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'
KINGDOM HEARTS
Re:Chain of Memories
North American Release
PlayStation 2
FAQ & WALKTHROUGH
By S. L. Richardson (a.k.a. Falconesque)
Guide Version: 2.3.1
Last Revised: Friday, July 10, 2015
Best viewed with a monospace font, such as Monaco or Courier.
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===============================================================================
Welcome! If you find this guide helpful, thank you for clicking its "recommend"
link at GameFAQs.com to help the next player find assistance.
--- HEAD'S UP! ------------------------------------------------ REMIXOLOGY! ---
If you play KH HD ReMix 1.5, a few changes have been made since ReCOM U/C PS2,
the release (as stated above) for which this guide was written.
1. Four KH2-style attack cards were replaced with Days-style attack cards.
PS2 Attack Card PS3 Replacement Card-Stat Changes
----------------- ---------------- --------------------------------------------
Hidden Dragon Maverick Flare None (just looks different)
Monochrome Total Eclipse None
Follow the Wind Midnight Roar None
Photon Debugger Two Become One Element: Physical, Strike B+, Thrust B+
Two other KH2 attack cards -- Star Seeker, Bond of Flame -- also appear in Days
and remain the same.
The new cards are found in the same place and unlock the same way as the old
cards, so search this guide for the old card by name to learn how to obtain the
new card.
2. The trigger for unlocking the second treasure chest -- and the second
special treasure -- in each floor's Room of Rewards was changed. Completing ALL
of the collection's Days-related tasks and unlocking the KH 358/2 Days PS3
theme is now required. Your progress in ReCOM itself doesn't matter.
3. Sora's Lethal Flame sleight has been renamed Lethal Frame.
4. Riku's sleights have been nerfed. Expect some or all to inflict less damage.
As far as I know, that's it other than trophies and the aesthetic "upgrades".
Caveat emptor: I don't play ReMix 1.5. I've been reading the ReCOM topics on
the ReMix 1.5 board at GameFAQs and the sources are reliable enough to give
credence to the above, but remains wholly unconfirmed by me. Anyone wishing to
donate a PS3 and ReMix 1.5 is welcome to contact me; I'd gladly update this
guide in exchange and trumpet your contribution.
As you continue with this guide, PLEASE keep these changes in mind and MAKE
YOUR OWN ADJUSTMENTS as needed. Most everything else should still help out.
--- END WARNING! --------------------------------------------------------------
.:| 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
G.3.1 Random Heartless
G.3.2 Heartless Bosses
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 other same-named 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 from Disney developed by Square Enix. The
series' myriad releases may prove confusing.
AUTHOR'S EXPERIENCE. "What DO I know?" as Goofy said. 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. Section "H.3 Revision History" documents experience with KH-ReCOM.
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).
Note: In case of future link breakage, try the following pattern, substituting
the appropriate ID number for KH-ReCOM's "954016":
http://www.gamefaqs.com/954016/home
RECOMMENDATIONS. Playing the series in RELEASE ORDER is strongly recommended on
your first time through all of the games. Since KH-ReCOM only slightly modifies
KH-COM's story, playing KH-ReCOM after KH but before KH2 is recommended.
KH-ReCOM alludes to (if not quite retelling) some events that played out in KH,
so playing KH first is highly recommended, in fact. Both the game and this
guide presume a familiarity with KH.
--- PlayStation 3 COMPATIBILITY -----------------------------------------------
BACKWARD COMPATIBILITY. While this guide presumes you're playing on a PS2
console, by all reports KH-ReCOM plays well on most U.S. PlayStation 3 systems
that specifically support backward compatibility (BC) with PS2 games. Visit
PlayStation.com to learn more about your console's model.
FIRMWARE. 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 may carry severe risks of permanently
disabling your PS3. Learn all you can at PlayStation.com before proceeding.
(Dated.) 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
REGION. KH-ReCOM is coded for Region 1 (U/C) and will only work on North
American PS3 BC models. Nothing like SwapMagic has surfaced for PS3 consoles.
--- 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 press your console's reset button.
Note: KH-ReCOM has been reported to balk over third-party memory cards. Learn
more in sections "E.3.2 Save Files" and "F.8 Known Problems".
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 and after a few idle moments the
opening credits sequence automatically begins, consisting of "Simple and Clean"
(the Planitb remix of KH's theme song) over a compilation of full-motion video
(FMV) and cutscene elements from KH, including one KH-FM moment. Interrupt the
sequence by pressing any button on your controller and 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.
The game mode you select for Sora doesn't limit your choices for Part II, and
Part II is unlocked regardless of which mode you choose.
Concerning bonus content, in KH-ReCOM only the artwork shown at "The End"
differs based on the game mode selected. A statistical tally is displayed for
all three modes at game-end, as well. KH-ReCOM contains no "secret ending" or
similar extras.
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 loads of details on all of the cards found in KH-ReCOM, see the
"Cards" reference section.
.: B.1 TRAVERSE TOWN (1F) :....................................................
Note: Traverse Town is KH-ReCOM's "tutorial world". Lots of gameplay mechanics
to introduce and discuss, so it's perhaps no surprise this section is longer
than usual for the remainder of the walkthrough.
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 PlayStation 3 systems may get stuck during the upcoming tutorial.
If your system exhibits this problem, read about "PlayStation 3 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 each of 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 (by pressing 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 has NOT 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. When an enemy's card is played in the middle, card break it
quick.
.: 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 and setting the
criteria from the next 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 possible 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. Press
up-arrow to reach the tab row. Notice how obtaining the one Blizzard magic card
gave you both the Blizzara and Blizzaga sleights. Third tier magic, right from
the start!
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.
In Journal, headings displaying "New!" include at least one unread entry; once
read, "New!" appears dimmed until Journal is exited. The article for your first
attack card, Kingdom Key, lists the weapon's detailed statistics as well.
Be sure to examine your deck. Edit Deck is where you'll spend the most menu
time in KH-ReCOM, so start by adding the Blizzard card to Deck 1.
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. A second shortcut, up-arrow, always
cycles to reload card and can't be changed. Use the two shortcuts to your
advantage.
.: 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 or trying out the alternative buttons.
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 at
random 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! KH-ReCOM is all about cards and breaking up the scenery is the easiest way
to acquire more cards. 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 (by pressing 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,
so keep moving side to side, but once it fills you immediately 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] - [F3] - [F5]
+
[E4]...[F4] - [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. Like other battle cards, enemy cards must be added to your
deck and played in battle. 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. Not all enemies have a visible deck, however.) 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.
Tip! A very frequent question for many players is how to obtain "bigger" cards.
High-valued cards are not the answer! Many mistakenly discount low-valued cards
as "useless"; they're far from it. Stock cards for a combo instead -- 1 + 2 + 2
will card break and damage any random heartless in Traverse Town.
Take Leon's warning to heart, however. The first card in each stock you play,
whether a combo or a sleight, becomes "unreloadable" for the moment. 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 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.
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. But regardless of their face value, premium cards require only
as much CP as a 1-valued card! (For more on premium cards, start with Premium
Room in the "Map Cards" reference section.)
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. Or build up Deck 2
or Deck 3 specifically geared for tougher boss battles. Without exception, a
fight of some sort is part of the events unlocked with the Truth keycard.
Warning! The author aims to emerge from boss fights victorious as simply as
possible and wholly unscathed. If you crave additional boss strategies,
download the KH-ReCOM Boss FAQ found at GameFAQs.com or search the topics and
questions posted for KH-ReCOM. Boss strategies for KH-COM may prove useful, but
the same boss can 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 higher floors.
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), and a boss's deck may not be visible, but for now get accustomed to
watching for it. With an invisible deck, watch the numbers on the cards for
color changes, such as seen with map cards like Martial Waking.
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 can appear repeatedly, but 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 land a finisher in 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 slipping
on.) Wait until you can stock more than one Pluto card 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. (Tip! Open the treasure chest before breaking any of the bounty
room's scenery.) 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. (For more on Moogle Rooms, read the "Map Cards" reference section.)
.: 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.
Jafar's deck includes an eight (8) card. Card break it with a zero card, or
groups of lower cards totaling nine or higher. Or better yet use the platforms
to your advantage and don't get hit. 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 for single-carding strategies. 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 for a time -- up is down, left is right, and so on.
When the Guidance room is unlocked, you face....
- - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Cloud. Pretty powerful. With a big eight and a zero card, lots of card breaks
can quickly deplete your hand. Pack your deck with either a zero or a stock
valued near 20, so you're prepared to break his Cross-slash sleight.
Or he can be pretty simple. 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, much more useful than Potion cards
if you stock lots of attack cards.
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 popping out.
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. The Key to Truth reveals a most tricksome boss.
- - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Trickmaster can be grueling. 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. This is a slow fight, mostly fought with single cards.
Stocks of magic cards do the most damage. Blizzaga from the tabletop is very
effective, a good opening move, but even up there you need to jump to reach.
Fire magic connects from anywhere, as long as the boss is targeted AND the
target can be seen; good to break the boss and do a little damage. After a
solid hit -- single attack cards, one after the other -- the boss bends low,
stunned, spits out a few HP orbs, and presents an easy target. Unleash a Goofy
card now if you have one -- about the only time he's useful in this fight --
and sting the boss again with single cards as you gather the orbs.
Safeguard against running out of cards. Don't stock cards, except for magic
sleights you're certain sure will hit. Grab Donald's card every chance you get.
WAIT for opportunities and avoid taking damage. The table is good cover for
refreshing your deck or blocking the boss's fire attack. When Trickmaster plays
an eight card, get under cover and be ready to jump. Hang from the table.
For all that, Trickmaster's biggest weakness is its big wind-up. Most of its
attacks are telegraphed and can be interrupted. Time your jumps well to avoid
groundshaking damage, which adds up in nothing flat. Use the table to hurl Sora
at the boss, not as a boxing ring. Dodge roll to evade the homing fireballs
when the table's gone. The gimmick card raises the table again.
Tip! If Trickmaster proves frustrating, bigger cards won't help; they're not
worth the CP this early. Synthesize a Moment's Reprieve nearby, meet the red
and green criteria for the Truth room's door, then save. Good place to use Skip
Event. Choose "Return to Title" as needed and focus on honing your deck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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. Jump too to keep the boss from knocking you off.
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, a good foil against fiery foes.
Also, a Minigames section has been added to Jiminy's Journal. (No repeating
this minigame, however.) 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 nick you, too.
As always, save before using the Key to Truth.
- - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Oogie Boogie time. He likes tossing a seven card, so use Splash LV2 to douse
the trio of dice. Blitz work well too if you're practiced in adding hits; less
costly, CP wise.
Watch for when the spike fence falls then lay into Oogie Boogie. Single cards
will do, but there's room for Sonic Blade. Take care with stocking cards and
getting knocked off Oogie's platform, however.
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. If Pluto cards appear
pretty regularly, stock up two or three if you can for better rewards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You get Oogie Boogie's card, which lends you Regen. Save before leaving
Conqueror's Respite.
Tip! From now on you'll hear a lot about Sonic Blade and Lethal Flame, the
game's two most-recommended "killer" sleights. Sonic Blade is difficult for
hallway bosses in particular to card break if you can add every hit through to
the "Finish" prompt. Lethal Flame has the advantage of using lower cards -- its
composition is set, not the value -- and for continuing to execute while you're
free to stock your next sleight. Against sleight-using bosses, compose your
Lethal Flame sleights with total values over 20 whenever possible.
. 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. She moves fast enough, though, blizzard can be a near-miss. And
sleights are her real weakness. If you have Sonic Blade by now, then now's a
good time to start practicing and watch her lifebars get slashed.
If you're low on HP, the Card Soldier enemy card speeds up your chances. For
fun, take her out with a three-card Dumbo-cide, er, 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).
Take the stairs for a pair of scenes. 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 of 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, of course, but if that's distasteful 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
Again, all but default order are gauged by the author's own variable scale.
--- 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. Lethal
Flame makes a nice finale, if available.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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. A sleight and no enemy card.
Second verse, same as the first. Sonic Blade and Lethal Flame still whittle
down his lifebars in nothing flat. What worked in the last fight works here,
too, and Card Soldier still gives you a good edge if you're going toe-to-toe
with Riku.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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. (Tip! 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 square or 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. (The minigame doesn't automatically end, so anytime after 25
correct jumps is fine to intentionally miss and stop it.) 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 --
along with a few Hi-Potions or Cura stocked with that nifty new Elixir -- drain
all those lifebars pretty fast. If you've learned Lethal Flame, experimenting
on Vexen is only fair. Deck the Parasite Cage enemy card to dispel Vexen's
Blizzard Boost as soon as it appears beside his revolver.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Afterward, learn the Freeze sleight -- it's a great opening move in a random
encounter deck -- 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. Still has a zero card, but no
enemy card visible on deck.
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, though each hit does a bit less damage than last round.
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. Stocking one in behind a Cura
sleight -- Cure + Cure + item card -- even low-valued item cards work well.
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 good bit stronger. Still resists magic, but NOT immune.
Even now Sonic Blade, Firaga, and Lethal Flame are formidable weapons. Card
Soldier remains a big help with an attack-card heavy deck. Make room for the
better item cards and save a ton of time. If things come down to the wire,
don't hesitate to put Hook or 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 still 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. Yes, Sonic Blade still reigns, but Lethal
Flame may top the damage done. Riku's enemy card can 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. Have Parasite Cage ready to dispel
her Thunder Boost if needed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 for a very helpful 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.
Tip! Though Trinity Limit's Help shows Donald first, swapping him and Goofy
works fine too, as long as you lead with an attack card.
Be prepared. The first random encounter on 13F 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.
Head for the Rewards room pronto. (Jokers are useful there too, if you have
extras; save up map cards for winnowing on this door otherwise.) You learn the
Super Glide skill, better soon as late. Handy for ringing those bells.
Note: Super Glide works different in KH-ReCOM than in KH. 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's Superglide required another
button combination and cornered crisply with the shoulder buttons. A period of
adjustment may be necessary.)
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
black-centered defense pods when you run into them, 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, if 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 vanishes and rematerializes before unleashing it. Getting
trigger happy can cost too many cards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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. Build your deck for big attacks and view this
fight as a prelude.
He has only a slight elemental resistance, so use magic as much as you like.
Sonic Blade works like a charm, as will any physical attack sleights, though
you want a few zero cards ready in case his sleight gets stocked. Or employ
Zantetsuken instead, since its nines can break any single card he plays.
Deck Parasite Cage in case his Double Sleight gets played. He's weak to all of
your sleights while it's in play, however.
Tip! Pay attention to his audible cues for his impending sleights; 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. And unlike KH or KH2, KH-ReCOM also
allows saving after the final battle. 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 or mixed
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) or Thundaga under Thunder Boost
(Yellow Opera) inflicts plentiful damage very economically and nicely augments
an all-nines deck. A definite boon when he's airborne, too. And if you are
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 rethink the choice and instead 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 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 saved game, 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. Still no "secret ending" type of extras, though.
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.
IMPORTANT! Choose a separate save slot for Riku's game. Do NOT overwrite Sora's
saved game if you wish 100% completion of his game.
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 PS2's 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
WARNING! Take care to let the voice's dialogue completely appear. Unlike normal
dialogue "balloons", pressing X immediately dismisses the voice's words.
.: RANDOM ENEMY CARDS :.
Unlike Sora, random enemies drop no enemy cards for Riku. Instead, Riku
automatically learns at least one new random enemy card with each new world
synthesized, as noted above the Defender enemy card in Hollow Bastion. These
cards are world specific and won't be included in decks elsewhere.
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, such as when returning to Entrance Hall from an Unknown Room
and vice versa.
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. While random enemy cards are world specific, boss enemy cards can
carry forward with Riku's deck.
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.
Tip! Most of Riku's world maps contain more rooms than strictly necessary.
Since the worldly boss often drops an enemy card, try tackling the boss on a
direct route (rather than filling out the map first) so you can use the new
enemy card along the path to Conqueror's Respite.
. 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 elbow room, but you still need to be quick. A successful Rapid Break earns
an "AP Bonus" displayed 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 with 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 often 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 (l-r),
but appears white (depleting r-l) 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 can take 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 now 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.
Boss enemy cards need consideration, too. If reaching Iago was troubling with
Sora, for instance, let Riku visit Traverse Town beforehand to garner Guard
Armor's enemy card and to have 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. Let
Riku react to enemies' cards in battle rather than initiating the attack, watch
his gauges. Notable, too, Dark Firaga is NOT a fire elemental attack. 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.
The perspective is just awful. Make your hits count as best as you can. Limit
your sleights to card breaking Jafar or when you have a King card with which to
lead -- or better yet, two! Try for D Mode, where Dark Break can clobber Iago.
Use the platforms to reach Iago or avoid Jafar's attacks. And if you get stuck,
a gimmick card levels them to your advantage. Remember your enemy cards, too.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Receive the Jafar enemy card for your troubles, a good choice in single-carding
random heartless. 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 you land a
solid hit. Duels require 5 card breaks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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. His big shield can be a pain, so go aerial with attacks. 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. Duels
need 5 card breaks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 Rapid 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. Dueling with Hook needs
5 card breaks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
Skimpy deck. Duels are challenging, even with the shadow enemy card. Red
nocturne heartless aren't healed by Riku's Dark Firaga; don't shy away from it.
And 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.
Dark Break can achieve some spectacular heights. 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. Once
again, duels require 5 card breaks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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, which have their own lifebars. 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 of zero cards.
Slow 'n steady, this is NOT a fast fight. Take care with depleting your deck.
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, as can the King's Burst sleights. Duels need 5 card breaks;
eww, Maelstrom is not very tasty against Ursula.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Get her enemy card, a hand up against magical foes. Save and exit.
. Exit Hall (B7F) / Entrance Hall (B6F) .
Go upstairs for a scene -- an extension on scenage in Sora's story, in fact, so
don't be too quick to skip it. 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, but the King's sleights
are quite effective. No Cloud, though.
- - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hades likes fire and may get a Fire Boost from an enemy card. Don't "feel the
heat" if you can dodge the attack.
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 stock up two or three of the
King's cards for healing. Parasite Cage can handily dispel that Fire Boost.
Dueling Hades needs 7 card breaks.
Tip! Riku's deck has a trio of one-valued cards at the end. Shortcut the block!
Save the Powerwild enemy card for Dark Mode and turn the ones into nines for
Dark Aura.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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. Time to get creative with the King,
enemy cards, and most important, card duels. The Hades enemy card is a good
choice against red nocturnes.
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. If the boss plays a 7 or an 8,
just avoid taking damage; the deck is too slim to afford stocking cards.
Riku easily reaches the tabletop, no chair required, but the boss floors it in
nothing flat. Timed jumps avoid floor-slamming damage. Go for the duels, the
quickest road to victory with the feeble deck. Trickmaster has a brief lapse
after Maelstrom, nearly stunned, so quickly sneak in a few single-card attacks.
Play Hook right at the start. Stock up the King for MM Miracle sleights. Duels
need 5 card breaks, which surprisingly the deck accommodates.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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. And a good deck for trying out Dark Aura.
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
barrier, 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. The boss duels for 5 card breaks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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, so
the moment Warp Break appears, play Parasite Cage.
Go for the duels. Duel sleights, regular or dark, inflict big damage. Plus they
afford time to get ready to reload or select a nine, his favorite move right
after a duel. He may even match whatever card you have showing, so don't be too
quick with the reloading.
Otherwise, Lexaeus doesn't play any item cards so work on depleting his deck.
Concentrate on card breaking his single cards and getting into D Mode, but hold
your zero cards until his sleight comes up.
D Mode is where you can unleash even bigger damage with sleights, his weakness,
and bring Lexaeus crashing down. Duels need 7 card breaks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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; small potatoes,
but defeat them anyway to release a gimmick card.
Gimmick cards raise rock pillars you can climb to get in Darkside's face. Swing
away with Soul Eater while you can. Duels take 7 card breaks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Winning nets you the Darkside enemy card, which can lend you some nice
abilities both active and passive.
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 four 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. Jafar and Hook can give
you an added edge, as well.
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, evading attacks while doing nothing but card
breaking until your health is topped off again. Duels need 7 card breaks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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, which completes
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
quick way to close him out, but all of the dark sleights inflict heaps of
damage. Unleash them all.
Caution: If you're susceptible to game rage, take precautions before tackling
Riku's final confrontation.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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% and you achieve Collector Rank
of Card Master.
--- END INTELL! ---------------------------------------------------------------
Note: The following includes 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. (If
you skipped picking up Super Glide earlier, however, you can obtain that
ability and the Star Seeker attack card both right now.)
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). Along the way, pick up the Diamond Dust
and One-Winged Angel attack cards if you haven't already. (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, pillaging spoils, 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 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, to save 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 -- 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
FAQ.
=== 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.
Sora obtains a total of 111 different battles cards (the full count begins
section "E.1 Cards"). In all likelihood, the maximum simply accounts for the
pending discovery of each new card and is never lower than 888 battle cards.
This remains unproven, however.
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 :.
Displays sleights Sora has learned as well as his current statistics.
. 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, as are other grinding ideas.
. 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 and
on every floor.
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 .
Displays the sleights Riku has learned alongside his current statistics.
. 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 (total) (111) (27)
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
ALL, as displayed under Review Decks and in moogle shops, includes all
categories (Attack, Magic, Item, Enemy) of battle cards currently held, whether
assigned to a deck or unassigned.
The maximum number of battle cards 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. Then open bounty-room
chests until the maximum is reached. 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; chest,
Tigger's Playground [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" 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.
Worldly attack cards appear with slightly higher frequency on their "home"
worlds, however.
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, 3 ---- 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.
. GIMMICK CARDS .
See section "E.1.6 Gimmick Cards" for more info.
. SPECIAL CARDS .
See section "E.1.7 Special Cards" for more info.
.: 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. Some are awarded for
defeating bosses, as with Sora, but Riku has one or more random enemy card
automatically assigned per world, rather than found 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. Rapid Breaks only temporarily increase Soul Eater's
power for the duration of the battle.
.: 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, select random enemy cards are automatically available within each
world.
For both, a boss commonly drops its own enemy card, though sometimes not until
the final confrontation against returning bosses. For Riku, once acquired boss
enemy cards appear in his closed decks from then on.
. 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.
Note: The following also applies for the two special cards Sora may obtain,
which work exactly like enemy cards.
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 again, though the revolver retains its last position.
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, nor does the effect continue
once the card's limit expires.
. 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
- = never obtained by Sora
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
- = never obtained by Riku
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 CARD 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. See also section "G.3 Annotated Bestiary".
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, Tornado Step
HALLOWEEN TOWN
Shadow, WIGHT KNIGHT, GARGOYLE, Search Ghost, Creeper Plant
ATLANTICA
(Shadow), SEA NEON, Search Ghost, AQUATANK, SCREWDIVER
NEVERLAND
Shadow, PIRATE, Yellow Opera, Barrel Spider, AIR PIRATE, Crescendo
HOLLOW BASTION
Shadow, Wizard, Wyvern, Defender, Tornado Step
TWILIGHT TOWN
Shadow, Soldier, Air Soldier, Barrel Spider
DESTINY ISLANDS
Shadow, Barrel Spider, Creeper Plant, Tornado Step, Crescendo
CASTLE OBLIVION
Shadow, Red Nocturne, Blue Rhapsody, Yellow Opera, Green Requiem, Wizard,
Wyvern, Defender, NEOSHADOW
Darkball heartless never drop an enemy card for Sora. For confirmed sightings
of darkball heartless, see section "G.3 Annotated Bestiary".
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 may drop their enemy cards in any type of room, but a select few map
cards feature a marginal boost to the standard drop rates.
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.
The best results are achieved through a combination of the following.
1. Teeming Darkness, Almighty Darkness, and Looming Darkness map cards
synthesize rooms with an increased likelihood of random enemy card
drops. Initial Unknown Rooms seem to mimic this behavior, too.
2. REQUIRED: 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.
Roulette rooms are handy for gathering lots of useful map cards, but the chance
of enemy cards dropping after battle in a Roulette Room is next to nil.
For assistance with defeating a particular heartless to obtain its enemy card,
see the "G.3 Annotated Bestiary" section.
Tip! When hunting a particular enemy card, if the random battle doesn't produce
an enemy grouping that includes the heartless you seek, Escape from the battle
before the last heartless falls. Back in the field room, the same heartless
immediately respawns, but the resulting enemy groupings may be different.
Repeat until you meet your target. Works only with enemies that appear when you
approach, however; already visible enemies do NOT respawn after an Escape.
.: 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 two 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 chests
holding treasures 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 the real
treasure chest in 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. And Cloud
summon cards rarely (if ever) appear in leafy green card packs.
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. The "E.3.8 Event Room Criteria" reference section lists all door
criteria, floor-by-floor.
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.
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.
RED MAP CARDS TRA AGR OLY WON MON HAL ATL NEV HOL TWI DES CAS
Tranquil Darkness 8 9 6 6 6 10 4 7 3 7 6 6
Teeming Darkness 21 15 17 10 15 19 17 22 14 27 23 12
Feeble Darkness 13 8 8 6 7 12 7 14 5 7 8 5
Almighty Darkness 14 8 7 6 5 18 9 17 6 10 13 8
Sleeping Darkness 9 8 5 6 7 15 5 5 5 5 9 4
Looming Darkness 16 18 14 13 16 19 11 16 10 19 36 5
Premium Room 11 10 9 8 6 12 5 11 10 10 15 7
White Room 32 18 13 13 18 24 16 29 11 26 14 14
Black Room 11 10 5 10 7 12 8 9 4 11 12 6
Bottomless Darkness 0 0 0 0 0 0 0 0 0 0 0 0
Roulette Room 15 14 12 12 17 16 15 32 13 23 27 16
GREEN MAP CARDS TRA AGR OLY WON MON HAL ATL NEV HOL TWI DES CAS
Martial Waking 21 6 11 11 10 17 16 21 8 10 13 7
Sorcerous Waking 13 14 11 8 9 14 9 18 5 15 16 9
Alchemic Waking 17 11 5 8 4 14 8 8 6 13 9 5
Meeting Ground 13 12 8 8 6 16 9 9 4 13 11 6
Stagnant Space 13 9 8 11 13 13 7 7 6 11 7 7
Strong Initiative 25 12 11 12 12 16 16 26 6 20 15 12
Lasting Daze 20 21 17 21 21 24 20 30 11 24 12 18
BLUE MAP CARDS TRA AGR 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 8 12 13 8 12 6 17 13 10
False Bounty [1] 11 11 7 6 7 15 10 5 6 13 12 9
Moment's Reprieve 7 8 5 6 7 10 8 9 6 10 8 4
Moogle Room 5 7 6 5 4 10 7 10 5 13 7 6
OTHER ROOMS TRA AGR 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 map cards 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, and the only thing that can prevent journal
completion in fact. Gimmick cards are relatively commonplace, but the rare
exception remains a possibility. Try to obtain a gimmick card before the end of
the first block of world cards -- the "easiest" bosses, when resetting to "do
over" a boss fight is the least taxing. Just one gimmick card in any one of the
above boss fights is all journal completion requires.
.: 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] - [F3] - [F5]
+
[E4]...[F4] - [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 recreate a System Data file as it was, open and save each existing saved
game, starting with the oldest. Make a note of dates and slot numbers in the
PS2's Browser, as saved date are not displayed in-game.
Tip! When someone wants to borrow your game and play KH-ReCOM for themselves,
ensure 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 from scratch.
.: 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 scant 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. (For help using Edit Deck, see
section "D.2.1 Review Decks".)
Before any sleights are learned, or when no sleight is invoked, stocking three
cards produces a "combo" attack totalling the combined value. 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.)
Tip! Just as attack cards feature a "recovery" stat, so must enemies recover
after your attacks succeed. A weak attack or card has a far better chance when
stocked behind an unbroken attack, like a two-card combo. The split-second
delay can make a world of difference.
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 follows, under "Premium Cards"), so plan ahead for
reloading.
Interspersing Cure cards so they close out a two-card sleight is a good means
for staying healthy. Or two Cures combined with an item card is great for quick
reloads with even the least costly low-valued item cards. 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. Every deck has a
static shortcut as well (up-arrow to the reload card), both the start and the
end of your deck.
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 Warp and Warpinator sleight. You may only have a blizzard or fire
card at first, but resolve to build up the deck over time, adding new and
better cards as they're unearthed. White mushrooms reward better if you play to
what they need, so add all sorts of magic cards. Include one attack card, as
the game requires, or fungi-trouncing sleight trios, perhaps marked as the
shortcut. 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 a horde of 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
enemy card) 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 cards find their
targets. KH-ReCOM arms you with many different tactics -- try 'em all!
. 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 (their descriptions even say so), and that
includes premium cards. Develop a knack for playing item cards stocked behind a
two-card sleight (like Fira) 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 using 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 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 3.99 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 3.1 ___
Guard Armor ___ ___ 1.8 1.95
Foot, ea. ___ ___ 1.1 1.1
Hand, ea. ___ ___ 0.9 0.9
Vexen 5.45
Replica I 6.0
BLOCK D 7 6 5 4
Ursula 2.9 3.1 3.3 3.5
Hades 4.2 4.45 4.7 4.99
Trickmaster 4.25 4.6 4.99 5.35
Oogie Boogie 3.75 3.99 4.2 4.45
Lexaeus 9.3
Darkside 4.75
Zexion 5.6
Replica II 6.75
Ansem II 8.9
Ursula's tentacles, Oogie Boogie's dice, and Zexion's illusions may display
short lifebars as well.
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 juicy 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, as should the spoiler
warning inserted partway.
.: 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, so caveat emptor applies. 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 is
mostly unchanged, though a few lines were adjusted. 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.
In a nutshell, if you're deciding between purchasing KH-COM or KH-ReCOM, go
with KH-ReCOM unless you seek portability and VS competition. If you've already
played KH-COM, the story is the same with different breaks to squeeze in the
new boss fight, but the gameplay is much improved.
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,
so again caveat emptor. 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. KH-ReCOM alludes
to nothing beyond KH2, but newer titles may fill in more of the gap leading to
KH2 to greater or lesser degree, and revisions could alter gameplay mechanics.
Square Enix to date has altered both in nearly every new release.
Search GameFAQs.com for "Kingdom Hearts" to learn more about other titles and
releases in the series, including rewrites of old or pending new releases.
IMPORTANT! If you play a new game or release featuring the Chain of Memories
story, turn to that new release's FAQs, message board, and answers pages at
GameFAQs for assistance with its unique or revised features. KH-COM, KH-FM2+,
and KH-ReCOM are already distinctively different games, and unfortunately a
fourth (or fifth) revision is more likely NOT to conform with its predecessors.
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 sleights Gravity Raid, Stop Raid, Homing Fira, and
Blazing Donald?
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, as you can using enemy cards.
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.
Q: What are the differences with KH-ReCOM included in the KH HD 1.5 ReMix
release?
A: As yet unknown at this writing. (ReMix 1.5 is slated for a Japanese release
March 14, 2013, with North American and European releases tentatively slated
for later in the year.) Of the three preexisting releases, each one is
different whether a little or by a lot; take a guess.
WARNING! This ends the "prepurchase" sort of questions. If you're avoiding
spoilers, turn away now. The remainder of section "F. FAQ" examines 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 and Sora's
walkthrough warns about two costly doors ahead of time.
Update (v1.1): To learn more, read section "E.3.8 Event Room Criteria", which
includes complete tables of the door criteria for entry into ALL event rooms.
Keeping the data separate 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.
Also, no map card drops if you've picked up an R card during the battle. The
roulette selector appears afterward and you may choose a map card from those
offered. Under these conditions, no enemy card drops either, by the way.
Q: Why aren't any Key to Rewards cards dropping?
A: Three possibilities.
1. The Rewards keycard has zero (or darned near zero) chance of dropping on
floors 1F-6F. Not once has the author obtained a Key to Rewards map card below
the seventh floor, so don't drive yourself nuts. Warp up to floors 7F-13F
instead. 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".
3. You're playing Riku's game. He has no need for a Key to Rewards map card.
.: 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 Goofy and Donald)
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 still lacking a gimmick card by then. Save beforehand and then DON'T
win until you obtain the card. To replay the boss, reset and reload your saved
game. Or you can lose and choose Continue if you forgot to save beforehand. To
be clear, resetting is the only option for replaying a boss fight, and gimmick
cards only appear in boss fights.
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. Traverse Town, 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, Traverse Town, 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. Some battle cards are more prevalent in the world where they were
initially found; for stop magic cards, for instance, Wonderland is choice.
Tip! For a neat farming trick, warp to the floor above Traverse Town, 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 reserves space for any new cards you've not yet
seen, as well. 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 prior to a
clear save made following Sora's final boss. 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 before
confronting the final boss sequence. 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.)
Note: "Grinding" is a commonplace term for a repetitive, tedious process, most
often for gaining experience. Much like milling wheat berries into flour.
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 as you progress 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 reload 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. Very helpful in boss decks, positioned for
the second or third reload.)
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 good spot for gaining a few extra levels early in
a game. The brawl can also serve up an "impossible" challenge for those who
like such things.
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 in Monstro 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, in Monstro on 2F), 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) a few 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.
Q: Any other viable options for grinding out a few levels or farming spoils?
A: Yes, something else has turned up. The game harbors a great Escape exploit.
Warp to any world you like. Enter its Unknown Room and walk over to where an
enemy either oozes from the floor or pops into existence. Get into battle with
that heartless and defeat all but one enemy. Escape from the battlefield by
running at either apparent exit. Once you're back in the field room, move away,
because the heartless triggering the encounter respawns in the very same spot.
The next encounter with the same heartless may even yield different enemy
groupings, handy if you're hunting enemy cards from a map card in short supply.
Note: Heartless already visible in the field room, such as the soldier pacing
back and forth in Traverse Town's Unknown Room, don't respawn after escaping.
Any floor will do, but the higher the floor the better the spoils. Gauging the
number of enemies and waves may take some practice on higher floors, however,
or if using a particular map card rather than the initial Unknown Room.
Q: During a battle, why do the numbers on cards sometimes appear in blue?
A: Blue numbers mean the card values have been increased or decreased, either
by the map card used to synthesize the room or by an enemy card currently in
play.
Q: Why can't Sora obtain any more battle cards? The game says I've reached the
maximum, but I don't have 999 battle cards in Inventory.
An allowance is made for any battle cards you could unlock but may not have
obtained yet. So in addition to the "total" counts visible in Edit Deck or a
moogle shop, add in any cards still listed in Journal's Card Index as question
marks. (Then add two more; learn why in section "E.1.7 Special Cards".)
Technically, the warning may appear with as few as 886 battle cards, but seeing
a first warning around 960 or so battle cards is more typical.
.: 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, as detailed in the preceding section.
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.
Be sure to search topics and questions posted on GameFAQs' KH-ReCOM message
board and answers pages.
.: 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
Reformatting or replacing the memory card may be the only remaining option.
Q: Is KH-ReCOM compatible with my PS3?
A: KH-ReCOM is compatible with U.S. PlayStation 3 models that support
backward-compatibility (BC) with PlayStation 2 games. To learn more about your
particular model, visit PlayStation.com.
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 KH-ReCOM's Region 1 encoding. PS3 games are coded region-free
(so far), but all models respect region coding for PS1 and 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
To date, however, no PS3 equivalent of SwapMagic is known to exist. Write to
Disney and Square Enix to request the game for your region. Let them know you
want it!
Other technical issues may also pose problems with using an NTSC U/C game, of
course.
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 PlayStation.com.
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 by visiting PlayStation.com.
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: The cutscenes seem...fuzzy compared to KH. Do I need to adjust my display?
A: No. That's normal. The difference in rendering quality is most noticeable
when the games are played back to back. Do not adjust your set.
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 and company 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 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 magic at the
pinnacle of their climb. Blizzard can hit flyers by first jumping to their
height. Jumping does not help with Raid sleights, however.
.: G.3.1 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.
Enemy groupings (or "mobs") vary by world and floor. A random heartless's
inclusion in those groupings also depends on the map card used to synthesize
the field room.
Tip! When a particular enemy proves elusive, try a different map card, perhaps
one from another color group. And if the encounter doesn't include the enemy
you seek, Escape from battle and let the heartless respawn to try for a
different grouping.
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
o Enemy card's Item Bracer ensures item cards aren't broken
o Dueling, 3 card breaks
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
o Dueling, 3 card breaks
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
o Dueling, 5 card breaks
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
o Dueling, 3 card breaks
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
o Dueling, 3 card breaks
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
o Dueling, 3 card breaks
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
o Excellent enemy card against fiery foes like Hades or Axel
o Dueling, 3 card breaks
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
o Dueling, 3 card breaks
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
o Enemy card's Leaf Bracer ensures cure cards aren't broken in a pinch
o Dueling, 3 card breaks
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 KH2; one extra foe may appear
o Enemy card is a must-have for summon-heavy decks
o Dueling, 3 card breaks
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 With Sonic Blade and Raid sleights, wait until it "chatters" toward you
o Never drops its enemy card for Sora
o Dueling, 5 card breaks
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 Within Castle Oblivion, more likely with green map cards
o Dueling, 5 card breaks
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
o Dueling, 5 card breaks
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
o Dueling, 3 card breaks
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
o Dueling, 3 card breaks
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
o Dueling, 5 card breaks
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 Can survive Trinity Limit if it dives underground
o Dueling, 5 card breaks
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
o Dueling, 3 card breaks
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
o Dueling, 3 card breaks
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
o Invaluable enemy card against any foe, but Vexen in particular
o Dueling, 3 card breaks
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
o Dueling, 3 card breaks
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
o Dueling, 3 card breaks
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
o Dueling, 3 card breaks
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 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
o Dueling, 3 card breaks
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
o Dueling, 3 card breaks
TORNADO STEP ------------------------------------------------------------------
Sightings: Monstro, 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 Monstro or Hollow Bastion
o Dueling, 3 card breaks
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 and Raid sleights can 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
o Try its enemy card in friend-added worlds or alongside Trinity Limit
o No dueling; sole heartless Riku can never face.
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
o Dueling, 3 card breaks; may need to trigger the duel with the King
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
o Its enemy card greatly bolsters magic-heavy decks
o Dueling, 3 card breaks
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
o Dueling, 5 card breaks
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
o Its enemy card greatly bolsters thunder-heavy decks
o Dueling, 3 card breaks
.: G.3.2 HEARTLESS BOSSES :.
SPOILERS! Descriptions may reveal critical plot and story developments.
Strategies for defeating bosses are found in the appropriate walkthrough
sections.
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.
o Great enemy card in boss fights
o "Steals" a boss's own enemy card abilities, including resistances
o Dueling, 7 card breaks, more than any other heartless
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.
o Enemy card invaluable for reaching distant foes, especially early on
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.
o Enemy card cancels a boss's enemy card
o Essential tool in Riku's game
o Dueling, 5 card breaks
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.
o Try its enemy card in value-reliant situations, like facing Riku's Dark Aura
o Dueling, 5 card breaks
.:| 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) 2009-2015, by Falconesque.
ASCII title art (c) 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. Kingdom Hearts'
Missable Guide and Statistics Guide are likewise the author's work. The author
contributed to two Kingdom Hearts II FAQs (most notably Ultimaterializer X's
Bestiary/Synthesis Guide) and penned a similar synthesis cribsheet for the
original Kingdom Hearts. The Weapons Guide for Secret Agent Clank can be laid
at the author's feet, as well.
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. The author
welcomes comments, corrections, and feedback about this guide. 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.
IMPORTANT! Disclaimer. This guide is designed for playing KH-ReCOM's original
North American (NTSC U/C) release. All three Chain of Memories releases up to
this writing are unique games, each one distinctive. If a new release has
surfaced, turn to its board for help playing until new guides likewise have a
chance to surface. Such as:
Kingdom Hearts HD 1.5 ReMIX
http://www.gamefaqs.com/684080/answers
http://www.gamefaqs.com/684080/board
http://www.gamefaqs.com/684080/faqs (cyclical link, currently)
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
Version 2.2
Minor update. Another bad wrap and two typoes fixed.
Added ASCII title art.
Added supposition on max battle cards to D.2.1 REVIEW DECKS.
Added subtotals for battle cards to the card tally in E.1 CARDS.
Differentiated "maximum" from "ALL" in E.1.1 BATTLE CARDS - SORA.
Added a word on world frequency below how-found table, same section.
Added note on special cards to USING ENEMY CARDS in E.1.3 ENEMY CARDS.
Added bit on passive limits to USAGE TIPS, same section.
Added "never obtained" flags to ALL ENEMY CARDS, same section.
Added "any room" and "required" to IMPROVE SORA'S CHANCES!, same section.
Added "nutshell" summary on COM v. ReCOM to F.1 SERIES & STORYLINE.
Added a few observations to G.3 ANNOTATED BESTIARY.
Added FIGlet info to H.4 ACKNOWLEDGEMENTS.
Links to GameFAQs purposely NOT updated; new verbose links are too long.
Just a touch of general apple polishing.
Completed: Friday, June 11, 2010
Version 2.3
Inception: Friday, February 2, 2013, in earnest.
Revisitation time, using the working copy fiddled with since 2010. Fixed a few
nagging complaints. Tried to reread and revise anything that yet felt too thin.
Four typoes fixed.
Revised against two full runs (Sora, Proud; Riku, Standard).
Added sections G.3.1 RANDOM HEARTLESS, G.3.2 HEARTLESS BOSSES to CONTENTS.
Reworked A.2 EXPECTATIONS; consolidated RECOMMENDATIONS; added PS3 REGION.
Noted "no secret endings" to both game mode YOU DECIDE! intell.
Added Sonic Blade, Lethal Flame tip to B. WALKTHROUGH, 6F.
Added IMPORTANT save warning to top of C. WALKTHROUGH.
Fixed intro to world-specific random enemy cards in C.1 HOLLOW BASTION.
Added "3" to Elixir in E.1.1 BATTLE CARDS - SORA.
Removed darkball from Enemy Card Locations in E.1.3 ENEMY CARDS; added note.
Added Escape tip to IMPROVE SORA'S CHANCES! in E.1.3 ENEMY CARDS.
Completed FIELD ROOM SPOILS in E.1.4 MAP CARDS.
Reworded missable prevention in E.1.6 GIMMICK CARDS, F.5 GENERAL GAMEPLAY.
Added data to E.3.4 BOSS LIFEBAR STATS; still incomplete.
Removed series game list from F.1 SERIES & STORYLINE.
Added IMPORTANT disclaimer (KH 1.5 ReMix pending) to F.1 SERIES & STORYLINE.
Added 1 question to F.2 CROSS PLATFORM; 3 questions to F.5 GENERAL GAMEPLAY;
and 1 question to F.8 KNOWN PROBLEMS.
Added enemy groupings, tip to G.3 ANNOTATED BESTIARY.
Added card duel requirements per enemy to G.3 ANNOTATED BESTIARY
Added IMPORTANT disclaimer to Contact Info in H.2 ABOUT THE AUTHOR.
Pulled all PlayStation.com links; dead, abandoned by Sony.
Augmented some boss strategies; Trickmaster still befuddles good folk.
Minor format changes to improve readability and skimming.
Completed: Tuesday, March 12, 2013
Version 2.3.1
Minor update. One fix, one addition.
Fixed World Map - First Floor in B.1 TRAVERSE TOWN and E.2.1 MAPS - SORA.
Added "Head's Up!" warning for ReMixers at the top.
Completed: Friday, July 10, 2015
Seeking the latest version of this guide? In order, try:
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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
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.: 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. And to EchoPhoenix
for spotting an item card omission. To DV97, grazie for spotting tornado step
in Martial Waking inside Monstro and for the great Escape exploit. To Zak6009
for pointing out a glaring darkball enemy card oversight. To shishiomakoto for
a gimmick card missability issue. To shadowfreak1101 for ReMix 1.5 card specs.
ASCII title art is the author's work and was derived from the "italic" and
"stampatello" fonts (the work of Bas Meijer, Ryan Youck, and Marco Bodrato)
courtesy of FIGTree, a FIGlet distribution from INFX Productions. Thanks for
FIGlet go to Glenn Chappell and Ian Chai.
http://www.figlet.org
Thanks, as well, to all who tirelessly slave over GameFAQs.com. And to CJayC
wherever you are, for memories forgotten but not lost.
:.:......................................................................:| FIN