Flame); see section "D.2.5 Status".
Q: When and where is power leveling or "grinding" needed?
A: None is needed for the normal course of the game. Seriously. In the
author's experience (got salt?) the final confrontations are just as
challenging at LV92 as at LV52. Your mileage may vary, of course. (And
okay, things go a tad easier if you grind ALL the way to LV99.)
Q: How can anyone play a game without maxing every statistic!?
A: Gonna grind anyway, eh? So be it. Only for stat maxers....
In either case, the best place for leveling is the top floor, Castle
Oblivion, where heartless drop the most EXP.
Sora has a number of good sleights for quickly clearing the battlefield,
most notably Trinity Limit, though others serve nearly as well. But if
you're maxing Sora's stats, you might as well go for 100% completion while
you're at it. Hunting down enemy cards can carry you a good chunk of the
way toward LV99.
Riku, however, has no enemy cards to hunt down and his report's complete
almost by rote. And a normal game finishes at a much lower level. So be
prepared for a very long, boring grind to LV99. Strong Initiative map cards
can be a huge help (along with Holy Burst). Lasting Daze is a good second
choice. You may see more EXP in other rooms, but the battles can drag on
and on, too. The Lexaeus enemy card can save your sanity, but card duels
hold what you need. Riku's only great killer moves, really, are his duel
sleights. Get to D Mode when you can, but don't skip any chance to duel.
Q: What good are premium cards if they're unreloadable?
A: Premium cards show their benefits later in the game. At the beginning,
when you have nothing better than Potion and Ether cards, you may want to
consider canceling the premium selector by pressing O.
But using "unreloadables" is just another level of strategy in the game.
Pretty soon the Hi-Potion item card becomes available, which CAN reload
unreloadable attack cards. So can Mega-Potion cards, and Mega-Ether cards
do the same for magic cards. Elixir cards reloads everything. (Mega-Potion
and Megalixir have another benefit to justify their cost: They reset the
black-and-white reload card in the revolver back to one.)
Once the mechanics are down pat, a deck can be inexpensively composed of
some otherwise costly cards, balanced by the hit needed by the better item
cards to get all those premium cards back. There's a risk, putting that
much faith in playing an item card while avoiding a card break, but you do
have that choice. And you'll soon notice that premium cards are no more
unreloadable than any other card.
For more on playing premium cards, see section "E.3.3 Deck Building".
Tip! A premium 1-valued card usually sells for an extra ten MP, making
premium selectors great tools when farming for MP. Keep one or more
low-valued cards (1-7) that you want to sell in the equipped deck, and then
make them premium when an opportunity arises.
Q: What's this leveling hotspot in Monstro?
A: Monstro's Belly Brawl is a great spot for gaining a few extra levels
early in a game.
Preparation: For the best results, synthesize Monstro on 2F. (The Room of
Truth is connected to Unknown Room and near the save point in Entrance
Hall.) Also, as soon as you obtain a Calm Bounty map card, use it to obtain
the Fire Raid sleight. Prepare a deck to make use of Fire Raid and Blizzard
sleights, padding the deck with cards valued four or higher (shadows play
threes here), along with one or two potion cards. Include Guard Armor if
you can. Simba can wipe out the entire battlefield in one roar; too risky.
How-To: Proceed as usual with opening the Room of Truth and playing through
the minigame once, EXCEPT take care to leave one or (preferably) more
heartless on the battlefield when time runs out. You're after EXP crystals,
not kills, so don't cut it too close.
Press Start and then Skip Event (optional). Dismiss Goofy's line. Choose
whichever you need. "Let's wait a while" returns you to Unknown Room, where
you can exit to the hallway and save (recommended the first time, and
regularly thereafter, so you can soft-reset if needed). When finished,
return and reenter the Truth room. At that point, or if you instead choose
"Let's do it again", the brawl begins anew. (Either way, the Rules are
displayed again. There's no avoiding that.)
Dismiss the Rules. Press Select and play Guard Armor. Take careful aim --
you wants lots of heartless hit, but not all -- and fire off a Fire Raid.
Gather up the EXP crystals and then repeat. Sleight Goofy with an attack
card to take out small clumps. Donald's Magic LV3 may be too much. Whittle
away at the remaining heartless, taking time to gather up the EXP and
letting a few shadows regenerate. Keep an eye on the timer.
When time runs out, press Start, choose Skip Event, and so on, repeating
everything.
Results: Expect to go through three reloads and obtain 200-300 EXP per
round. Takes two rounds to go from LV8 to LV9, but about four rounds to
advance from LV15 to LV16.
.: F.6 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 is a (very) satisfying challenge. No-Sleights or No-CP, or both
together, are other possible "bonus" challenges. For any of them simply
eschew the particular bonus when one is offered at level-up, and maybe
regulate how much CP or which sleights you allow yourself.
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.
The hardest challenge, however, may be a No-AP game. Playing as Riku and
trying to beat the game while taking no Attack Bonuses at level-up may not
be possible. With only 10 AP, you might feel the pain even before advancing
beyond B12F. (For what it's worth, the author got past B12F Exit Hall, but
weighed the difficulty and took it no further.)
Q: Too easy. How about an insane challenge?
A: Like KH and KH2, KH-ReCOM includes an opportunity to max-out Sora's
level at an impossibly early stage. Synthesize Monstro on 2F (earliest
possible) and repeatedly engage Monstro's Belly Brawl. You want insanity?
Try raising Sora to LV99 before winning the brawl.
No bragging rights -- leveling outside the brawl instead is too easy -- so
the accomplishment would be for your gratification alone.
Q: Oh, and what about speed runs?
A: Sure, why not? The completion time is even included in the Battle
Record. The biggest challenge may be in the random distribution of battle
cards, which prohibits planning a set path. Working out level-up strategies
should prove plenty interesting.
A few other issues of note. While all cutscenes can be skipped (including
the opening credits), world-entry "intros" and tutorials cannot. Mashing X
doesn't speed-fill text balloons. Cards obtained "full screen" (after
random battles, for instance) can be dismissed immediately, however.
KH-ReCOM can become painfully slow with SAVE or LOAD screens, hesitating
after a memory card is selected. Usual tip -- use a blank memory card --
may lessen the effect somewhat, but the game's save mechanics may limit the
improvement. See section "E.3.2 Save Files" earlier for other observations.
To get you started, the author's fastest game as Sora clocked in at 18:42.
.: F.7 CHEAT DEVICES :.
Q: Where can I find Action Replay cheat codes?
A: At last check, over three hundred codes were listed at CodeJunkies.com,
Datel's official site. Their links change too often to include here, but
their site has a handy search feature.
Q: But I have a GameShark. What about codes for that?
A: Sorry, but none were listed at GameShark.com. That can change, however,
so visit their site regularly, and request a code if they offer the option.
Q: Anything for Codebreaker?
A: So far, none are listed at CodeTwink.com, the official CodeBreaker site,
but try searching their forums.
However, Codebreaker codes for KH-ReCOM were spotted at Neoseeker:
http://www.neoseeker.com/Games/Products/PS2/
kingdom_hearts_re_chain_of_memories/code_breaker.html
Remove the line break and extra spaces before copying this long link to
your browser.
Q: Isn't there anywhere else to look for codes?
A: Searching kh-vids.net is widely recommended. But try your favorite
search site, too, such as Google or AltaVista.
.: F.8 KNOWN PROBLEMS :.
IMPORTANT! None of these problem reports were experienced first-hand or
stress-tested by the author. The resolutions are reported as-is in the
hopes they assist with your own investigation. Caveat emptor.
Q: Why was I told my memory card has "insufficient space"?
A: KH-ReCOM requires 100 KB free on your memory card the first time you
save.
Q: I checked and there's more than 100 KB free on the card. What's wrong?
A: KH-ReCOM may not recognize some third-party memory cards. Try saving to
an 8 MB memory card for PS2, one made by Sony. If that works, you may be
able to copy the save files -- game saves, plus the System Data file --
onto the "fat" memory card and continue from there.
Q: I tried, but I still can't save. What else can I try?
A: While the SAVE screen is displayed, try (carefully) unplugging your
DualShock 2 controller and plugging it back in. It's a last-ditch effort,
possibly more prevalent on "slim" PS2 models, and no help if you use
another brand of controller.
To learn more, read "Appendix A: Controller Issue" of Maltzsan's Game
Mechanics FAQ for Final Fantasy XII:
http://www.gamefaqs.com/console/ps2/file/459841/45900
Q: Is KH-ReCOM compatible with my PS3?
A: KH-ReCOM is compatible with U.S. PlayStation3 models that support
backward-compatibility (BC) with PlayStation2 games. To confirm PS & PS2
game compatibility with your model, visit:
http://www.us.playstation.com/Support/CompatibleStatus
Q: Can I get KH-ReCOM to work on my non-U.S. PS3 BC model?
A: Sorry, but as of this writing, no.
The main issue is the Region 1 encoding. PS3 games are region-free (so
far), but not so PS2 games. If you import KH-ReCOM, you may also need a
software go-between, such as SwapMagic3 once did for PS2 consoles.
Swamp Magic3, official site, http://www.swapmagic3.com
Wikipedia, http://en.wikipedia.org/wiki/Swap_Magic
But be aware that to date, no PS3 equivalent of SwapMagic is known to
exist. Keep searching the web, and write to Square Enix to request the game
for your region. Let them know you want it!
By the by, if a solution becomes available and you go so far as importing,
investigating KH2-FM+ may be worth your time and consideration.
Q: Wait, I was told my PS3 model (40 GB, Slim, and so on) could be made
backward compatible. What do I need to do?
A: Your source of information was mistaken. To verify PS and PS2 game
compatibility with your model, visit:
http://www.us.playstation.com/Support/CompatibleStatus
Q: I got as far as Sora's tutorials and the game froze. What gives?
A: You ran into a firmware glitch. The problem only manifests on PS3 80 GB
models still using old firmware. Check your PS3 and verify the firmware is
v2.60 (circa January 2009) or more recent.
If not, you have two choices: 1) Upgrade the firmware, or 2) download a
saved game. The latter may be preferred by those who don't want to risk the
former, but the firmware upgrade doubtless solves more than this bug alone.
WARNING! Firmware upgrades always involve some level of risk. Learn all you
can before deciding. Check with a parent or guardian, as needed, seriously.
Q: Okay, how do I upgrade my PS3's firmware?
A: Talk to the good folks at Sony.
http://www.us.playstation.com/Support/SystemUpdates/PS3
Q: If I don't want to risk it (bricking scares me), how do I download?
A: An "80GB PS3 FAQ" was posted and may help if you choose to download.
http://www.gamefaqs.com/boards/genmessage.php?board=954016&topic=47155461
Otherwise, refer to your PS3 documentation, contact Sony, or search the web
for a "PSV transfer how-to" more to your liking.
Q: Can you help with my __________ brand of __________?
A: Sorry, no. The issues here relate directly to KH-ReCOM and have been the
source of numerous questions. For any other hardware issue, contact the
manufacturer or search the hardware boards.
.: F.9 TRIVIA & FAVORITES :.
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.
Q: Hey, I heard the maximum level was LV100. Is that true?
A: No, sorry. In the original KH Sora topped out at LV100, true enough, but
in KH2 and KH-ReCOM the maximum level is LV99.
Q: Isn't Lethal Flame really called Lethal Frame?
A: No, the name has always appeared as Lethal Flame in the North American
release. Deviating from literal translations is common practice during
localization, when the translation lacks oomph, for instance, or results in
an off-color phrase or a racial slur, as pigeon-English is classified.
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. Reference section
"E.3.3 Deck Building" puts a few more in context.
Warp recently earned new respect for hunting down enemy cards, as well.
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, including
friend cards. When going for completion, Black Fungus's Random Flush can
cure boredom. For Riku, Lexaeus, bar none when grinding.
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 recruiting 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 (is he
surprised at the taste, surprised he likes the taste, or surprised that he
can taste or like the taste at all?). And even knowing what happens in KH2,
the almost-seen silver-haired someone at the end still elicited growls for
being cut short.
.:| G. TRANSCRIPTS |:.
YOU ARE NOW ENTERING SPOILER TERRITORY. Exact and with every string
double-checked, herein are all of the in-game recordings as displayed in
LV99 100% complete games.
Unlike KH and KH2, the texts do not change as the story progresses.
Note: Provided for your convenient access to the in-game texts, as a
refresher to the story, not as a reproduction of the on-screen layouts.
Blank lines may have been removed for brevity or clarity's sake.
.: G.1 JOURNAL TRANSCRIPT :.
A record of everything found in Sora's Journal that's not already covered
elsewhere. The writing is from Jiminy Cricket's perspective at all times
and may not account for stories unfolding beyond his knowledge.
. G.1.1 STORY TRANSCRIPTS .
Worlds are listed in the Journal in a set order, regardless of the order in
which the worlds were synthesized.
SORA'S TALE I
Our friends may be here... It was that thought that led us to Castle
Oblivion, where cards rule over all.
A mysterious man gave Sora a card, and using it took us to Traverse Town --
of all places!
It turned out the town was just a figment of our own remembrances, the
first world of many that lie in Sora's heart.
And so our journey through these worlds begins.
SORA'S TALE II
It seems we're slowly losing our memories of what happened before the
castle. And all my notes about the last journey have vanished!
But in exchange, Sora is remembering other things he must have forgotten
until now -- like a girl he knew when he was little.
While fighting Larxene, Sora finally remembered the girl's name...
Namine.
SORA'S TALE III
Sora pressed on in his search for Namine, and can you believe it? He found
Riku, his best friend whom we thought was lost.
Sora was so happy, but Riku attacked him just like that, saying, "I'll
protect Namine!"
What could he mean? Will something happen if Sora finds Namine?
Sora is chasing after Riku...and the answers.
SORA'S TALE IV
So Sora's memories of Namine were false...
Marluxia wanted Sora's heart and the strength within, so he used Namine to
create fake memories and place them in Sora's heart.
Larxene is gone, so we're going to the top floor to finish Marluxia. We
want our memories back.
And Sora -- he wants to keep the promise he remembers. Namine may not be
his friend, but in his heart, protecting her is the only choice.
TRAVERSE TOWN
The card the hooded man gave us took us to Traverse Town, where we were
reunited with Leon, Yuffie, and our other friends.
Leon acted like he'd forgotten Sora, but for whatever reason still knew his
name. I guess his memory got mixed up somehow.
Aerith sensed that the town and everyone there was a product of Sora's
memories. It may sound crazy, but I think she was right.
WONDERLAND
When we chased after the White Rabbit, we stumbled upon a trial in
progress.
The Queen of Hearts accused Alice of stealing her memory and sentenced her
to death!
Angered by the shoddy trial, Sora freed Alice and hunted down the real
culprit.
But even after we bested the Trickmaster, the Queen refused to believe that
Alice was innocent.
Fortunately, Alice's quick thinking pacified the Queen and no one had to
lose their head.
OLYMPUS COLISEUM
Sora wanted to take on Hercules, so we all decided to compete in the games.
Hades, frantic to dispose of Hercules, hired Cloud to take him out. Cloud
cooperated, thinking he would get his lost memories back.
But not even Cloud could beat Hercules. Hades stepped in to finish the job,
but we put his plans on ice.
AGRABAH
Aladdin brought the magic lamp back from the Cave of Wonders, hoping for a
chance to meet Jasmine, Princess of Agrabah.
Inside the lamp was Genie, who would grant three wishes to the lamp's
bearer.
Aladdin hoped to become a prince so he could see Jasmine whenever he
wanted. But he used two wishes battling the Heartless, and then Jafar stole
the lamp.
Jafar turned into a genie, but we defeated him and Aladdin got the lamp
back.
Instead of becoming a prince, Aladdin used his last wish to set Genie free,
and decided he wanted Jasmine to know him as he really is.
HALLOWEEN TOWN
Dr. Finkelstein invented a potion that restores true memories, but it drew
the Heartless to Halloween Town.
Intrigued, Sora went with Jack to look for Sally, who had nabbed the potion
because she was scared of what it could do.
Oogie Boogie swiped the potion and downed it in a single gulp. But his true
memories drove him mad with fear.
What if true memories do that to everyone's heart? Scary.
MONSTRO
Geppetto went out looking for Pinocchio and was swallowed up by the whale
Monstro. But finding Pinocchio inside filled him with joy.
But Pinocchio felt bad about running away from home and putting his father
in danger, so he set off to find a way out of Monstro.
After a run-in with a big Heartless, Pinocchio had a great idea! Why not
make a commotion and get Monstro to spit us out?
With our help, the plan worked, and Pinocchio and Geppetto escaped safely.
ATLANTICA
Ariel, Princess of Atlantica, was worried about her little friend Flounder,
who was nowhere to be found.
The sea witch Ursula told Ariel that Flounder was on the surface world,
trapped, and King Triton's trident was the only way to save him.
Ariel was so worried, she stole the trident for Ursula, but it was all a
trick -- Ursula had Flounder all along.
With the trident's power Ursula became a giant, but we stopped her and
Ariel resolved to apologize to her father, the king.
NEVERLAND
Peter Pan stowed away on Captain Hook's ship to save the kidnapped Wendy.
But no sooner had she been saved than Wendy told Peter she wanted to go
home to London.
Would Wendy grow up and forget about him and Neverland? Peter didn't like
that one bit, and left in a huff.
Meanwhile, we were just trying to get off the ship. Hook caught us on the
deck, but Peter came back and bailed us out.
In the end, Peter and Wendy said their farewells, but promised to meet
again one day.
HOLLOW BASTION
The Beast came to rescue Belle from Maleficent's clutches, but to his
dismay, Belle acted coldly and would not go with him.
We felt bad for him, so we went to see Belle. It turned out she was only
pretending to be cruel, to keep her heart and the love within safe from
Maleficent.
But faced with a choice, Belle couldn't hide how she felt for the Beast,
and Maleficent stole her heart.
Together with the Beast, we took care of Maleficent and restored Belle's
heart.
100 ACRE WOOD
Pooh seemed to have lost his friends, so Sora stopped to help him look.
Maybe Sora saw something of himself in Pooh, since he's looking for friends
too.
TWILIGHT TOWN
The card Vexen gave us led to a town none of use remembered.
But Sora held fast to his promise to Namine, and we pressed on.
Speaking of which, Vexen seemed ready to say something about that, but Axel
showed up, and... Well, we won't be seeing Vexen again.
DESTINY ISLANDS
The last card led to the place where Sora grew up.
Sora wandered the islet that was once his playground, wading through his
memories to find the girl he cared for.
But when he found Namine, she told him the bitter truth -- nothing he
remembered of her ever happened.
CASTLE OBLIVION
Well, we've made it to the top, and many of our memories are gone. Sora
can't even recall the name of the person he cares for most.
But we've made a promise. No distance can separate us, and we'll be friends
even if we can't remember it to be so.
Axel is out of the way. We just have to stop Marluxia. He ordered Namine to
wipe Sora's memory, but it doesn't matter.
Sora knows that promises don't fade as easily as memories.
. G.1.2 CARD COLLECTION TRANSCRIPT .
Nothing to transcribe. See section "D.2.6 Journal".
. G.1.3 CARD INDEX TRANSCRIPT .
ATTACK CARDS
See "Attack Cards" in section "E.1.1 Battle Cards - Sora".
MAGIC CARDS
See "Magic Cards" in section "E.1.1 Battle Cards - Sora".
SUMMON CARDS
See "Summon Cards" in section "E.1.1 Battle Cards - Sora".
ITEM CARDS
See "Item Cards" in section "E.1.1 Battle Cards - Sora".
FRIEND CARDS
Donald
Donald randomly casts two spells from Fire, Blizzard, Thunder, or Cure.
Stock more than one to power up Donald's magic.
Goofy
Goofy attacks the enemy as he spins around Sora. Stock more than one for
more power and duration.
Aladdin
Aladdin runs around while swinging his sword, producing Moogle Point orbs.
Stock more than one to stun enemies and produce more Moogle Point orbs.
Ariel
Ariel whirls across the field, striking many enemies. Stock more than one
for multiple strikes.
Jack
Jack casts Fire, Blizzard, Thunder, or Gravity. Stock more than one and
Jack will cast multiple, more powerful spells.
Peter Pan
Peter Pan attacks with his dagger. Quick taps on [triangle] speed up
attacks and produce Moogle Point orbs. Stock more than one for more power
and duration.
The Beast
The Beast knocks enemies towards Sora. Sora can then knock the enemies back
to the Beast. Stock more than one for multiple strikes.
Pluto
Pluto digs up cards and orbs from the ground. Stock more than one for
better items.
ENEMY CARDS
See section "E.1.3 Enemy Cards".
MAP CARDS
See section "E.1.4 Map Cards".
WORLD CARDS
Traverse Town
Allows you to visit Traverse Town. Can be used on the first floor.
Agrabah
Allows you to visit Agrabah. Can be used on floors 2 through 6.
Olympus Coliseum
Allows you to visit Olympus Coliseum. Can be used on floors 2 through 6.
Wonderland
Allows you to visit Wonderland. Can be used on floors 2 through 6.
Monstro
Allows you to visit Monstro. Can be used on floors 2 through 6.
Halloween Town
Allows you to visit Halloween Town. Can be used on floors 2 through 6.
Atlantica
Allows you to visit Atlantica. Can be used on floors 7 through 10.
Neverland
Allows you to visit Neverland. Can be used on floors 7 through 10.
Hollow Bastion
Allows you to visit Hollow Bastion. Can be used on floors 7 through 10.
100 Acre Wood
Allows you to visit 100 Acre Wood. Can be used on floors 7 through 10.
Twilight Town
Allows you to visit Twilight Town. Can be used on the 11th floor.
Destiny Islands
Allows you to visit Destiny Islands. Can be used on the 12th floor.
GIMMICK CARDS
Obtained under certain conditions during boss battles. Use the card to
generate effects that can give you the upper hand.
SPECIAL CARDS
See section "E.1.7 Special Cards".
. G.1.4 CHARACTERS TRANSCRIPT .
CHARACTERS I
Sora
A bright and spirited boy chosen by the Keyblade to battle the Heartless.
It was Sora who defeated Ansem, ending his plans to shroud all worlds in
darkness. However, Sora continues his journey, seeking the friends he lost
during the struggle.
Donald Duck "The Wise Little Hen" (1934), etc.
Court wizard at Disney Castle who set out with Goofy after the king's
disappearance. His short temper sometimes gets him into trouble, but he is
very brave. Donald is currently seeking clues to what happened to the king
after he was locked behind the door to darkness.
Goofy "Two Weeks Vacation" (1952), etc.
Captain of the Disney Castle Royal Knights. He set out with Donald after
the king's disappearance. He is cheerful and calm, and no one is more loyal
to the king. Goofy and Sora are especially good friends.
Jiminy Cricket "Pinocchio" (1940)
That's right, me again. I'm keeping a journal of everyone's adventures. I
also act as Pinocchio's conscience, so he'll know right from wrong.
Pluto "The Chain Gang" (1930), etc.
The king's faithful dog. The strength of their bond goes beyond that of
master and pet. He had left Disney Castle with Donald and Goofy, but is now
on his own. His keen sense of smell might lead us to secrets yet uncovered.
Riku
Sora's childhood friend. Baited by the darkness and used by Maleficent and
Ansem, Riku once fought against Sora. In order to seal the door to
darkness, Riku stayed with the king on the other side. His current
whereabouts are unknown. Sora journeys in hopes of finding Riku.
Kairi
Sora's childhood friend. Sora's journey began as a search for Kairi, who
disappeared when their island home was swallowed by darkness. Kairi was
held captive by the Heartless, but thanks to Sora, she and the islands were
saved. She waits there for Sora and Riku's return.
CHARACTERS II
Namine
A young witch who, under orders from Marluxia, rewrote much of Sora's
memory. Because Namine based the false memories on Sora's feelings toward
Kairi, Sora believed he and Namine had been friends since childhood. But
truth be told, the two had never met before Castle Oblivion.
Riku Replica
A replica of Riku created by Vexen from the real Riku's data. Through
Namine's power he was infused with false memories and made to believe he
was the real Riku. The truth has wounded him deeply.
Vexen
A man absorbed in his dubious research in Castle Oblivion. Vexen tried to
destroy Sora by controlling Riku and pitting the two against each other.
When this plan failed, he confronted Sora personally.
Axel
A mysterious figure who stands in Sora's path. Hard to read, half the time
Axel seems to just be messing around...but for all we know, he's done more
thinking than everyone else put together.
Marluxia
Lord of Castle Oblivion and a member of the Organization. In a move to
bring the group under his control, Marluxia used Namine to manipulate
Sora's memory and tried to claim the power of the Keyblade.
Larxene
A member of the Organization that controls Castle Oblivion. Larxene is
unfeeling and loves nothing more than to bring other people down. She is on
good terms with Axel but still mocks everyone and trusts no one.
OTHERS
Simba "The Lion King" (1994)
Successor to his father as ruler of the Pride Lands. Sora need only call
and Simba will appear and lend his strength.
Dumbo "Dumbo" (1941)
A small elephant born in a circus. The other animals laughed at his big
ears, but the courage to fly made Dumbo the star of the circus. If Sora
calls, Dumbo will come to the rescue.
Bambi "Bambi" (1942)
A young deer prince whose father is king of the Forest. Sora can call on
Bambi for help anytime.
Mushu "Mulan" (1998)
Once a guardian dragon of a Chinese family. Due to past mistakes, he lost
much of his former power. If Sora calls, Mushu will come to our aid.
The Moogles "FINAL FANTASY III", etc.
A strange race that seems to pop up just about anywhere. In Castle
Oblivion, the moogles run shops where Sora can trade in unwanted cards.
TRAVERSE TOWN
Leon "FINAL FANTASY VIII"
A cool and collected swordsman who wields a gunblade. His real name: Squall
Leonhart. Leon once fought with Sora against the Heartless, but the Leon we
met in Castle Oblivion is a product of Sora's memory, so he can't remember
much of what happened before.
Yuffie "FINAL FANTASY VII"
A girl whose cheerful personality belies her painful memories. When she was
still young the Heartless robbed her of her home. Never one to sweat the
small stuff, Yuffie seems unfazed by her fuddled memory.
Aerith "FINAL FANTASY VII"
A young woman who fought the Heartless. Her calm demeanor hides an
unbreakable will. Aerith also has a mysterious sense of truth, and is aware
that Traverse Town and its inhabitants are a figment of Sora's memory.
Cid "FINAL FANTASY VII"
A gifted pilot who saved Leon and the others from the Heartless when they
were just children. Cid lives in Traverse Town now.
WONDERLAND
Alice "Alice in Wonderland" (1951)
A curious girl who fell down the rabbit hole into Wonderland. Alice was
falsely accused of stealing the Queen of Hearts's memory and put on trial,
but we intervened and helped her clear her name.
The Queen of Hearts "Alice in Wonderland" (1951)
A selfish ruler who commands an army of card soldiers. A Heartless stole
the Queen's memory, but she accused Alice and put her on trial.
The White Rabbit "Alice in Wonderland" (1951)
A loyal retainer of the Queen of Hearts. He always carries out the Queen's
orders, no matter what they may be.
Card of Hearts "Alice in Wonderland" (1951)
A guard in the service of the Queen of Hearts. The card fears her temper
and will do anything she orders.
Card of Spades "Alice in Wonderland" (1951)
A guard in the service of the Queen of Hearts. The card fears her temper
and will do anything she orders.
The Cheshire Cat "Alice in Wonderland" (1951)
A mysterious, grinning cat who always talks in riddles. He appears when you
least expect it, and disappears whenever he pleases.
OLYMPUS COLISEUM
Hercules "Hercules" (1997)
Son of the gods Zeus and Hera, but not a god himself. With godlike strength
and a gentle heart, Hercules is a true hero. He has never lost at the
Coliseum games.
Philoctetes "Hercules" (1997)
Trainer of countless heroes, including Hercules. Nowadays Phil runs the
Coliseum and manages the games.
Hades "Hercules" (1997)
Ruler of the Underworld. Hades can't stand Hercules. He tricked Cloud into
challenging Hercules to the death, but we put an end to his plotting.
Cloud "FINAL FANTASY VII"
A swordsman hired by Hades to take out Hercules. Cloud seeks the true
memories he has lost. Were they memories of someone dear to him, or
memories of his own hazy past?
AGRABAH
Aladdin "Aladdin" (1992)
A young man who lives in Agrabah and dreams of meeting Princess Jasmine.
Aladdin became Genie's master when he found the magic lamp. At first
Aladdin wanted to become a prince and impress Jasmine, but in the end he
gave Genie his freedom and decided to show Jasmine his true self.
Genie "Aladdin" (1992)
Captive of the magic lamp. Genie must grant the lamp's holder three wishes.
He longs for freedom, but can only get it if someone uses a wish to set him
free.
Jasmine "Aladdin" (1992)
Princess of Agrabah. Jasmine feels cooped up in the palace and longs for
the freedom outside its walls.
Iago "Aladdin" (1992)
A cunning and chatty parrot. Iago flies about Agrabah, serving as the evil
Jafar's eyes and ears.
Jafar "Aladdin" (1992)
A sorcerer and Agrabah's royal vizier. Jafar stole the magic lamp from
Aladdin and, with Genie's power, schemed to become ruler of Agrabah.
Jafar-Genie "Aladdin" (1992)
Jafar's genie form. After taking the magic lamp from Aladdin, Jafar wished
for the powers of a genie and tried to do us in.
HALLOWEEN TOWN
Sora
A bright and spirited boy chosen by the Keyblade to battle the Heartless.
It was Sora who defeated Ansem, ending his plans to shroud all worlds in
darkness. However, Sora continues his journey, seeking the friends he lost
during the struggle.
Donald Duck "The Wise Little Hen" (1934), etc.
Court wizard at Disney Castle who set out with Goofy after the king's
disappearance. His short temper sometimes gets him into trouble, but he is
very brave. Donald is currently seeking clues to what happened to the king
after he was locked behind the door to darkness.
Goofy "Two Weeks Vacation" (1952), etc.
Captain of the Disney Castle Royal Knights. He set out with Donald after
the king's disappearance. He is cheerful and calm, and no one is more loyal
to the king. Goofy and Sora are especially good friends.
Jack "The Nightmare Before Christmas" (1993)
Halloween Town's master of the macabre. Jack is always looking for new ways
to bring the spooks and shivers of Halloween to all.
Sally "The Nightmare Before Christmas" (1993)
Dr. Finkelstein's helper at the lab. He created her from various odds and
ends. Sally is secretly in love with Jack.
Dr. Finkelstein "The Nightmare Before Christmas" (1993)
The mad scientist of Halloween Town. He's always immersed in his odd
experiments. This time Dr. Finkelstein came up with a potion to restore
true memories, only to have it guzzled by Oogie Boogie.
Oogie Boogie "The Nightmare Before Christmas" (1993)
A villain who's always plotting against Jack. Oogie Boogie stole Dr.
Finkelstein's potion thinking it would make him stronger, but it drove him
mad with fear instead.
MONSTRO
Pinocchio "Pinocchio" (1940)
A wooden puppet Geppetto made, brought to life by the Blue Fairy. To become
a real boy, Pinocchio has to learn bravery, kindness, and honesty. He and
Geppetto were swallowed by Monstro, but they escaped with a little help
from us.
Geppetto "Pinocchio" (1940)
A gentle and earnest clockmaker who carved Pinocchio from a block of wood.
Geppetto was swallowed by Monstro, boat and all, while searching for
Pinocchio. The two were reunited inside the giant whale, and escaped with
our help.
ATLANTICA
Ariel "The Little Mermaid" (1989)
The daughter of King Triton who longs to see the surface world. Worried by
Flounder's disappearance, Ariel was cajoled by Ursula into forking over the
king's trident. We helped Ariel save Flounder and recover the trident, and
she resolved to tell her father the truth.
Sebastian "The Little Mermaid" (1989)
Triton's music director and Ariel's guardian. Sebastian is constantly
scolding Ariel for her escapades, but only because he worries for her
safety.
Flounder "The Little Mermaid" (1989)
A young fish. He's not exactly brave, but Flounder is Ariel's most loyal
friend. Ursula kidnapped Flounder as part of her plan to trick Ariel and
steal the trident.
Ursula "The Little Mermaid" (1989)
The sea witch. She once lived in the palace, but was banished for her
scheming. Ursula deceived Ariel and stole the trident in an attempt to rule
all Atlantica.
NEVERLAND
Peter Pan "Peter Pan" (1953)
A boy who lives in Neverland, where no one ever grows up. Peter can be
stubborn, but deep down he's brave and just. He was upset that Wendy wanted
to return to London, but in the end he wished her well.
Tinker Bell "Peter Pan" (1953)
A fairy with a jealous streak, especially when Peter pays attention to
other girls.
Wendy "Peter Pan" (1953)
A dreamy English girl. Peter showed her the way to Neverland. Wendy really
likes Peter, but decided to return home to London.
Hook "Peter Pan" (1953)
A pirate who holds a grudge against Peter Pan. Hook kidnapped Wendy to lure
Peter out. Normally proud, Hook falls to pieces the moment the crocodile
that took his hand shows up.
HOLLOW BASTION
The Beast "Beauty and the Beast" (1991)
A prince transformed into a beast because of his selfishness. Meeting Belle
restored humanity to his heart. Though stunned by Belle's cold behavior,
his faith in their love never wavered.
Belle "Beauty and the Beast" (1991)
A young woman who saw kindness behind the Beast's gruff exterior. Realizing
Maleficent sought her heart, Belle acted coldly toward the Beast to keep
her heart beyond the witch's reach.
Maleficent "Sleeping Beauty" (1959)
A witch who commands the darkness. Sora faced Maleficent and her Heartless
once before. She stole Belle's heart to perfect her dark powers, though
Belle had seen through her plan.
Dragon Maleficent "Sleeping Beauty" (1959)
Maleficent's dragon form. Her own sorcery mingled with the vast powers of
darkness made Maleficent a fearful opponent.
100 ACRE WOOD
Winnie the Pooh "Winnie the Pooh and the Honey Tree" (1966), etc.
A bear who lives in the base of a tree in the 100 Acre Wood. Pooh loves to
eat -- especially honey. He's gentle and easygoing, but a little
absent-minded.
Piglet "Winnie the Pooh and the Blustery Day" (1968), etc.
Pooh's closest friend. Piglet is very shy, and when he's surprised, he
covers his eyes with his floppy ears.
Owl "Winnie the Pooh and the Honey Tree" (1966), etc.
The wisest animal in the 100 Acre Wood. Sometimes he talks so much his
friends fall asleep.
Roo "Winnie the Pooh and the Honey Tree" (1966), etc.
A feisty kangaroo who's full of energy. Little Roo wants to learn to bounce
as high as Tigger.
Eeyore "Winnie the Pooh and the Honey Tree" (1966), etc.
A gloomy donkey whose tail keeps falling off and getting lost. Eeyore is
timid and always a little down, and likes to take things slow.
Tigger "Winnie the Pooh and the Honey Tree" (1966), etc.
The one and only. Cheerful Tigger loves to bounce all day long. Sometimes
his energy is too much for the others, but he always means well.
Rabbit "Winnie the Pooh and the Honey Tree" (1966), etc.
A diligent gardener who's always busy with his vegetables. Sometimes Rabbit
is a bit short-tempered, especially when Tigger bounces around in his
garden.
DESTINY ISLANDS
Tidus "FINAL FANTASY X"
A young boy from Sora's islands with a sunny personality and lots of
energy. Tidus has no shortage of confidence either, and considers himself a
champ at everything.
Wakka "FINAL FANTASY X"
A boy from Sora's islands. Despite being the oldest, Wakka is modest and
takes good care of his friends.
Selphie "FINAL FANTASY VIII"
A perky girl from Sora's islands. Selphie is assertive and tends to leap
before she looks, and she also has a romantic side.
THE HEARTLESS
See section "G.3 Annotated Bestiary".
. G.1.5 MINIGAMES TRANSCRIPT .
Nothing to transcribe. See section "D.2.6 Journal".
.: G.2 D REPORT TRANSCRIPT :.
A record of everything found in Riku's D Report not already covered
elsewhere. As with Sora's Journal, all texts are recorded from a certain
viewpoint and may not account for storyline events unfolding elsewhere.
. G.2.1 STORY TRANSCRIPTS .
RIKU'S TALE I
Bored with his secluded island life, Riku dreamt of seeing other worlds.
He got his wish when darkness devoured Destiny Islands and he was thrust
into the outside world.
While looking for his lost friend Kairi, he met Maleficent, and accepted
her help.
But Maleficent had her eyes on Riku's strength and was working to make him
her underling. She gave Riku the power of darkness, but as he used it, it
gained power over him.
This is why Riku fought his best friend, Sora, and how his heart fell to
Ansem, pursuer of darkness.
But Riku's heart was freed by Sora's light. Riku, Sora, and the king worked
together to close the door to darkness, but Riku was trapped inside, in the
realm of darkness.
Will he see the realm of light again?
RIKU'S TALE II
Led by a mysterious voice, Riku made his way through the card-worlds, but
met only dark beings within.
Riku was told that because he rejected the other things in his life to
claim darkness, his heart is now devoid of anything but the darkness he
sought.
Unable to accept this, Riku encountered Ansem, who tried yet again to
conquer him.
The king intervened to save Riku, but Ansem had not let go of his heart.
And so Riku must fight the darkness within.
RIKU'S TALE III
Embattled with the darkness in his heart, Riku met someone who looked just
like him, a replica crafted by Vexen, a member of the Organization.
The replica commanded darkness freely, and called Riku cowardly for
shunning the dark.
Meanwhile, agents of the Organization laid their rivalry bare. Sora and
Riku seem to be the reason they control the castle -- but why?
RIKU'S TALE IV
Vexen took his replica of Riku and headed for the surface, but finally fell
at Sora's hands.
Lexaeus confronted Riku, intending to bring him to submission using all
force necessary.
It was then that the powerful darkness in Riku's heart awakened. The
darkness defeated Lexaeus, then dragged Riku into the realm of darkness.
There, Ansem's shadow loomed large, but Riku was again saved by the king's
light.
RIKU'S TALE V
One by one, members of the Organization fell at Riku and Sora's hands --
even Marluxia, lord of the castle.
Zexion, hoping to avoid a similar fate, tried to use memories of Riku's
island home against him.
Ignored by his friends and even attacked by Sora -- it seemed Riku would be
washed away by the light, but Kairi's voice gave him curage.
No longer afraid of the darkness, Riku saw through the fake Sora and
thwarted Zexion's trap.
RIKU'S TALE VI
By embracing his inner darkness, Riku gained a great power, but so did
Ansem.
Guided by the enigmatic DiZ, Riku made his way through Twilight Town,
defeating his copy and locating Namine.
When he found her, he also found Sora and friends in a deep slumber,
waiting to get their lost memories back.
Namine told Riku he could seal Ansem away forever by giving up his
memories, but Riku refused to forget his friends.
Riku chose to fight with his own strength. With the king at his side, he
now makes ready for the final battle with Ansem.
Will his choice take him to the realm of light...or darkness?
. G.2.2 CARD COLLECTION TRANSCRIPT .
Nothing to transcribe. See section "D.3.6 D Report".
. G.2.3 CARD INDEX TRANSCRIPT .
BATTLE CARDS
Soul Eater
Reacts to dark power. Riku's strength is greater when he wields darkness in
battle.
Potion
Quickly reloads attack cards with no charge time required. It does not work
on cards that cannot be reloaded.
Hi-Potion
Quickly reloads attack cards with no charge time required. Even normally
unreloadable cards are restored.
The King
The king restores HP, stuns and deals damage to all enemies, and reloads
cards.
Gimmick Cards
Obtained under certain conditions during boss battles. Use the card to
generate effects that can give you the upper hand.
ENEMY CARDS
See section "E.1.3 Enemy Cards".
MAP CARDS
See section "E.1.4 Map Cards".
Note: Despite map card descriptions to the contrary, NO random foes drop
enemy cards for Riku.
WORLD CARDS
Traverse Town
Allows you to visit Traverse Town. Can be used on basement floors 11
through 8.
Agrabah
Allows you to visit Agrabah. Can be used on basement floors 11 through 8.
Olympus Coliseum
Allows you to visit Olympus Coliseum. Can be used on basement floors 7
through 4.
Wonderland
Allows you to visit Wonderland. Can be used on basement floors 7 through 4.
Monstro
Allows you to visit Monstro. Can be used on basement floors 11 through 8.
Halloween Town
Allows you to visit Halloween Town. Can be used on basement floors 7
through 4.
Atlantica
Allows you to visit Atlantica. Can be used on basement floors 7 through 4.
Neverland
Allows you to visit Neverland. Can be used on basement floors 11 through 8.
Hollow Bastion
Allows you to visit Hollow Bastion. Can be used on basement floor 12.
Twilight Town
Allows you to visit Twilight Town. Can be used on basement floor 2.
Destiny Islands
Allows you to visit Destiny Islands. Can be used on basement floor 3.
Castle Oblivion
Allows you to visit 100 Acre Wood. Can be used on basement floor 1.
. G.2.4 CHARACTERS TRANSCRIPT .
CHARACTERS I
Riku
A boy who was born and raised on a small group of islands. Riku dreamt of
seeing other worlds, and so he forsook the islands -- only to be seduced by
the power of darkness. Enslaved by Ansem, pursuer of darkness, Riku clashed
with his childhood friend Sora. But in the end he was able to regain
himself and, together with Sora, close the door to darkness. Still, the
dark wounds in Riku's heart have yet to mend.
Riku (Halloween Town)
A boy who was born and raised on a small group of islands. Riku dreamt of
seeing other worlds, and so he forsook the islands -- only to be seduced by
the power of darkness. Enslaved by Ansem, pursuer of darkness, Riku clashed
with his childhood friend Sora. But in the end he was able to regain
himself and, together with Sora, close the door to darkness. Still, the
dark wounds in Riku's heart have yet to mend.
The King "Steamboat Willy" (1928), etc.
The king who reigns over Disney Castle. He set off alone to protect his
world and all worlds from the dominion of the dark. When Riku fell into the
realm of darkness, the king showed him the way, but the two were separated
when the door to darkness was closed.
The King (Halloween Town) "Steamboat Willy" (1928), etc.
The king who reigns over Disney Castle. He set off alone to protect his
world and all worlds from the dominion of the dark. When Riku fell into the
realm of darkness, the king showed him the way, but the two were separated
when the door to darkness was closed.
Sora
Riku's boyhood friend, and the hero of light chosen by the Keyblade to
stand against the darkness. While Riku was bridled by the darkness, he
fought Sora, but their friendship proved stronger, and they ultimately
worked together to close the door to darkness.
Kairi
Riku and Sora's friend growing up. Kairi vanished when their home islands
were devoured by darkness. Riku and Sora both journeyed to find her. Kairi
was held captive by the Heartless, but thanks to Sora, she and the islands
were saved. She waits there for Sora and Riku's return.
Namine
A young witch who can manipulate memories. As Kairi's shadow, Namine
altered Sora's memory under orders from the Organization. But the
forgiveness in Sora's heart moved her to disobey those orders. Now she
watches over Sora until the reconstruction of his memories is complete.
Riku Replica
A replica of Riku created by Vexen from the real Riku's data. Unlike the
real Riku, he wields darkness freely, but is burdened by the fact he is an
imitation.
DiZ
Truly an enigma. DiZ appeared before Riku in the guise of Ansem, presenting
him with choices regarding the darkness within his heart. It is said he and
the king have met.
Ansem
Pursuer of darkness. To open the door to darkness, Ansem used the Heartless
to steal countless hearts. He enslaved Riku, but met his demise at Sora's
hand. Nonetheless, Ansem's shadow lives on in the depths of Riku's heart.
Vexen
No. 4 in the Organization. He, Lexaeus, and Zexion have been in the group
since its inception, and there is no love lost between them and neophytes
like Marluxia. After battling Riku, Vexen turned to events unfolding
aboveground, but successive failures led to his termination by Axel.
Lexaeus
No. 5 in the Organization. A born warrior, Lexaeus effortlessly brandishes
a gigantic tomahawk. To counterbalance his rival Marluxia's bid for Sora's
power, Lexaeus tried to conquer Riku, but was defeated by Riku's dark
powers.
Zexion
No. 6 in the Organization. Zexion generally avoids dirtying his own hands
when there are deeds to be done. However, with the destruction of Vexen and
Lexaeus, he was forced into action. Disguised as Sora, Zexion confronted
Riku. But Riku no longer feared the dark, and victory was beyond Zexion's
reach.
Axel
No. 8 in the Organization. He is a Nobody whose intentions and secrets are
hidden from all. Axel has no qualms about exploiting others to suit his
needs. He used Sora and Namine to silence Marluxia and halt his plot
against the Organization. Axel claims that he and Sora have something in
common, but that connection is unclear.
Marluxia
No. 11 in the Organization. Marluxia lured Sora to Castle Oblivion in hopes
of using his power to seize the Organization. He ordered Namine to alter
Sora's memories, and fooled Vexen into challenging him. All was going
according to plan, but Marluxia's scheme dissolved when Axel set Namine
free. Marluxia was ultimately destroyed by Sora.
Larxene
No. 12 in the Organization. Larxene conspired with Marluxia to take over
the Organization, and intended to pull Axel in as well. However, her
abrasive, unfeeling personality proved her downfall -- provoking Sora's
anger was a fatal error.
CHARACTERS II
Maleficent "Sleeping Beauty" (1959)
A witch who commands the darkness. Maleficent's charms won over Riku, and
she empowered him with darkness. In Castle Oblivion she stood before Riku
again, this time as a token of the indelible darkness in his heart.
Jafar-Genie "Aladdin" (1992)
A sorcerer and also Agrabah's royal vizier, transformed by magic. Jafar
appeared before Riku as a token of the indelible darkness in his heart.
Ursula "The Little Mermaid" (1989)
The sea witch who plotted to rule all of the undersea kingdom Atlantica.
Ursula appeared before Riku as a token of the indelible darkness in his
heart.
Hades "Hercules" (1997)
God of the Underworld who seeks to rule over all. Hades appeared before
Riku as a token of the indelible darkness in his heart.
Oogie Boogie "The Nightmare Before Christmas" (1993)
A villain who's always causing trouble in Halloween Town. Oogie Boogie
appeared before Riku as a token of the indelible darkness in his heart.
Hook "Peter Pan" (1953)
A pirate of Neverland. Hook appeared before Riku as a token of the
indelible darkness in his heart.
THE HEARTLESS
Detailed in the next section, "Annotated Bestiary".
.: G.3 ANNOTATED BESTIARY :.
Everything recorded in both bestiaries, and a little bit more.
. COMMON CHARACTERISTICS .
Heartless may (or may not) exhibit a number of elemental affinities or
weaknesses.
Stunned ... becomes disoriented briefly
Weak ...... takes additional damage; may also stun
Resists ... avoids damage, always or sometimes; "Resists" appears
Immune .... takes no damage at all
Absorbs ... is healed by this attack; "Recover" appears
Some weaknesses may also apply to physical attacks (by attack cards and
attack sleights) and special attacks (by all sleights).
Airborne foes can require special handling. A good general tactic is to
card break their attacks until you can reach them.
-> high .... yellow opera, gargoyle, air pirate, wyvern
O -> mid ..... red nocturne, green requiem, wizard
/|\ -> low ..... blue rhapsody, aquatank
/ \ -> hover ... air soldier, search ghost, darkball, screwdiver
All may be caught near ground level. Either wait for them to attack first
and card break their attack, or use a sleight, such as Magnet Spiral, to
knock them out of the air. Aero is effective against most, as is thunder if
to a lesser extent.
The higher the flyer, the greater the likelihood that a ground-level attack
will fail. Without entrapment, hovering foes are still too high for Sonic
Blade and the elemental Raid sleights. High flyers may elude Blitz or fire
at the pinnacle of their climb. Blizzard can hit flyers by first jumping to
their height. Jumping does not help with Raid sleights, however.
. RANDOM HEARTLESS .
No random heartless uses sleights or zero cards, displays a card revolver,
or plays an enemy card. For Riku, random heartless typically engage in
three-card duels, though a few prefer five-card duels.
Many enemy descriptions were taken directly from the original KH, or show
only minor editing. Some effects are toned down or absent in KH-ReCOM.
Descriptions of random heartless are identical for both Sora and Riku.
AIR PIRATE ----------------------------------------------------------------
Sightings: Neverland
A winged Heartless that mostly sticks to Neverland. It's not armed, but it
doesn't need to be. The Air Pirate deals a brutal punch right after its
fist flashes.
o Airborne, high flyer
o Dangerous in swarms
AIR SOLDIER ---------------------------------------------------------------
Sightings: Agrabah, Monstro, Twilight Town
A winged Heartless. It swoops down onto its opponent's head, or slams into
them when they let their guard down. The Air Soldier is swift, resilient,
and not easy to ground.
o Airborne, hovers, low flier; ground-level attacks may miss
AQUATANK ------------------------------------------------------------------
Sightings: Atlantica
A fish-like Heartless that lazily wanders the sea. The Aquatank attacks
with Thunder or by whirling its sizable body about.
o Not so lazy as it was in the original KH
o Airborne; size makes it less likely for ground-level attacks to miss
o Avoid thunder-based attacks, such as Spellbinder and Thunder Raid
BANDIT --------------------------------------------------------------------
Sightings: Agrabah
A Heartless that mainly appears in Agrabah. The Bandit deftly wields the
scimitar it carries, and should be approached cautiously.
o Only appears in Agrabah, despite the description
o Aural cue; dodge roll can sidestep its attacks
BARREL SPIDER -------------------------------------------------------------
Sightings: Agrabah, Olympus Coliseum, Monstro, Neverland, Twilight Town,
Destiny Islands
A gunpowder-packed barrel transformed by the darkness into a Heartless. The
Barrel Spider sets upon anyone foolish enough to think it's an ordinary
barrel.
o Any field-room barrel can hide a barrel spider
o Most common in Agrabah, Monstro, and Olympus Coliseum
o Self-destructs, after an audible "scampering"
o No card is dropped if the last barrel spider self-destructs
BLACK FUNGUS --------------------------------------------------------------
Sightings: Every world
An aggressive, poisonous Heartless, not to be confused with the White
Mushroom. The Black Fungus likes to paralyze its enemies and toy with them.
It's tough to beat, but victory doesn't go unrewarded...
o Favors playing a seven (7) card
o Immune to damage when it resembles statuary
o Resists confusion (Idyll Romp)
o Emits damaging fog that stuns, long enough to get hit again
Section "E.3.5 Battle Spoils" explains what to expect from black fungi.
BLUE RHAPSODY -------------------------------------------------------------
Sightings: Traverse Town, Olympus Coliseum, Castle Oblivion
A magic-wielding Heartless that drifts through the air. The Blue Rhapsody
attacks with Blizzard once it's close enough, and absorbs ice damage.
o Airborne, low flier; ground-level attacks may miss
o Quick, bounces around; target-lock recommended
o Avoid ice-based attacks, such as Blizzard Raid, Dumbo, and Aqua Splash
BOUNCYWILD ----------------------------------------------------------------
Sightings: Olympus Coliseum
A simian Heartless. It teases its enemies and throws banana peels from far
away. Be careful not to slip!
o Slipping on the banana peel may scatter Sora's MP; lost if not picked up
o Excellent enemy card for Sora; Draw collects EXP and friends from afar
CREEPER PLANT -------------------------------------------------------------
Sightings: Wonderland, Halloween Town, Destiny Islands
A flower-like Heartless. It's rooted in one place, but staying far away
isn't enough, since it can spit seeds or attack from below with its sharp
roots.
o Stationary, at ground level
o Roots can poke up at you from anywhere; nowhere is safe
o Spaced out, but close enough for Sonic Blade to slide from one to another
o Blizzard and Raid sleights can also hit two, if lined up well
o Never appears in a field room
CRESCENDO -----------------------------------------------------------------
Sightings: Wonderland, Neverland, Destiny Islands
A hopping, horn-like Heartless. It's a bothersome foe that can honk and
call other Heartless.
o Easier to isolate in Wonderland than Destiny Islands
o Its call is not as effective as in KH; one extra foe may appear
DARKBALL ------------------------------------------------------------------
Sightings: Atlantica, Neverland, Hollow Bastion, Destiny Islands,
Castle Oblivion
A Heartless made from the very shadows of darkness. The Darkball mostly
just bobs through the air, but its random weaving and biting are a
nuisance.
o Airborne; low to mid range
o Sonic Blade and Raid sleights, wait until it "chatters" toward you
o Never drops its enemy card for Sora
DEFENDER ------------------------------------------------------------------
Sightings: Hollow Bastion, Castle Oblivion
A Heartless that primarily resides in Hollow Bastion. Its shield stops
head-on physical and magical attacks, and can launch fireballs. The
Defender is also a skilled card user, and will break the cards of
unprepared opponents.
o Heaviest of the regular heartless; resists Magnet Spiral
o Neutral attack cards can defeat its shield
o Deflects most Raid sleights, but Judgment breaks through
o Found within Castle Oblivion; more likely with green map cards
FAT BANDIT ----------------------------------------------------------------
Sightings: Agrabah
A Heartless that mainly appears in Agrabah. The Fat Bandit repels frontal
attacks with its jiggly belly and spits fireballs.
o Only appears in Agrabah, despite the description
o Deflects frontal attacks, including most Raid sleights
o Neutral attack cards can connect from the front
o Not immune to fire
GARGOYLE ------------------------------------------------------------------
Sightings: Halloween Town
A winged Heartless that mainly appears in Halloween Town. It pelts its
stunned opponents with fireballs.
o Blue fireballs, that is
o Airborne, high flyer
o Swarms; extremely dangerous at low levels
o Only appears in Halloween Town, despite the description
GREEN REQUIEM -------------------------------------------------------------
Sightings: Agrabah, Monstro, Castle Oblivion
A magic-wielding Heartless that drifts through the air. It doesn't attack,
but it can cast Cure to heal other Heartless. The Green Requiem is slow,
but is healed by basic elemental magic, making it tough to squash.
o Never attacks
o Airborne, full range; ground-level attacks may miss
o Semi-susceptible to Freeze; bergs, but takes no damage
o Healed by fire, ice, thunder, and elemental attack cards
LARGE BODY ----------------------------------------------------------------
Sightings: Olympus Coliseum, Wonderland, Monstro
A rotund Heartless. The Large Body repels frontal attacks with its jiggly
belly. Sometimes it throws its weight around and shakes the ground, so
jumping is key.
o Deflects frontal attacks, including most Raid sleights
o Neutral attack cards can connect from the front
o Jumps and creates a concussion wave; move far away or jump to avoid
o Fairly dangerous before High Jump is learned
NEOSHADOW -----------------------------------------------------------------
Sightings: Castle Oblivion
An extremely agile Heartless. It dives into shadows before it pops up in
front of its enemy and delivers a rolling attack. The Neoshadow moves in
the shadows, making it a difficult opponent to fight.
o Pureblood heartless, bears no emblem
o Can survive Trinity Limit if it dives underground
PIRATE --------------------------------------------------------------------
Sightings: Neverland
A Heartless that mostly sticks to Neverland. A skilled swordsman, the
Pirate can knock its enemies out cold and then finish them off with a
vicious combo. If its sword flashes, watch out!
o Only appears in Neverland, despite the description
o Swarms can pose big threats
POWERWILD -----------------------------------------------------------------
Sightings: Olympus Coliseum
A simian Heartless that excels at jumping. It has destructive instincts and
attacks with punches and sliding kicks.
o Relentless
o Double attack less effective than in KH
o Dangerous at early stages
RED NOCTURNE --------------------------------------------------------------
Sightings: Traverse Town, Wonderland, Castle Oblivion
A magic-wielding Heartless that drifts through the air. It's flighty and
hard to hit. The Red Nocturne attacks with Fire from a distance, and
absorbs fire damage.
o Airborne, low to mid range; ground-level attacks (Quake) can miss
o Favors playing a particular card; Sora, Traverse Town: four (4)
o Avoid fire-based attacks, such as Mega Flare, Mushu, and Fire Raid
SCREWDIVER ----------------------------------------------------------------
Sightings: Atlantica
A Heartless that likes to team up with the Aquatank. It attacks with a
spear or charges its enemies.
o Not as chummy with the aquatank as in KH
o Flyer, hovers; ground-level attacks sometimes miss
o Avoid thunder-based attacks, such as Spellbinder and Thunder Raid
o Swarms; very dangerous at low levels
SEA NEON ------------------------------------------------------------------
Sightings: Atlantica
A jellyfish-like Heartless. It might look laid back, but the Sea Neon's
long tentacles can propel it toward enemies for a ferocious attack.
o Usually appears in the first wave; difficult to isolate
SEARCH GHOST --------------------------------------------------------------
Sightings: Monstro, Halloween Town, Atlantica
A spooky Heartless. The Search Ghost can warp out of harm's way and absorb
its enemies' HP, making it a tough opponent.
o Doesn't actually warp in KH-ReCOM, but can still drain HP
o Slightly easier to isolate in Atlantica than in Halloween Town
o Flyer, hovers; ground-level attacks may miss
SHADOW --------------------------------------------------------------------
Sightings: Every world
A Heartless that pops up in all kinds of places. The Shadow ambles around
and attacks without warning. It is completely untouchable while hiding
within the darkness.
o Appears in Atlantica only in Bottomless Darkness rooms.
o Pureblood heartless, bears no emblem
o Favors playing a particular card; Sora, Traverse Town: two (2)
o In Castle Oblivion, most common in green map card rooms
o Can survive Trinity Limit if it slips belowground
SOLDIER -------------------------------------------------------------------
Sightings: Traverse Town, Wonderland, Twilight Town
A swift-moving Heartless that attacks its prey with a spin kick. Its
whimsical nature makes the Soldier a less than tenacious foe.
o Spinning attack tracks; hard to dodge roll or out-distance
TORNADO STEP --------------------------------------------------------------
Sightings: Hollow Bastion, Destiny Islands
A Heartless that flies about using its arms like propeller blades. Whether
moving or attacking, it's always spin, spin, spinning -- but never seems to
get dizzy.
o NOT airborne, despite its description
o Slightly easier to isolate in Hollow Bastion
WHITE MUSHROOM ------------------------------------------------------------
Sightings: Every world
A Heartless with an unusual affinity for people. The white Mushroom never
attacks, and may even reward someone who comes to its aid.
o Never attacks
o Can be placated (but not defeated) with the proper magic
o Elemental attack cards may be used to deliver correct magic
o Otherwise, flees if attacked or hit with incorrect magic
o Only way to defeat one by KO is with the Warp or Warpinator sleights
o Won't flee if Warpinator fails
Section "E.3.5 Battle Spoils" goes into great detail on how best to benefit
from white mushrooms.
WIGHT KNIGHT --------------------------------------------------------------
Sightings: Halloween Town
A Heartless that calls Halloween Town its main haunt. The Wight Knight's
long appendages make it dangerous to approach.
o Windmill attack not so effective as in KH
o Still devastating in hordes at early levels
WIZARD --------------------------------------------------------------------
Sightings: Hollow Bastion, Castle Oblivion
A Heartless proficient in magic. The Wizard is a formidable opponent that
attacks with high-level Fire, Blizzard, and Thunder spells.
o Airborne; falls prey to Magnet Spiral immediately followed by Quake
o Susceptible to Aero
o Avoid fire, ice, and thunder-based attacks
o Elemental attack cards may bleed through with some sleights
WYVERN --------------------------------------------------------------------
Sightings: Hollow Bastion, Castle Oblivion
An enormous Heartless that hunts its enemies from the skies. The Wyvern is
agile despite its size. Upon sighting its prey, it rushes forward and
attacks with a flurry of kicks.
o Airborne, high flyer; can fly too high for Blitz
o Stays aloft long, but attacks bring it down to ground level
o Susceptible to Magnet Spiral, but resistant to Quake
o Found within Castle Oblivion; more likely with green map cards
YELLOW OPERA --------------------------------------------------------------
Sightings: Agrabah, Monstro, Neverland, Castle Oblivion
A magic-wielding Heartless that drifts through the air. The Yellow Opera
hurls itself at enemies or attacks with Thunder.
o Airborne, higher than three near-kin; ground-level attacks likely to miss
o Kamikaze-style beeline attack; susceptible to ground-level attacks after
o Avoid thunder-elemental attacks, such as Spellbinder and Thunder Raid
. HEARTLESS BOSSES .
Strategies are found in the appropriate walkthrough sections.
SPOILERS! Descriptions may reveal critical plot and story developments.
DARKSIDE ------------------------------------------------------------------
Sora: The Heartless that attacked Sora's home, Destiny Islands.
Sora fought valiantly to protect the islands and his memories there.
Riku: The Heartless Riku attracted when he was seduced by darkness.
It destroyed Destiny Islands.
Zexion called Darkside in order to subdue Riku.
GUARD ARMOR ---------------------------------------------------------------
Sora: A Heartless that haunts Traverse Town.
It appears when the bells ring to wreak havoc on the town.
Riku: A Heartless that haunts Traverse Town. It appeared before Riku as
a token of the indelible darkness in his heart.
PARASITE CAGE -------------------------------------------------------------
Sora: A Heartless that dwelled inside Monstro.
The Parasite Cage is quite the gourmand and eats anything in its
path. Pinocchio figured out how to escape Monstro after getting
gobbled up by it.
Riku: A Heartless that dwelled inside Monstro. It appeared before Riku as
a token of the indelible darkness in his heart.
TRICKMASTER ---------------------------------------------------------------
Sora: The Heartless in Wonderland that stole the Queen of Hearts's memory.
Victims of memory theft don't even remember what it is they forgot.
Riku: The Heartless that threw Wonderland into chaos. It appeared before
Riku as a token of the indelible darkness in his heart.
.:| H. 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 through actual
gameplay. Where data remains missing either the data has not yet been
observed and recorded, or the author decided only later to include the
info. For some issues, the author may not possess the hardware needed to
duplicate the report.
.: H.1 LEGAL INFO :.
Copyright (c) 2009-2010, 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 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.
.: H.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, including game guides found nowhere
else, may be found at:
http://www.esque.com/slr/gamefaqs/
The author's Contributor page at GameFAQs.com:
http://www.gamefaqs.com/features/recognition/64962.html
. CONTACT INFO .
Stuck? Don't wait for e-mail! For mid-game help, the KH-ReCOM pages at
GameFAQs.com can provide the fastest response possible, often in mere
minutes. Using the search features, the answer may already await you!
KH-ReCOM message board:
http://www.gamefaqs.com/boards/gentopic.php?board=954016
The Search Topics field is located below the topic list.
KH-ReCOM Answers page:
http://www.gamefaqs.com/console/ps2/qna/954016.html
You can Search Questions from right at the top.
But feel free to write if you prefer or you're not in a rush. 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 may edit for clarity,
but due credit is always gladly attributed.
The author welcomes comments, corrections, and feedback, too. Send your
message to falconesque [dot] gfaqs [at] gmail [dot] com. Please include
"KH-ReCOM" (sans quotation marks) in the Subject: to ensure a timely
response. Alternatively, the author may also be reached at kh [dot] faqs
[at] esque [dot] com.
Requests for permission to repost this guide are not being entertained at
this time.
.: H.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.
Reverified 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.
Several small refinements, minor boss tips, and general apple-polishing.
Completed: Tuesday, July 28, 2009
Version 1.2
Inception: Thursday, August 13, 2009
Revised against three full runs (Sora, Beginner x2; Riku, Proud).
Corrected errors in About D Mode in C.1 HOLLOW BASTION.
Corrected errors with Pluto friend card in E.1.1 BATTLE CARDS - SORA.
Corrected errors in E.1.7 SPECIAL CARDS.
Removed PC names from walkthrough headings in CONTENTS; too spoilerish.
Added F. FAQ subheadings to CONTENTS.
Added PS3, third-party memory card, Shortcut to B.1 TRAVERSE TOWN.
Added Start Menu to top of D. MENUS; included LINK note here & elsewhere.
Added max stats and level-up data to D.2.5 STATUS (impetus for this rev).
Added max stats and level-up data to D.3.5 STATUS.
Added how-found data to subsections of E.1.1 BATTLE CARDS - SORA.
Added power-up note on Soul Eater to E.1.2 BATTLE CARDS - RIKU.
Added another barrel spider sighting to E.1.3 ENEMY CARDS.
Added Ultima Weapon to Calm Bounty in E.1.4 MAP CARDS. Doh.
Added duration & missable notes to E.1.6 GIMMICK CARDS.
Added third-party memory card & elapsed time issues to E.3.2 SAVE FILES.
Added Premium Cards to E.3.3 DECK BUILDING; pointers elsewhere.
Added Sora-Beginner & Riku-Proud data to E.3.4 BOSS LIFEBAR STATS.
Added Rare Truffle no-show note to E.3.5 BATTLE SPOILS.
Added skip-it & future-title Qs to F.1 SERIES & STORYLINE.
Added missing sleights Q to F.2 CROSS PLATFORM.
Added missed-card, leveling, & grinding Qs to F.5 GENERAL GAMEPLAY.
Added Riku/No-AP to F.6 CHALLENGES.
Added F.7 CHEAT DEVICES (two Qs); renumbered following subheads.
Added max-level Q to F.8 TRIVIA.
Reworded importance of clear game-saves prior to C. WALKTHROUGH, PART II.
Reworded journal-complete effect on E.3.6 BATTLE RECORD SCREENS.
Expanded EXP table in D.1.5 STATUS; now complete.
Expanded max battle cards in D.2.1 REVIEW DECKS; similar notes elsewhere.
Expanded Minigames in D.2.6 JOURNAL; added Pause/Help to B.5 MONSTRO.
Expanded a tiny bit on Shortcuts in D.3.1 REVIEW DECKS.
Expanded KH-COM & KH2-FM+ Qs in F.1 SERIES & STORYLINE.
Expanded missable Q in F.5 GENERAL GAMEPLAY & all other missable refs.
Expanded MP-farming Q in F.5 GENERAL GAMEPLAY.
Several small refinements, minor boss tips, and general apple-polishing.
Completed: Friday, September 18, 2009
Version 1.3
Inception: Friday, October 9, 2009
A brief update in comparison, mainly filling a hole in prior versions.
Added friend card's aural cue to Tutorials in B.1 TRAVERSE TOWN.
Added Card Breaks & Stocking Cards to B.1 TRAVERSE TOWN.
Added premium note to Card Breaks et al in B.1 TRAVERSE TOWN.
Added depleted-deck Q near the top of F.5 GENERAL GAMEPLAY.
Expanded on Leon's tutorial & Guard Armor in B.1 TRAVERSE TOWN.
Very few other minor tweaks to the text.
Completed: Friday, October 9, 2009
Version 2.0
Inception: Thursday, November 26, 2009
Impetus: Cataloguing everything about System Data, how it works & breaks.
Revised against three full runs (Sora, Standard x2; Riku, Standard) and
several partial runs. Includes significant additions and corrections (*).
Added a reminder about hard-wrapping to SEARCH TIPS.
Removed section numbers from some cross-references in both WALKTHROUGHs.
Added PS3 COMPATIBILITY to A.2 EXPECTATIONS.
Reworded PS3 warning in B.1 TRAVERSE TOWN.
Added note about sleight use to MENUS in B.1 TRAVERSE TOWN.
Added green map card tip to B.11 TWILIGHT TOWN.
Added item card tip to B.12 DESTINY ISLANDS.
Added Super Glide note to B.13 CASTLE OBLIVION.
*Added more about new clear bonus cards to Sora's end-game.
Added Side Step (a.k.a. Riku's Dodge Roll) to C. WALKTHROUGH.
Added a tiny bit more on Rapid Breaks to Exit Hall (B12F).
Added D Mode tip to C.2 AGRABAH.
*Rewrote CLEAR BONUS! portion of Riku's end-game.
Added knowing sleights bits to D.1.5 STATUS, D.2.5 STATUS, D.3.5 STATUS.
Added controls-table refs to D.1.7 SETTINGS, E.3.7 GAME MANUAL ERRATA.
Added no-green-cards bit to D.2.3 MAP CARDS; noted in E.1.4 MAP CARDS.
Added descriptions to E.1.1 BATTLE CARDS - SORA; reworked layouts to fit.
Added USING ENEMY CARDS and USAGE TIPS to E.1.3 ENEMY CARDS.
Added descriptions to E.1.4 MAP CARDS; brushed up entire section.
*Added FIELD ROOM SPOILS to E.1.4 MAP CARDS; still incomplete.
Added a spin-revolver Battle Control to E.3.1 CONTROLS.
*Reproduced manual's Controls table (verbatim) in E.3.1 CONTROLS.
*Added THIRD-PARTY MEMORY CARDS and SYSTEM DATA to E.3.2 SAVE FILES.
Added Sora-Standard, Riku-Standard data to E.3.4 BOSS LIFEBAR STATS.
*Added Warp note to WHITE MUSHROOM subsection of E.3.5 BATTLE SPOILS.
Added 2 Qs to F.1 SERIES & STORYLINE & 1 Q to F.2 CROSS PLATFORM.
Fixed KH2-FM+ Q in F.1 SERIES & STORYLINE.
Added 2 Qs & 2 premium-sale tips to F.5 GENERAL GAMEPLAY.
*Fixed flowchart in F.5 GENERAL GAMEPLAY.
Added 2 Qs to F.6 CHALLENGES.
Added 1 Q each to F.7 CHEAT DEVICES & F.8 TRIVIA.
Added F.8 KNOWN PROBLEMS; moved TRIVIA into F.9 TRIVIA & FAVORITES.
*Added section G. TRANSCRIPTS.
*Added a few annotations to G.3 ANNOTATED BESTIARY.
Relabeled follow-on section to H. ABOUT THIS GUIDE.
*Fixed clear bonus, warp sleight errors, "keyblade" refs throughout.
A few other tweaks & fixes to the text; a full read-through proofing.
Completed: Wednesday, March 10, 2010
Version 2.1
Minor clean-up, including a bad wrap and two typoes, one previously fixed.
Fixed a few residual clear bonus gaffs in E.1 CARDS.
Added Monochrome-0 CP and Sell stats in E.1.1 BATTLE CARDS - SORA.
Added a note about Premium Guard to E.1.3 ENEMY CARDS.
Added a spoiler warning before F.3 JOURNAL & REPORT.
Slipped Sephiroth's name into F.5 GENERAL GAMEPLAY.
Added Contributor page link to H.2 ABOUT THE AUTHOR.
Added a few links to related KH2-FM+ Ultimania content.
Partial proofing run of the addenda; a bit of general apple polishing.
Completed: Wednesday, April 21, 2010
Seeking the latest version of this guide? In order, try:
http://www.esque.com/slr/gamefaqs/
http://www.gamefaqs.com/console/ps2/game/954016.html
http://www.gamefaqs.com/console/ps2/file/954016/56913
*http://db.gamefaqs.com/console/ps2/file/kingdom_hearts_re_com_b.txt
* Login at GameFAQs.com before trying this link.
.: H.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 to the KH-ReCOM message board and QNA irregulars, for many
posts that looked at things in a different way and gave rise to several
refinements. Thanks to Akanesasusora for noticing targets may be cycled.
Thanks, as well, to all who tirelessly slave over GameFAQs.com. And to
CJayC wherever you are, for memories forgotten but not lost.
FIN.