Kingdom Hearts Birth by Sleep Walkthrough

Kingdom Hearts Birth By Sleep Walkthrough

Kingdom Hearts Birth By Sleep walkthrough by David Arthur.

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INTRODUCTION

(Back to Menu)
Welcome!

Let me start off by admitting that this guide is still a work in progress. Some
sections are incomplete, and others could use some editing. But there aren't
any other guides out there right now, so I figured my incomplete walkthrough is
better than nothing. I hope you feel the same way! I am working on it as fast
as I can, but it probably won't be done for another few weeks.

The other piece of bad news is that this is NOT a translation guide. Assuming
you are playing the Japanese version, here are some resources you might find
helpful:

- The translation compendiums on the GameFAQs message board:
v2: http://www.gamefaqs.com/boards/genmessage.php?board=943347&topic=53327591
v1: http://www.gamefaqs.com/boards/genmessage.php?board=943347&topic=53109756

- Menu translations:
http://i259.photobucket.com/albums/hh306/XemnasDarkstorm/MenuTranslate.jpg

- Ability translations:
http://kevinduong.net/richard/KHBbSCommands_Simple_Translation_Attack.pdf
http://kevinduong.net/richard/KHBbSCommands_Simple_Translation_Magic.pdf
http://kevinduong.net/richard/KHBbSCommands_Simple_Translation_Item.pdf

- Subtitled cutscenes:
Prologue + Terra's story:
http://www.youtube.com/user/strwbrymilk#p/c/D672FB36AB171D28
Ven's Story:
http://www.youtube.com/user/strwbrymilk#p/c/1E33DFB3B1C0441B
Aqua's Story:
http://www.youtube.com/user/strwbrymilk#p/c/DDA2380F09A7BAD2
Last Episode and a few other miscellaneous videos:
http://www.youtube.com/user/strwbrymilk#p/c/082D2762CD8BF20E

- popiah01's translation guide:
http://www.gamefaqs.com/portable/psp/file/943347/58719

- Google translator:
http://translate.google.com/
Go here and enter the following address to get a Japanese wiki:
http://masterwiki.net/khbbs/index.php

A little overwhelming? Well, here's the good news: Birth by Sleep is an amazing
game. If you have any interested in Kingdom Hearts at all, you will love it1

 

WALKTHROUGH: PROLOGUE

(Back to Menu) WARNING: Which difficulty you play on greatly impacts how much you have to do -------- to get to the Last Episode, which is where you fight the true final boss and see the true ending. On the easy difficulty, it is not even possible! On normal, it is possible but you have to do a lot of work. On proud, you don't have to do much more than complete the three characters' main stories. So consider this carefully when you choose what difficulty level to play on. +--TREASURE CHESTS------------------------------------------------------------+ | SLIDE DASH: Trail, on a ledge | +-----------------------------------------------------------------------------+ Like most Kingdom Hearts games, this one starts off with a short tutorial built into the story. You control Ven as he runs outside to watch shooting stars. In the first area, you are introduced to jumping (press X) and moving (use the analog stick). You can also rotate the camera with L and R. When you are ready, move forward to the Trail area. Trail: ------ Here you will need to use some basic combat. First do a three-hit combo on the nearby circle ornament (press O). If you did it right, some HP balls will fall out and you will be directed to the next set of ornaments. For these, you will need to use a Battle Command. Select a command you like in the bottom-left menu (use the up and down buttons) and press Triangle to use it. Commands allow you to do advanced attacks, but there is a cooldown period between when you use a command and when you can use it again. After hitting an ornament with a Battle Command, they will all start to spin. Target one with the L+R buttons to complete this part of the tutorial. A chest will now appear on the ledge halfway up the Trail. Go up to it and open it with O to get the SLIDE DASH Battle Command. If you want, you can go into the Menu (press Start) and replace one of your current Battle Commands with Slide Dash, but you don't really need to worry about the menu yet if you don't want to. Once you are ready, head onwards to the Summit area. Summit: ------- After a cutscene here, you will be given the FRIENDSHIP CHARM by Aqua. You will now have to go through some more basic battle training using all three main characters. First you control Terra. Press Square while holding still to guard an attack by Ven. Next you need to hit him with a finisher move. Keep attacking normally until your Command Bar is filled up. Then attacking again will cause you to use a powerful finisher move. Hit Ven with this to continue. You're not done yet though! With Aqua, press and hold L+R to use a Shoot Lock ability against Ven. Keep the screen focused on him to queue up a lot of attacks, and then press O to unleash. Shoot Locks are limit attacks that do a lot of damage and make you invincible while they are going off, but the catch is you are vulnerable while queuing up targets. Okay, you are now almost done the tutorial! All that's left is for you to have a proper battle with one of the main characters against another. So choose anyone you want, and have fun. It doesn't matter if you win or lose - this is just for practice. After you are done with sparring, head over to the nearby save point and save the game. Congratulations, you have completed the tutorial! Character Selection: -------------------- You will now have to choose one of the three characters to focus on. There is a separate story for each character, and you will have to create a separate save game for each. You can do the stories in whatever order you want (or even do some at the same time, although I don't recommend that really), but this guide will be written in the order Terra->Ven->Aqua, which is what Square-Enix recommends for story purposes.  

WALKTHROUGH: TERRA'S STORY

(Back to Menu) =============================================================================== [WLK:T0] Terra's Story: Land of Departure =============================================================================== The main story begins with Terra and Aqua attempting the test to become Keyblade masters. Right away, there is a problem though: +-BOSS FIGHT: BERSERK ORBS----------------------------------------------------+ | Reward: HP BOOST, FATAL MODE COMMAND STYLE | | | | These guys have two attacks: | | | | Attack 1: Fly back and forth damaging you if you are close. This does not | | do much damage. | | Attack 2: Slowly sweep lasers across the room. | | | | The main trick for this fight is to use fast attacks because the orbs move | | around so much. This means basic O attacks are usually better than Battle | | Commands. If an orb uses the laser attack, evade it as best you can and | | then hit the orb to make it stop. | +-----------------------------------------------------------------------------+ The main reward for this battle is the Fatal Mode Command Style. After filling up your Command Bar with at least one or two uses of a battle command, you will now switch styles instead of using your basic finisher move. As the game goes on, you will find other finisher moves and other command styles as well. Which basic finisher move you use is chosen in the menu, but which command style you get is determined by which kinds of battle commands you use. Once the battle is over, there will be another cutscene and then off you go! As an additional reward for clearing the Land of Departure, you will begin with the KEYBLADE BOARD, which you can try out any time you would like. (See the Command Board section [MIN:CB] for more information.) You will also get the VEN and AQUA D-LINKS. Using these will temporarily change your battle commands and finisher move. D-Links can be pretty strong, especially at the beginning of the game, so don't forget to use them! =============================================================================== [WLK:T1] Terra's Story: Enchanted Dominion =============================================================================== When Terra's story begins, you will be in space on your Keyblade bike. Only one world will be accessible so head over there. It is the Enchanted Dominion. So... welcome to your first world! For each world, I will always list up-front where you can find all the treasure chests and the Prize Pots (see below) in that world. I will generally use compass directions to say exactly where each chests is. I know this isn't too helpful at first, but once you get the map for the world, you should be able to use the compass directions no problem. Now, on to Prize Pots. These guys are rare "enemies" that fly around without attacking. Every time you hit one of them, it will drop an icecream ingredient. Which ingredients you get depends on which world you are in. Once you reach Disney Town, you will be able to synthesize a few bonuses, including a new Keyblade, with these ingredients. See the Icrecream Shop section [COL:IS] if you want the details. In the meantime, try to find the Prize Pots for each world before moving on! Note: In most worlds, the Prize Pots only show up sometimes. If you do not see them, leave the area and come back until them. However, once you see them once in a world, they will not reappear until you leave the entire world. +--TREASURE CHESTS------------------------------------------------------------+ | POTION: Forest: Lakeside, South end | | POWER CRYSTAL: Forest: Lakeside, West side (halfway through the room) | | BLIZZARD: Forest: Square, East end | | ZERO GRAVITY: Audience Chamber, Northwest corner | | ETHER: Audience Chamber, West side by the stairs | | POTION: Audience Chamber, Southeast corner | | ETHER: Corridor, Northeast corner | | MAP: Aurora's Room, Southeast corner | | SLEEP: Attic, Southwest corner | | ATTACK RECIPE: Attic, North end | +-----------------------------------------------------------------------------+ | PRIZE POTS: (JEWELRY BEANS and ROSE HONEY) | | At the north end of the Forest: Lakeside area, after you have cleared the | | world. If they do not appear right away, leave the area and come back. | +-----------------------------------------------------------------------------+ Once you land in the Enchanted Dominion, you will immediately enter a forced battle against the Unversed. If Terra is your first character, you might find this a little challenging right off the bat. There are three things you should be using regularly to give yourself an edge: - Shoot Lock. Press L+R. You are vulnerable when charging but other than that, Shoot Locks are the strongest and safest attacks in the game. - D-Link, especially with Aqua so that you can use her Cure ability. Press right on the directional pad to switch to the D-Link menu. - Fatal Mode and/or a finisher move. These are activated whenever your command bar fills up. Which one you get depends on whether you have been using battle commands or just attacking. You can only use Shoot Lock when your Focus Bar is full, and you can only use D-Links when your D-Link bar is full, but don't worry: they fill up fast. Also, you want to level up your D-Links, and you can only do that by using them! For the rest of the world, you will be able to pick and choose your fights. I recommend being thorough though, both in terms of picking up chests (see the list I gave above) and killing enemies. The first boss is nasty, and it will help if you have gained a few levels. Begin by following the Unversed to the Bridge where you will meet Maleficent. From there, enter the castle and climb up to Aurora's Room. After a cutscene, you will be given the MALEFICENT D-LINK. Get the chests here and in the attic, and then head back to the Audience Chamber to meet Terra's first real boss! +--BOSS FIGHT: WHEEL MASTER---------------------------------------------------+ | Reward: DECK COMMAND SLOT, DIAMOND DUST COMMAND STYLE | | | | It's the evil spinning wheel of doom! He's also pretty hard, so get ready. | | It would be a good idea to have some sort of healing available. You can buy | | Cure from the Moogle Shop, you can equip a Potion, or you can max your | | D-Link bar so that you can use Aqua. | | | | The Wheel Master starts with the following attacks: | | | | Attack 1: Jump into the air and land with a shockwave. You can avoid this | | by being in the air or by being far away. | | Attack 2: Take a long windup and then throw his wheel at you. Slide is a | | good way to avoid this. Afterwards, the wheel will just lie on | | the ground, and the Wheel Master won't be able to attack you | | with anything other than the jump until he picks it up again. | | Use this opportunity to hit him back! | | Attack 3: Charge up his grapple hand, and then shoot a beam at you. If it | | hits you, mash O to break free. In the meantime, you will take | | damage and be sucked in. Use Guard to avoid this, or just stay | | far away. | | Attack 4: Swing his arms in a circle, hitting you if you are close. Just | | stay out of range. | | | | During this phase, you can either go in for quick jump attacks after each | | jump by the Wheel Master, backing off if he attacks, or you can be patient | | and wait for him to throw his wheel before going in. At some point, he will | | fall over and drop HP balls. Keep hitting him! | | | | Eventually, the Wheel Master will get mad, glowing purple and damaging you | | if you are nearby. He will then start regularly charging towards you. This | | is fast and very painful, so you will want to Guard it. Just remember that | | Guard doesn't last forever, so if the Wheel Master charges past you, let go | | of Guard, and then press it again when he comes back. Otherwise, this part | | is similar to the rest of the fight. | | | | If you are having trouble, remember to set yourself up so you can heal. And | | also be sure to use Shoot Locks and Fatal Mode where possible. Good luck! | | | | By the way, you can destroy the wheel and the spindle separately from the | | boss, but I don't recommend going out of your way to do so. | +-----------------------------------------------------------------------------+ As a reward, you will get a Deck Command Slot, which lets you equip another battle command, and the Diamond Dust Command Style, which is an alternative to Fatal Mode activated by using lots of cold attacks. You will also get the FAIRY STAR KEYBLADE. Before moving onto the next world, you might want to briefly return to the Forest: Lakeside area to try your hand at the Prize Pots. =============================================================================== [WLK:TI] Terra's Story: Interlude =============================================================================== With the Enchanted Dominion clear, you will now have a choice of where to go next. The map points out two major story worlds that you can go to: the Castle of Dreams and the Dwarf Woodlands. Here are some other things you can do at any point. - Go back to the Land of Departure and pick up the four chests that are there. - Go to the Mirage Arena (the far left world) and try entering a tournament. Most likely you will lose, but it's still fun. - Play a round on the Command Board (see [MIN:CB]). This optional mini-game gives you a few abilities that you cannot get in other ways, and it also helps level up whatever abilities you already have. =============================================================================== [WLK:T2] Terra's Story: Land of Departure =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | POWER CRYSTAL: Trail, Near the top exit | | HI-POTION: Trail, Near the top exit | | STOP: Trail, Near the bottom exit | | MOISTURE CRYSTAL: Summit, Near the flags | +-----------------------------------------------------------------------------+ The only thing to do here is pick up the chests in areas you explored during the prologue. Be sure to actually do this though. Late in the game, these chests will become impossible to get, and then you won't be able to get 100% completion in the journal. =============================================================================== [WLK:T3] Terra's Story: Castle of Dreams =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | THUNDERSTORM: House, Southeast corner | | POWER CYSTAL: Plaza, Northeast corner next to the stairs | | PERVADING CRYSTAL: Plaza, Northwest corner past the stairs | | SLOW: Plaza, Southeast corner | | MAP: Plaza, West side | | TIME CRYSTAL: Great Hall, East balcony (come through the Waiting Room) | | STRIKE RAID: Grand Staircase, West side | | POTION: Grand Staircase, Under the balcony just east of the stairs | | HI-POTION: Grand Staircase, Northwest corner | | MOISTURE CRYSTAL: Grand Staircase, Southeast corner of the top balcony | | THUNDER: Waiting Room, Southeast corner | +-----------------------------------------------------------------------------+ | PRIZE POTS: (BIRTHDAY CAKE and SUGAR CRYSTALS) | | In the middle of the pool in the Plaza area, after clearing a group of | | Red-Hot Cherries. If more Red-Hot Cherries appear instead of the Prize | | Pots, leave the area and come back. | +-----------------------------------------------------------------------------+ Like the Enchanted Dominion, this world begins with a mandatory battle against the Unversed. Once that is taken care of, head north towards the Plaza, and go meet Cinderella by the large staircase. +--BOSS FIGHT: CINDERELLA ESCORT----------------------------------------------+ | Reward: REVENGE STAMP | | | | You have to escort Cinderella through two large rooms that are swarming | | with Unversed, and just when you start to get things under control, she is | | going to run on ahead and get attacked more. Good luck! | | | | The main threat here is to Cinderella, not to you, so make sure all your | | Battle Commands are offensive in nature. In particular, disabling abilities | | like Sleep and Slow are good to give you some time in difficult fights. | | Cold abilities are also good because using them will activate the extremely | | powerful Diamond Dust command style. (I used Blizzard Blade, which can be | | charged from Aerial Break and Blizzard.) | | | | While the escort is going on, you will sometimes get the option to press | | Square to Guard Cinderella from an attack. This is almost always good to do | | if you get the chance, but I don't think you can rely on it completely. | | Attacks will eventually come too fast and not give you a chance to counter. | | The key is to be aggressive, using strong Battle Commands early and often, | | and hopefully spending a lot of your time in Diamond Dust form. If you ever | | clear all visible enemies, IMMEDIATELY run ahead of Cinderella until more | | enemies appear. If you can get them to attack you instead of her, that is a | | big help. | | | | If you are having trouble, you can always take a break to level up or to | | charge stronger Battle Commands. | +-----------------------------------------------------------------------------+ Your reward for the escort is the extremely useful Revenge Stamp ability. Be sure to equip this. (It goes in the right section under Guard.) Now, any time you successfully Guard an attack, you will be able to follow it with a strong area-of-effect counter-attack. With Cinderella safely dancing away, pick up the chests in the Grand Staircase area and head east to the Waiting Room. There is another boss fight in the next room, so if you do not already have Cure, now is a good time to pick it up. +--BOSS FIGHT: SYMPHONY MASTER------------------------------------------------+ | Reward: DECK COMMAND SLOT, HP BOOST | | | | This guy is actually pretty easy. For the most part, he will float around | | slowly and get his three instruments to periodically attack you. If all of | | them come out and surround you, this is the dangerous attack. Use Guard to | | protect yourself when they charge. If a single instrument comes out, just | | start attacking it. By positioning yourself right, you should be able to | | knock it away from the Symphony Master and then kill it or almost kill it | | before it returns. Occasionally, the Symphony Master will attack directly | | with a spray of lasers but these are usually very easy to dodge. | | | | I like to patiently wait for the instruments to come out, kill them one at | | a time, and then when there's only one instrument left, run in and kill it. | | You can be more aggressive if you like, but you will almost certainly take | | some damage if you run in while the instruments are all there. | | | | If you kill all the instruments, then the Symphony Master will gain two new | | attacks. First, he can jump and land with a shockwave. Second, he can throw | | his conductor's baton like a boomerang. Neither attack is a major threat. | | Just keep pounding away until he dies, healing if necessary. As with the | | Wheel Master, this guy will glow purple after taking a certain amount of | | damage. Back off for a bit while this happens, or you will get hit. | +-----------------------------------------------------------------------------+ When the fight is over, you will also get the CRYSTAL WORKS KEYBLADE, the CINDERELLA D-LINK, and access to the ROYAL BOARD. You might also want to return to the world quickly and go back to the room where you fought the Symphony Master (via the Waiting Room) to pick up the final chest. =============================================================================== [WLK:T4] Terra's Story: Dwarf Woodlands =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | HI-POTION: Underground Hall, South side just west of the central platform | | ETHER: Underground Hall, South side near the east exit | | POTION: Underground Hall, North side on the ledge | | FLAME BURST: Underground Hall, South side on the central platform | | POTION: Underground Waterway, Southeast corner (past the first locked | | grate) | | GUARD RECIPE: Underground Waterway, West side (past the second locked | grate) | | POISON BLADE: Underground Waterway, Northwest corner (past the third locked | | grate) | | FIRE: Underground Waterway, Northwest corner (past the third locked gate) | | CRACKER FIRAGA: Courtyard, Northwest corner on a platform (need Air Slide) | | POTION: Courtyard, Northeast corner | | MAP: Courtyard, Northwest corner on the ground | | MOISTURE CRYSTAL: Courtyard, Northwest corner on the stairs | | SATIATED CRYSTAL: Flower Meadow, Northwest corner | +-----------------------------------------------------------------------------+ | PRIZE POTS: (WILD NUTS and RASPBERRY SECRETS) | | On the ledge with the chests in the northeast corner of the Underground | | Waterway area, past the third locked gate. Once you have High Jump, you | | can get there directly from the north exit. If you see Red-Hot Cherries | | instead of Prize Pots, you may have to leave the entire world before they | | will have another chance to appear. | +-----------------------------------------------------------------------------+ This world begins with the queen asking Terra to more-or-less kill Snow White. Even after seeing the Aurora episode, you don't think Terra would do something like that on purpose, do you? Only one way to find out! The first room you go into is called the Underground Hall. There are some jugs here that are constantly changing color. If you hit them while they are green, they will recharge your health; if you hit them while they are blue, they will recharge your D-Link bar; and if you hit them while they are red, they will explode, damaging both you and the enemies! Plan accordingly. There are also some nasty Unversed that disguise themselves as treasure chests! To advance, you will have to walk up to the steam jet some ways to the right of the entrance. This will propel you up to the north platform and the exit. There is another steam jet that will propel you up to the central platform, but it is inactive for now. The next room has a couple looms. If you hit one of these, it will open up one of the grates for a short time which you can then run through. The first loom opens the route to the second loom, and the second loom opens TWO grates (the second grate is in the room behind the first grate). You will have to hurry to get all the way through, but you can try as many times as you want. If you get through everything, you will get several nice treasures, including the Fire spell, and you will also find the world's Prize Pots. With this, you can now go back to the Underground Hall and cast Fire on the engine next to the inactive steam jet. This will activate the steam jet and let you get up to the central platform. Once outside, you can pick up the map and then head out to meet Snow White. +--BOSS FIGHT: UNVERSED NEAR SNOW WHITE---------------------------------------+ | Reward: AIR SLIDE | | | | There are a lot of enemies here, but they aren't unusually powerful. If you | | are having trouble, make sure you equip a Cure spell of some kind in your | | Command Deck, and also a couple strong attack moves. | +-----------------------------------------------------------------------------+ Be sure to equip the Air Slide ability. It allows you to dash forward while in the air by pushing Square. If you are patient, you can use this to pick up the final treasure chest in the Courtyard. Go to the top of the stairs, jump and Air Slide around the corner to get onto the wall. Then jump onto the top of the archway, and finally jump and Air Slide across to the platform in the northwest corner. If you are having trouble, you can always come back later when you have High Jump and a higher level Air Slide. Once you are ready, head back to the queen and the boss fight for the world. +--BOSS FIGHT: MAGIC MIRROR---------------------------------------------------+ | Reward: HP BOOST, FIRE BLAZER COMMAND STYLE | | | | This is a rather atmospheric fight inside the heart of the magic mirror. | | You will have to deal with the following attacks: | | | | Attack 1: The mirror flies towards you, either directly or in a zigzag | | pattern. Use Guard to avoid taking damage. | | Attack 2: The mirror flies overhead shooting fireballs towards you. Use | | Slide to avoid the fireballs. Guard is hard to use because the | | fireballs might come at you from behind. | | Attack 3: Huge rows of mirrors appear on either side of you, and they all | | spit out fireballs. Just run (don't Slide) directly forwards | | along the line to avoid all projectiles. | | Attack 4: Copies of the mirror appear and start spinning around you, | | eventually shooting out a salvo of fireballs. Use Slide to avoid | | this. After dodging one salvo, you will be able to attack back. | | Look for the mirror that is smiling (also the only mirror that | | you can target with L+R), and run up to hit it after the mirrors | | stop to attack the SECOND time. If you try to attack the first | | time, you will just get hit. | | | | If the mirror is not doing any of these attacks, it is safe to go on the | | offensive. If you're lucky, you'll stun it and knock it to the ground. Once | | the mirror starts doing something though, avoid it as explained above. | | There is no reason to take any damage if you are careful. | | | | One annoyance is the game sometimes lags during attack #3. This is the main | | reason why it is better to walk than to Slide. You might want to switch to | | 333 MHz in the options menu to minimize this lag. | | | | Note: If you have done Aqua's story already, this fight is almost but not | | completely identical to her version. Attack #2 replaces the ice bolt | | attack here. Also, you should use Slide instead of Guard/Reflect for | | dodging attack #4. Everything else is the same. | +-----------------------------------------------------------------------------+ You will also get the ROCK SPLENDOR KEYBLADE for your troubles. =============================================================================== [WLK:T5] Terra's Story: Mysterious Tower and Mysterious Wilderness =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | POWER CRYSTAL: Mysterious Tower, Furthest point from the entrance | | LETTER BALLOON: Mysterious Tower, Left of the entrance | | CURE: Mysterious Tower, Right of the entrance | | MAGIC RECIPE: Tower: Entrance, Behind the stairs | +-----------------------------------------------------------------------------+ This world is nice and short. It's really just a plot-related interlude. Pick up the treasure chests outside the tower and in its entrance, then go up the stairs to talk to Master Yen Sid. Now head to the next world and you will be treated to a more interesting conversation with Master Xehanort. How much of his story should you believe? You will have to decide that for yourself! =============================================================================== [WLK:T6] Terra's Story: Radiant Garden =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | FIRA: Palace Garden, Northeast corner of the plaza area | | POWER CRYSTAL: Palace Garden, Southwest corner of the plaza area | | POTION: Town Square, Northeast corner | | HI-POTION: Town Square, Southwest corner | | ESUNA: Waterway, Northeast corner along the outer wall | | BLACKOUT: Waterway, North end on the top level | | HI-POTION: Waterway, South end in a nook off the main bridge | | MAP: Residential Area, Northwest corner | | CURE-ALL: Fountain Square, Southwest corner | | THUNDER BLITZ: Fountain Square, Northeast corner on the platform | | TIME CRYSTAL: Fountain Square, Northeast corner on the platform | | SPARKLING CRYSTAL: Merlin's House, South end | | MEGA-POTION: Decontamination Facility, North end (must complete the world | | first) | | CHAOS CRYSTAL: Decontamination Facility, Southeast corner (see above) | +-----------------------------------------------------------------------------+ | PRIZE POTS: (SOY MILK, JET SODA, and FLOWER JELLY) | | In the northeast nook along the water in the Fountain Square. You will | | have to clear a group of four Blue Sea-Salts first. | +-----------------------------------------------------------------------------+ After a short introduction, you will be deposited in the Town Square for another fight against the Unversed. This fight is a little harder than normal though, because of the addition of two new enemies. The Chrono Twister, which looks like a giant hourglass, is the worst. Even at long range, it can stop time for you until you escape by wiggling the analog stick. This can leave you vulnerable for a long time, so be sure to target the Chrono Twister first. There are also several creatures that look like giant red and black balls. If they puff up and start rolling on the ground towards you, back off! They are about to explode and there is nothing you can do to prevent it. Just get out of the way. If you watch out for these two new enemies and heal as needed, you should be fine though. Once this fight is done, pick up the two chests in the Town Square and head out into the city proper. After a short cutscene with Merlin, be sure to examine the book to unlock the HONEY POT BOARD. Now head outside again and follow the giant Unversed to the north. The next area is called the Fountain Square, and you will need to jump into the water jets to get propelled upwards towards the exit. To get the chests in the northeast corner, jump from the central platform on the third level down to the water jet on the east platform on the second level. This water jet can take you all the way up to the east platform on the highest level. Go through one more pretty straightforward room, and then it's time for a boss fight. +--BOSS FIGHT: TRINITY ARMOR--------------------------------------------------+ | Reward: HP BOOST, ROCK BREAKER COMMAND STYLE | | | | If you have played other Kingdom Hearts games, you probably remember the | | Guard Armor. Well, this guy is an updated version of that boss. Basically, | | he has separate legs, arms, and head, and you need to kill them one at a | | time. | | | | At the beginning of the fight, the pieces are all attached, and the Trinity | | Armor will use the following attacks in order: | | | | Attack 1: Shoot fireballs up into the sky. These will land on the ground | | where you and your allies were standing a couple seconds ago, | | and they will explode into more fireballs on contact. While the | | fireballs are being shot up, you should have time for two quick | | combos. After that, immediately start moving so you are not hit. | | Attack 2: Fly directly at you (or one of your allies) in a ramming attack. | | The Trinity Armor will do this three times in a row. Use Guard | | to avoid this. | | Attack 3: Move to the center of the room, charge up a huge laser, and send | | it back and forth in a sweeping motion around the room. While | | the Trinity Armor is moving and while it is charging the laser, | | you should have time to hit it a bunch. Once the laser is out, | | use Slide to run right THROUGH it as it sweeps by. You are | | invincible while the Slide is happening! | | | | After these three attacks (or earlier, if you kill something quickly), the | | Trinity Armor will split into pieces, and you will have time to do a little | | more damage before the next attack. I don't think there's anything random | | in what it does, but the attack order depends on what you've destroyed, so | | it's a bit complicated. I will just list the options: | | | | Attack 1: All pieces of the Trinity Armor start spinning rapidly across | | the room. If you get hit by one, you will take heavy damage. I | | recommend going into a corner and protecting yourself with Guard | | while this attack happens. If you have a high-level Shoot Lock, | | you can also use that to give yourself temporary invincibility. | | Attack 2: The pieces might just do their own thing. The legs stomp around, | | and the head and arms fly around. This is a good time to attack. | | You might take a little damage here or there, but it won't hurt | | too much. | | Attack 3: If at least two pieces are alive, they might slowly circle | | around the room, shooting a constant lightning beam towards the | | center. This attack looks scary but is actually not too bad. Run | | to the outside of the room, and attack whichever piece of the | | Trinity Armor is moving towards you. | | Attack 4: The head might shoot fireballs or lasers all over the place. I | | recommend just evading while this happens. This often seems to | | be followed by attack #1, so be ready. | | Attack 5: The remaining pieces of the Trinity Armor might fuse together | | and do the giant laser again (attack #3 in the first list). | | | | In general, watch out for the spinning attack (#1 in the second list), the | | giant laser (#3 in the first list), and the fireball/laser sprays (#4 in | | the second list). The rest you can probably handle without too much danger. | | By the way, you have to destroy the head last. It will stop taking damage | | at some point if the other pieces are left alive, so if that happens, just | | switch targets. | | | | Good luck! You will be doing this fight at least three times throughout the | | course of the game, so I hope you like it! | +-----------------------------------------------------------------------------+ After the fight, you will also get a TICKET TO DISNEY TOWN. Then, it's rash decision time, and you will now find yourself needing to rescue Master Xehanort. (You don't seriously believe Braig's story, do you?) Anyway, head back to the start room, and out the south exit to reach the Castle Garden and then Braig. +--BOSS FIGHT: BRAIG----------------------------------------------------------+ | Reward: DECK COMMAND SLOT | | | | This fight is very long but the pattern is not all that difficult. Braig | | begins by teleporting to the upper platform and firing lasers at you. Just | | keep moving to avoids his attacks and wait until he comes back down. | | | | For the most part, Braig will now teleport around, shoot two volleys at | | you, and then stop to reload. You should walk to the side (do not Slide) to | | avoid the first volley, and then slide up next to Braig to avoid the | | second. This will leave you in a good position to counter-attack. Braig can | | also charge up a large dark beam. Just back off and Slide to avoid it. If | | you are fast, you can also hit him while he's charging (but not after). | | | | After this continues for a while, Braig will teleport, stand there for a | | bit without doing anything, teleport again, and then run around firing as | | he goes. If you are ready, you can avoid this with Slide, with Guard, or | | just by running out of the way, but if he hits you at the start, he will | | combo you for a lot of damage. This is Braig's most dangerous move, so play | | defensively soon as he does the tell-tale teleport without attacking. | | | | After this, Braig teleports up top and the fight repeats. | | | | Just be patient, avoid the running+firing attack, and you should be fine. | | When you heal, try to do it while Braig reloads. You really don't want him | | to interrupt your heal with a quick volley. I also recommend using Shoot | | Lock early and often here to speed things up. | +-----------------------------------------------------------------------------+ After the fight is over, there will be a couple more cutscenes and you will get the BLACK VOLLEY Shoot Lock and XEHANORT'S REPORT #2. Be sure to come back to the world afterwards to grab the two chests in the Decontamination Facility (where you fought Braig). =============================================================================== [WLK:T7] Terra's Story: Disney Town =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | MAP: Main Street, Southwest corner | | POTION: Main Street, Northwest corner | | SPINNING CRYSTAL: Race Venue, Northwest corner on the second level | | REVENGE FANG: Race Venue, Southeast corner on the bottom level | | SLOTS BLADE: Race Venue, Rooftop (come from Pete's Playground) | | CURE-ALL: Trick Room, Southwest corner on a platform (must activate the | | machine to get it) | | ACTION RECIPE: Trick Room, Northwest corner on a platform (must activate | | the machine to get it) | | CHAOS CRYSTAL: Trick Room, Northwest corner on a platform (must activate | | the machine to get it) | | THUNDER: Trick Room, Northwest corner on the bottom level | | THUNDER: Trick Room, Southwest corner on the bottom level | | ABSOLUTE ZERO: Trick Room, Platform north of the elevator (must activate | | the machine to get it) | | MEGA-POTION: Trick Room, Platform north of the elevator (must activate the | | machine to get it) | | ZERO GRAVIRA: Pete's Playground, Alcove in the top left | | AERIAL SLAM: Pete's Playground, Alcove in the top right | | BREAK TIME: Pete's Playground, Central alcove behind a grate | | CHAOS CRYSTAL: Pete's Playground, Central alcove above the grate (the one | | near the top exit to the Race Venue) | +-----------------------------------------------------------------------------+ | PRIZE POTS: (SHARP PEPPERS and TOON CURRY) | | Go through the sewers and Pete's Playground to the rooftop in the Race | | Venue. From there, Air Slide across to a roof that is barely visible to | | the northwest. The Prize Pots should appear after clearing a group of | | Blue Sea-Salts. | +-----------------------------------------------------------------------------+ Disney Town is primarily a hub of mini-games. In fact to complete the world, all you need to do is win a round of Rumble Racing. For more information on Rumble Racing and the other mini-games located here (Fruit Scatter, Rhythmic Icecream, and the Icecream Shop), see the mini-game section of the guide. There are also a number of chests to pick up, quite apart from all the mini-games. Their locations are very similar for each character, so if this is not your first playthrough and if you remember what to do, feel free to skip the rest of this section. Most of these chests are hidden in the sewers. Go to Main Street and examine the manhole cover to go down. In this area, you will see a giant machine with a lightning bolt on it and a power gauge. You need to hit it a bunch with Thunder-based attacks to charge it up. The charge will go back down over time so you have to be fast, but the game gives you two Thunder spells in the same room to help you out. You can also use the Thunderbolt Command Style if you have that already. Once the machine is going, you can get on an elevator to reach the upper levels. Jump on the moving hands and gears to move around up here and pick up all the chests (see the list at the start). If you go south from the upper level, you will also find a whole new area: Pete's Playground. Climb the stairs and get on the glove to propel yourself out into a giant pinball machine! Propelling yourself up is a little finicky: I think how far you go is based on when you press X. If you look at Terra, you will see a circular signal that keeps pulsing out from around him. I found it helped to press X around the time this circle faded out. The shaft doesn't have walls all the way up, so you can Air Slide out to the left even if you don't get all the way up. Once in the pinball machine, you can bounce around and pick up lots of money. Use L and R to hit the flippers and try to make it to the various alcoves to pick up the chests. There is also a set of locked bars. To unlock them, you need to smash into each of the four bumpers marked with a crown. Each time you hit one of these bumpers, a light will go on near the bars, and eventually they will retract. Go wild and have fun here! One of the alcoves in this area also leads to the rooftops of the Race Venue area where you can find yet another treasure chest, as well as the Prize Pots for this world. When you complete the world, you will get the TOWN BOARD. If you have already finished the game with the other two characters, you will also see an extra cutscene where you are given the Million Dream Award. =============================================================================== [WLK:T8] Terra's Story: Olympus Coliseum =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | FIRE STRIKE: Coliseum: Entrance, Northeast corner | | MEGA-ATTACK RECIPE: Coliseum: Entrance, Nook just west of the north exit | | MEGA-POTION: Coliseum: Entrance, Southwest corner | | MAP: Coliseum: Lobby, East Side | +-----------------------------------------------------------------------------+ | PRIZE POTS: (WILD NUTS and LIGHTNING CANDY) | | In the southeast corner of the City of Thebes area. | +-----------------------------------------------------------------------------+ Disclaimer: I am listing Olympus Coliseum before Deep Space because its battle level is lower, but it is probably harder overall. If you are having trouble with Olympus Coliseum, go and do Deep Space first. Or alternatively, do a couple rounds in the Mirage Arena. Olympus Coliseum opens up with a traditional battle against the Unversed. Watch out for the new Buckler Bruisers here. They are immune to melee attacks from in front (and they will counter-attack if you try to him them this way), so either attack from behind or use magic. After a brief conversation with young Hercules, head out to the main Olympus Coliseum and speak with Hades to enter the tournament. +--BOSS FIGHT: COLISEUM TOURNAMENT--------------------------------------------+ | Reward: HP BOOST, SONIC SLIDE | | | | You will have to clear ten groups of Unversed without a break, and with a | | time limit during each round. Here is the exact list of what you are up | | against: | | | | Round 1: 3 Scrappers (30 seconds) | | Round 2: 1 Bruiser and 1 Medicine Bottle (15 seconds) | | Round 3: 3 Chest Spiders (30 seconds) | | Round 4: 1 Buckler Bruiser (20 seconds) | | Round 5: 5 Shoe Gazers (15 seconds) | | Round 6: 2 Red Hot Cherries, 2 Blue Sea-Salts, 2 Yellow Mustards, and | | 1 Axe Flapper (40 seconds) | | Round 7: 3 Buckler Bruisers (40 seconds) | | Round 8: 2 Chrono Twisters and 2 Monotrackers (30 seconds) | | Round 9: 1 Bruiser and 5 Mandrakes (30 seconds) | | Round 10: 30 Jellyfish (30 seconds) | | | | The best thing you can do is set up your command deck so that you have one | | healing spell and a bunch of strong attack commands. The best are effects | | that hit multiple targets (e.g. Thunder Blitz) or group-disables (e.g. Zero | | Gravira). If you spam Battle Commands during the fights, you also switch | | Command Styles, which helps a lot. In particular, if you manage to switch | | to Rock Breaker, you should be in great shape while it lasts. | | | | I found the toughest rounds to be 5, 7, and 10. In Round 5, the time limit | | is very short, so go all-out offense ASAP. For Round 7, you have a bunch of | | time but the enemies have good defense. I recommend starting with a Shoot | | Lock to get around this defense. Finally, for round 10, the Jellyfish are | | actually pretty dangerous. Keep at full health and use multi-target damage | | spells if possible to wipe out several enemies at a time. | | | | Good luck! | +-----------------------------------------------------------------------------+ With the tournament out of the way, it is onto the boss fight. I recommend equipping a Shoot Lock that you have leveled all the way to max. (I used Meteor Shower but I think the level is more important than the type of Shoot Lock.) A high-level Shoot Lock will allow you to quickly lock on many times, which is a handy way of granting yourself invincibility in a pinch. Depending on your level, you might need this soon... You should also equip one or more healing spells. Then talk to Hades to continue. +--BOSS FIGHT: ZACK ROUND 1---------------------------------------------------+ | Reward: NONE | | | | Zack can do a bunch of damage, but he is easy to dodge if you are far away. | | So if the fight is going badly, Slide away and wait for your Cure spells to | | recharge. You will have to deal with three kinds of attacks: | | | | Swing: Zack runs towards you, and then does a regular sword combo. You | | should Guard this with Square, and then do the counter-attack. You | | do not have time for a full combo afterwards though. | | Dark Bolt: Zack shoots a homing bolt towards you along the ground. You | | CAN Guard this, but it's better to Slide past it to Zack, and | | then do a regular combo. | | Jump: Zack jumps up into the air and lands with a shockwave. This cannot | | be Guarded. (If you have already fought Zack with Aqua, take note! | | This is an important difference!) Walk or jump out of range, and | | then go in for a combo after he lands. This is the trickiest attack | | Zack has, so you can also just back off entirely and not worry | | about countering. | | | | Keep your distance so you can see what attack's coming, and then counter it | | as explained above. | +-----------------------------------------------------------------------------+ So what was the big fuss, right? Well you're not done yet. With a little help from our friend Hades, you get another round: +--BOSS FIGHT: ZACK ROUND 2---------------------------------------------------+ | Reward: DECK COMMAND SLOT | | | | Zack still uses his Dark Bolt and Jump attacks from Round 1 (I haven't seen | | him do the Swing attack but he may have that too), but now he also has two | | new attacks: | | | | Hero's Pride: Zack does a rapid-fire series of teleporting slashes, then | | dive-bombs you with a shockwave attack. | | Meteor: Zack summons a bunch of meteors to fall on you from the sky. | | | | Okay, the real problem here is Hero's Pride. Zack uses it often, it does a | | ton of damage (enough for a one-hit KO at low levels) aaaand to the best of | | my knowledge, it is impossible to Guard, dodge, or interrupt. If you are | | high enough level, you can take the hit and then heal afterwards. Just be | | sure to avoid the nasty dive bomb at the end by counter-attacking the final | | teleporting slash. Just mashing Square should get the job done. | | | | If you are low level or want to avoid getting hit, you will need to use a | | Shoot Lock. Any time, you see Zack charging up with dark energy, aim your | | Shoot Lock and unleash it as soon as Zack comes at you. If your Shoot Lock | | leveled enough, this will keep you invincible through the bulk of Hero's | | Pride. Again, you should avoid the final dive bomb by Sliding out of the | | way or by counter-attacking if you got hit by one of the teleporting | | slashes. | | | | No matter how you survive the Hero's Pride, Zack will be exhausted after he | | uses it. Take this opportunity to combo him. He will then usually do one or | | maybe two other attacks before using Hero's Pride again. Counter the other | | attack as normal but get ready to setup the next Shoot Lock. If Zack uses | | Meteor in here, just Slide out of the way. | | | | By the way, charged finisher moves also grant you invincibility and some of | | the D-Link finishers are nice and slow (Ven for example), so you can also | | D-Link to one of them, build up a finisher, and then use it as soon as Zack | | uses Hero's Pride. | | | | Anyway, good luck! Just abuse the Shoot Locks and you should be able to do | | it. If you think using Shoot Lock so much is cheap, just remember that Zack | | was cheap first! | +-----------------------------------------------------------------------------+ After the fight is over, you will also get the MARK OF THE HERO KEYBLADE and the ZACK D-LINK. =============================================================================== [WLK:T9] Terra's Story: Deep Space =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | HIGH JUMP: Planet Turo: Containment Block, Middle compartment on the west | | wall | | BRUTAL BLAST: Planet Turo: Containment Block, South compartment on the east | | wall | | POWER CRYSTAL: Planet Turo: Containment Block, North compartment on the | | east wall | | MEGA-EITHER: Planet Turo: Containment Block, Middle compartment on the east | | wall | | MEGA-POTION: Planet Turo: Containment Block, South compartment on the west | | wall | | MAP: Planet Turo: Transfer Office, East end | | HI-POTION: Spaceship: Transfer Office, Center | | ETHER: Ship Passage, Northeast corner | | HI-POTION: Ship Passage, Southeast corner | | POWER CRYSTAL: Ship Passage, South end (must complete the world first) | | DEGEN: Ship Passage, West end (must complete the world first) | | HI-POTION: Control Room, In the big central part | | SATIATED CRYSTAL: Link Block, Third level east end | | MEGA-POTION: Link Block, Bottom level south end (gravity must be ON) | | TIME CRYSTAL: Link Block, Fourth level east end (gravity must be ON) | | THUNDARA: Raid Deck, High platform on the east side | | SPINNING CRYSTAL: Raid Deck, Southeast corner (gravity must be ON) | | PERVADING CRYSTAL: Raid Deck, Northeast corner (gravity must be ON) | | DETONATE SQUARE: Engine Room Entrance, Southeast corner | +-----------------------------------------------------------------------------+ | PRIZE POTS: (MYSTERY BEANS and GALAXY CARAMEL) | | At the south end of the Planet Turo: Containment Block area. | +-----------------------------------------------------------------------------+ Deep Space begins with a rather unusual "boss" fight: +--BOSS FIGHT: JELLYFISH ARMY ROUND 1-----------------------------------------+ | Reward: HP BOOST | | | | You have to fight a huge number of Jellyfish Unversed on your bike. Your | | normal Command Deck is replaced with the following four fixed commands for | | this: | | | | O: Attack | | X: Jump | | Square: Reflect | | Triangle: Dash | | | | As it turns out, the Jellyfish hardly attack at all, so just run into them | | and mash O. You'll be fine. By the way, I wouldn't bother with targeting | | here. There are too many guys - just attack whatever's closest. | +-----------------------------------------------------------------------------+ After this fight, you will be swallowed into a spaceship and then be given a more traditional Unversed battle. From here, you will be left to explore the Containment Block. There are five chests in the compartments here, and various elevators you can use to get to them. At this stage, the best way to get all the chests is to go up the one elevator that touches the ground. Go right from there to the northwest corner of the room, Air Slide across to the northeast corner, work your way down to the southeast corner, and finally Air Slide back again to the southwest corner. Once High Jump is leveled up more, you will also be able to get to the southwest corner more directly. But for now, this is probably your only option. At the very least, make sure you do get the High Jump ability before moving on. You now have a fairly lengthy trek ahead of you. Go out to the next room, use the transfer machine, and exit to the north to reach the outer hull. You will be on your bike again here. If you want to kill the enemies, I recommend moving to one of the pillars in the corners. You will latch on automatically and you can then dive off at high speed into the enemies. Mash O to take them down. It's quite fun really. When you are ready to move on, keep heading north. The next room is called the Raid Deck. First pick up the two chests on the bottom floor, then jump up the blocks to head out the east exit into Engine Room Entrance, where you can find one more chest. Now head back into the Raid Deck and use the computer terminal to turn off gravity. Having the gravity off will make it impossible to go out the east exit or to pick up the chests I just mentioned, but you can always turn the gravity back off if you want. Having gravity off DOES allow you to jump super-high though, and you can then make your way up to the west exit. And from there, you can head further up to a high platform on the east wall and another chest. Just watch out for turrets on the way. Avoid them, or destroy them with the Keyblade or by Guarding their lasers back at them. The next room is a tall shaft which you can explore by again taking advantage of computers to turn gravity on or off. When you are done, head out the southwest exit. After a couple much more straightforward rooms, you will finally reach the boss fight. +--BOSS FIGHT: EXPERIMENT 221-------------------------------------------------+ | Reward: THUNDERBOLT COMMAND STYLE | | | | It's Pikachu! Well not quite, but close enough. Experiment 221 uses the | | following attacks (all or most of these are thunder-based, which makes | | Thunder Guard handy if you happen to have it): | | | | 1. Experiment 221 pauses in mid-air, charges through you, and then comes | | back and charges through you again. You can avoid this with Guard or | | Slide. If you are fast, you can combo Experiment 221 afterwards while | | he recovers. | | 2. Experiment 221 lands on the center platform, and shoots lightning | | balls in all directions. I like to stand a little ways back from the | | platform and Guard a ball back at him. If you get the Guard off, you | | can try to run up afterwards and get a couple hits in. If you do not | | get the Guard off though, one of the balls will keep following you | | around for while, so I just back off at that point. | | 3. Experiment 221 lands on the ground somewhere else, and after a short | | pause, emits a very painful lightning explosion around him. You can | | avoid this by backing off, but a better approach is to combo him as | | soon as he lands. If you are fast, this will interrupt the attack and | | maybe even stun him. This is the best time to do damage, but it's also | | easy to be too slow and not get the interrupt off in time, so try to | | be careful! | | | | Between attacks, Experiment 221 flies around quickly, making him hard to | | hit. So aside from Shoot Locks, your main source of damage will probably be | | from counter-attacking. Just do as I explained above. | | | | After a while, Experiment 221 will disappear and take control of the laser | | cannons. They can fire at you (just keep walking to stay safe), or swing at | | you if you get close. If you destroy both lasers, Experiment 221 will be | | stunned for a while and you can unload on him. Otherwise, he will blow up | | the lasers by himself after a few salvos of laser fire. When the lasers | | start glowing white, back off so you don't get hit and stunned. | | | | After this, the fight gets a little nastier. Attack 1 will involve three | | charges instead of two, and there is a completely new attack: | | | | 4. Experiment 221 charges up while in the air and fires enormous | | exploding lightning balls at you. Stay back and then Slide in as each | | ball is fired. If Experiment 221 then immediately starts charging up | | another ball, keep evading. Otherwise, you should have time for a | | combo while he recovers. | | | | He might also take control of the lasers again at any point. If you can | | take down the lasers, that will give you a good time to do some damage. | | Otherwise, it may be slow going, but if you heal as needed and play safely, | | you should be fine. Shoot Locks are a good offensive option here too if you | | need a boost. | +-----------------------------------------------------------------------------+ For completing the world, you will get the HYPERDRIVE KEYBLADE, the EXPERIMENT 626 D-LINK, and the SPACESHIP BOARD. You can also get two more chests by returning to Deep Space and going to the Ship Passage area. =============================================================================== [WLK:T10] Terra's Story: Neverland (and Destiny Islands) =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | HI-POTION: Cape, North end | | ETHER: Cape, South end | | HI-POTION: Cliff Road, Bottom level | | MEGA-POTION: Cliff Road, Central cliff top | | FIRAGA: Cliff Road, Destroy the rock pile in the northwest corner | | DARK HAZE: Mermaid Creek, Northeast corner in a cave at water level | | GAIA BREAK: Mermaid Creek, Northwest cliff top (come from the high exit at | | the Cliff Road) | | ELIXIR: Mermaid Creek, East end | | HI-POTION: Jungle, Northeast corner | | SPARKLING CRYSTAL: Peter's Hideout, Southeast corner (must complete the | | world first) | | MEGA-MAGIC RECIPE: Peter's Hideout, Southeast corner (must complete the | | world first) | | MAP: Valley, Northwest corner | | HI-POTION: Valley, Northeast corner | | MEGALIXIR: Rainbow Falls: Base, West side in the middle of the river | | ZERO GRAVIGA: Rainbow Falls: Base, Northeast corner | | SPINNING CRYSTAL: Rainbow Falls: Peak, Northwest corner | | CURE-ALL: Skull Rock: Outside, Northwest corner | | MEGALIXIR: Skull Rock, High platform in the northwest corner | | SOLO ARCANUM: Skull Rock, High platform in the southeast corner | | CHAOS CRYSTAL: Skull Rock, High platform in the southeast corner | +-----------------------------------------------------------------------------+ | PRIZE POTS: (DANCING LEMONS, GOLDEN JAM, and MYSTERIOUS CREAM) | | In the Skull Rock: Outside area on the ledge next to the east eye. To get | | there, you need to climb up to the west eye, go inside, Air Slide across, | | and then come out the exit there. | +-----------------------------------------------------------------------------+ Neverland opens with a battle against Unversed as normal. This fight can be pretty nasty though, because there's a big jump in monster level in Neverland, and also because of the Wild Bruisers. These gorilla Unversed can charge you, can stomp the ground near them for a shockwave, and can shoot earth spikes along the ground. These are all very high damage attacks so pay attention to them. If there is just one Wild Bruiser, you can keep hitting him without letting him recover, but you will have to deal with three at a time here, so you might want to play a little more defensively. Guarding and countering the rush attack is a particularly useful trick. If the monsters seem too strong, now would be a good time to check out the Mirage Arena. If you do a couple rounds there, your level will catch up. Anyway, once this fight is done, Terra will once again fall in with the wrong crowd and you will have to head to Skull Rock. Keep going north and you will soon reach Mermaid Creek. If you follow the road without going in the water, you will wend your way down to the Rainbow Falls: Base and a couple chests. To go on though, you have to get out onto the center island in Rainbow Creek (you can just jump into the water and climb up from there) and then jump to the northwest. Be sure to pick up the chest in the northeast corner of the water while you are down there though. This will get you to the Cliff Road. There is a chest hidden here behind a rock pile in the northwest corner. Just keep hitting it with your Keyblade to destroy it. Also, if you jump onto the cliff top and then Air Slide to the nearby tree top, you will find an exit in the cliff wall. This will take you to the highest cliff top in the Mermaid Creek area and another chest. Once you have everything, keep heading north and you will eventually reach Skull Rock and the first boss for this world. +--BOSS FIGHT: PETER PAN------------------------------------------------------+ | Reward: BLADE CHARGE COMMAND STYLE | | | | Peter Pan flies around constantly, which makes him tricky to hit, but he | | has only two attacks: | | | | 1. Peter Pan's arms glow white, and he swoops down and slices at you. | | This attack cannot be Guarded, so move out of the way, and then try to | | catch Peter Pan with a Keyblade swing as he flies off. | | 2. Peter Pan hovers upright near the ground, then slowly approaches you | | and does a short combo. Guard this and counter-attack. | | | | If you ever hit Peter Pan, he will be stunned for a short while, so take | | advantage of this to do as much damage as you can. It is pretty obvious | | when Peter Pan is doing one of his attacks, and you can try to hit him any | | other time without risk. The fight will end once you take off two bars of | | health. As long as you remember not to try to Guard attack #1, this fight | | shouldn't be too big a problem. | +-----------------------------------------------------------------------------+ After the fight, you will also get the PETER PAN D-LINK. Head outside, and you will hear the Lost Boys calling out for help. Run back in for the real "boss" of Neverland. +--BOSS FIGHT: JELLYFISH ARMY ROUND 2-----------------------------------------+ | Reward: DECK COMMAND SLOT | | | | If you don't know what to do, this fight can be pretty nasty. There are a | | ton of Jellyfish, they hit hard, and they hit with little warning. So what | | should you do? Abuse Sonic Slide! You can just Slide around among the | | Jellyfish, laying waste to everything near you without making yourself | | vulnerable for more than a split second! | | | | Area-of-effect spells and a couple other things work too, but really, Sonic | | Slide is the best option. | +-----------------------------------------------------------------------------+ You will also get the PIXIE CHARM KEYBLADE for your troubles. With Neverland out of the way, you will get a short but charming cutscene on Destiny Islands where Terra meets Sora and Riku from the main Kingdom Hearts series. There you will get the GAIA BANE KEYBLADE. To get the chests at the top of Skull Rock, come back to Neverland afterwards and go around to the northwest corner of Skull Rock: Outside. With High Jump equipped, jump up, and you should be able to climb to the high west entrance. That gets you one chest. You can then jump across to the other platform and the other two chests here by using Air Slide twice. =============================================================================== [WLK:T11] Terra's Story: Mysterious Wilderness and Land of Departure =============================================================================== Master Xehanort is calling Terra, which means you need to find him in the Mysterious Wilderness. First though, go to the Land of Departure and pick up all the treasure chests (see Section [WLK:T2]). This is your last chance! After a short cutscene in the Mysterious Wilderness, you will get the DARK IMPULSE COMMAND STYLE. It's then on to the Land of Departure and a major boss fight. +--BOSS FIGHT: MASTER ERAQUS--------------------------------------------------+ | Reward: HP BOOST | | | | As befits a true Keyblade Master, Eraqus has a lot of tricks up his sleeve. | | Fortunately, you will constantly be going into Dark Impulse, which should | | help. Here are the attacks you will have to deal with at the beginning of | | the fight: | | | | 1. Eraqus unleashes a multi-hit Keyblade combo on you. Guard this, do a | | counter-attack, and then follow up with a combo of your own. To avoid | | getting caught off the bat, you should keep some distance between you | | and Eraqus unless you are actively attacking him. If you do get caught | | in the combo, keep pushing Square. You may get off a Guard midway | | through. | | 2. Eraqus does three Keyblade charges, similar to Sonic Blade. This does | | a ton of damage, occurs with no warning, and travels a long way, so it | | is Eraqus's most dangerous attack at this stage. The trick to avoiding | | the first charge is to constantly be circling Eraqus. That way he will | | miss you. After that, you should have be able to line up a Guard, | | which will stop Eraqus's attack and give you time to do a combo of | | your own. If you do get hit by a charge, once again mash Square. If | | you are lucky, you will get off a counterattack and not get hit again. | | 3. Eraqus charges up and summons ethereal Keyblades all around him. You | | really do NOT want to be next to him while this happens. He then sends | | the Keyblades flying at you. Back off a bunch, and then Guard at the | | last second to reflect the Keyblades back at Eraqus. Hold down Square | | the whole time to make sure you get all the blades. (If you do not | | back up, a Keyblade might hit you from behind and get past Guard.) | | 4. Eraqus charges up and shoots three light bolts at you. You can tell | | this is not attack #3 because there is no ring of ethereal Keyblades. | | Get up pretty close and Guard to reflect the bolts back. Do NOT try to | | go in for a combo afterwards - Eraqus will follow this immediately | | with another attack. (The reason to go close is because then Eraqus | | will not have time to defend himself from the bolts you send back.) | | 5. While you are comboing Eraqus, he might counter with a quick jump | | attack. I am not sure if there is any reliable way of avoiding getting | | hit by this, but fortunately it does not do much damage. | | | | If you are high level and are strong enough to play aggressively and win, | | great. Otherwise, you generally want to circle around Eraqus at medium | | distance and wait for him to attack. If he does attacks 1 or 2, Guard it | | and go in for a combo. If he does attacks 3 or 4, Guard the projectiles | | back, but do not try a combo. If Eraqus counters you with attack 5, don't | | worry about it. Heal and keep going. The Dark Impulse finisher move makes | | you invincible by the way, so you can use that with relative impunity. Just | | hope that Eraqus doesn't start attack 3 while you do it! | | | | After you have done a bunch of damage, Eraqus will start using some new | | attacks: | | | | 6. Eraqus teleports next to you and does a quick two-hit combo. This is | | hard to avoid but like attack #5, it does not hurt much. Deal with it | | and keep going. | | 7. Desperation Move #1: The screen goes black and Eraqus charges up three | | ethereal Keyblades. He chucks them into the ground and they transform | | into flame pillars that follow you around. The pillars are fast but | | you safely Slide through them. Just evade until they disappear. If you | | end up next to Eraqus, you can combo him after this attack is done. | | 8. Desperation Move #2: The screen goes black and Eraqus charges up with | | a whole ring of Keyblades. Keep your distance and stand still. The | | Keyblades will emit lasers in a ring and this ring will slowly rotate. | | You need to walk in the same direction as the ring so that you don't | | get hit. This is a little tricky, but the lasers don't hurt too much | | even if you mess up. You can combo Eraqus after this attack is over. | | | | These new attacks make things more complicated, but the basic strategy is | | the same. Stay healed, and counter-attack as I explained above. Good luck! | +-----------------------------------------------------------------------------+ After the fight is over, you get a badass cutscene. Remember when Terra actually believed Braig was strong enough to capture Master Xehanort? Good times. You will also get XEHANORT'S REPOT #8 and the CHAOS REAPER KEYBLADE. =============================================================================== [WLK:T12] Terra's Story: Keyblade Graveyard =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | ELIXIR: Battlefield, Northeast corner | | MEGA-POTION: Battlefield, Southeast corner | | MAP: Battlefield, Halfway up the path | | WIND CUTTER: Sandstorm Road, Just west of the central pillar | | MEGA-POTION: Sandstorm Road, Just north of the central pillar | | MEGA-ETHER: Sandstorm Road, Northeast corner | | MEGALIXIR: Sandstorm Road, Northwest corner | +-----------------------------------------------------------------------------+ Welcome to the final world in Terra's story! The first area is deserted except for some chests, but the second is pretty nasty (although if you have finished another character's story already, you should know what's coming). There will be a number of whirlwinds flying around here. If you get close, the whirlwind will chase after you and swallow you up, forcing you into a fight against Unversed. The good news is the whirlwinds will not return until you leave the world (even if you save and load). Here are the three different fights you might get in each whirlwind. Fight #1: Part 1: 1 Bruiser, 2 Scrappers, and 2 Blue Sea-Salts --------- Part 2: 4 Razor Bunnies Part 3: 3 Buckler Bruisers This is the easiest of the three fights. Against the Buckler Bruisers, you can use a Shoot Lock, or you can run up behind them and hit them once. They will probably turn around and jump at you. Guard and counter-attack for a bunch of damage. Repeat. Fight #2: Part 1: 4 Red Hot Cherries --------- Part 2: 2 Illimitable Tanks and 2 Sonic Blasters Part 3: 1 Face Pile and 4 Mandrakes The last part of this fight is really nasty if you don't know what to do. The Mandrakes will constantly be shooting at you, and it will be very difficult to fight. The trick is to just Slide around, getting close to each Mandrake. This will cause the Mandrake to pull itself outside of the ground, and from then on, it won't be able to shoot at you. Fight #3: Part 1: 3 giant Floods --------- Part 2: 1 giant Chrono Twister and 3 giant Yellow Mustards Part 3: 1 giant Medicine Bottle and 4 giant Shoe Gazers The size of the enemies is what makes this fight hard. For the second part, stay back if any of the Yellow Mustards are glowing white. You probably will not be able to get past their attack. For the third part, you can tell if a Shoe Gazer is attacking if it compresses as it hits the ground. If it's just bouncing up and down without changing appearance, you can attack safely. With four of these guys though, you may want to just use a Shoot Lock. Obviously, you will want to have a healing spell in your Command Deck for these fights unless you are super high level and super confident. If you are having trouble, you can always level up in the Mirage Arena and come back later. By the way, remember this spot. It is the best place in the game to earn CP and to level up commands. After getting through the Sandstorm Road, you will come to a save point. Use it! This is the final save point in the game. When you are ready, head onwards. If you are feeling nervous about the final boss for Terra, you might want to consider first creating Restore Guard and Combo Life for yourself (see the Command Charge section). These will help a lot. Anyway, after a non-pre-rendered (boo) recreation of the BBS teaser trailers from KH2 and KH2FM+, it will be time for a sequence of boss fights: +--BOSS FIGHT: MASTER XEHANORT AND VANITAS------------------------------------+ | Reward: NONE | | | | Both of the game's villains at the *same* time? Nasty! Fortunately for you, | | these guys aren't really trying too hard for reasons that will soon become | | clear. | | | | Xehanort will mostly leave you alone unless you get up close, in which case | | he will usually teleport away and/or attack. When he does attack, he will | | do one of the following: | | | | 1. Go at with you a short combo, possibly followed by a single ice bolt. | | 2. Shoot out three ice bolts in a cone. | | 3. Summon dark energy pillars around you. | | | | You can evade any of these attacks by just sliding away. Attacks 2 and 3 | | are pretty long range but you can hear/see them coming in advance, so you | | should have time to slide away. Attack 1 can be preceded by a teleport | | right next to you, which makes it the hardest to dodge. Just keep moving | | and stay away from Xehanort, and you will probably be fine. It doesn't hurt | | too much anyway. | | | | The better target here is Vanitas. He is both more dangerous and easier to | | hit. Here are his attacks: | | | | 1. He shoots a very slow fireball that after a couple seconds splits into | | several small fireballs. These fireballs then quickly home in on you. | | 2. He jumps from anywhere to right above you, and sprays you with dark | | lightning. | | 3. He does a short combo, possibly followed by a sonic wave directly | | ahead. | | 4. Like Master Eraqus, Vanitas has a counter-attack where he will leave | | behind a stationary clone of himself and then appear above and | | dive-bomb you. Again, I don't know how to predict this, but it doesn't | | hurt that much and it often misses altogether, so you can just deal | | with the occasional surprise hit. | | | | As with Xehanort's attack, you can evade any of these by Sliding away. | | | | After you have done a bunch of damage to Vanitas, he will also do a | | desperation attack where the screen flashes and he dives into the ground. | | He will then chase you a bit from underground before emerging with an | | explosion, and then maybe diving back for another try. Just stay back while | | he does this. | | | | Okay, so the deal here is Vanitas is only somewhat aggressive, and Master | | Xehanort is not aggressive at all. This means first of all that if you are | | hurting, you should be able to safely back off and heal. Mainly you just | | need to be ready to Slide away if either of them tries something. | | | | As for offense, go after Vanitas, and try to knock him or lure him away | | from Master Xehanort, where you can bash him in peace. Once you have gotten | | him down to about 1.5 bars of health, the fight will end. | +-----------------------------------------------------------------------------+ +--BOSS FIGHT: MASTER XEHANORT ROUND 1----------------------------------------+ | Reward: HP BOOST | | | | With Vanitas gone, Xehanort now gets a little bit more aggressive. He can | | use the following attacks at the start of the battle, the first three of | | which are what he was using last battle: | | | | 1. He does a short combo, possibly followed by a single ice bolt. | | 2. He shoots out three ice bolts in a cone. | | 3. He summons dark energy pillars all around you. | | 4. He summons an earth pillar directly under you, knocking you way up | | into the air. | | 5. He summons a stream of Keyblades that fly around and smack you for a | | while. They don't hurt too much, but Xehanort can still do other | | attacks while they are up, so I recommend just backing off until they | | disappear. | | | | Again, all of these can be avoided by Sliding away. The problem is that | | Xehanort will now be attacking much more often. | | | | Here's the strategy. If Xehanort is just standing around, assume he will | | combo you directly or teleport and attack as soon as you get close. Either | | wait for him to attack or walk close enough to provoke it. Use Slide to | | evade, and unless he did attack #5, run up for a couple combo of your own. | | Then back off and repeat. Remember: do not try to attack Xehanort right | | after a teleport. Wait for him to try something first, then go in. | | | | After you do some damage, Xehanort's basic combo gets spiced up. He might | | teleport again after each hit, making it harder to dodge, and he might put | | you in a stranglehold at the end. If this happens, just mash O like they | | suggest to escape. Otherwise, keep going as before. | | | | If you need to heal, try to wait for Xehanort to attack first. Unless you | | have Leaf Bracer, you don't want Xehanort interrupting your heal with an | | attack. | +-----------------------------------------------------------------------------+ +--BOSS FIGHT: MASTER XEHANORT ROUND 2----------------------------------------+ | Reward: NONE | | | | Alright, you have now officially made Xehanort angry. Good job! The bad | | news is now that Xehanort's angry, he is going to be attacking constantly, | | and he can be pretty scary. Here are the basic attacks you are up against: | | | | 1. Xehanort will dash along the ground somewhat randomly, trailing dark | | energy. This can be Guarded, but it won't stop Xehanort, which means | | he might end up hitting you from behind right after. I recommend just | | moving or Sliding out of the way. | | 2. Xehanort will do a lengthy combo involve a lot of spinning Keyblade | | attacks. This is sometimes preceded by him teleporting next to you. | | The combo is long and pretty damaging, but it won't kill you if you | | have Combo Life equipped. Ideally, you want to Guard this and then | | counter. | | 3. Xehanort will shoot a ton of dark bolts at you. Guard this to reflect | | the bolts back at him. If you have Restore Guard, this will probably | | heal you to full as a bonus! The downside is getting hit is very, very | | painful. | | 4. Xehanort will shoot a smaller number of dark bolts at you in a more | | erratic homing pattern. Again, Guard these. He will stop once you | | reflect one back into him. | | 5. Xehanort will drag his Keyblade in the ground and pull up rocks all | | around. Guard and counter. | | 6. Xehanort will do a short darkness-based Keyblade combo. This one ends | | with a psychic fist to the face, and there is a short pause there so | | this can kill you outright even with Combo Life. Be sure to mash | | Square to slide away before the fist hits you. If you have trouble | | distinguishing this from attack 2, you can just mash Square for both. | | Unless you successfully Guard this combo, Xehanort will usually follow | | with attack 7. | | 7. Xehanort dives into the ground and chases after you, like Vanitas did | | a couple fights ago. This one is very fast though, and you won't be | | able to outrun it. The trick is to Slide right over him. He will come | | up as soon as you pass by, but you will be invincible at the time. | | 8. Xehanort can heal himself a little bit. Annoying, but no big deal. | | 9. Xehanort also has a counter-attack similar to Eraqus and Vanitas. He | | will do a quick shockwave on the ground. If you are playing right, it | | won't hit you though. See below. | | | | That's a lot of attacks, and Xehanort's going to be doing them constantly. | | So what's the plan? Stay close to Xehanort, and then when he gets ready to | | attack, push Square to guard. Do the single counter-attack this gives you | | if he's within range, but do NOT do a combo. Just stay close and get ready | | for the next attack. He attacks so fast and he is so aggressive that you do | | not need (or want) to do anything more. Except of course finisher moves; | | these make you invincible so use them whenever one is charged up. The only | | exceptions to this strategy are attacks 1 and 6, which you want to avoid by | | walking and/or Sliding without trying to counter. | | | | Unfortunately Xehanort also has a few desperation-type attacks he will use. | | These are easy to see coming, but still bad news: | | | | 10. Xehanort will hold still and summon meteors up from the earth. Keep | | moving while they are coming up so you don't get hit. The meteors will | | then all come flying at you. They come too fast for Slide but somewhat | | surprisingly, Guard can work. Run into a corner, face the center, and | | Guard from there. There's still some danger a meteor will hit the | | ground instead of you, and Guard will not protect you from that kind | | of explosion. If you are worried, you can also charge up and use a | | Shoot Lock during this time. | | 11. Xehanort shoots a large ball of light from his Keyblade. It moves very | | slowly, but it will detonate soon and hit a very large radius. Back | | off as far as possible and get ready for the next attack. | | 12. Xehanort will hold still and summon a huge slow-moving spike from the | | sky. At first, this looks kind of similar to attack 10, but there will | | be a spike instead of meteors. The spike explodes when it hits the | | ground, so back off as far as possible. | | | | Well, that's pretty much it. Remember: Guard, counter, and heal (and run | | away during desperation moves). That's what this fight is all about! If you | | are having trouble, be sure to get Restore Guard and Combo Life as I said | | earlier. Other than that, be patient, and you'll get it. Good luck! | +-----------------------------------------------------------------------------+ Congratulations! If you got this far, you will be rewarded with XEHANORT'S REPORT #11 and the end of Terra's story. The ending doesn't resolve much, but don't worry: there's time for that later. To begin the next character's story, create a new game or load a save in the prologue, and select a different character. When you start your new game, don't forget to set the Configure options, especially 333MHz speed if you want the game to be as smooth as possible.  

WALKTHROUGH: VEN'S STORY

(Back to Menu) =============================================================================== [WLK:V0] Ven's Story: Land of Departure =============================================================================== As with Terra, the main story begins with Terra and Aqua attempting the test to become Keyblade masters. Right away, there is a problem though: +-BOSS FIGHT: BERSERK ORBS----------------------------------------------------+ | Reward: HP BOOST, FATAL MODE COMMAND STYLE | | | | These guys have two attacks: | | | | Attack 1: Fly back and forth damaging you if you are close. This does not | | do much damage. | | Attack 2: Slowly sweep lasers across the room. | | | | If an orb uses the laser attack, evade it as best you can and then hit the | | orb to make it stop. The orbs moves around a lot so the faster your attack, | | the better: Strike Raid and basic O attacks are good. | +-----------------------------------------------------------------------------+ The main reward for this battle is the Speed Rave Command Style. After filling up your Command Bar with at least one or two uses of a battle command, you will now switch styles instead of using your basic finisher move. As the game goes on, you will find other finisher moves and other command styles as well. Which basic finisher move you use is chosen in the menu, but which command style you get is determined by which kinds of battle commands you use. Once the battle is over, there will be another cutscene and then off you go! As an additional reward for clearing the Land of Departure, you will begin with the KEYBLADE BOARD, which you can try out any time you would like. (See the Command Board section [MIN:CB] for more information.) You will also get the TERRA and AQUA D-LINKS. Using these will temporarily change your battle commands and finisher move. D-Links can be pretty strong, especially at the beginning of the game, so don't forget to use them! You will also get's XEHANORT'S LETTER. =============================================================================== [WLK:V1] Ven's Story: Dwarf Woodlands =============================================================================== When Ven's story begins, you will be in space on your Keyblade hovercraft. Only one world will be accessible so head over there. It is the Dwarf Woodlands. So... welcome to your first world! For each world, I will always list up-front where you can find all the treasure chests and the Prize Pots (see below) in that world. I will generally use compass directions to say exactly where each chests is. I know this isn't too helpful at first, but once you get the map for the world, you should be able to use the compass directions no problem. Now, on to Prize Pots. These guys are rare "enemies" that fly around without attacking. Every time you hit one of them, it will drop an icecream ingredient. Which ingredients you get depends on which world you are in. Once you reach Disney Town, you will be able to synthesize a few bonuses, including a new Keyblade, with these ingredients. See the Icrecream Shop section [COL:IS] if you want the details. In the meantime, try to find the Prize Pots for each world before moving on! Note: In most worlds, the Prize Pots only show up sometimes. If you do not see them, leave the area and come back until them. However, once you see them once in a world, they will not reappear until you leave the entire world. +--TREASURE CHESTS------------------------------------------------------------+ | REVENGE RAID: Mine: Pit, North end | | CURE-ALL: Mine: Pit, East end | | MINIMIZE: Mine: Pit, Ledge in the southeast corner (climb up near the south | | exit) | | MOISTURE CRYSTAL: Flower Meadow, Southwest corner | | SPARKLING CRYSTAL: Dark Forest, South end | | POTION: Dark Forest, Chokepoint between the two open areas | | ETHER: Dark Forest, North end | | FIRE: Dwarfs' House, Northwest corner | | POISON: Dwarfs' House, Southeast corner down the stream | | MAP: Dwarfs' House, Northeast corner | | ATTACK RECIPE: Dwarfs' Room, Northeast corner | | POTION: Trail, Halfway up | | ETHER: Trail, Northwest corner | | POTION: Trail, Northwest corner on the ledge | +-----------------------------------------------------------------------------+ | PRIZE POTS: (DREAM APPLES and ROMANCE MILK) | | On the right side of the Mine: Pit area. You have to take down two | | Monotrackers and then a group of Red-Hit Cherries first. If the Prize | | Pots don't appear after that, leave the area, come back and try again. | +-----------------------------------------------------------------------------+ Before getting too far into this world, let me repeat the advice I gave at the beginning of Terra's story, in case you are just starting off. There are three things you should be using regularly to give yourself an edge in combat: - Shoot Lock. Press L+R. You are vulnerable when charging but other than that, Shoot Locks are the strongest and safest attacks in the game. - D-Link, especially with Aqua so that you can use her Cure ability. Press right on the directional pad to switch to the D-Link menu. - Speed Rave and/or a finisher move. These are activated whenever your command bar fills up. Which one you get depends on whether you have been using battle commands or just attacking. You can only use Shoot Lock when your Focus Bar is full, and you can only use D-Links when your D-Link bar is full, but don't worry: they fill up fast. Also, you want to level up your D-Links, and you can only do that by using them! This world begins with Ven seeing the seven dwarves. Collect the nearby chests, and follow the dwarves into their mine. Dopey will stay with you but the rest will run to the back of the mine, and you will need to find them: 1. Sneezy is just right of the entrance in a box that hops up and down as he sneezes. Destroy the box to find him. 2. Grumpy is in one box in a group near Sneezy. He will charge you if you get close, and it is very hard to avoid getting hit. If your health gets low, I recommend using Strike Raid to destroy his box from a distance. 3. Sleepy is asleep in a box at the back right near a chest. His box won't move around but it will shake. Destroy it too. 4. Happy is in one box in a group at the back right near Sleepy. He will run away very fast as you approach. Just keep chasing him, and use Battle Commands and Speed Rave to speed things up. 5. Happy is in a box at the back left near the mine cart. Like Doc, he will constantly run away. Deal with him in the same way. 6. Bashful is in a mine cart that follows a couple tracks on the left side. Destroy the cart. Stay behind it though - you will take damage if it hits you from in front. While you're doing this, be sure to get the chests too. Revenge Raid, which you will find in the north end of the mine will remain useful the whole game. If you ever need to heal, you can step out at any time to the save point in the previous room. You won't have to recapture the dwarves you've already found. With that taken care of, head back the way you came. Search the Dwarfs' House and the Dark Forest for chests, and then speak with Snow White. +-BOSS FIGHT: SNOW WHITE ESCORT-----------------------------------------------+ | Reward: HP BOOST | | | | You have to escort Snow White through the Dark Forest without letting her | | die. The enemies are going to focus on her more than you, and there is no | | way to heal here, so you are going to have to take down the enemies as | | quickly as possible. I recommend equipping Minimize and Poison for that. | | | | The main thing to watch here are the trees themselves. When Snow White | | approaches a tree, it will come to life and start hitting her with a wind | | attack. If you are nearby, you will see a Square signal appear on your | | screen. Press Square to block the tree and then press O to counter with an | | aura that will destroy it instantly. You can use Square to block attacks | | from other enemies too, but they are pretty passive, so the opportunity | | won't come up as often, and it is not as important. | | | | Other than that, the main thing to do is to stay near Snow White and keep | | hitting the enemies there to keep them busy. Good luck! | +-----------------------------------------------------------------------------+ After a short and rather unhelpful cutscene with the seven dwarves, return to the woods for the world's main boss fight. +-BOSS FIGHT: MAD TREANT------------------------------------------------------+ | Reward: DECK COMMAND SLOT, FIRE BLAZER COMMAND STYLE | | | | Ven's first true boss is pretty nasty, especially since you cannot easily | | get the Cure spell beforehand. You might want to level up a bit before | | going in, or equip a Potion to give yourself some healing. And don't forget | | you can also use the Aqua D-Link for more healing. | | | | At the start of the fight, the Mad Treant will attack in more-or-less the | | following pattern: | | | | 1. First he will shake violently and send flying all the fireworks that | | are hanging on him. This can hurt a lot, so do NOT try to combo him | | before this attack. Wait for it, and then back off as quickly as | | possible. Even at 333MHz, the fireworks lag the PSP a bit, so try not | | to rely too heavily on Dodge Roll. | | 2. Next, the Mad Treant will jump up into the air three times, landing | | with a shockwave each time and dropping a few poison apples. This is | | the best time to attack. Stay close and do a jumping combo right as | | the Mad Treant is about to land. During the last jump, I recommend | | running behind him as he goes up so he lands facing away from you. I | | think this may prevent him from countering (see below). Assuming you | | get off three combos, you should now have your finisher move charged | | up. That makes you invincible, so you might as well use it too. | | 3. Finally the Mad Treant will dig his roots into the ground and send | | them up at you periodically. Dodge Roll around to stay safe. During | | this time, the Mad Treant will also get his fireworks and apples back, | | and he will repeat with attack 1. | | | | Sometimes the Mad Treant might also swing his canopy at you or lash out | | with roots. He will then continue where he left off in the main attack | | sequence. | | | | After you do a bunch of damage, the Mad Treant will fall over stunned and | | drop some health balls. Pick them up and keep hitting him. A little later, | | he will turn black and go berserk. Back off. The fight will now get a bit | | harder. The root attack will now be more violent and more erratic. Again, | | keep Dodge Rolling and stay away from the Mad Treant himself. Perhaps most | | importantly, a new attack is introduced into the rotation after the three | | jumps: | | | | 2.5. The Mad Treant will shoot three meteors out of his trunk into the | | sky, and these will fall on you. Wait until the shadow of the first | | one gets close to you, then start Dodge Rolling to the side to avoid | | all three meteors. | | | | Be patient, avoid each attack like I said, and you should be mostly okay. | | You can speed things up by using Shoot Locks, and if you get in trouble, | | don't forget to heal with a Potion or with the Aqua D-Link. Good luck! | +-----------------------------------------------------------------------------+ After the fight is over, you will also get the SNOW WHITE D-LINK and the ROCK SPLENDOR KEYBLADE. The Deck Command Slot will also let you equip another ability, so be sure to do so. You can also now come back at any time to pick up the final chest in the Flower Meadow where you meet the hag with the apples. =============================================================================== [WLK:VI] Ven's Story: Interlude =============================================================================== With the Dwarf Woodlands clear, you will now have a choice of where to go next. The map points out two major story worlds that you can go to: the Castle of Dreams and the Enchanted Dominion. Here are a couple other things you can do at any point. - Go to the Mirage Arena (the far left world) and try entering a tournament. Most likely you will lose, but it's still fun. - Play a round on the Command Board (see [MIN:CB]). This optional mini-game gives you a few abilities that you cannot get in other ways, and it also helps level up whatever abilities you already have. =============================================================================== [WLK:V2] Ven's Story: Castle of Dreams =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | MAP: Cinderella's Room, North end on the floor | | STUN BLADE: Cinderella's Room, Southeast corner on a table (jump on the | | ball of yarn, roll to the table, and then jump up from there) | | MAGIC RECIPE: Cinderella's Room, West end on a table (see previous) | | POTION: Mouse Passage, On a platform between the Dressing Room south exit | | and Cinderella's Room | | THUNDERSTORM: Mouse Passage, On a beam high above the exit to Cinderella's | | Room (jump from the nearby fork - see below for more info) | | ETHER: Mouse Passage, Northeast corner looking down on the exit to | | Cinderella's room | | POWER CRYSTAL: Mouse Passage, On a platform in the southwest area that can | | be reached by knocking down cheese (see below for more info) | | POTION: Mouse Passage, Northwest corner on the bottom floor | | SATIATED CRYSTAL: Mouse Passage, Southwest corner on the bottom floor, | | behind the fork | | ZERO GRAVITY: Dressing Room, Southwest corner on a bookshelf (come from the | | Rat Passage in the center of the south wall) | | LETTER BALLOON: Dressing Room, Northwest corner on a pile of boxes (jump | | off the ball of yarn to get up there) | | BLIZZARD: Dressing Room, Northeast corner on the floor | | TIME CRYSTAL: Dressing Room, Southeast corner on a pile of boxes (jump off | | the ball of yarn to get up there) | +-----------------------------------------------------------------------------+ | PRIZE POTS: (CHOCOLATE VALENTINES and WEDDING CAKE) | | First go to the southwest corner "room" of the Mouse Passage - the area | | directly underneath the spider web and the cheese. The Prize Pots are in | | the northwest corner of this room. | +-----------------------------------------------------------------------------+ I will cover the Castle of Dreams next. The exploration here can be a little confusing, but the combat is much easier than the Dwarf Woodlands. The first step is to follow Jaq through the Mouse Passage. Climb up here to get a chest and then to exit into Cinderella's room. You will then be given your main mission for the world: finding materials for Cinderella's dress. While you're here, notice the ball of yarn on the floor. You can jump on these things, roll around on them, and then jump off to get to high places throughout the Castle of Dreams. This one can get you STUN BLADE and the MAGIC RECIPE from tables in Cinderella's room. Once you're ready, head back the way you came to get to the Dressing Room. This place is swarming with enemies, but if you take care of the flying creatures, you can just roll around on the ball of yarn to kill everything else! You can then pick up three chests (see the list above) and three materials for the dress: WHITE LACE: Southeast corner on a couch WHITE RIBBON: Northwest corner on a pile of boxes (jump off the ball of yarn to get up there) PINK SASH: Northeast corner on the floor Now exit out through the north mouse hole. Keep walking until you reach a fork stuck into the wall. By jumping on its handle, you will get propelled up to the next level. From here, you can reach everything in the Mouse Passage, but it's a little tricky. First look south. You will see another fork in the wall and a box of matches. Head over there, and hit the matches until they get knocked through the wall. Keep going in this direction, and you will come upon the matches on the other side. Jump onto them and then across to reach the spider web. Hit the web with your Keyblade to knock the cheese off. Now fall down to the bottom level. There is a chest immediately behind the fork down here, and you can also use the cheese you knocked down earlier to jump up on the two platforms. One contains a chest and the other contains a exit leading to a high tabletop in the Dressing Room, where you will find the WHITE BUTTON. By the way, in this area of the Mouse Passage, you can find Prize Pots: enemies that drop small treasures every time you hit them. They are important for synthesis later, but you don't need to worry about them too much for now. Now head back into the Mouse Passage where you landed after going up the first fork, and then head east. Eventually, you will come to a ledge overlooking the exit to Cinderella's Room. There is another exit up here that leads to a bookshelf in the southwest corner of the Dressing Room, where you will find the PINK THREAD and another chest. First though, look to the east, and you will see a chest high up on a support beam. To get there, jump off the handle of the nearby fork, and keep swinging your weapon while you are in the air. This will make you stay up a little longer and let you reach the chest if done right. If you have trouble, you can also just come back later once you have Air Slide. Anyway, this is all five materials collected, so you will have a short scene with Jaq, and then you will be tasked with finding some pearls as a final addition to the dress. Head back to the Dressing Room... it's boss fight time! +-BOSS FIGHT: LUCIFER---------------------------------------------------------+ | Reward: DIAMOND DUST COMMAND STYLE | | | | Lucifer's actually quite a bit easier than the Mad Treant was, but even so, | | it wouldn't hurt to equip a Potion or to be ready to use the Aqua D-Link | | for healing. Aqua also has strong ranged attacks, which are handy here. | | | | While on the ground, Lucifer will employ a variety of claw attacks. These | | happen quickly and with little warning, making it unsafe to go in for a | | full Keyblade combo at any time. You can try some hit and run if you want, | | but if you're hurting, just stay back and evade him with Dodge Roll and/or | | Guard. | | | | Periodically, Lucifer will get up on a high ledge of some sort, and jump | | down on you. If he jumps only a little up, then you can Guard or evade, and | | you *probably* have time for a full Keyblade combo afterwards. Sometimes | | though, Lucifer will squawk a little and then jump really high in the air. | | Back off a bit and he will miss you. Now go in for a quick hit, and then | | press Square to jump on top of him rodeo-style! You will be shown a | | sequence of buttons. Take your time to see which each button is, and then | | press it. If done right (and it's not too hard), Lucifer will crash into a | | wall, you will get a huge combo on him, and your finisher move will be | | fully charged to boot! | | | | So all in all, I recommend playing pretty conservatively until Lucifer | | opens himself up for a rodeo attack, and then taking advantage. As always, | | you can speed things along with a couple Shoot Locks if you want. | +-----------------------------------------------------------------------------+ For completing the world, you will also get the CINDERELLA D-LINK, the CRYSTAL WORKS KEYBLADE, and the ROYAL BOARD. (See Command Board in the Mini-games section for more info on that last one.) =============================================================================== [WLK:V3] Ven's Story: Enchanted Dominion =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | LETTER BALLOON: Witch's Castle: Gate, Ramparts in the northeast corner | | (must complete the world first) | | MOISTURE CRYSTAL: Witch's Castle: Gate, Ramparts west of the north exit | | (must complete the world first) | | CURE: Witch's Castle: Gate, On the ground just north of the north exit | | PERVADING CRYSTAL: Witch's Castle: Gate, Ramparts in the northeast corner | | (must complete the world first) | | ABSOLUTE ZERO: Witch's Castle: Gate, Ramparts in the southwest corner | | HI-POTION: Witch's Castle: Throne Room, Northwest corner | | TIME CRYSTAL: Witch's Castle: Underground, West platform | | TORNADO STRIKE: Witch's Castle: Underground, Southeast platform (cannot be | | easily gotten at this time: return with Air Slide) | | PERVADING CRYSTAL: Witch's Castle: Altar Room (see below) | | SATIATED CRYSTAL: Witch's Castle: Altar Room (see below) | | MAGNET: Witch's Castle: Altar Room (see below) | | HI-POTION: Witch's Castle: Altar Room (see below) | | ETHER: Witch's Castle: Entrance, Southwest corner | | POTION: Forest: Lakeside, West side (halfway through the room) | | MAP: Forest: Square, Southeast corner | | HI-POTION: Audience Chamber, Northwest corner | | THUNDER: Audience Chamber, Southeast corner | | HI-POTION: Corridor, Northeast corner | | SLEEP: Attic, Northwest corner | +-----------------------------------------------------------------------------+ | PRIZE POTS: (BOTTLED STRAWBERRIES, ALMOND FRUITS, and FOREST SPONGE CAKE) | | In the northeast corner of the Audience Chamber (in one of the arched off | | alcoves. | +-----------------------------------------------------------------------------+ For this world, you begin in Aurora's Room and you need to make your way to Maleficent's castle. Just keep going until you get there. (Don't forget to pick up the chest in the Attic and to check for Prize Pots in the Audience Chamber though!) Inside the Witch's Castle, you will be fighting lots of Pig Soldiers. In large packs, these guys can be pretty dangerous. They are aggressive, they have strong melee attacks, and they can also pester you from range with arrows. The good news is they are completely incapacitated by elemental magic: Fire, Blizzard, and Thunder. So if you are having trouble, be sure to equip those spells. There are five chests available in the Witch's Castle: Gate area, but three of them are up on the ramparts and you can't get them yet. Do be sure to pick up CURE before continuing on though. Before heading onwards, be sure to equip the Cure spell that was in one of these chests. Why? Because the next room includes a mandatory and prolonged fight against many, many Pig Soldiers! With Cure equipped, you can just step back and heal whenever you get hurt. Don't be afraid to use Shoot Locks and D-Links as well, but mainly, you just have to play it safe with Cure. The next room can be pretty confusing. There are lots of walls that pop up only when you get close, and to get through the room, you will have to use teleporters. Here's a map of how everything is laid out: West entrance <--Blue Teleporter--> <--Orange Teleporter--> Northeast exit Southeast staircase & Hi-Potion <--Green Teleporter--> Pervading Crystal & Satiated Crystal /--Purple Teleporter--> Magnet Southeast door \--Yellow Teleporter--> <--Red Teleporter--> Altar So here's how you get everything you can: - You start off at the west entrance in the Altar Room. - Keep following teleporters until you get to the northeast exit. - This takes you to the Underground area. Without falling down into the center of the room, cross over to the west ledge, pick up the chest there, and then take the stairs to reach the southeast staircase in the Altar Room. - Follow the teleporter, pick up the chest, and return to the Underground. - Now fall down into the center of the room, and then take the nearby exit to get to the southeast door in the Altar Room. - The teleporter here switches colors periodically. Go through it when it is purple, pick up the chest, and return. - Now take the teleporter when it is yellow, and follow this to the altar. After a cutscene, a new teleporter will open between the altar and the west exit, making navigation a little bit easier. Once you get everything, head back out to the Throne Room. It's time for the world's main boss battle! +-BOSS FIGHT: MALEFICENT------------------------------------------------------+ | Reward: HP BOOST, THUNDERBOLT COMMAND STYLE | | | | Maleficent is a caster-type boss. She will teleport, cast an offensive | | spell, and then repeat. Here's the full list of attacks you are up against: | | | | 1. Teleport somewhere and then twice shoot dark lightning from the top of | | her staff to the ground you are on. Move or jump to the side to avoid | | this. If you get close to Maleficent while she does this attack, you | | should be able to get a quick combo off as she disappears again. | | | | 2. Swing her staff at you. This can happen after she teleports right next | | to you or if you hit her too much without letting her teleport. | | | | 3. Teleport to the center of the room, chant, and send out rings of dark | | energy. If you touch one of these rings, you will be stunned for five | | seconds during which Maleficent will hit you. | | | | But, during this attack, you will also see a circle of light on the | | floor. Head over there and press Square when prompted (jumping over | | Maleficent's rings if needed). This will pop up a little mini-game. | | Press the highlighted button to start, and then a cursor will move | | around (either clockwise or counter-clockwise), highlighting each | | button in turn. Keep pressing the buttons as they are highlighted. If | | you do it right, you will cancel Maleficent's attack and put her to | | sleep. Now go in for a combo - you should be able to charge up and use | | a finisher move before she counters. | | | | 4. Teleport to the highest point in the room, turn the screen black, and | | continuously summon columns of dark energy all around you. Just keep | | Dodge Rolling around to stay safe. | | | | The basic idea is this: wait for Maleficent to attack and then dodge it. If | | she does the lightning attack, you can hit her a couple times as she | | disappears. If she does the dark ring attack, then you can do a lot of | | damage while she's asleep. Be patient and you'll get her down safely. | | | | Near the end of the fight, Maleficent will sometimes turn into a vortex and | | fly around instead of teleporting normally. This damages you if it touches | | you, so use Dodge Roll to stay out of its way and proceed as before. | +-----------------------------------------------------------------------------+ For clearing the world, you will also be rewarded with the FAIRY STAR KEYBLADE. If you now go back to the Witch's Castle: Gate area, you will find that someone (I wonder who!) has destroyed some of the ramparts. In the far northwest corner, and straight ahead when you enter from the south, you will find places you can climb up. From there, you should be able to pick up the three remaining chests in the area. You might also notice some wheels on the ramparts that you can target but can't interact with. Don't worry about them for now - they are important only in Aqua's story. There's also one extra chest in the Witch's Castle: Underground area, but it is not easy to get right now. Come back after getting Air Slide. =============================================================================== [WLK:V4] Ven's Story: Mysterious Wilderness =============================================================================== Remember the guy who first goaded Ven out onto his journey? Well, Ven does, and he's waiting for you in the Mysterious Wilderness. +-BOSS FIGHT: VANITAS ROUND 1-------------------------------------------------+ | Reward: NONE | | | | This is pretty much the same fight as Vanitas Round 2 (see below), except | | you are expected to lose. Just do the best you can and once your health | | gets low, the fight will end. | +-----------------------------------------------------------------------------+ Vanitas is apparently not one for long drawn-out plans, is he? But fortunately for you, Mickey comes to save your butt and it's on to... +-BOSS FIGHT: VANITAS ROUND 2-------------------------------------------------+ | Reward: DECK COMMAND SLOT, HP BOOST | | | | Vanitas isn't too flashy (yet!) but he's fast, he's unpredictable, and he | | hits like a truck. So this fight is going to be tough even with Mickey's | | help. You should equip Cure for sure, and you might want to equip a Potion | | as well. I have heard that Magnet is effective too, but I haven't tried it | | myself. | | | | Okay, here are the attacks Vanitas will do: | | | | 1. A two-hit combo starting with a long dash, meaning you can be hit even | | at a distance. | | 2. A slow fireball that soon splits into five fast homing fireballs. | | 3. Jump into the air (possibly covering a long distance to get to you), | | and then spray the ground with lightning bolts. | | 4. After being hit, Ven will also sometimes leave a stationary image of | | himself behind, appear above you, and come down with a diving attack. | | | | Since you don't have Revenge Rush yet, the best way to avoid these attacks | | is Dodge Roll. Just keep moving at all time, and be ready to Dodge Roll as | | soon as Vanitas does something. Note: if you have already done Aqua's | | story, this is very different from how she should fight Vanitas. Not having | | a good counter-attack ability changes everything. | | | | The problem is at some point you are going to want to fight back, and then | | Vanitas's speed and unpredictability becomes a big problem. In the middle | | of your combo, he could easily teleport above you for a dive-attack or he | | could slide away and then get you with a combo. This means one thing: DO | | NOT EXPECT TO GET OFF FULL COMBOS AGAINST VANITAS! Every time you hit him, | | you should pause for a split second before attacking again. Did he stagger | | from your hit? Okay, THEN you can attack again. As long as you are pretty | | fast, you can keep the combo going even with the pause. If Vanitas is not | | staggered, you need to immediately Dodge Roll to avoid his counter-attack. | | You might want to avoid doing a third hit no matter what. This hit is so | | slow that even if Vanitas was staggered before-hand, he can sometimes still | | recover and counter before you can do anything. | | | | Sound slow? Well, it is. But fortunately, Mickey's going to be helping, and | | Mickey does good damage. He will also sometimes give you reaction commands | | you can activate with the Square button: | | | | Guard: As with the Snow White escort, if you are nearby when Mickey is | | getting attacked, you can press Square to protect you both. If you | | actually block something this way, you can press O to follow it | | with a nice counter-attack. | | Aura: Sometimes Mickey will charge up an aura around him. If you press | | Square near him, the two of you will unleash an aura attack. It was | | pretty weak for me, but at higher levels, I think it can do pretty | | good damage. It also makes you invincible, but unfortunately there | | is a decent chance you'll get hit right as the attack ends. | | | | You can also use Shoot Locks if you want. Again, the main disadvantage is | | you might get hit right as the Shoot Lock ends. | | | | No matter how careful you are with all this, you WILL get hit though, and | | Vanitas hits hard. So you are going to want to heal. Since Vanitas is so | | aggressive, you should wait until he has just finished an attack before | | trying to heal. There's nothing quite as crappy as getting pelted by | | lightning in the middle of your spell. Another really handy trick is that | | Vanitas won't follow you if you get on the other side of a rock pillar from | | him. So if you need a breather, get back there, hope Mickey comes with you | | (so he doesn't keep attacking Vanitas and trigger a counter-attack), and | | then just wait until you're ready to go again. | | | | That's pretty much it, so good luck! This fight is hard. Don't be afraid to | | take a break and gain some levels if you are getting frustrated. | +-----------------------------------------------------------------------------+ After the fight, you will also get the HIGH JUMP ability (don't forget to equip it!) and the MICKEY D-LINK. =============================================================================== [WLK:V5] Ven's Story: Radiant Garden =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | MOISTURE CRYSTAL: Palace Garden, Northeast corner of the plaza area | | POWER CRYSTAL: Palace Garden, Southwest corner of the plaza area | | ETHER: Main Street, Northeast corner | | POTION: Main Street, Southwest corner | | CURE-ALL: Waterway, Northeast corner along the outer wall | | FIRA: Waterway, North end on the top level | | HI-POTION: Waterway, South end in a nook off the main bridge | | MAP: Residential Area, Northwest corner | | REVENGE RUSH: Fountain Square, Northeast corner on the platform | | GUARD RECIPE: Merlin's House, West end | | HI-POTION: Garden, Bottom level southwest corner | | BIND STRIKE: Garden, Second level southeast corner | | PERVADING CRYSTAL: Garden, Second level northwest corner | | SLOW: Garden, Top level north end | | HI-POTION: Front Gate, South end | | FREEZE RAID: Front Gate, West end of the top level | +-----------------------------------------------------------------------------+ | PRIZE POTS: (SOY MILK, MOOGLE COFFEE, and JET SODA) | | In the northeast nook along the water in the Fountain Square. You will | | have to clear a group of four Blue Sea-Salts first. | +-----------------------------------------------------------------------------+ You begin in the Town Square area with only one exit open to you. (Ven will refuse to go in the other directions.) This will take you to the Garden area where you will meet a couple new and nasty enemies. First of all, there are Mandrakes: green plants that spawn from far away and shoot projectiles at you along the ground. If these guys are causing problems, get close to them with Dodge Roll, and they will pop out of the ground. After that, they will stop shooting projectiles and you will be able to do whatever you were doing in relative peace. There are also Illimitable Tanks; these guys are basically giant balloons. After you hurt them a bunch, they may glow red and start rolling around on the ground. They are invincible at this point, and they will blow up in 10 to 15 seconds. Just back off. Anyway, head up to the Front Gate of Ansem's Castle, watch the cutscene, and then chase the giant enemy back through the streets of Radiant Garden. Along the way, Scrooge McDuck will give you the TICKETS TO DISNEY TOWN, and if you examine the book in Merlin's house, you will get the HONEY POT BOARD. The next area is called the Fountain Square, and you will need to jump into the water jets to get propelled upwards towards the exit. To get the chests in the northeast corner, jump from the central platform on the third level down to the water jet on the east platform on the second level. This water jet can take you all the way up to the east platform on the highest level. You will find the REVENGE RUSH ability there, which is very useful. Be sure to equip it! Eventually, you will reach the boss: +--BOSS FIGHT: TRINITY ARMOR--------------------------------------------------+ | Reward: HP BOOST, CYCLONE COMMAND STYLE | | | | If you have played other Kingdom Hearts games, you probably remember the | | Guard Armor. Well, this guy is an updated version of that boss. Basically, | | he has separate legs, arms, and head, and you need to kill them one at a | | time. | | | | At the beginning of the fight, the pieces are all attached, and the Trinity | | Armor will use the following attacks in order: | | | | Attack 1: Shoot fireballs up into the sky. These will land on the ground | | where you and your allies were standing a couple seconds ago, | | and they will explode into more fireballs on contact. While the | | fireballs are being shot up, you should have time for two quick | | combos. After that, immediately start moving so you are not hit. | | Attack 2: Fly directly at you (or one of your allies) in a ramming attack. | | The Trinity Armor will do this three times in a row. Use Guard | | to avoid this. | | Attack 3: Move to the center of the room, charge up a huge laser, and send | | it back and forth in a sweeping motion around the room. While | | the Trinity Armor is moving and while it is charging the laser, | | you should have time to hit it a bunch. Once the laser is out, | | use Dodge Roll to run right THROUGH it as it sweeps by. You are | | invincible while the Dodge Roll is happening! | | | | After these three attacks (or earlier, if you kill something quickly), the | | Trinity Armor will split into pieces, and you will have time to do a little | | more damage before the next attack. I don't think there's anything random | | in what it does, but the attack order depends on what you've destroyed, so | | it's a bit complicated. I will just list the options: | | | | Attack 1: All pieces of the Trinity Armor start spinning rapidly across | | the room. If you get hit by one, you will take heavy damage. I | | recommend going into a corner and protecting yourself with Guard | | while this attack happens. If you have a high-level Shoot Lock, | | you can also use that to give yourself temporary invincibility. | | Attack 2: The pieces might just do their own thing. The legs stomp around, | | and the head and arms fly around. This is a good time to attack. | | You might take a little damage here or there, but it won't hurt | | too much. | | Attack 3: If at least two pieces are alive, they might slowly circle | | around the room, shooting a constant lightning beam towards the | | center. This attack looks scary but is actually not too bad. Run | | to the outside of the room, and attack whichever piece of the | | Trinity Armor is moving towards you. | | Attack 4: The head might shoot fireballs or lasers all over the place. I | | recommend just evading while this happens. This often seems to | | be followed by attack #1, so be ready. | | Attack 5: The remaining pieces of the Trinity Armor might fuse together | | and do the giant laser again (attack #3 in the first list). | | | | In general, watch out for the spinning attack (#1 in the second list), the | | giant laser (#3 in the first list), and the fireball/laser sprays (#4 in | | the second list). The rest you can probably handle without too much danger. | | By the way, you have to destroy the head last. It will stop taking damage | | at some point if the other pieces are left alive, so if that happens, just | | switch targets. | | | | Good luck! You will be doing this fight at least three times throughout the | | course of the game, so I hope you like it! | +-----------------------------------------------------------------------------+ Reunion time! Actually, this reunion doesn't go so well, and you will soon find yourself running after an angry Terra. Head back to Main Street, and you will be interrupted by a forced battle against the Unversed. Watch out for the Chrono Twister (the giant hourglass) when it appears. It is quite strong, and should be taken out as soon as possible. Afterwards, you will get an amusing cutscene with Even and Ienzo (aka Vexen and Zexion), and you will get TURN SLIDE as a reward. If you equip Turn Slide, then pushing Square at the instant you are attacked will cause you to Slide behind the enemy instead of Guarding. Personally, I think this ability is terrible. It's hard to use correctly and most likely, it will kick in when you mean to Guard and possibly get you in trouble. It's still fun though. Now head out through the south exit to reach the Palace Garden. After another failed conversation with Terra, pick up the chests and then head back to the Town Square yet again to complete the world and get the RASCAL FLAME KEYBLADE. =============================================================================== [WLK:V6] Ven's Story: Disney Town =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | MAP: Main Street, Southwest corner | | POTION: Main Street, Northwest corner | | SUPER-GLIDE: Race Venue, Northwest rooftop (get to one rooftop from Pete's | | Playground and then Glide or, if it's high level, Air Slide to | | the northwest) | | TURN SLASH: Race Venue, Northeast corner on the top level | | SLOTS BLADE: Race Venue, Rooftop (come from Pete's Playground) | | SPARKLING CRYSTAL: Race Venue, Northwest corner on the second level | | STOP: Race Venue, Southeast corner on the bottom level | | MEGA-ETHER: Trick Room, Southwest corner on a platform (must activate the | | machine to get it) | | MEGA-POTION: Trick Room, Northwest corner on a platform (must activate the | | the machine to get it) | | CHAOS CRYSTAL: Trick Room, Northwest corner on a platform (must activate | | the machine to get it) | | THUNDER: Trick Room, Northwest corner on the bottom level | | THUNDER: Trick Room, Southwest corner on the bottom level | | MEGA-POTION: Trick Room, Platform north of the elevator (must activate the | | machine to get it) | | CURE-ALL: Pete's Playground, Alcove in the top left | | ACTION RECIPE: Pete's Playground, Alcove in the top left (same alcove as | | the previous chest - check every corner) | | AERIAL SLAM: Pete's Playground, Alcove in the top right | | BREAK TIME: Pete's Playground, Central alcove behind a grate | | PERVADING CRYSTAL: Pete's Playground, Central alcove above the grate (the | | one near the top exit to the Race Venue) | +-----------------------------------------------------------------------------+ | PRIZE POTS: (SHARP PEPPERS and TOON CURRY) | | Go through the sewers and Pete's Playground to the rooftop in the Race | | Venue. From there, Air Slide across to a roof that is barely visible to | | the northwest. The Prize Pots should appear after clearing a group of | | Blue Sea-Salts. | +-----------------------------------------------------------------------------+ Disney Town is primarily a hub of mini-games. In fact to complete the world, all you need to do is get "Fantastic" in a round of Rhythmic Icecream. Talk to Captain Justice to get started. For more information on Rhythmic Icecream and the other mini-games located here (Rumble Racing, Fruit Scatter, and the Icecream Shop), see the mini-game section of the guide. There are also a number of chests to pick up, quite apart from all the mini-games. Their locations are very similar for each character, so if this is not your first playthrough and if you remember what to do, feel free to skip the rest of this section. Most of these chests are hidden in the sewers. Go to Main Street and examine the manhole cover to go down. In this area, you will see a giant machine with a lightning bolt on it and a power gauge. You need to hit it a bunch with Thunder-based attacks to charge it up. The charge will go back down over time so you have to be fast, but the game gives you two Thunder spells in the same room to help you out. You can also use Thunder Roll or the Thunderbolt Command Style if you have those already. Once the machine is going, you can get on an elevator to reach the upper levels. Jump on the moving hands and gears to move around up here and pick up all the chests (see the list at the start). If you are having trouble with the jumping, don't worry about it too much. You can come back later with Glide, and it will be easy. If you go south from the upper level, you will also find a whole new area: Pete's Playground. Climb the stairs and get on the glove to propel yourself out into a giant pinball machine! Propelling yourself up is a little finicky: I think how far you go is based on when you press X. If you look at Ven, you will see a circular signal that keeps pulsing out from around him. I found it helped to press X around the time this circle faded out. The shaft doesn't have walls all the way up, so you can move yourself out to the left if you get most of the way up. Once in the pinball machine, you can bounce around and pick up lots of money. Use L and R to hit the flippers and try to make it to the various alcoves to pick up the chests. Be sure to get BOTH chests in the left alcove! There is also a set of locked bars. To unlock them, you need to smash into each of the four bumpers marked with a crown. Each time you hit one of these bumpers, a light will go on near the bars, and eventually they will retract. Go wild and have fun here! One of the alcoves in this area also leads to the rooftops of the Race Venue area where you can find yet another treasure chest, as well as the Prize Pots for this world. There is also one chest on a far rooftop that you probably can't get to yet, but don't forget about it. It has the SUPER-GLIDE ability, which is a lot of fun. Once you get Glide in Neverland, it will be easy to pick this up. You can also use a high level Air Slide and/or abilities like Fire Dash, but don't worry about it too much - Neverland isn't too far away. When you complete the world, you will get the TOWN BOARD. If you have already finished the game with the other two characters, you will also see an extra cutscene where you are given the Million Dream Award. =============================================================================== [WLK:V7] Ven's Story: Olympus Coliseum =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | FIRE STRIKE: Coliseum: Entrance, Northeast corner | | CURA: Coliseum: Entrance, Nook just west of the north exit | | MEGA-POTION: Coliseum: Entrance, Southwest corner | | MAP: Coliseum: Lobby, East Side | +-----------------------------------------------------------------------------+ | PRIZE POTS: (LIGHTNING CANDY and COTTON CANDY) | | In the southeast corner of the City of Thebes area. You have to clear the | | world first though. | +-----------------------------------------------------------------------------+ Like Disney Town before it, Olympus Coliseum is fairly short and fairly easy with Ven, as long as you prepare a little bit (more on that later). You start off in the City of Thebes squaring off against some Unversed with Hercules and Zack as allies. For the most part, this should be pretty straightforward. Just watch out for the Buckler Bruisers (they look like Bruisers but they have shields on both arms) and the Jellyfish. The first guys are immune to most attacks from in front, and they are likely to counter-attack quickly. Hit them from behind. The Jellyfish go down fast enough but can hit you hard with little warning, so watch your health, and think twice before running into a mob of them head-first. Once that is taken care of, head into the Coliseum Lobby and speak with Hercules to do some training. +--TRAINING: ROUND 1----------------------------------------------------------+ | Reward: HP BOOST | | | | Your goal is to get 15 points in 30 seconds. You get 1 point for destroying | | a small urn, and 5 points for destroying a big one. Of course, big urns | | take multiple hits to destroy. Just run around attacking things. You won't | | fail. | +-----------------------------------------------------------------------------+ And then talk to Hercules again for more: +--TRAINING: ROUND 2----------------------------------------------------------+ | Reward: DECK COMMAND SLOT | | | | This time you have two whole minutes, and your goal is to get more points | | than Hercules. | | | | The main difference is there are no exploding barrels. Hit one of these | | into a group of urns to destroy them all, including large ones. These | | barrels can also stun either you or Herc, but you don't really need to | | worry about that. This is basically the same as Round 1, except if you see | | any exploding barrels, go after them first. Ideally you want to knock them | | into a big urn, but small urns work too. | | | | There is some luck involved, so if you lose, just try again and don't worry | | about it. You'll get it soon. | | | | Oh, by the way, I would not use Thunder Roll much here. That will make you | | switch to Thunderbolt style, which I actually found pretty bad for this. | +-----------------------------------------------------------------------------+ Now it's time to enter the tournament, right? Psych! For the first time ever, there is an Olympus Coliseum tournament and you don't compete. Instead, you get to save the day in town. +--BOSS FIGHT: JELLYFISH ARMY-------------------------------------------------+ | Reward: AIR SLIDE | | | | If you don't know what to do, this fight can be pretty nasty even with | | Herc's help. There are a ton of Jellyfish, they hit hard, and they hit with | | little warning. So what should you do? Abuse Thunder Roll! What's Thunder | | Roll you ask? It's an ability you can get from the Honey Pot Command Board, | | which you should have already picked up in Radiant Garden. (You can also do | | Command Charge, but that takes some big ingredients.) | | | | If you have Thunder Roll equipped, you can just Dodge Roll around among the | | Jellyfish, laying waste to everything near you without making yourself | | vulnerable for more than a split second! | | | | If you don't have Thunder Roll and don't want to get it, this fight can be | | a little trickier. Use area-of-effect spells if you've got them, and try | | not to run into big groups where you will take a lot of damage. Sometimes, | | you can also go up to Herc and press Square for a joint attack. Whirl the | | analog nub and then push O as the game says for maximum awesomeness. | | | | Seriously though, if you are having trouble, just get Thunder Roll. Or | | level up. | +-----------------------------------------------------------------------------+ For completing the world, you will also get the MARK OF THE HERO KEYBLADE and the ZACK D-LINK. You should also return to the world and speak with Hercules to do one more round of training. You will get SONIC BLADE for winning. After that, you will get a CURE-ALL for each win. Now that you have Air Slide, you can also go back to the Enchanted Dominion and pick up TORNADO STRIKE from the Witch's Castle: Underground area. =============================================================================== [WLK:V8] Ven's Story: Deep Space =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | SPINNING CRYSTAL: Spaceship: Transfer Office, Center | | HI-POTION: Ship Passage, South end | | POWER CRYSTAL: Ship Passage, South end | | MEGA-ETHER: Ship Passage, Northwest corner | | HI-POTION: Ship Passage, Northwest corner | | MAP: Control Room, In the big central part | | THUNDARA: Link Block, Third level east end | | ZERO GRAVIRA: Link Block, Bottom level south end (gravity must be ON) | | PULSE BOMB : Link Block, Fourth level (gravity must be ON) | | CHAOS CRYSTAL: Engine Room, On the north end of the catwalks | | DETONATE SHIELD: Engine Room, On the catwalks by the central pillar | | XEHANORT'S REPORT #1: Raid Deck, High platform on the east side | | MEGA-ATTACK RECIPE: Raid Deck, Platform on the west side | | FIRE BLITZ: Raid Deck, Southeast corner (gravity must be ON) | | TIME CRYSTAL: Raid Deck, Northeast corner (gravity must be ON) | | MEGA-POTION: Engine Room Entrance, Southeast corner | +-----------------------------------------------------------------------------+ | PRIZE POTS: (SHOOTING STAR SYRUP and FLUFFY CREAM) | | In the northwest corner of the Shipship: Transfer Office, after all other | | enemies in the room have been defeated. If you see Sonic Blasters, the | | Prize Pots won't appear. Leave the room, come back, and try again. | +-----------------------------------------------------------------------------+ Deep Space begins with a boss fight right off the bat. +--BOSS FIGHT: METAMORPH ROUND 1----------------------------------------------+ | Reward: WING BLADE COMMAND STYLE | | | | You have to fight a giant space Jellyfish, and the thing with giant space | | Jellyfish is that they live in outer space. And that means you will have to | | fight on your Keyblade bike. Here are the controls: | | | | O: Attack | | X: Jump | | Square: Reflect | | Triangle: Dash | | | | Pretty much the only important ones are Square to protect yourself and O to | | attack. | | | | So anyway onto the boss. It can attack you either by staying upright and | | spinning around or by turning and ramming you with its head. After either | | attack, you have time to run up and hit it once, or if you are feeling | | lucky, twice. After that, back off because the Metamorph might do the spin | | attack right away. If it does, great: reflect it and repeat from the start. | | Otherwise, the Metamorph will turn and fly away from you. Chase after it | | and keep swinging until it turns again. This means the Metamorph is about | | to do the ramming attack, so reflect that, and once again, repeat from the | | start. | | | | Overall, it's a pretty simple pattern and you don't even need to do a full | | bar of health to win. The one catch is you cannot heal since you don't have | | your normal Command Deck. So if you're low enough level for damage to be an | | issue, try to play cautiously. | +-----------------------------------------------------------------------------+ When this fight is done, you will get an amusing cutscene with Stitch (because really, EVERY cutscene with Stitch is amusing), and you will then be deposited in the Ship Passage area. Probably the first thing you want to do is go through the door behind you to the Transfer Office. There's a chest here, and if you kill all the enemies, you should also find the world's Prize Pots. After that, go back to the Ship's Passage and then head forward. You will get trapped here, and you will have to go through six groups of Unversed. With so little room to maneuver, the fight can get a little tricky. Be sure to pack some healing, and don't hesitate to use D-Links and Shoot Locks to give yourself an edge. Once this clear, you will finally reach the world's first save point. The next room is called the Link Block, and it is a little interesting. The room is pretty much one big shaft, and you won't be able to climb up by normal methods. Fortunately, there are a couple computer terminals, and if you activate these, you can turn gravity off in the room. You will then be able to jump really high and climb up to the exit. The only catch is one of the chests here will float away while gravity is off, so you need to turn it back on temporarily to pick up that chest. Shortly afterwards, you will reach the Raid Deck, another room with a terminal allowing you to turn off gravity. The first thing you should do is drop down to the terminal, turn off gravity, jump back up to where you entered, and then jump and Air Slide across the room to the high chest on the east side. Then fall back down, turn gravity off, pick up the two chests on the bottom floor, and climb up to the exit. You will reach another save point here, and then it's on to the boss fight: a rematch against the Metamorph. +--BOSS FIGHT: METAMORPH ROUND 2----------------------------------------------+ | Reward: DECK COMMAND SLOT, HP BOOST | | | | The Metamorph begins by flying around harmlessly and then attaching itself | | to the lower part of the engine. While it is attached like this, it will be | | sucking power from the ship. If the gauge in the top-left corner fills up, | | the ship will be destroyed and it's game over. You need to interrupt the | | Metamorph before that by hitting it. | | | | Later in the fight, the Metamorph will only attach itself to the upper part | | of the engine, and it will be out of your reach up there. The only thing | | you can do is wait for Stitch to start bouncing up and down. Go up to him, | | press Square and then press O to pick him up and chuck him at the boss. | | This will do a little damage and interrupt any engine-sucking. | | | | After this, the Metamorph will do one of the following: | | | | 1. Charge around the room a couple times at a very high pace. It moves | | fast and erratically, making this hard to dodge. Instead, lock onto | | it and use Guard to protect yourself. This is finicky too, but if you | | do get hit, it's no big deal. | | 2. Charge at a much slower pace directly towards you. Walk or Dodge Roll | | out of the way. | | | | The Metamorph will now turn upright and, after a couple seconds, it will | | start attacking with one of the options from the list below: | | | | 1. If you are up close: a single spin, which does only minimal damage. | | 2. A long extended spin. The Metamorph can move towards you while | | spinning. | | 3. Fly towards you with lightning raining down underneath it. | | | | The first attack here is a non-threat, but the other two can be dangerous, | | especially if you are low level. So you have two options. The first is to | | go in, Keyblade blazing and hope for attack #1. If that's what happens, | | you'll do a lot of damage and not get hurt much. If attack #2 or attack #3 | | happen, do your best to get out of there (around the pillar hopefully - | | the Metamorph is fast but his AI is confused by the pillar), but probably | | you'll get hit. Mash Square to prevent yourself from some of the extended | | spin with Revenge Raid. I don't know any tricks for attack #3 though. | | | | If you are high level or are playing an easier difficulty setting, this | | approach works great. If not, you'll need to be more cautious. Poke the | | Metamorph once or twice if you want, but then wait for it do something. If | | it does attack #2, use Guard and then Revenge Rush (push O after Guarding). | | There is some chance this will not interrupt the Metamorph, in which case | | you want to keep mashing Square for Revenge Raid ASAP. If the Metamorph | | does attack #3, run around the pillar again. If it does attack #1, you can | | just go in swinging and eat the potential next hit. | | | | No matter what, the Metamorph will stick with just one attack for now. So | | if it does attack #1, it will stick with that until it next attaches itself | | to the engine. Once it turns so it is no longer upright (usually after two | | attack #1s, one attack #2, or one attack #3, unless you or Stitch interrupt | | the Metamorph early by hitting it), you can attack it again safely. Soon | | after, it will latch itself onto the engine and the whole sequence will | | repeat. | | | | Later in the fight, the Metamorph will get a couple new tricks. First it | | will turn partially invisible at certain points. This is inconvenient, but | | this doesn't really change much. Its other trick is it will now shoot a | | bolt out of its tail before doing a slow charge (attack #2 in the first | | list). Just dodge this and get ready for the charge. The Metamorph should | | be up in the air, so you shouldn't have any trouble with the doge. | | | | If you are having trouble, you can either keep at it - being lucky can | | help a lot - or level up. Once you can take a couple hits, the fight | | becomes much easier. | +-----------------------------------------------------------------------------+ For completing the world, you will get the HYPERDRIVE KEYBLADE, the EXPERIMENT 626 D-LINK, and the SPACESHIP BOARD. You can also get two more chests by returning to Deep Space and going to the Engine Room (where you fought the boss). Use the computer terminal to turn off gravity and get to the catwalks. There is also a new outside area available, connecting the Transfer Office and the Raid Deck. Not too much of interest out there though, just a new type of enemy and the chance to fight more on your Keyblade bike. =============================================================================== [WLK:V9] Ven's Story: Neverland =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | MEGALIXIR: Cape, North end | | MEGA-POTION: Cape, North end | | ETHER: Cape, Southwest corner | | HI-POTION: Cliff Road, Bottom level on the east side | | FIRAGA: Cliff Road, Central cliff top | | TREASURE RAID: Cliff Road, Destroy the rock pile in the northwest corner | | AEROGA: Mermaid Creek, Northeast corner in a cave at water level | | FINAL BREAK: Mermaid Creek, Northwest cliff top (come from the high exit in | | the Cliff Road) | | ELIXIR: Mermaid Creek, East end | | HI-POTION: Coast, Northeast corner | | CURE-ALL: Coast, West end | | LETTER BALLOON: Jungle, Northeast corner | | MEGA-ETHER: Peter's Hideout, Southeast corner | | TIME CRYSTAL: Peter's Hideout, Southeast corner | | MAP: Valley, Northwest corner | | SPINNING CRYSTAL: Valley, Northeast corner | | MEGALIXIR: Rainbow Falls: Base, Northeast corner | +-----------------------------------------------------------------------------+ | PRIZE POTS: (DANCING LEMONS, HONEY TREASURE, and RAINBOW SYRUP) | | In the Mermaid Creek on the northwest cliff top. You will have to go to | | the Cliff Road, jump on the highest cliff top there, and then go to the | | top exit to reach these guys. | +-----------------------------------------------------------------------------+ You begin in the Coast area. First go through the exit behind you to pick up the chest at the Rainbow Falls: Base. Then backtrack to the Coast, and go forward to reach the Mermaid Creek. For now, you can just follow the road along the cliff and out the exit. Keep going and eventually you will reach a save point, and then the Village where you saw the cutscene with Mickey and Vanitas earlier. You will now have a battle against Unversed, which depending on your level, might be pretty hard. I was level 18 and my attacks barely damaged the enemies. In the second wave, be sure to run around to where each of the Mandrakes is hiding so as to force them above ground where they can't hurt you. In the third wave, you will have to deal with three Wild Bruisers. These gorilla Unversed can charge you, can stomp the ground near them for a shockwave, and can shoot earth spikes along the ground. These are all very high damage attacks so pay attention to them. If there is just one Wild Bruiser, you can keep hitting him without letting him recover, but you will have to play more defensively against three at once. Guarding and countering the rush attack is a particularly useful trick. If the monsters seem too strong, now would be a good time to check out the Mirage Arena. If you do a couple rounds there, your level will catch up. Once you are done, head back to the Mermaid Creek for another cutscene and the GLIDE ability. To continue on from here, you need to get out onto the center island (you can just jump into the water and climb up from there) and then jump to the northwest. Be sure to pick up the chest in the northeast corner of the water while you are down there though. This will get you to the Cliff Road. There is a chest hidden here behind a rock pile in the northwest corner. Just keep hitting it with your Keyblade to destroy it. Also, if you jump onto the cliff top and then Air Slide or Glide to the nearby tree top, you will find an exit in the cliff wall. This will take you to the highest cliff top in the Mermaid Creek area where you will find another chest and the world's Prize Pots. Once you have everything, head north again and you will reach the Cape, and the world's main boss battle. +--BOSS FIGHT: CAPTAIN HOOK---------------------------------------------------+ | Reward: DECK COMMAND SLOT | | | | This is a pretty fun fight. For the most part, Captain Hook will rely on a | | variety of sword combos, all of which are pretty similar. You want to Guard | | all of these combos, and then counter (with Revenge Rush). In general, you | | should never start a combo of your own unless you know it's safe. Here are | | the basic things that can happen: | | | | 1. Hook comes at you with a sword combo or jump attack. Guard it, | | counter, and wait for the next attack. | | | | 2. Hook throws one or more explosive presents at you. He will do this if | | you jump into the water, but usually not while you are on the island. | | Just dodge the presents as best you can. | | | | 3. Hook turns his sword sideways to parry your attacks. Do not attack him | | here or he will counter you. Just wait for him to try something else. | | | | 4. Hook falls over after you have hit a bunch. You can now combo him | | while he gets up. | | | | 5. If you push Hook to the edge of the water, he will lose his balance | | and start teetering. A single hit from your Keyblade will knock him | | in, and then the crocodile will help you out. It's a good thing that | | the crocodile never attacks you, huh? | | | | 6. If Hook gets knocked in to the water or you do a bunch of damage to | | him in a short time, he will get mad. Steam will come out of his ears, | | he will stomp, and then come at you with a sword combo. You can hit | | him safely while he is steaming and stomping - just be ready to Guard | | by the time his combo starts. | | | | All in all, it's pretty fun. Just play defensive until Hook is vulnerable, | | and then press your advantage. If you fall into the water, swim around | | until you reach a place you can stand up underwater. You can then jump out | | from there. Just watch out for exploding presents in the meantime. | +-----------------------------------------------------------------------------+ For clearing the world, you will also get the PIXIE CHARM KEYBLADE and the PETER PAN D-LINK. Also, when you get the chance, be sure to come back for the last two chests in the Cape area. =============================================================================== [WLK:V10] Ven's Story: Mysterious Tower and Plot Interlude =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | MAGNEGA: Mysterious Tower, Furthest point from the entrance | | PERVADING CRYSTAL: Mysterious Tower, Left of the entrance | | CHAOS CRYSTAL: Mysterious Tower, Right of the entrance | | MEGA-MAGIC RECIPE: Tower: Entrance, Behind the stairs | +-----------------------------------------------------------------------------+ This world's main purpose is to kick off a fairly lengthy plot interlude. Pick up the chests in the first two areas, then head up the stairs to meet Master Yen Sid. Afterwards, you will get the DONALD D-LINK and the GOOFY D-LINK. When are you done here, head to the Mysterious Wilderness and then the Land of Departure. The only thing in these worlds is more cutscenes, but at least they are pretty cool. When everything is said and done, you will get the LOST MEMORIES KEYBLADE, and XEHANORT'S REPORT #9. =============================================================================== [WLK:V11] Ven's Story: Keyblade Graveyard =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | ELIXIR: Battlefield, Northeast corner | | MEGA-POTION: Battlefield, Southeast corner | | MAP: Battlefield, Halfway up the path | | WIND RAID: Sandstorm Road, Just west of the central pillar | | MEGA-ETHER: Sandstorm Road, Just north of the central pillar | | MEGA-POTION: Sandstorm Road, Northeast corner | | MEGALIXIR: Sandstorm Road, Northwest corner | | ELIXIR: Sandstorm Road, Just west of the central pillar | | XEHANORT'S REPORT #12: Battlefield, Northeast corner | +-----------------------------------------------------------------------------+ Welcome to the final world in Ven's story! The first area is deserted except for some chests, but the second is pretty nasty (although if you have finished another character's story already, you should know what's coming). There will be a number of whirlwinds flying around here. If you get close, the whirlwind will chase after you and swallow you up, forcing you into a fight against Unversed. The good news is the whirlwinds will not return until you leave the world (even if you save and load). Here are the three different fights you might get in each whirlwind. Fight #1: Part 1: 1 Bruiser, 2 Scrappers, and 2 Blue Sea-Salts --------- Part 2: 4 Razor Bunnies Part 3: 3 Buckler Bruisers This is the easiest of the three fights. Against the Buckler Bruisers, you can use a Shoot Lock, or you can run up behind them and hit them once. They will probably turn around and jump at you. Guard and counter-attack for a bunch of damage. Repeat. Fight #2: Part 1: 4 Red Hot Cherries --------- Part 2: 2 Illimitable Tanks and 2 Sonic Blasters Part 3: 1 Face Pile and 4 Mandrakes The last part of this fight is really nasty if you don't know what to do. The Mandrakes will constantly be shooting at you, and it will be very difficult to fight. The trick is to just Glide around, getting close to each Mandrake. This will cause the Mandrake to pull itself outside of the ground, and from then on, it won't be able to shoot at you. Fight #3: Part 1: 3 giant Floods --------- Part 2: 1 giant Chrono Twister and 3 giant Yellow Mustards Part 3: 1 giant Medicine Bottle and 4 giant Shoe Gazers The size of the enemies is what makes this fight hard. For the second part, stay back if any of the Yellow Mustards are glowing white. You probably will not be able to get past their attack. For the third part, you can tell if a Shoe Gazer is attacking if it compresses as it hits the ground. If it's just bouncing up and down without changing appearance, you can attack safely. With four of these guys though, you may want to just use a Shoot Lock. Obviously, you will want to have a healing spell in your Command Deck for these fights unless you are super high level and super confident. If you are having trouble, you can always level up in the Mirage Arena and come back later. By the way, remember this spot. It is the best place in the game to earn CP and to level up commands. After getting through the Sandstorm Road, you will come to a save point. Use it! This is the final save point in the game. When you are ready, head onwards. If you are feeling nervous about the final boss for Ven, you might want to consider first creating Combo Life and Last Life for yourself (see the Command Charge section). These will help a lot. Anyway, after a non-pre-rendered (boo) recreation of the BBS teaser trailers from KH2 and KH2FM+, it will be time for a sequence of boss fights: +--BOSS FIGHT: VANITAS ROUND 3------------------------------------------------+ | Reward: HP BOOST | | | | Remember Vanitas Round 2 from early in the game? Well, Vanitas has a few | | new tricks this time, and Mickey won't be here to help, but the fight is | | actually pretty similar overall. Here are Vanitas's attacks: | | | | 1. Vanitas summons a stream of Keyblades and flies around on top of them, | | pelting you with dark blizzard magic. Use Dodge Roll to avoid these | | projectiles. You can also hit Vanitas while he's doing this attack, | | and it's even possible to knock him off. If you know the attack is | | coming, you can hit him by starting a Shoot Lock as Vanitas runs | | towards the Keyblade stream and then unleashing once he gets on. (Once | | Vanitas actually starts circling you, you probably won't be able to | | get a proper bead on him.) | | | | So how do you know this attack is coming? Well, Vanitas will begin the | | fight with it, and he will also do it often after attack #2 below. | | | | 2. Vanitas dives into the ground, moves towards you underground, and then | | emerges directly underneath you in a shower of fire bolts. He might | | repeat this a few times. I like to Dodge Roll right over Vanitas while | | he's underground. This way, you will be invincible when he emerges. I | | think this only works with regular Dodge Roll though - not Thunder | | Roll. You can also just run away, but that's slower. | | | | 3. A two-swing combo, similar to what Vanitas did before. This time, the | | second hit also shoots off a sonic blast. The blast doesn't do much | | damage, but it can stagger you briefly, making it hard to get off a | | counter-attack. The best option is to Guard Vanitas's combo and then | | do Revenge Rush. Failing that, you can just hit him normally after | | he's done. | | | | 4. A slow fireball that splits into five fast, homing fireballs. This is | | the same as before. Dodge Roll past it when it splits. | | | | 5. Vanitas jumps into the air and sprays the ground near you with dark | | lightning. This is the same as before. Keep moving and Dodge Roll when | | it happens, just to be safe. | | | | 6. And of course, Vanitas wouldn't be Vanitas without his counter. After | | being hit, he might leave a stationary image and then appear above you | | to do a dive attack. | | | | You can deal with this fight pretty much exactly how you did Vanitas Round | | 2, although it should be easier now that you are much stronger. | | | | I actually prefer to do this fight a little differently though. If you are | | right up close to Vanitas, he will almost always use his two-hit combo, | | which can be immediately Guarded and countered for high damage. So after | | Vanitas finishes attack #1 (and attack #2 if he does it), I like to run | | right up to him and do Guard + Revenge Rush as soon as he starts an attack. | | Then, instead of trying to do a combo, I just wait for him to attack again, | | and then repeat. Sometimes he will counter with attack #6, but the beauty | | is that can also be Guarded, so the same trick works! | +-----------------------------------------------------------------------------+ After this, Vanitas reveals his true face at last, and it may be a bit of a shock if you've played the other Kingdom Hearts games before. And then it's on to the true final boss fight for Ven's story! +--BOSS FIGHT: VANITAS ROUND 4------------------------------------------------+ | Reward: None | | | | If you thought the last fight was disappointingly similar to the previous | | battle against Vanitas, then this one should cheer you up. With the X-blade | | in hand, Vanitas now unleashes a new fighting style, and the epic level | | goes through the roof. | | | +--PART 1---------------------------------------------------------------------+ | | | For most of the fight, Vanitas will rely on the following attacks. | | | | 1. Vanitas holds the X-blade in the air, charging it up with fire. He | | then lunges at you, creates a fire blast around him, lunges at you | | again, and then jumps in the air to shoot a homing blast at you. Dodge | | Roll away from Vanitas to stay safe here. When he jumps up to do the | | homing blast though, run up close. The blast will go over your head, | | and you will be free to combo Vanitas when he lands. | | | | 2. Vanitas glows blue and charges at you through the air three times in a | | row. This cannot be Guarded, but you can Dodge Roll out of the way, | | and then combo him when he lands. | | | | 3. Vanitas teleports behind you and does a short combo. He will do this | | once as a counter-attack, and he will also do it repeatedly as a | | regular attack. Try to Guard right as he appears to block him. You can | | then counter with Revenge Rush if you succeed. | | | | 4. Vanitas jumps into the air and sprays the ground near you with dark | | lightning. This is the same as before. | | | | 5. Vanitas does the traditional two-hit combo (without teleporting) but | | this time, the sonic blast heat-seeks and lasts for a long time. If | | you manage to Guard this, counter with Revenge Raid. | | | | Vanitas will be attacking constantly in this fight. Generally, you want to | | dodge or Guard his attacks, and then do a combo of your own and/or Revenge | | Rush. If he counters your combo, Guard and do Revenge Rush. After that, he | | will often do the fire attack, so you probably want to back up. It IS | | actually possible to interrupt a lot of Vanitas's attacks with damage, but | | it's risky, so be careful. | | | | Since Vanitas is so aggressive, healing can be a little tricky. If you | | don't have Leaf Bracer, try to dodge an attack first, then heal right | | after. Also, try to heal up to full right before dealing the "final" blow, | | because this battle isn't over yet, and you won't be able to heal during | | the second part. | | | +--PART 2---------------------------------------------------------------------+ | | | With only a tiny sliver of health left, Vanitas destroys the whole stage, | | and you will automatically D-Link with him. For the rest of the fight, you | | will be flying around in space, and Vanitas will be using a slightly | | smaller set of moves: | | | | Dark Splicer: Vanitas repeatedly teleports behind you and attacks. | | Dark Spiral: This is the attack from before where Vanitas glows blue and | | charges at you three times. | | Shoot Lock: You can see this coming because you will see (and hear) the | | Shoot Lock targets get fixed on you. Vanitas summons a big | | laser and sweeps it in your direction. The laser stays out | | for a long time, but it stays on the "ground" (meaning you | | can jump over it) and the range isn't too high. | | | | You can dodge these attacks well enough with Square, but unfortunately, | | that won't really help win the fight. | | | | Your goal here is to charge up your Command Bar and then do a finisher | | move. The way to do this is to repeatedly trigger a mini-game where you and | | Vanitas rush at each other. The trick is: how do you trigger the mini-game? | | Well, you can trigger it by doing Dark Spiral while Vanitas is in the | | middle of a Dark Spiral attack himself, or in the middle of a Shoot Lock. | | You can also trigger it with a Shoot Lock if Vanitas is in the middle of | | ANY attack. I don't think Dark Splicer can trigger the mini-game at all, | | which makes it pretty much useless. | | | | So, here's the strategy. Vanitas always begins with a Shoot Lock. Use Dark | | Spiral to trigger the mini-game once Vanitas's laser comes out. After that, | | immediately charge up a Shoot Lock of your own while Vanitas is stunned, | | and use that to trigger the next mini-game. (You don't need to charge it | | all the way - it just needs to still be going when Vanitas begins his | | attack.) After that, charge up one more Shoot Lock, and you should get a | | third mini-game. After winning that, you should have filled your Command | | Bar. Press O to win! | | | | So what's the mini-game? It's easy. If you trigger it with Dark Spiral, the | | game will show you a rotating analog nub. Rotate your nub in the same | | direction to push Vanitas back and win. If you trigger it with a Shoot | | Lock, the game will instead show you the O button. Tap that rapidly to push | | Vanitas back and win. | | | | If you don't know what to do, this part of the fight can be tricky, and you | | won't be able to heal. But the method I gave is pretty foolproof I think. | | Good luck! | +-----------------------------------------------------------------------------+ Congratulations! If you got this far, you will be rewarded with XEHANORT'S REPORT #10 and the end of Ven's story. The ending doesn't resolve much, but don't worry: there's time for that later. To begin the next character's story, create a new game or load a save in the prologue, and select a different character. When you start your new game, don't forget to set the Configure options, especially 333MHz speed if you want the game to be as smooth as possible.  

WALKTHROUGH: AQUA'S STORY

(Back to Menu) =============================================================================== [WLK:A0] Aqua's Story: Land of Departure =============================================================================== The main story begins with Terra and Aqua attempting the test to become Keyblade masters. Right away, there is a problem though: +-BOSS FIGHT: BERSERK ORBS----------------------------------------------------+ | Reward: HP BOOST, MAGIC WISH COMMAND STYLE | | | | These guys have two attacks: | | | | Attack 1: Fly back and forth damaging you if you are close. This does not | | do much damage. | | Attack 2: Slowly sweep lasers across the room. | | | | If an orb uses the laser attack, evade it as best you can and then hit the | | orb to make it stop. The orbs moves around a lot, but Aqua has a lot of | | long range attacks in her command deck. These all work pretty well. | +-----------------------------------------------------------------------------+ The main reward for this battle is the Magic Wish Command Style. After filling up your Command Bar with at least one or two uses of a battle command, you will now switch styles instead of using your basic finisher move. As the game goes on, you will find other finisher moves and other command styles as well. Which basic finisher move you use is chosen in the menu, but which command style you get is determined by which kinds of battle commands you use. Once the battle is over, there will be another cutscene and then off you go! As an additional reward for clearing the Land of Departure, you will begin with the KEYBLADE BOARD, which you can try out any time you would like. (See the Command Board section [MIN:CB] for more information.) You will also get the TERRA and VEN D-LINKS. Using these will temporarily change your battle commands and finisher move. D-Links can be pretty strong, especially at the beginning of the game, so don't forget to use them! =============================================================================== [WLK:A1] Aqua's Story: Castle of Dreams =============================================================================== When Aqua's story begins, you will be in space on your Keyblade bike. Only one world will be accessible so head over there. It is the Castle of Dreams. So... welcome to your first world! For each world, I will always list up-front where you can find all the treasure chests and the Prize Pots (see below) in that world. I will generally use compass directions to say exactly where each chest is. I know this isn't too helpful at first, but once you get the map for the world, you should be able to use the compass directions no problem. Now, on to Prize Pots. These guys are rare "enemies" that fly around without attacking. Every time you hit one of them, it will drop an icecream ingredient. Which ingredients you get depends on which world you are in. Once you reach Disney Town, you will be able to synthesize a few bonuses, including a new Keyblade, with these ingredients. See the Icrecream Shop section [COL:IS] if you want the details. In the meantime, try to find the Prize Pots for each world before moving on! Note: In most worlds, the Prize Pots only show up sometimes. If you do not see them, leave the area and come back until them. However, once you see them once in a world, they will not reappear until you leave the entire world. +--TREASURE CHESTS------------------------------------------------------------+ | MAGIC RECIPE: House, Southeast corner | | HI-POTION: Plaza, Northwest corner next to the stairs | | SLOW: Plaza, West side | | POTION: Plaza, Southeast corner | | TIME CRYSTAL: Grand Staircase, West side | | REFLECT BLITZ: Grand Staircase, Under the balcony just east of the stairs | | POTION: Grand Staircase, Northwest corner | | THUNDERSTORM: Grand Staircase, Southeast corner of the top balcony | +-----------------------------------------------------------------------------+ | PRIZE POTS: (SODA CRYSTALS and BIRTHDAY CAKE) | | In the Grand Staircase area, under the balcony just west of the stairs. | | You have to meet the Tremaine family before they appear though. | +-----------------------------------------------------------------------------+ Before getting too far into this world, let me repeat the advice I gave at the beginning of Terra's story, in case you are just starting off. There are three things you should be using regularly to give yourself an edge in combat: - Shoot Lock. Press L+R. You are vulnerable when charging but other than that, Shoot Locks are the strongest and safest attacks in the game. - D-Link. Unlike with other characters, you don't get the immediate bonus of healing off D-Links, but the Terra and Ven D-Links do become very strong once you level them up a bit. Press right on the directional pad to switch to the D-Link menu. - Magic Wish and/or a finisher move. These are activated whenever your command bar fills up. Which one you get depends on whether you have been using battle commands or just attacking. You can only use Shoot Lock when your Focus Bar is full, and you can only use D-Links when your D-Link bar is full, but don't worry: they fill up fast. Also, you want to level up your D-Links, and you can only do that by using them! You will start off in the Grand Staircase area. Head up the stairs to meet Prince Charming and the Tremaine family, and also to get the world MAP. Now you just need to leave the castle and head off to the Tremaine house - everything is very linear in this world so you shouldn't get lost. Be sure to pick up chests and loot the Prize Pots as you go. (See the table above for all the locations.) Once you get to the house, approach the door and then talk to the Fairy Godmother again to help Jaq the mouse. +-BOSS FIGHT: JAQ ESCORT------------------------------------------------------+ | Reward: THUNDERBOLT COMMAND STYLE | | | | You have to escort Jaq through a single room in Cinderella's house. There | | are not too many enemies in the way, but they can still be dangerous to | | both you and Jaq. | | | | First of all, I recommend equipping Slow. A single cast of this will make | | every nearby enemy much easier to deal with. Once the enemies are slowed, | | you want to be spamming magic as much as possible so that you enter the | | Magic Wish Command Style. If you can then build up the Command Bar further | | and do a Magic Wish finisher move, you will be able to take out pretty much | | everything in sight. (Be sure to move around once the finisher move starts, | | so that you hit as many creatures as possible.) The main threats here are | | the Bruisers (the big fat enemies), so keep an eye out on any of those guys | | that appear, and in particular watch out for the shockwaves they create | | when they jump. | | | | If at any point, a Square button appears on screen, you can press Square to | | protect Jaq from an incoming attack. You can often follow this up by | | pressing O to do a strong counter-attack. Mainly though, you just need to | | stay near Jaq and constantly be using your strongest magic. If you have | | trouble, you can always level up a little bit. | +-----------------------------------------------------------------------------+ With a little more intervention from Aqua, Cinderella will produce her glass slipper and off she goes. Sadly though, she won't be getting too far. Follow her back towards the castle for the world's main boss fight. +-BOSS FIGHT: CURSED CARRIAGE-------------------------------------------------+ | Reward: DECK COMMAND SLOT, HP BOOST | | | | Like Terra's and Ven's first bosses, the Cursed Carriage is both strong and | | complicated, at least for a first boss. You might want to equip a Potion so | | that you can heal if necessary. | | | | The Cursed Carriage will use the following attacks: | | | | 1. Spin around rapidly while moving towards you. This attack can do a lot | | of damage if it hits you dead-on. But if you Reflect it (push Square | | as the Cursed Carriage gets close), you will knock the Carriage over. | | You can then do one or two full combos before it gets up. Watch out | | though: it will flail around a bunch when it does get back up. | | 2. Walk towards you and attack a few times with its arms. You can (and | | should) also Reflect this attack, but the Carriage will not be knocked | | over. | | 3. Jump around a number of times, creating shockwaves wherever it lands. | | Again, use Reflect to protect yourself from the shockwaves. If you get | | a Reflect off near the Cursed Carriage, this will knock it down, just | | like for the spin attack. | | 4. Shoot out a number of smaller creatures, called Thorn Bites. These | | guys will stick around until you kill them, but they are slow and have | | no range, so it's easy to stay out of their way. You can try to kill | | them if you want, but don't lose track of the Cursed Carriage, because | | it is the much bigger threat. | | 5. Back up a bit, and then try to suck you into its mouth. This attack is | | repeated three times or until you get swallowed. You can either just | | stay back with Cartwheel, or you can maneuver behind the Carriage | | while it does this attack. That will give you time to do a combo while | | it is facing the wrong direction. Just watch out, because after the | | third attempt on this attack, the Carriage will often suddenly switch | | to something more dagerous. If you do mess up and get swallowed, mash | | O to get out. | | 6. Fly up in the air and shoot volleys of bombs at the ground. These | | cannot be Reflected. Use Cartwheel and keep moving to stay safe. | | | | This is a fight that rewards patience. It is safe to attack if the Cursed | | Carriage starts rolling around randomly like it does at the start of the | | fight, if you got behind it while it is trying to swallow you, or if you | | knock it over. That's pretty much it. In all other situations, you should | | back off and wait for the Cursed Carriage to make the first move. Evade the | | attacks and counter as described above. | | | | If you are having trouble, remember to bring some form of healing. Also, | | don't be ashamed to level up more. That will help a lot. | +-----------------------------------------------------------------------------+ As a reward, you will get a Deck Command Slot, which lets you equip another battle command, and your maximum HP will go up. You will also get the CRYSTAL WORKS KEYBLADE, the CINDERELLA D-LINK, and the ROYAL BOARD. =============================================================================== [WLK:AI] Aqua's Story: Interlude =============================================================================== With the Castle of Dreams clear, you will now have a choice of where to go next. The map points out two major story worlds that you can go to: the Dwarf Woodlands and the Enchanted Dominion. Here are some other things you can do at any point. - Go back to the Land of Departure and pick up the four chests that are there. - Go to the Mirage Arena (the far left world) and try entering a tournament. Most likely you will lose, but it's still fun. - Play a round on the Command Board (see [MIN:CB]). This optional mini-game gives you a few abilities that you cannot get in other ways, and it also helps level up whatever abilities you already have. =============================================================================== [WLK:A2] Aqua's Story: Land of Departure =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | SPARKLING CRYSTAL: Trail, Near the top exit | | HI-POTION: Trail, Near the top exit | | BIND: Trail, Near the bottom exit | | TIME CRYSTAL: Summit, Near the flags | +-----------------------------------------------------------------------------+ The only thing to do here is pick up the chests in areas you explored during the prologue. Be sure to actually do this though. Late in the game, these chests will become impossible to get, and then you won't be able to get 100% completion in the journal. =============================================================================== [WLK:A3] Aqua's Story: Dwarf Woodlands =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | LETTER BALLOON: Underground Hall, South side just west of the central | | platform | | POTION: Underground Hall, South side near the east exit | | SPARKLING CRYSTAL: Underground Hall, North side on the ledge | | MAGNET: Underground Hall, South side on the central platform | | SPARKLING CRYSTAL: Underground Waterway, South end (past the first locked | | grate) | | TIME CRYSTAL: Underground Waterway, West side (past the second locked | | grate) | | FIRE: Underground Waterway, Northwest corner (past the third locked grate) | | CRACKER FIRAGA: Courtyard, Northwest corner on a platform (need high level | | High Jump or Air Slide) | | POTION: Courtyard, Northeast corner | | MAP: Courtyard, Northwest corner on the ground | | TIME CRYSTAL: Courtyard, Northwest corner on the stairs | | SATIATED CRYSTAL: Flower Meadow, Northwest corner | | HI-POTION: Dark Forest, South end | | ETHER: Dark Forest, North end | | POTION: Dark Forest, North end | | REVENGE BLITZ: Dwarfs' House, Northwest cornwer | | POISON: Dwarfs' House, Southeast corner down the stream | | ATTACK RECIPE: Dwarfs' Room, Northeast corner | +-----------------------------------------------------------------------------+ | PRIZE POTS: (PEACH FANTASY and RASPBERRY SECRETS) | | In the southwest corner of the Flower Meadow area. | +-----------------------------------------------------------------------------+ The Dwarf Woodlands start with you meeting the "dead" Snow White (you do know the fairy tale better than that, right?). Your job is to head to the Queen's castle and look for help. Once again, this world is pretty linear so just follow the path through the woods. In the Courtyard area, there is a chest on a high platform in the northwest corner. You probably can't get it right now, but remember it's there. Once you have gotten and leveled up High Jump (or gotten Air Slide), you can come back and get the chest by jumping on top of the wall in the middle of the courtyard, then on top of the archway, and from there on to the platform. You can swing your Keyblade in mid-air to get more distance during this last jump. The next area you go to is called the Underground Waterway, and it is much more interesting. First notice there are jugs that are constantly changing color. If you hit them while they are green, they will recharge your health; if you hit them while they are blue, they will recharge your D-Link bar; and if you hit them while they are red, they will explode, damaging both you and the enemies! Plan accordingly. There are also a couple looms. If you hit one of these, it will open up one of the grates for a short time which you can then run through. The first loom opens the route to the second loom, and the second loom opens TWO grates (the second grate is in the room behind the first grate). You will have to hurry to get all the way through, but you can try as many times as you want. If you get through everything, you will get the Fire spell, which will be handy in the next room. This next room is the Underground Hall, and you willstart on a high ledge. If you fall off and want to get back, you will have to find a steam jet on the north side of the room to propel you up. There is also a platform in the center of the room, but the steam jet leading up to it is dormant. You need to first find the steam jet (next to a furnace) just west of this platform. Hit the furnace with the Fire spell you got in the previous room, and then the steam jet will come alive, allowing you to get up. Once that is taken care of, head on and you will reach the boss for the world. +--BOSS FIGHT: MAGIC MIRROR---------------------------------------------------+ | Reward: DECK COMMAND SLOT | | | | This is a rather atmospheric fight inside the heart of the magic mirror. | | You will have to deal with the following attacks: | | | | Attack 1: The mirror flies towards you, either directly or in a zigzag | | pattern. Use Reflect to avoid taking damage. | | Attack 2: The mirror pops out of the ground and shoots an ice bolt at you. | | Use Cartwheel to avoid it and at the same time approach the | | mirror for an attack or two. This sequence is always repeated | | three times in a row. If you get hit by an ice bolt, you will be | | temporarily confused, meaning your controls will be messed up. | | Attack 3: Huge rows of mirrors appear on either side of you, and they all | | spit out fireballs. Just run (don't Cartwheel) directly forwards | | along the line to avoid all projectiles. | | Attack 4: Copies of the mirror appear and start spinning around you, | | eventually shooting out a salvo of fireballs. Use Reflect to | | avoid this. After dodging one salvo, you will be able to attack | | back. Look for the mirror that is smiling (also the only mirror | | that you can target with L+R), and instead of Reflecting, run up | | to hit it after the mirrors stop to attack the SECOND time. If | | you try this the first time, you will just get hit. | | | | If the mirror is not doing any of these attacks, it is safe to go on the | | offensive. If you're lucky, you'll stun it and knock it to the ground. Once | | the mirror starts doing something though, avoid it as explained above. | | There is no reason to take any damage if you are careful. | | | | One annoyance is the game sometimes lags during attack #3. This is the main | | reason why it is better to walk than to Carthweel. You might want to switch | | to 333 MHz in the options menu to minimize this lag. | | | | Note: If you have done Terra's story already, this fight is almost but not | | completely identical to his version. Attack #2 replaces the flying | | fire bolt attack here. Also, you should use Reflect instead of | | Cartwheel/Slide for dodging attack #4. Everything else is the same. | +-----------------------------------------------------------------------------+ You will also get the ROCK SPLENDOR KEYBLADE and the SNOW WHITE D-LINK for clearing the world. =============================================================================== [WLK:A4] Aqua's Story: Enchanted Dominion =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | MAP: Witch's Castle: Jail, Southeast corner | | ABSOLUTE ZERO: Witch's Castle: Gate, Ramparts in the northeast corner | | PERVADING CRYSTAL: Witch's Castle: Gate, Ramparts west of the north exit | | CURE: Witch's Castle: Gate, On the ground just north of the north exit | | POWER CRYSTAL: Witch's Castle: Gate, Ramparts in the northeast corner | | SLEEP: Witch's Castle: Gate, Ramparts in the southwest corner | | CONFUSE STRIKE: Witch's Castle: Throne Room, South end | | HI-POTION: Witch's Castle: Underground, West platform | | ICE BARRAGE: Witch's Castle: Undergruond, Southeast platform (need high | | level High Jump) | | HI-POTION: Witch's Castle: Entrance, Southwest corner | | ETHER: Forest: Lakeside, West side (halfway through the room) | | LETTER BALLOON: Forest: Lakeside, West side (towards the south) | | POTION: Forest: Lakeside, Southwest corner | | HI-POTION: Forest: Square, East side | +-----------------------------------------------------------------------------+ | PRIZE POTS: (ROSE HONEY and AZURE JELLY) | | In the south end of the Forest: Lakeside area. If you are coming from the | | Forest: Square, the Prize Pots should be in the nook immediately on your | | left as you enter. | +-----------------------------------------------------------------------------+ You begin outside Maleficent's dark and foreboding castle, and Aqua, being the brave hero types, wants to explore. Lucky you! Head up the bridge to reach the gate area. Unfortunately, most of the ramparts here are inaccessible right now, but do be sure to pick up and equip CURE from the chest near the north exit. Here and elsewhere in the castle, you will be fighting lots of Pig Soldiers. In large packs, these guys can be pretty dangerous. They are aggressive, they have strong melee attacks, and they can also pester you from range with arrows. The good news is they are completely incapacitated by elemental magic: Fire, Blizzard, and Thunder. So if you are having trouble, be sure to equip those spells. Anyway, head inside and you will get unceremoniously booted down to the jail area. From here, your goal will just be to escape. It's pretty linear, so you shouldn't have much trouble finding your way. The first real challenge is in the Altar Room, where you will have to fight a bunch of Pig Soldiers. Try to pick off enemies that are away from the main group here. Pig Soldiers are most dangerous when you are surrounded. If you get badly wounded, just back off and cast Cure. The room is huge, so you should have no trouble finding a place to rest if you need it. After the fight, you can take the exit in the northeast corner or in the south wall to reach the upper platform of the Witch's Castle: Underground, where you can one of the the two chests. The other chest requires jumping a long way, which you probably can't do yet, even with Reflect Blitz. I recommend coming back later. When you are ready, go out the west exit from the Altar Room, and then head on through the Throne Room to get outside. +--BOSS FIGHT: ESCAPE MALEFICENT'S CASTLE-------------------------------------+ | Reward: HIGH JUMP | | | | The Gate area is teeming with Pig Soldiers, and the route out has been | | blocked off. Your main goal here should be to kill any and all Pig Soldiers | | on the ground. More enemies will be pelting you from the ramparts the whole | | time, so be ready to duck behind a wall and heal if necessary. | | | | Once you have killed all available Pig Soldiers, Philip will run over to | | a spot by the ramparts and beckon to you. Go up to him, press Square, and | | then O to knock out a hole in the wall. You can then use that hole to climb | | up. From there, you will find a wheel tucked into a corner. Smack it with | | your Keyblade to open one of the gates blocking your way. There are two | | gates altogether, so you will need to do whole this sequence twice. | | | | The main catch is that if you don't push O in time after pushing Square, | | more Pig Soldiers will appear, and you will have to kill them before trying | | again. So be ready to push O after pushing Square! Also, if all the enemies | | are dead on the ground, but Philip is still just following you, try walking | | near the enemies on the edges of the ramparts. Some of them will jump down, | | and killing them will let you move on. | +-----------------------------------------------------------------------------+ Now just keep heading onwards through the forest until you reach the Bridge, and the world's boss fight. +--BOSS FIGHT: DRAGON MALEFICENT----------------------------------------------+ | Reward: HP BOOST, FIRE BLAZER COMMAND STYLE | | | | This fight can be pretty tricky if you don't know what you're doing. At | | first, Maleficent will just stay on one end of the bridge, and use the | | following attacks: | | | | 1. Breathe green fire, covering the entire bridge in front of her. Except | | in one important case (see below), the only way to dodge this is to | | run past Maleficent so you are behind her head. Just wait there until | | the fire disappears. While you wait, you can pelt her with Shoot Locks | | and/or ranged spells. | | | | 2. Biting attacks directly ahead of her. Stay back until she is done and | | then you can hit her a couple times. | | | | 3. Stomp on the ground, once with each front foot, causing shockwaves. | | This attack will be repeated three to four times altogether without | | much pause, and then unless you daze her, Maleficent will always | | follow up with attack #4. You can combo Maleficent during this time, | | but try to time it so that you are in the air while she is stomping. | | | | 4. Maleficent rears up on her hind legs, then comes crashing back down. | | This can hit you if you are anywhere near her, even if you are in the | | air. Either stay back or use Reflect. One of two things could happen | | next. Maleficent could stop and pause, in which case her next attack | | could be anything. More often though, she will repeat this attack | | three to four times and then breathe fire (similar to attack #1, but | | covering a little more range and lasting longer.) If Maleficent does | | repeat the rearing attack, you will also hear Philip calling to you. | | Run behind him, and he will protect you from the fire breath. You will | | then be able to do the good old Philip combo where you push Square + O | | for a free hit on Maleficent. This stuns her too, so you should have | | time to follow it with a combo. | | | | If you don't know what attack is coming next during this phase, you should | | stay close to Maleficent, and be ready to duck behind her. Once she commits | | to attack #3 or attack #4 though, it becomes more predictable. Get in what | | hits you can, and then be ready to hide behind Philip. | | | | Eventually, Maleficent will switch her strategy and fly into the air. She | | will (slowly) charge across the bridge, land on the other side, rear up | | once, and then if you are in front of here, she will cover the whole bridge | | with green fire. And then she will repeat. What you need to do is stay | | close to Philip. As Maleficent begins her charge, you will get the option | | of doing the Square + O combo to get catapulted onto her back. You can | | actually combo her from up there, but don't get fancy with deck commands - | | you don't want to fall off too soon. Once you do fall off, run to the end | | of the bridge that Maleficent is at, so that you are a bit behind her when | | she lands. Eventually, she will fly up again, and the whole sequence will | | repeat until you beat her. | | | | There shouldn't be any real surprises during this part - just be careful | | you don't end up far away from Maleficent when she lands. If that happens, | | you will have nowhere to go when she breathes fire. | +-----------------------------------------------------------------------------+ Afterwards, you will get the FAIRY STAR KEYBLADE, XEHANORT'S REPORT #6, and a bit of cheesy dialogue. You tell her, Aqua! =============================================================================== [WLK:A5] Aqua's Story: Radiant Garden =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | POTION: Main Street, Northeast corner | | ETHER: Main Street: Southwest corner | | HI-POTION: Waterway, Northeast corner along the outer wall | | THUNDARA: Waterway, North end on the top level | | HI-POTION: Waterway, South end in a nook off the main bridge | | GUARD RECIPE: Waterway, North end on the top level | | BARRIER CRACKER: Fountain Square, Northeast corner on the platform | | MOISTURE CRYSTAL: Fountain Square, Northeast corner on the platform | | XEHANORT'S REPORT #3: Merlin's House, West end | | ZERO GRAVITY: Garden, Bottom level southwest corner | | PERVADING CRYSTAL: Garden, Second level southeast corner | | STRIKE RAID: Garden, Second level northwest corner | | TIME CRYSTAL: Garden, Top level north end | | MAP: Front Gate, South end | | CURE-ALL: Front Gate, South end | | DETONATE SQUARE: Front Gate, West end of the top level | +-----------------------------------------------------------------------------+ | PRIZE POTS: (SOY MILK, JET SODA, and FLOWER JELLY) | | In the northeast nook along the water in the Fountain Square. You will | | have to clear a group of four Blue Sea-Salts first. | +-----------------------------------------------------------------------------+ You begin in the Town Square area with only one exit open to you. (Aqua will refuse to go in the other directions.) This will take you to the Garden area where you will meet a couple new and nasty enemies. First of all, there are Mandrakes: green plants that spawn from far away and shoot projectiles at you along the ground. If these guys are causing problems, get close to them with Cartwheel, and they will pop out of the ground. After that, they will stop shooting projectiles and you will be able to do whatever you were doing in relative peace. There are also Illimitable Tanks; these guys are basically giant balloons. After you hurt them a bunch, they may glow red and start rolling around on the ground. They are invincible at this point, and they will blow up in 10 to 15 seconds. Just back off. Anyway, head up to the Front Gate of Ansem's Castle, and you will meet Mickey Mouse and a young Kairi. You will have to beat a group of Unversed here, but with Mickey's help, you shouldn't have too much trouble even if you are low level. Afterwards, you will get the MICKEY D-LINK and the DESTINY BLAZE KEYBLADE. Now follow the giant Unversed out to the Garden and then through the new exit to reach a boss fight. +--BOSS FIGHT: TRINITY ARMOR--------------------------------------------------+ | Reward: HP BOOST, BLADE CHARGE COMMAND STYLE | | | | If you have played other Kingdom Hearts games, you probably remember the | | Guard Armor. Well, this guy is an updated version of that boss. Basically, | | he has separate legs, arms, and head, and you need to kill them one at a | | time. | | | | At the beginning of the fight, the pieces are all attached, and the Trinity | | Armor will use the following attacks in order: | | | | Attack 1: Shoot fireballs up into the sky. These will land on the ground | | where you and your allies were standing a couple seconds ago, | | and they will explode into more fireballs on contact. While the | | fireballs are being shot up, you should have time for two quick | | combos. After that, immediately start moving so you are not hit. | | Attack 2: Fly directly at you (or one of your allies) in a ramming attack. | | The Trinity Armor will do this three times in a row. Use Reflect | | to avoid this. | | Attack 3: Move to the center of the room, charge up a huge laser, and send | | it back and forth in a sweeping motion around the room. While | | the Trinity Armor is moving and while it is charging the laser, | | you should have time to hit it a bunch. Once the laser is out, | | use Cartwheel to run right THROUGH it as it sweeps by. You are | | invincible while the Cartwheel is happening! | | | | After these three attacks (or earlier, if you kill something quickly), the | | Trinity Armor will split into pieces, and you will have time to do a little | | more damage before the next attack. I don't think there's anything random | | in what it does, but the attack order depends on what you've destroyed, so | | it's a bit complicated. I will just list the options: | | | | Attack 1: All pieces of the Trinity Armor start spinning rapidly across | | the room. If you get hit by one, you will take heavy damage. I | | recommend going into a corner and protecting yourself with | | Reflect while this attack happens. If you have a high-level | | Shoot Lock, you can also use that to give yourself temporary | | invincibility. | | Attack 2: The pieces might just do their own thing. The legs stomp around, | | and the head and arms fly around. This is a good time to attack. | | You might take a little damage here or there, but it won't hurt | | too much. | | Attack 3: If at least two pieces are alive, they might slowly circle | | around the room, shooting a constant lightning beam towards the | | center. This attack looks scary but is actually not too bad. Run | | to the outside of the room, and attack whichever piece of the | | Trinity Armor is moving towards you. | | Attack 4: The head might shoot fireballs or lasers all over the place. I | | recommend just evading while this happens. This often seems to | | be followed by attack #1, so be ready. | | Attack 5: The remaining pieces of the Trinity Armor might fuse together | | and do the giant laser again (attack #3 in the first list). | | | | In general, watch out for the spinning attack (#1 in the second list), the | | giant laser (#3 in the first list), and the fireball/laser sprays (#4 in | | the second list). The rest you can probably handle without too much danger. | | By the way, you have to destroy the head last. It will stop taking damage | | at some point if the other pieces are left alive, so if that happens, just | | switch targets. | | | | Good luck! You will be doing this fight at least three times throughout the | | course of the game, so I hope you like it! | +-----------------------------------------------------------------------------+ After the fight, you will also get a TICKET TO DISNEY TOWN. You can't go back the way you came, but there's another exit taking you to the waterway and then to Fountain Square. There are some chests here on a platform in the northeast corner. To get to them, jump from the central platform on the third level down to the water jet on the east platform on the second level. The water jet will propel you all the way up to the east platform on the highest level. One more jump will get you to the chests. Make sure you equip the BARRIER CRACKER ability you find there - it is one of the best abilities in the game. In the next area, you will meet Merlin. Go into his house and examine the book to get the HONEY POT BOARD. Once you are ready, keep going and you will find yourself back on Main Street where another boss will be waiting for you. +-BOSS FIGHT: VANITAS ROUND 1-------------------------------------------------+ | Reward: DECK COMMAND SLOT | | | | This fight is pretty much the same as Ven's fight against Vanitas in the | | Mysterious Wilderness, but you should have Reflect and Barrier Cracker | | here. These two abilities make everything much easier. | | | | Vanitas is very aggressive, and will constantly be coming after you with | | one of the following attacks: | | | | 1. A two-hit combo starting with a long dash, meaning you can be hit even | | at a distance. | | 2. A slow fireball that soon splits into five fast homing fireballs. | | 3. Jump into the air (possibly covering a long distance to get to you), | | and then spray the ground with lightning bolts. | | 4. After being hit, Ven will also sometimes leave a stationary image of | | himself behind, appear above you, and come down with a diving attack. | | | | Except for the lightning, all of these attacks can be blocked by Reflect, | | and Vanitas won't use the lightning if you are close up. | | | | So the strategy's really simple actually. Run up to Vanitas and Reflect as | | he is about to attack, then press O to do Barrier Cracker. There is no need | | to do regular combos at all and risk Vanitas countering, although if you | | are feeling confident, you certainly can. | | | | If you take damage and need to heal, then things get a little trickier. | | Unless you have Leaf Bracer already, there is a serious danger that your | | Cure spell will be interrupted by Vanitas's lightning attack. To prevent | | that, be patient! Wait for Vanitas to attack and evade him with Cartwheel. | | Then immediately cast Cure before he can attack again. | | | | If all goes well though, you shouldn't really have to heal. Stay right up | | close and abuse Reflect + Barrier Cracker. Once you get the pattern down, | | Vanitas won't have a chance. | +-----------------------------------------------------------------------------+ =============================================================================== [WLK:A6] Aqua's Story: Disney Town =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | MAP: Main Street, Southwest corner | | POTION: Main Street, Northwest corner | | SPINNING CRYSTAL: Race Venue, Northwest corner on the second level | | FIRA: Race Venue, Southeast corner on the bottom level | | SLOTS BLADE: Race Venue, Rooftop (come from Pete's Playground) | | SATIATED CRYSTAL: Trick Room, Southwest corner on a platform (must activate | | the machine to get it) | | MEGA-POTION: Trick Room, Northwest corner on a platform (must activate the | | the machine to get it) | | CHAOS CRYSTAL: Trick Room, Northwest corner on a platform (must activate | | the machine to get it) | | THUNDER: Trick Room, Northwest corner on the bottom level | | THUNDER: Trick Room, Southwest corner on the bottom level | | POWER CRYSTAL: Trick Room, Platform north of the elevator (must activate | | the machine to get it) | | MEGA-POTION: Trick Room, Platform north of the elevator (must activate the | | machine to get it) | | CURE-ALL: Pete's Playground, Alcove in the top left | | ACTION RECIPE: Pete's Playground, Alcove in the top left (same alcove as | | the previous chest - check every corner) | | AERIAL SLAM: Pete's Playground, Alcove in the top right | | BREAK TIME: Pete's Playground, Central alcove behind a grate | | MOISTURE CRYSTAL: Pete's Playground, Central alcove above the grate (the | | one near the top exit to the Race Venue) | +-----------------------------------------------------------------------------+ | PRIZE POTS: (PIXIE PEPPERS and TOON CURRY) | | In the corner straight ahead and to the left as you enter the Race Venue | | area from where Chip and Dale are. The Prize Pots should appear after | | clearing a group of four Blue Sea-Salts. | +-----------------------------------------------------------------------------+ Disney Town is primarily a hub of mini-games. In fact to complete the world, all you need to do is wine one round of Fruit Scatter. Talk to Horace the cow to get started. For more information on Fruit Scatter and the other mini-games located here (Rumble Racing, Rhythmic Icecream, and the Icecream Shop), see the mini-game section of the guide. There are also a number of chests to pick up, quite apart from all the mini-games. Their locations are very similar for each character, so if this is not your first playthrough and if you remember what to do, feel free to skip the rest of this section. Most of these chests are hidden in the sewers. Go to Main Street and examine the manhole cover to go down. In this area, you will see a giant machine with a lightning bolt on it and a power gauge. You need to hit it a bunch with Thunder-based attacks to charge it up. The charge will go back down over time so you have to be fast, but the game gives you two Thunder spells in the same room to help you out. You can also use the Thunderbolt Command Style. Once the machine is going, you can get on an elevator to reach the upper levels. Jump on the moving hands and gears to move around up here and pick up all the chests (see the list at the start). If you are having trouble with the jumping, don't worry about it too much. You can come back later with Air Slide, and it will be easy. If you go south from the upper level, you will also find a whole new area: Pete's Playground. Climb the stairs and get on the glove to propel yourself out into a giant pinball machine! Propelling yourself up is a little finicky: I think how far you go is based on when you press X. If you look at Aqua, you will see a circular signal that keeps pulsing out from around her. I found it helped to press X around the time this circle faded out. The shaft doesn't have walls all the way up, so you can move yourself out to the left if you get most of the way up. Once in the pinball machine, you can bounce around and pick up lots of money. Use L and R to hit the flippers and try to make it to the various alcoves to pick up the chests. Be sure to get BOTH chests in the left alcove! There is also a set of locked bars. To unlock them, you need to smash into each of the four bumpers marked with a crown. Each time you hit one of these bumpers, a light will go on near the bars, and eventually they will retract. Go wild and have fun here! One of the alcoves in this area also leads to the rooftops of the Race Venue area where you can find yet another treasure chest. When you complete the world, you will get the TOWN BOARD. If you have already finished the game with the other two characters, you will also see an extra cutscene where you are given the Million Dream Award. =============================================================================== [WLK:A7] Aqua's Story: Olympus Coliseum =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | FIRE STRIKE: Coliseum: Entrance, Northeast corner | | CURA: Coliseum: Entrance, Nook just west of the north exit | | MEGA-POTION: Coliseum: Entrance, Southwest corner | | MAP: Coliseum: Lobby, East Side | +-----------------------------------------------------------------------------+ | PRIZE POTS: (LIGHTNING CANDY, COTTON CANDY, and HERO ORANGES) | | In the southeast corner of the City of Thebes area. You have to clear the | | world first though. | +-----------------------------------------------------------------------------+ Olympus Coliseum begins with a long but straightforward battle against some Unversed. If you are having trouble here - especially if you aren't doing much damage - consider gaining a couple levels and coming back. The Mirage Arena is one very good place to do that. You will soon have to do some timed fights here, and if you aren't doing much damage, they will be pretty tough. Once the Unversed are taken care of, Phil will fast-talk you into entering the Coliseum games. Talk with him in the Lobby to get started. +--BOSS FIGHT: COLISEUM TOURNAMENT--------------------------------------------+ | Reward: HP BOOST | | | | You will have to clear ten groups of Unversed without a break, and with a | | time limit during each round. Here is the exact list of what you are up | | against: | | | | Round 1: 3 Scrappers (30 seconds) | | Round 2: 1 Bruiser (15 seconds) | | Round 3: 3 Chest Spiders (30 seconds) | | Round 4: 3 Blue Sea-Salts, 3 Yellow Mustards, and 1 Axe Flapper | | (40 seconds) | | Round 5: 3 Razor Bunnies (15 seconds) | | Round 6: 3 Mandrakes and 2 Axe Flappers (50 seconds) | | Round 7: 3 Buckler Bruisers (50 seconds) | | Round 8: 1 Chrono Twisters, 2 Red Hot Cherries, and 2 Blue Sea-Salts | | (50 seconds) | | Round 9: 6 Shoe Gazers (40 seconds) | | Round 10: 30 Jellyfish (40 seconds) | | | | The best thing you can do is set up your command deck so that you have one | | healing spell and a bunch of strong attack commands. Since Aqua specializes | | in magic, thinks like Zero Gravity and Thunder are always good choices. If | | you spam Battle Commands during the fights, you also switch Command Styles, | | which helps a lot. Blade Charge in particular is amazing if you manage to | | get to it. | | | | I found the toughest rounds to be 4, 5, and 10. In Round 4, there are just | | a lot of enemies and they can be evasive. Ranged spells (like Fire) and | | disable spells (like Zero Gravity) should help. Round 5 is remarkable only | | for the short time limit. Throw defense to the wind and charge in, spamming | | whatever area-of-effect spells you have. Finally, for round 10, the | | Jellyfish are actually pretty dangerous. Keep at full health and use more | | area-of-effect damage spells to wipe out several enemies at a time. | | | | Depending on your deck, you might also have trouble with Round 7 because of | | the Buckler Bruisers' defenses. Use magic, try to hit them from behind, and | | failing that, use a Shoot Lock. | | | | Good luck! | +-----------------------------------------------------------------------------+ After another cutscene, it is time to face Zack. If you have played Terra's story already, you might be getting nervous, but don't worry: he's easier here than either of Terra's fights against him. +--BOSS FIGHT: ZACK-----------------------------------------------------------+ | Reward: DECK COMMAND SLOT | | | | Zack can do a bunch of damage, but he is easy to dodge. Like the Vanitas | | fight in Radiant Garden, he is also extremely vulnerable to Reflect and | | Barrier Cracker. Here are the attacks he uses: | | | | Swing: Zack runs towards you, and then does a regular sword combo. You | | should Reflect this with Square, counter with Barrier Cracker, and | | then do a combo. | | Light Bolt: Zack shoots a homing bolt towards you along the ground. You | | can Reflect this or Cartwheel past it to Zack, and then do a | | regular combo. | | Jump: Zack jumps up into the air and lands with a shockwave. Unlike when | | Terra fights Zack, this CAN be Reflected. So do that, and then | | counter with Barrier Cracker and a combo. | | Taunt: Zack will sometimes stop and taunt you. You have time for a free | | combo here if you want. | | | | As with Vanitas, run up to Zack, wait for him to attack, and then use | | Reflect + Barrier Cracker, followed by a combo. If you need to heal, back | | off, dodge an attack with Cartwheel, and then do it. It's the same strategy | | as the Vanitas fight, only easier. | +-----------------------------------------------------------------------------+ Talk to Phil again for the final Olympus Coliseum battle. +--BOSS FIGHT: HADES AND THE ICE COLOSSUS-------------------------------------+ | Reward: DIAMOND DUST COMMAND STYLE | | | | If you remember the Ice Titan from Kingdom Hearts 1, you might be a little | | freaked out when you see your opponents here. Don't be fool by appearances | | though: this is another easy fight. The Ice Colossus here isn't anywhere | | near as powerful as the Ice Titan was from Kingdom Hearts 1. | | | | Unless you go after him, Hades will just watch, so you can focus on the Ice | | Colossus first. If he is not facing you, the first thing the Ice Colossus | | will do is slowly turn around until he is facing you. Every time he turns, | | he will stomp with his feet, creating a shockwave. Once he is facing you, | | he will do one of the following three attacks: | | | | 1. He will shoot a stream of ice pellets at you. You can evade this by | | running to the side, but if you hold still, you will get hit no matter | | where you area. The Ice Colossus will repeat this attack until you are | | no longer in front of him. It is his most dangerous attack, so when he | | does it, run behind him until he stops. | | 2. He will lean forward and breathe frost in front of him. | | 3. He will punch the ground in front of him, creating a shockwave. | | | | The only dangerous attack here is #1, and the Ice Colossus actually won't | | do it if you are close. So here's the strategy. Run underneath but slightly | | in front of him. He will stop stomping and then do attack #2 or #3. These | | are both slow and both will miss you down there, so you can use this time | | to hit his ankles with impunity. He will then start stomping again, so | | repeat until dead. While he is stomping, you can either keep hitting him or | | focus on evading the shockwaves, whichever you prefer. | | | | Once the Ice Colossus is down, Hades will actually start attacking. He | | really only does two things: | | | | 1. Walk towards you and then do a melee attack. | | 2. Shoot a fireball at you. | | 3. Glow red, shoot flames out around him in a spinning attack, and then | | slowly move towards you. Hades is invincible during this attack. | | | | The great thing is everything but attack #3 can be interrupted by damage. | | So just walk up to Hades and keep hitting him. That's it! He will never | | actually be able to recover and fight back... unless of course he does | | attack #3. If you see him glow red, back off and stay out of range until he | | is done. Then go back to hitting him until he glows red again, or dies. | | Compared to some of the other bosses, it's a pretty easy pattern. | +-----------------------------------------------------------------------------+ For completing the world, you will also get the MARK OF THE HERO KEYBLADE and the ZACK D-LINK. =============================================================================== [WLK:A8] Aqua's Story: Deep Space =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | TELEPORT: Planet Turo: Containment Block, North component on the east wall | | FINAL BREAK: Planet Turo: Containment Block, High north component on the | | west wall | | SPINNING CRYSTAL: Planet Turo: Containment Block, Low north compartment on | | the west wall | | MEGA-POTION: Planet Turo: Containment Block, South compartment on the east | | wall | | MAP: Planet Turo: Transfer Office, East end | | HI-POTION: Spaceship: Transfer Office, Center | | ETHER: Control Room, In the big central part | | LETTER BALLOON: Control Room, South end | | FIRE BLITZ: Link Block, Bottom level south end (gravity must be ON) | | RAINBOW SHOWER: Link Block, Fourth level east end (gravity must be ON) | | ZERO GRAVIRA: Raid Deck, High platform on the east side | | SATIATED CRYSTAL: Raid Deck, Southeast corner (gravity must be ON) | | MEGA-ETHER: Raid Deck, Northeast corner (gravity must be ON) | | MEGA-ATTACK RECIPE: Engine Room Entrance, Southeast corner | +-----------------------------------------------------------------------------+ | PRIZE POTS: (BALLOON MELONS, FLUFFY CREAM, and ROCKET LAMUNE) | | At the south end of the Planet Turo: Containment Block area. | +-----------------------------------------------------------------------------+ Deep Space opens with a short battle against the Unversed. As always, if these enemies seem too hard, don't forget that you can level up at the Mirage Arena. Afterwards, the Grand Councilwoman will ask you to find Stich and Doctor Jumba for her. When you are ready, move out along the one possible path, and you will eventually reach the outer hull. +--BOSS BATTLE: SPRING LOADS--------------------------------------------------+ | Reward: AIR SLIDE | | | | You will be on your Keyblade bike, which means you can't heal, but you | | shouldn't need to. Fly around, spamming Triangle to attack. If you get near | | one of the poles in the corners, you can also slingshot off it with O. As | | long as you are constantly pushing Triangle though, you should be okay. | +-----------------------------------------------------------------------------+ Air Slide is one of the best movement abilities in the game, so be sure to equip it! Now head back to the Spaceship: Transfer Office, and defeat enemies until the room is clear. Once they are dead, you should be able to use the machine in the center of the room to reach Planet Turo. In the next room here, you will meet Stitch again and have another fight against the Unversed. +--BOSS BATTLE: UNVERSED IN PLANET TURO: CONTAINMENT BLOCK--------------------+ | Reward: HP BOOST | | | | There's nothing special here. If you have gotten this far, you shouldn't | | have any trouble against more random Unversed, especially with Stitch's | | help. | +-----------------------------------------------------------------------------+ After the fight is over, you will once again be taken back to the Control Room to speak with the Grand Councilwoman. To proceed, take the southeast exit from here. First though, you might want to head back to the Planet Turo: Containment Block area. There are Prize Pots in the far south end, and there are also a number of chests in the compartments, which you can get to using the various elevators. Unless you have leveled up Air Slide, the easiest way to get onto east-side platforms is to climb up on the west wall, go to the southwest corner, and then to jump from there onto the far southeast platform. By the way, I recommend NOT equipping Teleport when you get it. Like Ven's Turn Slide, it will sometimes trigger when you mean to Reflect/Guard, and it is really much worse. It is also kind of fun though, so it's up to you. When you do head onwards from the Control Room, you will reach the Link Block. This room is pretty much one big shaft, and you won't be able to climb up by normal methods. Fortunately, there are a couple computer terminals, and if you activate these, you can turn gravity off in the room. You will then be able to jump really high and climb up to the exit. The only catch is one of the chests here will float away while gravity is off, so you need to turn it back on temporarily to pick up that chest. After that, it is time for the world boss. +--BOSS BATTLE: CAPTAIN GANTU-------------------------------------------------+ | Reward: DECK COMMAND SLOT | | | | The bigger they are, the harder they fall! This might not be true for every | | boss in every game, but it's certainly true for this guy. Here are the | | attacks he will use: | | | | 1. Shoot at you five times with his ray gun, pausing between each shot. | | You can Reflect this attack, but it is better to just run right at | | Gantu and start attacking. He won't be able to hit you when you are | | that close. After he is done shooting, Gantu will walk around for a | | few seconds without attacking, giving you time to hit him even more or | | to back off. | | 2. Spin slowly in a circle, spraying everywhere with his ray gun. You can | | stay safe with Reflect, or you can also run up and hit Gantu while he | | is firing. Gantu will always follow this with attack #3, so be ready. | | 3. Charge towards you at high speed. You can stay safe and counter with | | Reflect, but Gantu often attacks again right after, so be careful. | | 4. Swipe at you with his arms if you are nearby. This cannot be Reflected | | and it has high range, so the best way to avoid getting hit is to not | | be near Gantu unless you know he's busy doing other things. | | | | Sometimes, you will also see Stitch jumping up and down. Run over to him, | | push Square and then Circle to throw him onto Gantu. This will distract | | Gantu, and leave him vulnerable for a combo or two. | | | | If you can beat the enemies in Deep Space, this guy probably won't be too | | hard no matter what you do. But if you want to play it smart, the trick is | | to hit Gantu during attacks #1 and #2 or when he is stunned by Stitch. The | | rest of the time, hang back and wait for him to make a move. He telegraphs | | his attacks way in advance, so you shouldn't have trouble once you learn | | how to deal with each one. | +-----------------------------------------------------------------------------+ For completing the world, you will get the HYPERDRIVE KEYBLADE, the EXPERIMENT 626 D-LINK, and the SPACESHIP BOARD. You can also get four more chests by returning to Deep Space and going back to the Raid Deck. There is a high chest on the east side that you need to turn gravity off to reach, and there is also a door lower down on the east side leading to a chest in the Engine Room Entrance. The gravity must be on to go through that door though. =============================================================================== [WLK:A9] Aqua's Story: Neverland (and Destiny Islands) =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | FIRAGA BURST: Mermaid Creek, Northeast corner in a cave at water level | | ELIXIR: Mermaid Creek, East end | | HI-POTION: Coast, Northeast corner | | ETHER: Coast, West end | | HI-POTION: Jungle, Northeast corner | | DETONATE SHIELD: Peter's Hideout, Southeast corner | | ELIXIR: Peter's Hideout, Southeast corner | | MAP: Valley, Northwest corner | | MEGA-POTION: Valley, Northeast corner | | CURE-ALL: Rainbow Falls: Base, West side in the middle of the river | | TIME CRYSTAL: Rainbow Falls: Base, Northeast corner | | TIME SPLICER: Rainbow Falls: Central, West side on the top route | | THUNDAGA: Rainbow Falls: Central, West side on the bottom platform | | CHAOS CRYSTAL: Rainbow Falls: Central, West side on the bottom platform | | FIRAGA: Rainbow Falls: Central, East side on the top route | | MEGA-ETHER: Rainbow Falls: Peak, Northwest corner | +-----------------------------------------------------------------------------+ | PRIZE POTS: (DANCING LEMONS, RAINBOW SYRUP, and MERMAID SALT) | | At the northern end of the Village area. They only appear after you have | | cleared the world. | +-----------------------------------------------------------------------------+ Neverland, as seen by Aqua, is unique among all major Birth by Sleep worlds in that you do not need to kill a single Unversed to complete it. Pretty cool, huh? You begin in the Village area with a treasure map. Head north to the Jungle and be sure to enter Peter's Hideout (the big tree in the middle) to get a couple chests. Next is the Mermaid Creek. There is an easy-to-forget chest here in a cave in the northeast corner. Jump into the water to get to it. Once you are ready, go out to the south and keep going until Peter asks you and the lost boys to climb up the mountain. He will make a bunch of booster orbs appear, and you will be jump into these to get boosted into the air. Follow them up to the Rainbow Falls: Central area. This place is more interesting. You can fall off at any point, in which case you'll end up back at the start. Your eventual goal is an exit on the west side, and there are two routes to get there. You can either keep going straight forward (the bottom route), or before you reach the first booster orb, you can loop around back to find another booster orb behind you (the top route). There are a couple chests available only via the top route, so I recommend that way. Eventually the route will end with seemingly nowhere to go. Just drop off the platform you are on, and you should end up on a low platform on the west side with a couple chests. If you miss the jump, that's okay! Take the bottom route, and you will be able to see this lower platform and jump to it. From here, climb up, jump and Air Slide to the west and you will reach the end. The final part requires you to jump and then hit three booster orbs in succession without landing. It can be a little tricky, but you can try as much as you want, so you should be able to get it eventually. Keep going from here, and you will reach... the place you started! Stupid Peter. At least you get the cool DOUBLE FLIGHT ability for all your work. When you are ready, head west to the Village to meet an old "friend". Before doing this though, make sure you pick up the chests in the Land of Departure! You will not be able to go back there anymore. (The reason for this will become clear once you do Terra's story, if you have done it already.) +--BOSS FIGHT: VANITAS ROUND 2------------------------------------------------+ | Reward: HP BOOST, GHOST DRIVE COMMAND STYLE | | | | Vanitas is back and has decided he no longer needs you around as a Plan B, | | which means battle time! He has higher stats now so you probably want to be | | over level 20 to actually be able to do damage, but his fighting style has | | not changed too much. See the description in [WLK:A5] if you want a | | refresher course on how the Vanitas fight works. | | | | The main wrinkle this time around is Vanitas will now sometimes jump into | | the air and then burrow into the ground. He will follow you around and then | | emerge with an explosion once he gets close enough. He might also repeat | | this attack a few times in a row. To avoid it, I like to do a Cartwheel | | right over Vanitas as he follows you underground. This way, you will be | | invincible when he emerges. I think this only works with regular Cartwheel | | though - not Fire Wheel. You can also just run away, but that's slower. | | | | After doing this submergeattack, Vanitas will also be powered up for a | | while, which means his standard two-hit will shoot out a heat-seeking sonic | | blast at the end. The sonic blast doesn't hurt too much, but it can be a | | nuisance if you didn't manage to interrupt his combo with Reflect. | | | | For the most part, you want to fight Vanitas here the same way you did in | | Radiant Garden, which means stay close, block his attacks with Reflect, and | | then counter with Barrier Cracker and maybe some regular attacks as well. | | Barrier Cracker is the safest option, but using other attacks can let you | | switch command styles, which is always nice. If Vanitas jumps up in the air | | while this is happening, back off. He is probably doing the new burrowing | | attack, and Reflect won't help against that. | | | | Otherwise, this fight is pretty much the same as before. Good luck! | +-----------------------------------------------------------------------------+ For completing the world, you will get the PETER PAN D-LINK and the PIXIE CHARM KEYBLADE. You will then get an amusing cutscene on Destiny Islands where Aqua meets Sora and Riku from the main Kingdom Hearts series. There you will get the RAIN STORM KEYBLADE. =============================================================================== [WLK:A10] Aqua's Story: Mysterious Tower =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | MAGNEGA: Mysterious Tower, Furthest point from the entrance | | SPARKLING CRYSTAL: Mysterious Tower, Left of the entrance | | MEGALIXIR: Mysterious Tower, Right of the entrance | | MEGA-MAGIC RECIPE: Tower: Entrance, Behind the stairs | +-----------------------------------------------------------------------------+ Not much to do here. Pick up the chests and then head up the stairs to meet Master Yen Sid. Afterwards, you will get the DONALD D-LINK, the GOOFY D-LINK, and XEHANORT'S REPORT #4. =============================================================================== [WLK:A11] Aqua's Story: Keyblade Graveyard =============================================================================== +--TREASURE CHESTS------------------------------------------------------------+ | ELIXIR: Battlefield, Northeast corner | | MEGA-POTION: Battlefield, Southeast corner | | MAP: Battlefield, Halfway up the path | | AEROGA: Sandstorm Road, Just west of the central pillar | | MEGA-ETHER: Sandstorm Road, Just north of the central pillar | | MEGA-POTION: Sandstorm Road, Northeast corner | | MEGALIXIR: Sandstorm Road, Northwest corner | +-----------------------------------------------------------------------------+ Welcome to the final world in Aqua's story! The first area is deserted except for some chests, but the second is pretty nasty (although if you have finished another character's story already, you should know what's coming). There will be a number of whirlwinds flying around here. If you get close, the whirlwind will chase after you and swallow you up, forcing you into a fight against Unversed. The good news is the whirlwinds will not return until you leave the world (even if you save and load). Here are the three different fights you might get in each whirlwind. Fight #1: Part 1: 1 Bruiser, 2 Scrappers, and 2 Blue Sea-Salts --------- Part 2: 4 Razor Bunnies Part 3: 3 Buckler Bruisers This is the easiest of the three fights. Against the Buckler Bruisers, you can use a Shoot Lock, or you can run up behind them and hit them once. They will probably turn around and jump at you. Reflect and counter-attack for a bunch of damage. Repeat. Fight #2: Part 1: 4 Red Hot Cherries --------- Part 2: 2 Illimitable Tanks and 2 Sonic Blasters Part 3: 1 Face Pile and 4 Mandrakes The last part of this fight is really nasty if you don't know what to do. The Mandrakes will constantly be shooting at you, and it will be very difficult to fight. The trick is to just Air Slide around, getting close to each Mandrake. This will cause the Mandrake to pull itself outside of the ground, and from then on, it won't be able to shoot at you. Fight #3: Part 1: 3 giant Floods --------- Part 2: 1 giant Chrono Twister and 3 giant Yellow Mustards Part 3: 1 giant Medicine Bottle and 4 giant Shoe Gazers The size of the enemies is what makes this fight hard. For the second part, stay back if any of the Yellow Mustards are glowing white. You probably will not be able to get past their attack. For the third part, you can tell if a Shoe Gazer is attacking if it compresses as it hits the ground. If it's just bouncing up and down without changing appearance, you can attack safely. With four of these guys though, you may want to just use a Shoot Lock. Obviously, you will want to have a healing spell in your Command Deck for these fights unless you are super high level and super confident. If you are having trouble, you can always level up in the Mirage Arena and come back later. By the way, remember this spot. It is the best place in the game to earn CP and to level up commands. After getting through the Sandstorm Road, you will come to a save point. Use it! This is the final save point in the game. When you are ready, head onwards. If you are feeling nervous about the final boss for Aqua, you might want to consider first creating Combo Life, Last Life, and Reflect Barrier for yourself (see the Command Charge section). These will help a lot. Also, make sure you have Cartwheel (not Fire Wheel) equipped. Cartwheel has much longer invincibility times than Fire Wheel. Anyway, after a non-pre-rendered (boo) recreation of the BBS teaser trailers from KH2 and KH2FM+, it will be time for a sequence of boss fights: +--BOSS FIGHT: BRAIG----------------------------------------------------------+ | Reward: HP BOOST | | | | In my opinion, Braig is by far the hardest of the story-mode penultimate | | bosses, so get ready. Braig moves fast, has a complicated pattern, and does | | not leave you many openings to attack. The good news is there is very | | little randomness, so once you learn what he's doing, the fight becomes a | | lot easier. | | | | Braig will always cycle through the following attacks in order: | | | | 1. Braig teleports directly in front of you and charges at you while also | | shooting lasers in a cone ahead of him. You can Reflect the lasers but | | not the charge itself, and Braig will repeat this a bunch of times or | | until you hit him. What you want to do is target Braig with L+R before | | he disappears, and then as soon as he reappears in front of you, | | attack him. The timing is delicate but you take no damage and get a | | free combo if you do it right. | | | | If you are having trouble with the timing, you can Reflect which will | | get you hit but at least force Braig to switch attacks. You can also | | try to Cartwheel out of the way and then hit him in the back. | | Attacking as soon as he appears is best though. | | | | 2. Braig can do one of two things here: | | - He can teleport somewhere on the ground, and shoot a volley of | | lasers at you. Use Reflect to stay safe. If you get the Reflect | | off, Braig will usually stop after a single volley. He will then | | start attack #3 very soon, so just wait. Trying to do a full combo | | will just get you hit. | | - He can fly up in the air and shoot a volley of lasers at you from | | there. This is similar to the previous option, and you should | | still use Reflect to block the volleys, but there are two main | | differences. First, Braig will usually do several volleys, and | | second, after he lands, it takes a little longer for him to start | | doing attack #3. If you are fast, you should be able to get off a | | full combo. | | | | 3. Braig teleports twice in quick succession, and then runs around you, | | shooting lasers towards the center. Use Reflect to block them all. You | | want to know this attack is coming before it happens, so you have time | | to react. You also want to not be right up against the edge of the | | map, or Braig might run into you during the attack. | | | | 4. After attack #3, Braig will immediately begin charging up a powerful | | dark shot. This takes a while though, and you can hit him safely while | | he does it. So as soon as attack #3 is done, just run up to Braig and | | swing away. I recommend dodging the attack by jumping right next to | | him, or by using a finisher move. Cartwheel is a little tricky. | | | | 5. This is the same as attack #2, except Braig will do whichever version | | he did not do before. So if he was in the air last time, he will be on | | the ground this time. | | | | 6. This is the same as attack #3. You only have time for a single combo | | afterward though. | | | | 7. Braig quickly powers up, and then shoots a bunch of lasers randomly | | around the area. Reflect and Barrier Cracker work well here. After | | doing that, Braig teleports around like a spaz before settling in the | | air in the middle of the arena. We will then shoot dark lasers all | | around. Avoid them by just running around the edge of the arena. As | | long as you don't stop, you should be fine. Watch out though: the | | lasers stay on the ground for a while and hurt you if you get close. | | | | After all that, Braig will repeat from attack #1 until dead. So as you can | | see, the pattern is complicated but it is also pretty deterministic. Learn | | what he's doing and how to counter each attack, and then you should be | | fine. Good luck! | +-----------------------------------------------------------------------------+ +--BOSS FIGHT: VANITAS ROUND 3------------------------------------------------+ | Reward: NONE | | | | Aqua's story ends with another "Vanitas" fight. He has the X-blade now and | | is stronger than before, but the basic tactics should be pretty familiar. | | One new wrinkle (unless you have already played Ven's story) is that you | | will have Mickey by your side. The bad news is Mickey will often trigger a | | Vanitas counter-attack (attack #2 below) and get you hit if you aren't | | careful. The good news is Mickey will also sometimes charge up an aura | | attack. Go next to him and press Square when the option presents itself to | | do some easy damage. | | | | Vanitas will use the following attacks during this fight: | | | | 1. Two-hit combo. This is the same as before except there is always sonic | | blast, and it lasts longer than before. Counter with Reflect + Barrier | | Breaker. | | | | 2. Diving counter-attack. This is the same as before. Avoid using regular | | combos if you are low health, and if you see the attack coming, use | | Reflect + Barrier Breaker. | | | | 3. Jump and lightning spray. This is the same as before. Keep moving and | | use Cartwheel to avoid it. | | | | 4. Fly around on the ground, stabbing anything in his path. This attack | | replaces Vanitas's traditional fireball and will only be used at long | | range. Use Reflect + Barrier Breaker here as well. The attack is very | | fast so you might get hit before you are ready, but keep trying to | | Reflect. You should still have time to get it off. | | | | 5. Submerge into the ground, chase you around, and reemerge with a | | fireball spray. This is pretty much the same as before. If you have | | regular Cartwheel equipped, I recommend Cartwheeling directly over | | Vanitas while he is underground. Otherwise, run away. | | | | 6. The most exciting attack is Vanitas will sometimes yell and teleport | | to the middle of the arena to charge up. He will then jump up and land | | with a huge explosion along the ground. The best thing to do here is | | to use a Shoot Lock. You will have lots of time to charge it up, it | | will do a ton of damage, and it will keep you safe. If Mickey lets you | | do an aura attack, that's good too. Otherwise, the best way to avoid | | this attack is to back off, and then do a Cartwheel as the X reachs | | you along the ground. The whole stage gets hit pretty much, but the | | Cartwheel will make you invincible at the right time. | | | | The basic strategy as always is to stay near Vanitas and hammer him with | | Reflect + Barrier Breaker. Just be ready to run if you ever see him jump up | | into the air for attack #5. Whenever Vanitas does attack #6, use a Shoot | | Lock, and otherwise, this is just a faster version of Vanitas Round 2. | | | | As always, one nasty bit against Vanitas is there is not much time to heal. | | Unless you have Leaf Bracer, you should always dodge an attack first, and | | THEN heal. Right after attack #5 is a perfect time. If you have Restore | | Barrier, that will help a lot. | +-----------------------------------------------------------------------------+ Congratulations! If you got this far, you will be rewarded with XEHANORT'S REPORT #7 and the end of Aqua's story. The ending doesn't resolve much, but don't worry: there's time for that later. To begin the next character's story, create a new game or load a save in the prologue, and select a different character. When you start your new game, don't forget to set the Configure options, especially 333MHz speed if you want the game to be as smooth as possible.  

WALKTHROUGH: LAST EPISODE AND BEYOND

(Back to Menu) Completed all three stories, and looking for some closure? Then this section is for you! To unlock the Last Episode, you need to do some things above and beyond completing each story. Here is the exact list of what you need to do, depending on difficulty level: Easy: Impossible. Sorry =(. Normal: Get all Mickey marks in the journal with all three characters. I think this means get all abilities, get all Xehanort's reports, complete all mini-games, etc. Proud: Get all Xehanort's reports. You need to achieve these things with each character, THEN win the game with that character. For example, if you forgot to pick up Xehanort's Report #5 with Terra, you have to pick it up, and then beat his final boss again. If you do everything right, the game will give you the option of creating a new save for the Last Episode. Make sure you don't overwrite another save you want to keep! If you want, you can go to most of the same old worlds in the Last Episode. Only the Radiant Garden and Keyblade Graveyard are different from before. =============================================================================== [WLK:L1] Last Episode and Beyond: Radiant Garden =============================================================================== when you are ready for the final boss fight, go to Radiant Garden. There is no exploring here - it is just right onto the boss fights. +--BOSS FIGHT: MASTER XEHANORT------------------------------------------------+ | Reward: NONE | | | | This is basically a repeat of Terra's final battle against Master Xehanort. | | There are three main differences that I have noticed: | | | | - Master Xehanort is higher level here, so it will take longer to kill | | him. | | - Since you are playing Aqua, you have Reflect instead of Guard. | | - I don't think Master Xehanort does the meteor attack. | | | | Pretty much, Reflect + Barrier Cracker is all you need here. With the | | exception of the Keyblade cannon (which you should run away from), every | | single one of Master Xehanort's attacks can be Reflected. Just stand near | | him, pressing Square to Reflect, and then O to counter. Since Xehanort will | | be attacking constantly, even the timing is even. And if you have Reflect | | Barrier, Last Life, and Combo Life, you shouldn't even need to heal. | | | | Because there are no meteors, the main threat here is the fast combo that | | Xehanort occasionally does which ends with a fist. This can be Reflected | | like everything else, but if you mess up, you can actually die from it even | | with Combo Life. So if you do get hit, be sure to mash Square to try to | | Cartwheel out of the way. | | | | Seriously though: Reflect + Barrier Cracker. He won't stand a chance. | +-----------------------------------------------------------------------------+ +--BOSS FIGHT: MASTER XEHANORT AND GUARDIAN-----------------------------------+ | Reward: NONE | | | | Alright, something new! This fight is pretty epic, but I wouldn't say it's | | very hard. There are pretty long delays between attacks, so you should have | | plenty of time to back off and heal whenever you need to. Here are the | | attacks you will be seeing: | | | | 1. Xehanort slides towards you along the ground, possibly segueing into | | the standard combo from the previous fight. If you see the attack | | coming, you can stop it with Reflect + Barrier Cracker. | | | | 2. The Guardian shoots a couple volleys of dark balls at you. These are | | easy to dodge or Reflect, but if you do get hit, you will be blinded. | | Just mash Square to Cartwheel around until you can see again. | | | | 3. The Guardian shoots a pair of energy blasts straight forward along the | | ground. He will usually shoot two or three times with short pauses | | between each volley. Avoid these with Cartwheel or just by running out | | of the way. (Reflect doesn't work.) | | | | 4. If you are very nearby, the Guardian might swing at you with its arms. | | You can use Cartwheel or Reflect to avoid this attack. If you counter | | with Barrier Cracker, the Guardian may swing again and hit you. It | | doesn't hurt that much though. | | | | 5. The screen goes dark and the Guardian leaps high into the air. You | | will then see a puddle appear below you and hear a sound. Cartwheel | | immediately to avoid the Guardian leaping at you from the puddle. You | | will have to do this eight times! If you do get hit, it looks pretty | | scary, but it isn't all that powerful. The other piece of good news is | | there is time for one safe combo as soon as the screen goes dark. (You | | have to be fast though.) There is also time for a couple combos after | | the attack is done. | | | | Unlike the other "final" bosses in this game, Master Xehanort is pretty | | vulnerable to regular combos here. Dodge an attack, then go in and hit him. | | There is some chance he will swing back with attack #4, but usually you | | will see the Guardian get stunned, and you will then have time for a full | | combo. | | | | Later in the fight, the Guardian gets a new attack which is pretty cool: | | | | 6. Xehanort moves towards you slowly, then the Guardian leaves Xehanort | | and dives at you. You CAN avoid this with Reflect or Cartwheel, but I | | recommend getting hit. (Try to position yourself some ways away from | | Xehanort though when you get hit.) You won't take any damage, but the | | Guardian will hold you in place. Mash O to break free. If you are too | | slow, Xehanort and will come and combo you. But either way, Terra will | | break free of Xehanort's grasp in the meantime. | | | | Your goal is now to make it to Terra, but the Guardian will try to | | stop you. If you are far away, it will shoot dark balls at you. If you | | are close, it will do a swipe. So the trick is use Cartwheel to get | | in a little bit, and then do one big jump to go the rest of the way. | | The Guardian will swipe along the ground and miss you. Once you are | | next to Terra, press Square and then press O when the big circle you | | see has almost disappeared. You will do a sweet aura attack if all | | goes well. | | | | Be sure not to hit Terra with an attack though. If you hit him, the | | Guardian will regain control and you will miss your chance. | | | | This new attack doesn't really change much. It's just a fun opportunity to | | see some cool animations. Just remember: avoid Xehanort's attack, go in for | | a combo, and repeat. If you have gotten this far, you are more than ready | | to take this guy down! | +-----------------------------------------------------------------------------+ =============================================================================== [WLK:L2] Last Episode and Beyond: Vanitas Sentiment =============================================================================== After you have beaten Master Xehanort in the last episode, another much harder secret boss is made available in the three story modes. Load up any character and go to the Keyblade Graveyard from the world map. There will be a new place you can land. Go there and walk up to the floating emblem for a new and very hard optional boss fight! TO BE COMPLETED.  

MIRAGE ARENA

(Back to Menu) TO BE COMPLETED. In the meantime, here's some partial information: +--JUDGMENT OF TIME ARENA MATCH-----------------------------------------------+ | | | How to unlock: N/A | | Battle level: 1 star | | Reward: 75 Arena Medals | | Location: Mirage Arena | | | | Round 1: 1 Bruiser and 5 Floods | | 6 Scrappers and 3 Red Hot Cherries | | 3 Bruisers, 3 Red Hot Cherries, and 2 Floods | | | | Round 2: 3 Thorn Bites and 2 Red Hot Cherries | | 3 Bruisers and 3 Red Hot Cherries | | 4 Scrappers | | 3 Bruisers and 3 Red Hot Cherries | | | | Round 3: 6 Razor Bunnies | | 4 Bruisers | | 3 Bruisers and 3 Monotrackers | | 3 Bruisers and 4 Arch-Ravens | | | +--Round 4 (Boss): IRON PRISONER 1--------------------------------------------+ | | | This guy will fly around, continually picking a random attack from the list | | below. The trick is recognizing each attack and knowing how to respond: | | | | 1. The Iron Prisoner shoots lasers from its base to the ground all around | | him, and slowly moves around. Should you get too close, all the lasers | | will focus on you. If you have High Jump and Air Slide, this is the | | best time to attack him. Jump over his lasers, combo him, and then Air | | Slide back again. If you are fast, you can do two or three full combos | | this way without risking any damage. | | | | If you do not have High Jump and Air Slide, you may not be able to | | avoid the lasers on the way out. You can either take the damage or | | rely on ranged attacks (e.g. Shoot Locks). | | | | 2. The Iron Prisoner moves towards you and then swings his whole body at | | you as a melee attack. This is normally repeated several times. You | | can Guard/Reflect this and counter (press O after Guarding, assuming | | you have the relevant ability). Even if you do not have the counter | | ability for your character yet, you should still have time for a full | | combo. Just back off a bit afterwards because Guard doesn't always | | work if you are too close. | | | | 3. The Iron Prisoner lights himself on fire and quickly spins towards you | | along the ground. After a while, he will try jumping into the air | | three times and pounding the ground near you. Use Dodge Roll, Slide, | | or Cartwheel to dodge to the side whenever he comes at you. If you get | | hit once, it can be difficult to recover even if you mash Square for a | | counter-attack. | | | | 4. The Iron Prisoner makes a cage appear and sends it towards you under | | the ground. If it gets near you, it will pop up and try to trap you | | inside. You will then have to hit the cage a bunch to get out. In the | | meantime, the Iron Prisoner will be attacking you as normal. To avoid | | the cage, jump in the air just as it gets to you so that it won't | | reach high enough when it comes out of the ground. (This requires High | | Jump to work.) If you are fast, there is also a chance to hit the Iron | | Prisoner here before the cage is ready. | | | | 5. The Iron Prisoner disappears completely underground. After a couple | | seconds, the screen will shake and he will emerge directly under you | | for damage. Jump and Air Slide right as the screen starts to shake to | | avoid getting hit. Slide and Cartwheel work too, but I found Dodge | | Roll too slow to be effective. | | | | So pretty much, you want to hit the Iron Prisoner while he is doing attack | | #1, attack #2 and maybe at the start of attack #4. I recommend just dodging | | everything else. There is not much time between attacks so if you are at | | all worried about your health, that is not a great time to go after him. | | You will be fighting variants of this guy several times during the course | | of the Mirage Arena, so do try to get the hang of dodging each attack! | +-----------------------------------------------------------------------------+ +--CURSE OF THE ENDLESS CYCLE ARENA MATCH-------------------------------------+ | | | How to unlock: Complete Castle of Dreams (requirement for Aqua) | | Complete the game with Terra (requirement for Terra/Ven) | | Battle level: 1 star | | General reward: 90 Arena Medals | | Aqua reward: HP BOOST | | Location: Castle of Dreams, Forest | | | | Round 1: 3 Shoe Gazers and 3 Thorn Bites | | 3 Razor Bunnies and 4 Red Hot Cherries | | 6 Shoe Gazers, 1 Razor Bunny, 1 Thorn Bite, and 1 Red Hot Cherry | | | | Round 2: 3 Monotrackers and 3 Arch-Ravens | | 3 Chest Spiders and 3 Blue Sea-Salts | | 4 Monotrackers and 4 Blue Sea-Salts | | 3 Chest Spiders, 3 Monotrackers, and 3 Arch-Ravens | | | | Round 3: 6 Red Hot Cherries | | 1 Bruiser, 3 Axe Flappers, and 3 Medicine Bottles | | 3 Bruisers, 2 Axe Flappers, 2 Medicine bottles, and 1 Red Hot | | Cherry | | | +--Round 4 (Boss): CURSED CARRIAGE--------------------------------------------+ | | | See full description in Section [WLK:A1]. Not much has changed this time | | around except the boss's health. | +-----------------------------------------------------------------------------+ +--TREASURE HUNT ARENA MATCH--------------------------------------------------+ | | | How to unlock: Reach Arena Level 8 or purchase Prize Ticket | | Battle level: 1 star | | General reward: 105 Arena Medals | | Location: Neverland, Skull Rock | | | | Round 1: 4 Chest Spiders and 3 Floods | | 4 Chest Spiders and 3 Scrappers | | | | Round 2: 4 Chest Spiders and 4 Arch-Ravens | | 4 Chest Spiders and 1 Chrono Twister | | 4 Chest Spiders and 3 Bruisers | | | | Round 3: 8 Chest Spiders | | 1 Chest Spiders, 4 Bruisers, and 4 Razor Bunnies | | 6 Prize Pots (DANCING LEMONS) | | 8 Chest Spiders | | | | You will get a ton of Munny doing this arena match, so if possible, try to | | choose a finisher move that can use this Munny for training the next | | finisher (for example, Gold Rush or Surprise 1). | +-----------------------------------------------------------------------------+ +--RUN-AWAY SPINNER ARENA MATCH-----------------------------------------------+ | | | How to unlock: Complete Enchanted Dominion (requirement for Terra) | | Complete the game with Terra (requirement for Ven/Aqua) | | Battle level: 2 stars | | General reward: 120 Arena Medals | | Terra reward: HP BOOST | | Location: Enchanted Dominion, Audience Chamber | | | | Round 1: 3 Bruisers and 4 Floods | | 1 Bruiser and 4 Blue Sea-Salts | | 4 Bruisers and 4 Medicine Bottles | | | | Round 2: 3 Thorn Bites and 4 Scrappers | | 3 Scrappers and 5 Blue Sea Salts | | 3 Bruisers and 5 Thorn Bites | | | | Round 3: 1 Bruiser, 2 Red Hot Cherries, and 4 Blue Sea-Salts | | 4 Thorn Bites and 4 Red Hot Cherries | | 3 Bruisers, 3 Red Hot Cherries, and 3 Blue Sea Salts | | | +--Round 4 (Boss): WHEEL MASTER-----------------------------------------------+ | | | See full description in Section [WLK:T1]. | | | | Aside from the Wheel Master having a lot more health this time around, the | | main difference is you cannot Guard his charge attack. If you have already | | bought Vanish at the Arena Store, that will protect you. Otherwise, you can | | try dodging with Dodge Roll/Slide/Cartwheel, but they aren't too effective. | | At least the attack doesn't hurt very much. | +-----------------------------------------------------------------------------+ +--PRISON GUARD ARENA MATCH---------------------------------------------------+ | | | How to unlock: Reach Arena Level 3 or purchase Prison Ticket | | Battle level: 2 stars | | General reward: 150 Arena Medals | | Terra reward: XEHANORT'S REPORT #5 | | Ven reward: AIR RIDER COMMAND STYLE | | Location: Mirage Arena | | | | Round 1: 1 Bruiser and 6 Floods | | 6 Scrappers and 1 Red Hot Cherry | | 1 Bruiser and 6 Red Hot Cherries | | 6 Bruisers and 3 Red Hot Cherries | | | | Round 2: 1 Bruiser and 6 Floods | | 3 Scrappers and 3 Red Hot Cherries | | 1 Bruiser and 6 Floods | | 3 Bruisers, 3 Scrappers, and 3 Red Hot Cherries | | | | Round 3: 3 Illimitable Tanks and 3 Red Hot Cherries | | 4 Thorn Bites and 4 Blue Sea-Salts | | 4 Illimitable Tanks, 3 Red Hot Cherries, and 1 Blue Sea-Salt | | | | Round 4: 8 Razor Bunnies | | 3 Illimitable Tanks and 4 Scrappers | | 4 Scrappers and 3 Razor Bunnies | | 4 Illimitable Tanks and 4 Arch-Ravens | | | +--Round 5 (Boss): IRON PRISONER 2--------------------------------------------+ | | | This guy is pretty similar to Iron Prisoner 1, but some of the attacks have | | now been upgraded. | | | | 1. The lasers from the base are similar to before, but it's harder now to | | hit the Iron Prisoner over top of them. If you are going to try, make | | sure you have a Cure ready in case it goes badly. | | | | 2. For his melee attacks, the Iron Prisoner does a full three-hit combo | | now and he moves quickly towards you to initiate. Block the first hit | | and then immediately counter. Once again, the Iron Prisoner will be | | stunned, leaving time for a full combo afterwards. | | | | 3. The fire spin is now much faster than before, and I found it almost | | impossible to dodge, even if I knew it was coming. Vanish helps if you | | have time to get it off (and you bought it). If you are fast, you can | | also interrupt the Iron Prisoner by doing a bunch of damage. Shoot | | Locks are perfect for this. Otherwise, just be ready to heal. | | | | 4,5. The prison and underground attacks are the same as before. | +-----------------------------------------------------------------------------+ +--DAZZLING MAN ARENA MATCH---------------------------------------------------+ | | | How to unlock: Reach Arena Level 5 or purchase Dazzle Ticket | | Battle level: 2 stars | | Reward: 180 Arena Medals | | Terra Reward: DARK BINDER KEYBLADE | | Ven Reward: HP BOOST | | Location: Deep Space, Raid Deck | | | | Round 1: 3 Bruisers and 6 Floods | | 1 Bruiser and 8 Red Hot Cherries | | 1 Bruiser, 5 Shoe Gazers, and 3 Red Hot Cherries | | | | Round 2: 1 Illimitable Tank and 3 Floods | | 4 Thorn Bites and 1 Sonic Blaster | | 1 Illimitable Tank, 3 Tentacle Robots, and 3 Floods | | 1 Illimitable Tank, 4 Thorn Bites, and 4 Floods | | | | Round 3: 3 Sonic Blasters and 4 Medicine Bottles | | 2 Medicine Bottles and 6 Floods | | 5 Razor Bunnies and 1 Medicine Bottle | | 5 Sonic Blasters and 4 Medicine Bottles | | | | Round 4: 1 Illimitable Tank and 4 Scrappers | | 6 Monotrackers and 1 Sonic Blaster | | 1 Illimitable Tank, 3 Sonic Blasters, and 3 Scrappers | | 4 Illimitable Tanks and 5 Sonic Blasters | | | +--Round 5 (Boss): MIMIC MASTER-----------------------------------------------+ | | | This is an interesting fight, and it can become very dangerous even if you | | are strong enough to sleepwalk through the rest of this arena match. The | | Mimic Master will use the following attacks: | | | | 1. Summon a wall of books around him, then shoot out white and black | | beams in a rotating circle. The Mimic Master will also be always | | moving towards you so that you can't just run out of range. The white | | beams only do damage, but the black beams also blind you, meaning you | | can see only part of the screen and YOU cannot target with L+R. This | | is a pretty low-damage attack so you can try to hit the Mimic Master | | when there are breaks in the beams and deal with the occasional | | misstep. Top if you get blinded though - that will make it very hard | | to actually land any hits. | | | | 2. Liht himself on fire and fly around semi-randomly. In theory, you can | | Guard this and counter for some damage, but the pattern is so random | | that he is likely to smack into your back and get past the Guard, no | | matter what you do. If you're Aqua though, Reflect works just great. | | For Terra and Ven, I recommend avoiding him with Dodge Roll or Slide. | | | | 3. If he is close to you, he will also sometimes slam his book against | | the ground, creating ever-larger shockwaves. If you get hit, be sure | | to press Square for the free counter-attack. | | | | 4. The Mimic Master's signature attack is to open his book and try to | | suck you towards it. If he succeeds, he will disappear and be replaced | | by one or more clones of you. Kill the clone(s) to continue the fight. | | Unless you were ready for the attack in advance, you are probably not | | going to be able to avoid getting sucked in. In that case, you should | | stop trying to get away, and just attack instead. There's time for a | | good two or three combos before the Mimic Master disappears. | | | | By far the biggest threat in this fight is the mimic attack. When the Mimic | | Master has reasonably high health, he will summon a single clone. You | | should be able to defeat it pretty easily by waiting for an attack, | | Guarding (or Reflecting) and then countering... or just by mashing the | | attack button. | | | | Later in the fight though, the Mimic Master will summon two clones and a | | bunch of cards. The two clones will be constantly attacking and whenever | | you kill one, one of the cards will turn into a new clone to take its | | place. If possible, you want to take out a bunch of the cards with strong | | area-of-effect attacks before dealing with the clones, but this can be | | difficult. There are a few things you can try here: | | - If you have Vanish, that will make things much easier. | | - If you are playing Aqua, the clones will rely mostly on ranged attacks | | which you can block easily with Reflect. Go next to some cards, Reflect | | any projectiles, and then use Barrier Cracker to take out the card. | | Repeat as necessary. | | - If you are playing Terra or Ven, I recommend going to a corner, | | Guarding + countering the first melee attack that comes at you, and | | then running off again. If you ever get some distance between you and | | the clones, THEN you can try a quick area-of-effect attack to take down | | some cards. Otherwise, move to the next corner. Slow but steady. | | - If you have a high-level Shoot Lock, you can also try using that. You | | might have trouble charging it up, but it can be worth the trouble. | | - If you are high enough level, you can also just button mash your way | | through the clones of course. | | You might want to experiment a bit to see which method works best for you. | | | | So what's the strategy? For most of the fight, you don't need to worry too | | much. Attack the Mimic Master after he finishes any attack, and if you can | | get off a style change - especially to a second-level style - you should be | | able to keep comboing the Mimic Master without letting him recover. | | | | Once the Mimic Master gets down to a few bars of health though, you should | | start being careful. Use Shoot Locks, use ranged attacks, use style | | changes, and and try to hit the Mimic Master while he is doing the rotating | | beam attack. Just do not be near him when he starts something new, in case | | it's the mimic attack. I don't think he does the same attack twice in a row | | though, so if you do avoid the mimic attack, you can hit him then. | | | | Good luck! | +-----------------------------------------------------------------------------+ +--TYRANT GATHERING ARENA MATCH-----------------------------------------------+ | | | How to unlock: Reach Arena Level 7 or purchase Tyrant Ticket | | Battle level: 3 stars | | General reward: 210 Arena Medals | | Aqua reward: AIR RIDER COMMAND STYLE | | Location: Deep Space, Hull | | | | Round 1: 1 Illimitable Tank and 3 Scrappers | | 3 Sonic Blasters and 3 Red Hot Cherries | | 4 Illimitable Tanks, 3 Red Hot Cherries, and 3 Scrappers | | | | Round 2: 1 Chrono Twister and 3 Bruisers | | 3 Sonic Blasters and 6 Medicine Bottles | | 5 Bruisers and 3 Medicine Bottles | | | | Round 3: 3 Blue Sea-Salts and 3 Floods | | 1 Illimitable Tank and 8 Floods | | 3 Chrono Twisters, 3 Illimitable Tanks, and 3 Blue Sea-Salts | | | | Round 4: 8 Shoe Gazers and 1 Sonic Blaster | | 3 Bruisers, 3 Shoe Gazers, and 3 Mandrakes | | 3 Sonic Blasters, 3 Bruisers and 3 Mandrakes | | | | Round 5: 1 Illimitable Tank and 3 Yellow Mustards | | 4 Illimitable Tanks, 4 Monotrackers, and 1 Yellow Mustard | | 3 Chrono Twisters, 3 Illimitable Tanks, and 3 Yellow Mustards | | | +--Round 6 (Boss): TRINITY ARMOR----------------------------------------------+ | | | See full description in Section [WLK:T6], [WLK:V5], or [WLK:A5]. Not much | | has changed this time around except the boss's health. | +-----------------------------------------------------------------------------+ +--GREEDY EYES ARENA MATCH----------------------------------------------------+ | | | How to unlock: Reach Arena Level 15 or purchase Treasure Ticket | | Battle level: 3 stars | | General reward: 240 Arena Medals | | Location: Disney Town | | | | Round 1: 2 Illimitable Tank and 7 Chest Spiders | | 4 Red Hot Cherries and 4 Blue Sea-Salts | | 9 Chest Spiders | | | | Round 2: 1 Chrono Twister and 4 Razor Bunnies | | 4 Chest Spiders and 5 Arch-Ravens | | 2 Chrono Twister, 3 Razor Bunnies, and 4 Arch-Ravens | | 9 Chest Spiders | | | | Round 3: 5 Chest Spiders | | 5 Chest Spiders | | 4 Prize Pots (OPEN SESAME) | | 8 Chest Spiders | +-----------------------------------------------------------------------------+ +--ENSUING PUNISHMENT ARENA MATCH---------------------------------------------+ | | | How to unlock: Reach Arena Level 10 or purchase ??? Ticket | | Battle level: 3 stars | | General reward: ??? Arena Medals | | Location: ??? | | | | TODO | +-----------------------------------------------------------------------------+ +--------------------+--------+-----+ | ITEM | MEDALS | LVL | +====================+========+=====+ | ZANTETSUKEN | 1000 | 8 | Terra only | FRIEND CURE | 180 | | | FRIEND CURA | 360 | 5 | | FRIEND CURAGA | 500 | 10 | | FRIEND ESUNA | 360 | 5 | | CONFETTI | 150 | | | FIREWORKS | 400 | 5 | | PROVOKE | 100 | | | JOY | 100 | | | VANISH | 750 | 5 | | TRINITY LIMIT | 3000 | | | FLAME BURST | 900 | | Aqua only | BIO BARRAGE | 2500 | 15 | | PHOTON CHARGE | 1600 | 10 | | PRIZE TICKET | 350 | | | PRISON TICKET | 500 | | | DAZZLE TICKET | 550 | 5 | | TYRANT TICKET | 800 | 5 | | TREASURE TICKET | 1500 | 5 | | BLIZZARD TICKET | 1200 | | Aqua only | GIGA-MAGIC RECIPE | 2000 | 10 | | GIGA-ATTACK RECIPE | 2000 | 10 | | SPARKLING CRYSTAL | 300 | | | TIME CRYSTAL | 350 | | | POWER CRYSTAL | 300 | | | PERVADING CRYSTAL | 300 | | | MOISTURE CRYSTAL | 400 | | | SATIATED CRYSTAL | 350 | | | SPINNING CRYSTAL | 400 | | | CHAOS CRYSTAL | 500 | 10 | | MAGIC GEM | 2700 | 15 | +--------------------+--------+-----+  

WALKTHROUGH: MINI-GAMES

(Back to Menu)  

Mini-games: Command Board

(Back to Menu) HOW TO PLAY: Select Command Board from the Pause menu while you are at a save point, or while you are in outer space between worlds. The Command Board is the most fully developed mini-game in Birth By Sleep. You can play it any time for free, earning a few new Commands and also leveling up the Commands you already have. The basic idea of the game is pretty similar to Monopoly. On your turn, you roll a die and move around a board. When you land on an empty square, you can buy it with BP (the equivalent of Monopoly money) and a card (more on that later). Then, anyone who lands on your square later in the game will have to pay you a BP tax. You also get a big BP bonus for touching each of four checkpoint squares and then returning to the start. To win, you must return to the start with total BP above some threshold chosen at the beginning of the game. This total includes BP you spend buying squares, so there's no reason to hold back on buying. Now, as I mentioned above, this game also has cards. You start off with five cards, and you will get more each time you pass either a checkpoint or the start square after going through all four checkpoints. Remember you have to spend one card (of your choosing) to buy any square you land on. They have another use as well though. On your turn, you can also just play cards for a set bonus. Here is the list of options: STUN (1 Attack Card): A player of your choosing loses their next turn. CHANGE DIRECTION (2 Attack Cards): Allows you to go any direction you want this turn. While you can turn normally when you reach an intersection, you cannot normally go back the way you came. This option changes that. DOUBLE RENT (3 Attack Cards): For the next five turns, anyone who lands on one of your squares must pay you double. DICE x2 (1 Magic Card): This turn, you will roll two dice instead of one when deciding how far to move. DICE x3 (2 Magic Cards): This turn, you will roll three dice instead of one when deciding how far to move. BP GUARD (1 Crown Card): The next time you would be penalized BP (e.g. for landing on an opponent's square), you won't have to. CONFUSE (2 Crown Cards): For the next three turns, opponents will not get to choose their direction when they hit intersections. Instead, it will be chosen randomly. BP MAGNET (1 Attack Card, 1 Magic Card, 1 Crown Card): You gain 100 BP for each square owned by an opponent. JOKER CHANCE (1 Joker Card): Randomly get one of the above bonuses. There is also a chance you will be given a free square. GOLDEN CHANCE (3 Joker Cards): Randomly get one of the above bonuses. There is also a chance you will be given a free group of squares. Joker cards are special cards that can only be gotten from passing checkpoints or the start square (i.e. you will never start with them). They cannot be used for buying squares, but they do give the best bonuses in this list above. So, the main question then is: how do rewards work? Well, if you look at your cards, you will see that each one corresponds to one of your Deck Commands. When you use a card to buy a square, you will gain experience for that command. There are also certain empty squares that have a yellow mark on them. For these squares, there is a command pre-supplied. So if you buy the square, you will not need to prove your own card. Instead, you will be given its command for free when the game ends. There are a few commands in BBS that are most easily obtained by buying these special squares in the Command Board. Okay, get all that? If so, you are finally ready to play the Command Board! Here are some additional tips for whenever you want to do more reading: - There are a total of six Command Boards, each with a different layout and with different rewards. You can unlock the first five by progressing through the game, and you can unlock the sixth by winning on each of the other boards. - When you start a Command Board, you can choose the BP goal from several options. I recommend going low. There are lots of Command Boards to play. No need to spend tons of time on just one, unless you really want to. - Wondering what commands can be won off the Command Board? See the maps below. I mark each special square with a number and then list below which commands can go with that number. Note that there is a separate (usually much smaller) list of special squares if you play the Command Board from the Mirage Arena instead from the menu. Aside from that, playing in the Mirage Arena is better though since it gets you Arena Medals and increases your Arena Level. - If you just want to win, the key is to go around to the checkpoints (marked * in the maps below) and back to the start square (marked B in the maps below) as quickly as possible. The DICE x2 and STUN moves can both help a lot for this. In particular, if you start near a checkpoint, use a DICE x2 on your first turn. You will pass the checkpoint and get your card back right away. When you return to the start square after touching each checkpoint, your cards will be filled up to five. - Some black squares (marked ~ in the maps below) cannot be bought and just take away BP when you land on them. Usually there is a P square near them. If you walk on one of these, it will follow under you when you walk on ~ squares, keeping you safe. The P squares also have numbers on them. Every time it moves, the number goes down. If you bring it down to 0, you get a bonus. - Each board also has special squares (marked S in the maps below), landing on which will give you a bonus unique to the world. After completing Disney Town, the special squares will sometimes be either CAPTAIN JUSTICE or CAPTAIN DARK. Captain Justice will give you a small BP bonus each turn for several turns, and Captain Dark will give you a small BP penalty each turn for several turns. He will also choose to buy squares on your behalf, possibly forcing you to sell other squares to pay for it! If you walk past someone with Captain Justice or Captain Dark, you will steal the bonus (for better or for worse). - If you purchase two or more squares adjacent to each other, each with a card of the same type (e.g. magic cards), then they will form a chain and their value will increase by 10%. Not too important, but if you get the chance, it's a nice bonus to take. Well, that's pretty much all I can think of for now. Have fun! --KEYBLADE BOARD--------------------------------------------------------------- BP Goal: 5000, 10000, 15000 Vs: Terra, Aqua, or Ven (whichever two you are not playing as) +---+---+---+---+ | ~ | ~ | P | X | +---+---+---+ +---+---+---+---+ | 1 | . | 2 | | ~ | | . | +---+---+---+ +---+ +---+---+---+---+---+---+---+ | . | | . |=======| 3 | | B | . | 5 | * | P | S | X | +---+---+---+ +---+ +---+---+---+---+---+---+---+ | X | . | S | | . | | . | | ~ | | ~ | +---+---+---+ +---+---+---+---+ +---+---+---+ | X | . | . | 4 | | ~ | ~ | ~ | +---+---+---+---+ +---+---+---+ SPECIAL. Keyblade Rider: Teleport to a square of your choice. 1. RAGNAROK (Becomes ZERO GRAVITY after Ragnarok is obtained) 2. CURE or MAGNET 3. POISON BLADE or STRIKE RAID 4. BLIZZARD or AERO 5. SLOW or CONFUSE Arena reward 4. ZERO GRAVITY --ROYAL BOARD------------------------------------------------------------------ BP: 6000, 14000, 22000 Vs: Cinderella +---+ +---+ | X |===============| S | +---+---+---+---+---+---+ +---+ | X | P | ~ | 3 | ~ | P | | . | +---+---+---+---+---+---+---+ +---+ | . | . | | ~ | | ~ | | . | +---+---+---+ +---+---+---+ +---+ | 1 | 2 | | ~ | S | ~ | | . | +---+---+---+ +---+---+---+ +---+---+---+ +---+ | . | . | | | P | ~ | ~ | | 4 | +---+---+ | +---+---+---+---+ +---+ | . | | | . | 5 | | ~ | | . | +---+---+---+---+---+---+---+---+---+---+ +---+---+---+ | X | . | . | * | . | . | B | . | . | | ~ | . | . | +---+---+---+---+---+---+---+---+---+ +---+---+---+ SPECIAL. Bibbidi-bobbidi-boo: Get BP equal to a die roll multiplied by 300. 1. WISH BLADE for Aqua, STUN BLADE for everyone else 2. CHARGE BARRIER for Aqua, CHARGE GUARD for everyone else (Disappears after Charge Barrier / Charge Guard is obtained) 3. METEOR SHOWER (Becomes FIRE DASH after Meteor Shower is obtained) 4. BLACKOUT OR STOP 5. FIRE or THUNDER Arena reward: NONE --SPACESHIP BOARD-------------------------------------------------------------- BP Goal: 10000, 16000, 25000 Vs: Experiment 626, Captain Gantu +---+---+---+ +---+---+---+---+---+ | 1 | . | . | | . | . | . | 2 | X | +---+---+---+---+---+---+---+---+---+---+ +---+---+ | . | . | | . | S | . | | . |=======| S | 6 | +---+---+ +---+---+---+ +---+---+ +---+---+ | . | | | . | . | | +---+ +---+---+---+ +---+---+ | | . | | ~ | 3 | X | | . | | +---+---+---+---+---+---+---+---+---+ | | X | P | ~ | ~ | | P | ~ | ~ | B | | +---+---+---+---+---+---+---+---+---+ | | . | | ~ | 4 | ~ | | . | | +---+ +---+---+---+ +---+---+ | | . | | | . | . | | +---+---+ +---+---+---+ +---+---+ +---+---+ | . | S | | * | . | . | | . |=======| . | 7 | +---+---+---+---+---+---+---+---+---+---+ +---+---+ | . | . | . | | 5 | S | . | . | X | +---+---+---+ +---+---+---+---+---+ SPECIAL. Electric Spark: At the end of each turn, you will steal 100 BP from all characters within 3 squares of you. The electric spark lasts through four of your turns. 1. FIRAGA 2. BURNING SNIPE or BLACKOUT 3. LIGHTNING RAY (Becomes ZERO GRAVIGA after Lightning Ray is obtained) 4. THUNDAGA or SONIC BLADE 5. THUNDARA or AERORA 6. MAGNET CRASH (Disappears after Magnet Crash is obtained) 7. LIMIT STORM for Terra, MINIMIZE for everyone else (Becomes MINIMIZE for Terra as well after Limit Storm is obtained) Arena reward 3. ZERO GRAVIGA --TOWN BOARD------------------------------------------------------------------- BP Goal: 6000, 14000, 22000 Vs: Minnie and Captain Justice (Captain Dark for Terra) +---+---+---+ | 3 | 4 | 5 | +---+---+---+---+---+ | . | X | | . | . | +---+---+ +---+---+ | . | | . | +---+---+---+---+---+---+---+ | . | 2 | ~ | ~ | P | . | S | +---+---+---+---+---+---+---+ | . | | 6 | +---+---+---+---+---+---+---+---+---+ | . | . | P | ~ | ~ | ~ | ~ | X | . | +---+---+---+---+---+---+---+---+---+ | S | | . | +---+---+---+---+---+---+---+---+---+ | 1 | . | . | . | B | . | . | . | . | +---+---+---+---+---+---+---+---+---+ | P | | | | S | +---+ | | +---+ | ~ | | | | . | +---+---+---+ +---+---+---+ | ~ | S | X | | X | 7 | . | +---+---+---+ +---+---+---+ | . | | . | +---+---+---+---+---+ | . | . | * | . | . | +---+---+---+---+---+ SPECIAL. Fantasia: Get 300 BP plus 300 for each panel you own. 1. BIND STRIKE (Becomes CONFUSE STRIKE after Bind Strike is obtained) 2. BLIZZARD 3. BLIZZAGA 4. FREEZE (Becomes FREEZE RAID after Freeze is obtained) 5. BLIZZARD BLADE (Disappears after Blizzard Blade is obtained) 6. CURE or ZERO GRAVIRA 7. BIND or BLACKOUT or STOPRA Arena reward 4. FREEZE RAID --HONEY POT BOARD-------------------------------------------------------------- BP Goal: 5000, 10000, 15000 Vs: Winnie the Pooh and Tigger +---+---+---+---+---+---+---+---+ | ~ | ~ | ~ | P | . | . | S | X | +---+---+---+---+---+---+---+---+ | ~ | | ~ | +---+---+---+---+---+ +---+---+ | ~ | X | 1 | 2 | 3 | | ~ | ~ | +---+---+---+---+---+---+---+---+ | . | | 4 | P | ~ | +---+---+ +---+---+---+---+ | . | . | | ~ | . | +---+---+ +---+---+ | S | | . | +---+ +---+ | . |=======================| . | +---+ +---+ | . | | S | +---+---+ +---+---+ | X | * | | . | X | +---+---+---+---+---+---+---+---+ | . | . | . | B | . | . | +---+---+---+---+---+---+ SPECIAL. Honey Paradise: Honey pots drop on the stage, one on you, and a few elsewhere. Honey pots give +100BP when you touch them unless they have bees, in which case they give -100BP. 1. FIRA or FIRE BLITZ 2. SOUL RELEASE for Terra, CONFUSE STRIKE for everyone else (Becomes CONFUSE STRIKE for Terra as well after Soul Release is obtained) 3. THUNDER ROLL for Ven, THUNDARA for everyone else (Becomes THUNDARA after for Ven as well after Thunder Roll is obtained) 4. DETONATE SQUARE or ZERO GRAVIRA Arena reward 3. THUNDARA --SECRET BOARD----------------------------------------------------------------- This board is not unlocked by playing through the story. Instead, you need to play on each of the other five boards and win. BP Goal: 20000, 35000, 50000 Vs: Terra, Aqua, or Ven (whichever two you are not playing as) +---+---+---+---+---+---+---+---+ | ~ | ~ | ~ | ~ | . | ~ | ~ | ~ | +---+---+---+---+---+---+---+---+ | P | | | ~ | +---+---+---+ +---+ +---+ | ~ | P | X | | 1 | | ~ | +---+---+---+---+---+---+---+ +---+ | ~ | | X | . | . | S | | ~ | +---+ +---+---+---+---+ +---+ | ~ | | . | | | ~ | +---+ +---+ | +---+ +---+---+---+ | ~ | | . | | | P | | . | . | X | +---+ +---+---+ +---+ +---+---+---+---+---+---+ | . |---| 2 | S |-------| * |---| 3 | . | . | . | | . | +---+ +---+---+ +---+ +---+---+---+---+---+---+ | ~ | | | 4 | | . | . | +---+ +---+ +---+ +---+---+ | ~ | | 5 | | | . | +---+---+---+---+---+---+---+---+ +---+ +---+---+ | ~ | ~ | ~ | ~ | ~ | P | . | 6 |---| S |---| 7 | . | +---+---+---+---+---+---+---+---+ +---+ +---+---+ | . | | | . | +---+---+ +---+ +---+---+ | . | . | | 8 | | . | . | +---+---+---+---+---+---+---+---+---+---+ | . | | . | . | . | . | . | | 9 | . | +---+---+---+---+---+---+---+---+---+---+ | X | . | . | | . | 0 | | . | +---+---+---+ +---+---+---+---+ | . | . | B | +---+---+---+ SPECIAL. Keyblade Rider: Teleport to a square of your choice 1. LIGHTNING RAY (THUNDER BLITZ after Lightning Ray is obtained) 2. MAGNEGA 3. ZERO GRAVIGA (MAGNEGA after Zero Graviga is obtained) 4. CURA (Disappears? after Cura is obtained) 5. SONIC BLADE (Disappears after Sonic Blade is obtained) 6. CRACKER FIRAGA (Disappears after Cracker Firaga is obtained) 7. AEROGA 8. THUNDAGA 9. FINAL BREAK (Disappears after Final Break is obtained) 0. FIRE BLITZ Arena reward 1. AERIAL SLAM Arena reward 2. THUNDARA Arena reward 3. MAGNERA Arena reward 4. CURA Arena reward 5. FINAL BREAK Arena reward 6. FIRE BLITZ Arena reward 7. AERORA Arena reward 8. THUNDARA Arena reward 9. CONFUSE STRIKE Arena reward 0. FIRE DASH  

Mini-games: Rumble Racing

(Back to Menu) HOW TO PLAY: Talk to Chip or Dale at the Speedway in Disney Town. Rumble Racing is like a simplified version of Mario Kart. Press X to accelerate, O to attack nearby racers (Terra and Ven do a spin attack while Aqua shoots arrows), Triangle to pop up a shield to temporarily protect you from other racers, and Square to break. If you push Square and a direction, you can make a sharp turn. Your main goal here is to follow the course going through as many booster rings as possible, and avoiding as many tornados as possible. There are one or two shortcuts in each course that can be reached only with booster rings - these are very handy and I will mention exactly where they are below. First though, here are some general tips to keep in mind: - The game cheats massively to help the racers who are behind. If you are playing Rumble Racing in Disney Town (as opposed to the Mirage Arena), your goal is to come in first place. This basically means only the last part of the final lap really matters much. For the rest, relax and enjoy yourself. - If you are playing in the Mirage Arena, your goal is to beat certain times, but you should still make a point of changing the number of racers to 2. Less opponents means less people who will knock you off-course. - If you start pushing X right as soon as "Go" appears at the beginning of the race, you will start with a speed boost. Not too important, but always handy. - If you see "Danger" or "Locked On" at the bottom of your screen, press Triangle to defend yourself. - If you have locked on to a target in front of you, press O to attack it. Do NOT do this if the target is itself attacking (i.e., it's spinning in a scary sort of way). You can still get hit even while you're attacking. - Scattered throughout the courses are Shields. If you pick these up, you will be immune to other racers and even to tornados. These are very useful, especially at the end of each race. - In the journal, you will see times listed for two different numbers of laps for each course. The number of laps is fixed in Disney Town, but you will fill up those extra entries when you compete in the Mirage Arena. Anyway, there are three courses altogether and winning one course unlocks the next. Here are some tips for each individual course: +-ROUND 1: COUNTRY COURSE-----------------------------------------------------+ | | | Reward: HI-POTION | | | | The first booster ring you will see after the start propels you up onto a | | shortcut that skips the very slow southernmost part of the course. | | | +-ROUND 2: DISNEY CIRCUIT-----------------------------------------------------+ | | | Reward: AERORA | | | | This course starts off the same as the previous one, which means you can | | use the shortcut. After this though, you will go off in a new direction. | | | | The next booster ring will shoot you towards another booster ring that is | | floating in the sky. If you aim well, you should be able to go through | | both. Not too important, but fun. The next booster ring is the one that | | actually matters. It is on the right side of the track and it will propel | | you up onto a ledge. Slow down and do a sharp right turn for another | | shortcut. If you do it correctly, you will go straight into another | | booster as you land, and then a little ways on, you will find a Shield | | inside the tunnel. If you do all that right, you should have a comfortable | | lead at the end of each lap. | | | +-ROUND 3: GRAND CIRCUIT------------------------------------------------------+ | | | Reward: WINNING MEDALLION KEYBLADE | | | | The only real shortcut here is after the final tunnel. It will propel you | | up to a little canyon similar to the previous two courses. When you get | | out, you will be right next to a whirlwind though, so do a sharp turn back | | onto the course, and be ready to evade. The other booster rings are also | | useful though, and be sure to pick up any shields you can. There are a | | couple nasty tornados here and the other racers are always going to be | | jockeying for position. | | | +-----------------------------------------------------------------------------+ If you win a course multiple times, you will get a HI-POTION for each victory after the first.  

Mini-games: Rhythmic Ice-cream

(Back to Menu) HOW TO PLAY: Talk to Dewey (the blue Duck) on Main Street in Disney Town. This is the most difficult mini-game to have ever appeared in a Kingdom Hearts game, so it will probably take you a lot of practice to get it down perfectly. It's really fun though, and it's very satisfying in the end. Huey, Dewey and Louie will clap out a rhythm, and then you need to repeat it. In theory, all you need to do is go to a duck when the circle surrounding him is about to disappear and then press O. You will get a "Good" or "Excellent" message if you time it right. Otherwise, you will get a "Bad" message. The problem is things get crazy-fast in the later rounds. To have a chance, you will probably need to also rely on the beat in the background music, and also old-fashioned memorization to know where you should be in advance. Good notes give you 20 points, Excellent notes give you 40 points, and while you have a combo of 20+, these points are doubled. In practice, this means the key to success is to build a long combo, which means avoiding any Bad notes. The bonus for getting an Excellent over Good is nice, but it isn't that important. You also get points for having a high tower at the end, and for repeated notes (where you need to mash the O button), but these are minor, and not worth worrying about. Altogether, there are six rounds. For the most part, you need to get the highest possible grade ("Fantastic") in one round to unlock the next. For each round, I will list the approximate score needed for Fantastic, any additional rewards you can get, and the exact list of notes you will have to play. If I write L,U, or R, that means you need to play a note in the left, up, or right positions. If one of these letters is followed by a *, then it is a repeated note, and you should just mash O until you have to stop. Finally, I also list .'s, which indicate pauses. LL would mean two notes immediately after each other, whereas L...L would give you some time in between. Good luck and have fun! +-ROUND 1: IT'S A SMALL WORLD (BEGINNER)--------------------------------------+ | | | Score Requirement for Fantastic: about 1050 | | Reward for winning once: Unlock Desert Paradise (Beginner) | | Reward for winning again: None | | | | Notes: L...L...L...L, R...R...R...R, L...L...L...L, U*, R...R...R...RR, | | R...U...L, L...U...R.R.R, R...L...U.U.U | | | +-ROUND 2: DESERT PARADISE (BEGINNER)-----------------------------------------+ | | | Score Requirement for Fantastic: about 1100 | | Reward for winning once: Unlock It's A Small World (Master) | | Reward for winning again: None | | | | Notes: U...U...L...R, R...L...U...U, U*, L...L...U.U.U, U.U.U...R...R, | | R*L*, U*, L...L...RRR, R...U...LLL.L | | | +-ROUND 3: IT'S A SMALL WORLD (MASTER)----------------------------------------+ | | | Score Requirement for Fantastic: about 1100 | | Reward for winning once: BLIZZARA, Unlock Desert Paradise (Master) | | Reward for winning again: ETHER | | | | Score Requirement: about 2000 | | Notes: L.L.L...L.U.R, U...U...U*, R.R.RRR.U.U.UUU, L.L.L...L.R.U, | | R..RR.R.L.UU, RRR.RRR.UUUUU, U...U.R.L.U, R*L*, L.U.R.RRR, | | L.L.L.L.R.L.U | | | +-ROUND 4: DESERT PARADISE (MASTER)-------------------------------------------+ | | | Score Requirement for Fantastic: about 2000 | | Reward for winning once: ICE BLAST COMMAND STYLE, Unlock It's A Small World | | and Desert Paradise (Special) | | Reward for winning again: HI-POTION | | | | Score Requirement: about 2000, Reward: Ice Blast | | Notes: LL..LL.R*, L..LL.U.U..UU, R.R.R, U*LL.RR.U, L*R..U..R, UU.R, L.R.LU, | | L.L.RLR, U*, LLL.U.R.L*R*U*, U.U, L.UU.R, RRRL*, R.U.LLU* | | | +-ROUND 5: IT'S A SMALL WORLD (SPECIAL)---------------------------------------+ | | | Score Requirement: about 1500 | | Reward for winning once: ELIXIR | | Reward for winning again: MEGA-ETHER | | Notes: U..L*R.U, L.UUR.U.L..R.UU, LL.U..RR.U.L, R*L*U*U, L*UR*UU, | | LUR.RUL...L.UR, LL..L.R.U.L, L.R.L.U.U* | | | | If you win this round multiple times, you will get a Mega-Potion each time | | after the first. | | | +-ROUND 6: DESERT PARADISE (SPECIAL)------------------------------------------+ | | | Score Requirement: about 2300 | | Reward for winning once: CHAOS CRYSTAL | | Reward for winning again: MEGA-POTION | | Notes: U*LRU, L..RLU, L*UR.LR...U, L.R.ULRU, L..U.L.RL*R*...L.U, LU.LR*, | | URUL*, LULRLULRU*, R.LUU, R.L.U*, LRLU*R.L.R.L, L*RR, U*L.RU...U, | | LL.URRUU*U | | | | This is by far the hardest round, and the reward isn't great, so there's no | | need to get the Fantastic rank if you don't want. In the sequence | | LRLU*R.L.R.L, hit the top duck once as soon as the repeated note starts, | | then deal with the two bottom ducks, then go back to the top duck. The one | | hit is needed or you will lose your combo. | +-----------------------------------------------------------------------------+  

Mini-games: Fruit Scatter

(Back to Menu) HOW TO PLAY: Talk to Horace in the Fruit Scatter area of Disney Town. This game is a pretty mindless (and annoying) variant of volleyball. Fruits will be shot out into the playing field, and you want to hit them past the opponents into their goal. Square and O are both normal attacks, and Triangle is a spike attack that lets you hit fruits into the air, and then down onto the opponents' side of the court. For the most part, all you can do is mash these buttons and hope for the best. I can give you a few general tips though: - Spikes generally aim directly for the opponent. If you hit a big fruit into them, you might stun them, and if you hit a bunch of bananas into them, it will leave banana obstacles all over their side. - If you have a clear shot at the goal and just want to score, O and Square are better choices. - Getting hit directly by a large fruit will stun you. Do your best to hit it first. Similarly, walking over a banana will make you fall over. Try not to do this. - The purple fruits are bunches of grapes that will shatter on impact. Each individual grape will then be worth a whole point, so pay special attention to these. - Pay attention to where the goals are. If they are high in the air, shooting a fruit skittering along the ground is not too helpful. Wait until you have a shot. - Sometimes one or more nets will appear in the middle of the court, and these will bounce fruits back. Do NOT keep hitting fruits into the nets if they are there. If the nets are low, focus on Spikes to get over them. if they are high and are blocking off a whole side of the court, forget about that side and focus on the other one. There are three rounds altogether, and winning one round unlocks the next. +------------------------------------+ | ROUND 1: Vs two Bruiser Unversed | | Reward for winning: LETTER BALLOON | +------------------------------------+ | ROUND 2: Vs Chip and Dale | | Reward for winning: MAGNERA | +------------------------------------+ | ROUND 3: Vs Captain Justice | | Reward for winning: CHAOS SNAKE | +------------------------------------+ If you win a round more than once, you will get a LETTER BALLOON for each subsequent win. In Aqua's story, there is also one additional round you have to do at the start vs three Shoe Gazer Unversed.  

Mini-games: Olympus Coliseum Training

(Back to Menu) HOW TO PLAY: Talk to Hercules in the Coliseum: Lobby of Olympus Coliseum. This mini-game is playable only with Ven. See the Olympus Coliseum section for more information.  

COLLECTATHONS

(Back to Menu)  

Command Charge

(Back to Menu) A big part of character growth in Birth by Sleep comes from Command Charge. You can access this any time you want from the Deck Command menu. Basically, you use up two commands, and you will get a new and stronger command for your troubles. You can also optionally use a Crystal, in which case you will get a secondary ability attached to your new command (e.g. Draw, Last Life, or HP Boost). Once you level up your new command to max, you will learn that secondary ability. Unless you have the appropriate Recipe item though, you will not know what command and what secondary ability you are getting until after the Command Charge is complete. If you want to know what to expect, or if you want to make one specific command, then the reference in this section should be helpful. For each command that can be made by Command Charge (almost all of them), I will list the following: 1ST INGREDIENT and 2ND INGREDIENT: Which Commands have to be used to make this. TYP: A letter between A-P that helps determine which secondary ability you will get. For a given Command Charge, find its type, and then look up in the bottom chart to figure out which secondary ability you will get if you use each kind of Crystal. WHO: Which character(s) can do this Command Charge. If I list T(erra), V(en), or A(qua) here, they can do it. Otherwise they can't. RAR: Rarity. If I write an R here, this is a Rare command that you will only get sometimes from the required ingredients. Otherwise you will get it every time. An ingredient can only be used for Command Charging once you have leveled it up a certain amount, and miscellaneous commands (e.g. Guard, Air Slide, Glide, etc.) can only be used as an ingredient if you have two copies of that command. +====================+====================+==================================+ | ATTACK COMMAND | 1ST INGREDIENT | 2ND INGREDIENT |TYP| WHO |RAR| +====================+====================+====================+===+=====+===+ | Final Break | Aerial Break | Slot Blade | O | TVA | | | | Reflect Blitz | Wish Blade | P | ..A | | | | Stun Blade | Slot Blade | K | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Meteor Burst | Reflect Blitz | Wish Blade | P | ..A | | | | Fire Strike | Brutal Blast | D | T.. | | +--------------------+--------------------+--------------------+---+-----+---+ | Magic Hour | Final Break | Zero Graviga | O | ..A | | | | Reflect Blitz | Aeroga | N | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Fire Dash | Slide Dash | Fire | D | TVA | | | | Slide Dash | Fira | C | TVA | | | | Confuse Strike | Fire | D | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Dark Haze | Fire Dash | Zero Gravira | D | T.. | | | | Fire Dash | Blackout | A | T.. | | | | Fire Blitz | Zero Gravity | C | T.. | | +--------------------+--------------------+--------------------+---+-----+---+ | Sonic Blade | Final Break | Dark Haze | D | T.. | | | | Final Break | Air Slide | N | TVA | | | | Fire Dash | Thunder Blitz | K | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Chaos Blade | Dark Haze | Sonic Blade | B | T.. | | +--------------------+--------------------+--------------------+---+-----+---+ | Zantetsuken | Dark Haze | Stopga | B | T.. | | | | Sonic Blade | Stopga | F | T.. | | +--------------------+--------------------+--------------------+---+-----+---+ | Strike Raid | Aerial Break | Slide Dash | O | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Freeze Raid | Strike Raid | Blizzara | I | TVA | | | | Blizzard Blade | Bind Strike | K | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Treasure Raid | Strike Raid | Slots Blade | O | .V. | | | | Slots Blade | Magnera | K | .V. | | +--------------------+--------------------+--------------------+---+-----+---+ | Spark Raid | Freeze Raid | Magnega | J | .V. | | | | Treasure Raid | Magnega | N | .V. | | | | Thunder Blitz | Dodge Roll | P | .V. | R | | | Thundaga | Dodge Roll | L | .V. | R | +--------------------+--------------------+--------------------+---+-----+---+ | Wind Raid | Freeze Raid | Aeroga | B | .V. | | | | Treasure Raid | Aeroga | F | .V. | | +--------------------+--------------------+--------------------+---+-----+---+ | Fire Blitz | Fire Dash | Burning Snipe | D | TVA | | | | Fire Strike | Fira | A | TVA | | | | Confuse Strike | Fira | O | TVA | | | | Bind Strike | Fira | K | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Reflect Blitz | Fire Dash | Reflect | D | ..A | | | | Stun Blade | Reflect | K | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Thunder Blitz | Fire Dash | Thundara | D | TVA | | | | Freeze Raid | Thundara | G | TVA | | | | Stun Blade | Thundara | K | TVA | | | | Confuse Strike | Thundara | K | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Aerial Slam | Fire Dash | High Jump | A | TVA | | | | Fire Blitz | Aero | D | TVA | | | | Fire Strike | Aerora | C | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Solo Arcanum | Slide Dash | Thunder | K | T.. | R | | | Dark Haze | Sonic Blade | B | T.. | R | | | Dark Haze | Stopga | B | T.. | R | | | Sonic Blade | Stopga | K | T.. | R | | | Strike Raid | Thundara | F | T.. | R | | | Stun Blade | Thundara | K | T.. | R | +--------------------+--------------------+--------------------+---+-----+---+ | Ars Arcanum | Aerial Break | Slots Blade | O | .V. | R | | | Aerial Break | Blizzard | G | .V. | R | | | Final Break | Aerial Slam | F | .V. | | | | Slide Dash | Blizzard | E | .V. | R | | | Blizzard Blade | Cura | G | .V. | R | | | Fire Strike | Aerora | C | .V. | R | +--------------------+--------------------+--------------------+---+-----+---+ | Time Splicer | Reflect Blitz | Wish Blade | P | ..A | R | | | Aerial Slam | Stopga | F | .V. | | | | Stun Blade | Slots Blade | K | .V. | R | | | Stopga | Reflect | C | ..A | R | +--------------------+--------------------+--------------------+---+-----+---+ | Poison Blade | Aerial Break | Poison | O | TVA | | | | Slide Dash | Poison | K | TVA | | | | Strike Raid | Poison | D | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Wish Blade | Strike Raid | Reflect Blitz | O | ..A | | | | Reflect Blitz | Stun Blade | K | ..A | | | | Stun Blade | Bind Strike | J | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Blizzard Blade | Aerial Break | Blizzard | G | TVA | | | | Aerial Break | Blizzara | H | TVA | | | | Slide Dash | Blizzard | E | TVA | | | | Slide Dash | Blizzara | E | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Stun Blade | Slide Dash | Thunder | K | TVA | | | | Strike Raid | Thunder | L | TVA | | | | Strike Raid | Thundara | K | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Slots Blade | Poison Blade | Cura | P | TVA | | | | Wish Blade | Cure | P | ..A | | | | Blizzard Blade | Cura | G | TVA | | | | Curaga | Restore Guard | N | TV. | | | | Curaga | Restore Barrier | N | ..A | | | | Curaga | Charge Barrier | P | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Fire Strike | Poison Blade | Fira | D | TVA | | | | Wish Blade | Burning Snipe | A | ..A | | | | Stun Blade | Fire | K | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Confuse Strike | Aerial Break | Confuse | O | TVA | | | | Slide Dash | Zero Gravity | K | TVA | | | | Strike Raid | Confuse | G | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Bind Strike | Aerial Break | Bind | K | TVA | | | | Strike Raid | Bind | O | TVA | | | | Stun Blade | Zero Gravity | I | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Tornado Strike | Confuse Strike | Aeroga | G | .V. | | | | Bind Strike | Aeroga | F | .V. | | +--------------------+--------------------+--------------------+---+-----+---+ | Brutal Blast | Stun Blade | Detonate Shield | O | T.. | | | | Bind Strike | Detonate Square | L | T.. | | +--------------------+--------------------+--------------------+---+-----+---+ | Magnet Spiral | Aerial Break | Magnera | K | TVA | R | | | Bind Strike | Magnet Crash | K | TVA | | | | Bind Strike | Magnega | J | TVA | | | | Zero Gravira | Magnet | I | TVA | R | +--------------------+--------------------+--------------------+---+-----+---+ | Wind Cutter | Confuse Strike | Aeroga | G | T.. | | +--------------------+--------------------+--------------------+---+-----+---+ | Limit Storm | Brutal Blast | Confuse Strike | G | T.. | | | | Brutal Blast | Bind Strike | D | T.. | | +--------------------+--------------------+--------------------+---+-----+---+ | Holy Rise | Wind Raid | Curaga | N | .V. | | +--------------------+--------------------+--------------------+---+-----+---+ | Magnet Crash | Aerial Break | Magnera | K | TVA | | | | Stun Blade | Magnera | L | TVA | | | | Zero Gravira | Magnet | I | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Gaia Break | Brutal Blast | Brutal Blast | N | T.. | | +--------------------+--------------------+--------------------+---+-----+---+ | Soul Release | Dark Haze | Degen | B | T.. | | | | Poison Blade | Degen | D | T.. | | +--------------------+--------------------+--------------------+---+-----+---+ | Break Time | Curaga | Restore Guard | N | TV. | R | | | Curaga | Restore Barrier | N | ..A | R | +--------------------+--------------------+--------------------+---+-----+---+ +====================+====================+==================================+ | MAGIC COMMAND | 1ST INGREDIENT | 2ND INGREDIENT |TYP| WHO |RAR| +====================+====================+====================+===+=====+===+ | Fira | Fire Dash | Fire | D | TVA | | | | Fire Strike | Fire | D | TVA | | | | Fire | Fire | A | TVA | | | | Fire | Burning Snipe | C | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Firaga | Fire Dash | Fira | D | TVA | | | | Fire | Fira | A | TVA | | | | Fira | Fira | B | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Dark Firaga | Dark Haze | Firaga | D | T.. | | | | Firaga | Blackout | B | T.. | | +--------------------+--------------------+--------------------+---+-----+---+ | Cracker Firaga | Fira | Aeroga | A | TVA | | | | Firaga | Aerora | A | TVA | | | | Firaga | Aeroga | B | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Fire Barrage | Firaga | Slow | A | TVA | | | | Firaga | Stopra | D | TVA | | | | Firaga | Stopga | B | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Triple Firaga | Final Break | Firaga | D | ..A | | | | Fira | Firaga | A | ..A | | | | Firaga | Firaga | B | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Blizzara | Strike Raid | Blizzard | G | TVA | | | | Blizzard Blade | Blizzard | G | TVA | | | | Blizzard | Blizzard | E | TVA | | | | Blizzard | Aero | H | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Blizzaga | Blizzard Blade | Blizzara | G | TVA | | | | Blizzard | Blizzara | E | TVA | | | | Blizzara | Blizzara | F | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Triple Blizzaga | Final Break | Blizzaga | G | ..A | | | | Blizzara | Blizzaga | E | ..A | | | | Blizzaga | Blizzaga | F | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Thundara | Stun Blade | Thunder | K | TVA | | | | Thunder | Thunder | I | TVA | | | | Zero Gravity | Magnet | L | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Thundaga | Bind Strike | Thundara | K | TVA | | | | Thunder | Thundara | I | TVA | | | | Thundara | Thundara | J | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Thundaga Shot | Strike Raid | Thundaga | I | ..A | | | | Freeze Raid | Thundaga | E | ..A | | | | Thundaga | Thundaga | A | ..A | | Thundaga + Firaga??? +--------------------+--------------------+--------------------+---+-----+---+ | Cura | Thunder | Cure | I | TVA | | | | Cure | Cure | M | TVA | | | | Cure | Aero | O | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Curaga | Cure | Cura | M | TVA | | | | Cura | Cura | N | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Denotate Shield | Fira | Zero Gravity | A | TVA | | | | Fira | Guard | C | TV. | | | | Burning Snipe | Stop | D | TVA | | | | Stopra | Guard | M | TV. | | +--------------------+--------------------+--------------------+---+-----+---+ | Detonate Square | Fira | Stop | A | TVA | | | | Fira | Reflect | C | ..A | | | | Aerora | Burning Snipe | D | TVA | | | | Stopra | Reflect | M | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Detonate Chaser | Detonate Shield | Detonate Square | B | ..A | | | | Detonate Shield | Magnega | C | ..A | | | | Detonate Square | Magnega | D | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Zero Gravira | Thunder | Zero Gravity | I | TVA | | | | Zero Gravity | Zero Gravity | M | TVA | | | | Magnet | Aero | P | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Zero Graviga | Thundara | Zero Gravira | I | TVA | | | | Zero Gravity | Zero Gravira | M | TVA | | | | Zero Gravira | Zero Gravira | N | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Magnera | Stun Blade | Magnet | K | TVA | | | | Thunder | Magnet | I | TVA | | | | Magnet | Magnet | M | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Magnega | Magnet | Magnera | I | TVA | | | | Magnera | Magnera | J | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Money Magnet | Wish Blade | Magnera | K | ..A | | | | Thundara | Magnera | I | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Energy Magnet | Cure | Magnera | M | ..A | | | | Cura | Magnera | N | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | D-Link Magnet | Zero Gravira | Magnera | L | ..A | | | | Magnera | Stopra | I | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Aerora | Aerial Break | Aero | G | TVA | | | | Thunder | Aero | I | TVA | | | | Aero | Aero | E | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Aeroga | Aerial Break | Aerora | O | TVA | | | | Aero | Aerora | M | TVA | | | | Aerora | Aerora | N | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Holy | Wind Raid | Break Time | N | .V. | | +--------------------+--------------------+--------------------+---+-----+---+ | Freeze | Freeze Raid | Blizzaga | G | TVA | | | | Bind Strike | Blizzaga | H | TVA | | | | Blizzaga | Triple Blizzaga | F | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Glacier Arts | Freeze Raid | Blizzaga | E | ..A | | | | Freeze Raid | Triple Blizzaga | F | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Ice Barrage | Blizzaga | Detonate Shield | F | ..A | | | | Blizzaga | Detonate Square | H | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Firaga Burst | Firaga | Aerora | A | ..A | R | | | Firaga | Aeroga | B | ..A | R | | | Firaga | Slow | A | ..A | R | | | Firaga | Stopra | D | ..A | R | +--------------------+--------------------+--------------------+---+-----+---+ | Raging Storm | Final Break | Firaga | D | ..A | R | | | Fire | Fira | A | ..A | R | | | Fira | Fira | B | ..A | R | | | Cracker Firaga | Firaga Burst | B | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Tornado | Thunder | Aero | I | .V. | R | | | Magnega | Aeroga | N | .V. | | | | Aero | Aero | E | .V. | R | | | Aero | Aerora | M | .V. | R | | | Aerora | Aerora | N | .V. | R | +--------------------+--------------------+--------------------+---+-----+---+ | Degen | Zero Gravity | Zero Gravity | M | T.. | R | | | Zero Gravity | Confuse | M | T.. | R | +--------------------+--------------------+--------------------+---+-----+---+ | Quake | Stun Blade | Detonate Shield | O | T.. | R | | | Bind Strike | Detonate Square | L | T.. | R | | | Brutal Blast | Brutal Blast | N | T.. | R | | | Brutal Blast | Zero Graviga | B | T.. | | | | Brutal Blast | Magnega | C | T.. | | +--------------------+--------------------+--------------------+---+-----+---+ | Meteor | Brutal Blast | Zero Graviga | B | T.. | R | | | Brutal Blast | Magnega | C | T.. | R | | | Gaia Break | Quake | B | T.. | | +--------------------+--------------------+--------------------+---+-----+---+ | Mega Flare | Cracker Firaga | Fire Barrage | B | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Atmos Break | Magnet Spiral | Zero Graviga | J | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Minimize | Magnera | Degen | N | T.. | | | | Magnega | Bind | I | TVA | | | | Magnega | Magnega | J | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Blackout | Zero Gravity | Confuse | M | TVA | | | | Zero Gravira | Confuse | N | TVA | | | | Zero Gravira | Poison | P | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Burning Snipe | Fire | Bind | A | TVA | | | | Fira | Bind | C | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Stopra | Slow | Slow | L | TVA | | | | Slow | Stop | K | TVA | | | | Stop | Stop | I | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Stopga | Stop | Stopra | I | TVA | | | | Stopra | Stopra | J | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ +====================+====================+==================================+ | MISC COMMAND | 1ST INGREDIENT | 2ND INGREDIENT |TYP| WHO |RAR| +====================+====================+====================+===+=====+===+ | Slide Combo | Slide Dash | Magnera | P | .VA | | | | Slide Dash | Air Slide | C | .VA | | | | Magnet | Air Slide | L | .VA | | +--------------------+--------------------+--------------------+---+-----+---+ | Thunder Roll | Thunder Blitz | Dodge Roll | P | .V. | | | | Thundaga | Dodge Roll | L | .V. | | +--------------------+--------------------+--------------------+---+-----+---+ | Fire Wheel | Fire Blitz | Cartwheel | C | ..A | | | | Firaga | Cartwheel | B | ..A | | | | Cracker Firaga | Cartwheel | B | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Ice Slide | Blizzard Blade | Air Slide | F | TVA | | | | Blizzaga | Air Slide | H | TVA | | +--------------------+--------------------+--------------------+---+-----+---+ | Fire Glide | Fire Blitz | Glide | C | .V. | | | | Firaga | Glide | B | .V. | | +--------------------+--------------------+--------------------+---+-----+---+ | Restore Guard | Curaga | Guard | P | TV. | | | | Esuna | Guard | C | TV. | | +--------------------+--------------------+--------------------+---+-----+---+ | Stun Guard | Stun Blade | Guard | L | TV. | | | | Thundaga | Guard | I | TV. | | +--------------------+--------------------+--------------------+---+-----+---+ | Poison Guard | Poison Blade | Guard | H | TV. | | | | Poison | Guard | P | TV. | | +--------------------+--------------------+--------------------+---+-----+---+ | Restore Barrier | Curaga | Reflect | P | ..A | | | | Esuna | Reflect | N | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Confuse Barrier | Confuse Strike | Reflect | C | ..A | | | | Confuse | Reflect | L | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Stop Barrier | Stopga | Reflect | C | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Revenge Raid | Slide Dash | Strike Raid | P | .V. | | +--------------------+--------------------+--------------------+---+-----+---+ | Revenge Fang | Slide Dash | Revenge Thunder | P | T.. | | +--------------------+--------------------+--------------------+---+-----+---+ | Revenge Blizzard | Slide Dash | Fire Blitz | C | ..A | | | | Slide Dash | Thunder Blitz | L | ..A | | +--------------------+--------------------+--------------------+---+-----+---+ | Lightning Ray | Final Break | Dark Haze | - | T.. | R | | | Final Break | Aerial Slam | - | .V. | R | | | Fire Dash | Thunder Blitz | - | TVA | R | | | Bind Strike | Thundara | - | TVA | R | | | Thunder | Thunder | - | TVA | R | | | Thunder | Thundara | - | TVA | R | +--------------------+--------------------+--------------------+---+-----+---+ | Meteor Shower | Final Break | Zero Graviga | - | ..A | R | | | Strike Raid | Thundaga | - | ..A | R | | | Freeze Raid | Thundaga | - | ..A | R | | | Firaga | Thundaga | - | ..A | R | +--------------------+--------------------+--------------------+---+-----+---+ | Bio Barrage | Aerial Break | Poison | - | TVA | R | | | Poison Blade | Guard | - | TV. | R | | | Poison | Guard | - | TV. | R | +--------------------+--------------------+--------------------+---+-----+---+ And now here is the list of what each Command Charge type will give you when paired with each kind of Crystal: ==+===========+==========+==========+==========+==========+==========+========= | Sparkling | Time | Power | Pervading| Moisture | Satiated | Spinning ==+===========+==========+==========+==========+==========+==========+========= A | Fire | Magic | Leaf | Air Combo| HP Boost | HP Prize | D-Link | Boost | Haste | Bracer | Plus | | Boost | Prize B --+-----------+----------+----------+----------+----------+----------+--------- B | Fire | Reload | F-Up | Combo | Damage | HP Prize | EXP | Boost | Boost | Command | Life | Aspir | Boost | Boost --+-----------+----------+----------+----------+----------+----------+--------- C | Fire | Attack | F-Up | Combo | HP Boost | HP Prize | D-Link | Guard | Haste | Command | Plus | | Boost | Prize B --+-----------+----------+----------+----------+----------+----------+--------- D | Fire | Attack | Leaf | Combo | HP Boost | HP Prize | D-Link | Guard | Haste | Bracer | Plus | | Boost | Prize B --+-----------+----------+----------+----------+----------+----------+--------- E | Blizzard | Magic | Leaf | Combo | Item | HP Prize | Luck | Boost | Haste | Bracer | Plus | Boost | Boost | Boost --+-----------+----------+----------+----------+----------+----------+--------- F | Blizzard | Reload | Last | Air Combo| Damage | HP Prize | Luck | Boost | Boost | Life | Plus | Aspir | Boost | Boost --+-----------+----------+----------+----------+----------+----------+--------- G | Blizzard | Attack | Leaf | Air Combo| Item | HP Prize | Luck | Guard | Haste | Bracer | Plus | Boost | Boost | Boost --+-----------+----------+----------+----------+----------+----------+--------- H | Blizzard | Magic | F-Up | Air Combo| Item | HP Prize | EXP | Guard | Haste | Combo | Plus | Boost | Boost | Walk --+-----------+----------+----------+----------+----------+----------+--------- I | Thunder | Magic | F-Up | Air Combo| HP Boost | Draw | D-Link | Boost | Haste | Combo | Plus | | | Prize B --+-----------+----------+----------+----------+----------+----------+--------- J | Thunder | Reload | F-Up | Combo | Defender | Draw | EXP | Boost | Boost | Combo | Life | | | Boost --+-----------+----------+----------+----------+----------+----------+--------- K | Thunder | Attack | F-Up | Combo | HP Boost | Draw | D-Link | Guard | Haste | Command | Plus | | | Prize B --+-----------+----------+----------+----------+----------+----------+--------- L | Thunder | Attack | F-Up | Combo | HP Boost | Draw | Luck | Guard | Haste | Command | Plus | | | Boost --+-----------+----------+----------+----------+----------+----------+--------- M | Cure | Magic | F-Up | Combo | Item | Draw | Luck | Boost | Haste | Combo | Plus | Boost | | Boost --+-----------+----------+----------+----------+----------+----------+--------- N | Cure | Reload | Last | Combo | Defender | Draw | Luck | Boost | Boost | Life | Plus | | | Boost --+-----------+----------+----------+----------+----------+----------+--------- O | Dark | Attack | F-Up | Air Combo| Item | Draw | Luck | Guard | Haste | Command | Plus | Boost | | Boost --+-----------+----------+----------+----------+----------+----------+--------- P | Dark | Magic | F-Up | Air Combo| Item | Draw | EXP | Guard | Haste | Combo | Plus | Boost | | Walk --+-----------+----------+----------+----------+----------+----------+---------  

Collectathons: Finisher Commands

(Back to Menu) When you charge up your Command Bar, you will either switch Command Styles or you will do a special finisher move. As the game progresses, you will unlock new finisher moves, which you can then equip in the menu. In this section, I will list all the options, and what you have to do to get them. Note: You can only make progress towards learning a new finisher move if one of its prerequisites is equipped. So for example, picking up Munny will only help you learn Surprise 1 if Gold Rush is equipped. +================+==================================+=========================+ | TERRA FINISHER | HOW TO GAIN EXPERIENCE | PREREQUISITE FINISHER | +================+==================================+=========================+ | Finish | N/A | N/A | +----------------+----------------------------------+-------------------------+ | Heat Slash 1 | Activate Fire Blazer 8 times | Finish | | Rock Rise 1 | Gain 2000 CP | Finish | | Gold Rush | Gain 1000 Munny | Finish | +----------------+----------------------------------+-------------------------+ | Judge of Ramuh | Activate Thunderbolt 12 times | Rock Rise 1 | | Rock Rise 2 | Gain 4200 CP | Rock Rise 1 | | Crazy Hours | Walk 7000 steps | Rock Rise 1, Gold Rush | | Surprise 1 | Gain 1400 Munny | Gold Rush | +----------------+----------------------------------+-------------------------+ | Black Star 1 | Kill 420 enemies??? | Rock Rise 2 | | Heal Strike | Use Last Life/Combo Life 5 times | Rock Rise 2 | | Random End | Walk 8000 steps | Crazy Hours | | Surprise 2 | Gain 5200 Munny | Crazy Hours, Surprise 1 | +----------------+----------------------------------+-------------------------+ | Black Star 2 | Kill 550 enemies | Black Star 1 | | Explosion | Gain 6400 CP | Black Star 1 | +----------------+----------------------------------+-------------------------+ | Destroy Arts | Gain 10000 CP | Black Star 2 | +----------------+----------------------------------+-------------------------+ +================+==================================+=========================+ | VEN FINISHER | HOW TO GAIN EXPERIENCE | PREREQUISITE FINISHER | +================+==================================+=========================+ | Finish | N/A | N/A | +----------------+----------------------------------+-------------------------+ | Heat Slash 1 | Activate Fire Blazer 8 times | Finish | | Air Arts 1 | Gain 2000 CP | Finish | | Gold Rush | Gain 1000 Munny | Finish | +----------------+----------------------------------+-------------------------+ | Judge of Ramuh | Activate Thunderbolt 12 times | Air Arts 1 | | Air Arts 2 | Gain 4200 CP | Air Arts 1 | | Crazy Hours | Walk 7000 steps | Air Arts 1, Gold Rush | | Surprise 1 | Gain 1400 Munny | Gold Rush | +----------------+----------------------------------+-------------------------+ | Air Arts 3 | Walk 4500 steps | Air Arts 2 | | Heal Strike | Use Last Life/Combo Life 5 times | Air Arts 2 | | Surprise 2 | Gain 5200 Munny | Crazy Hours, Surprise 1 | +----------------+----------------------------------+-------------------------+ | Air Arts 4 | Walk 7000 steps | Air Arts 3 | | Explosion | Gain 6400 CP??? | Air Arts 3 | | Celebration | Gain 7000 Munny | Surprise 2 | +----------------+----------------------------------+-------------------------+ | Celestial | Kill 800 enemies | Air Arts 4 | +----------------+----------------------------------+-------------------------+ +================+==================================+=========================+ | AQUA FINISHER | HOW TO GAIN EXPERIENCE | PREREQUISITE FINISHER | +================+==================================+=========================+ | Finish | N/A | N/A | +----------------+----------------------------------+-------------------------+ | Heat Slash 1 | Activate Fire Blazer 8 times | Finish | | Magic Pulse 1 | Gain 2000 CP | Finish | | Gold Rush | Gain 1000 Munny | Finish | +----------------+----------------------------------+-------------------------+ | Heat Slash 2 | Activate Fire Blazer 12 times | Heat Slash 1 | | Judge of Ramuh | Activate Thunderbolt 12 times | Mag Pulse 1 | | Magic Pulse 2 | Gain 3800 CP | Mag Pulse 1 | | Crazy Hours | Walk 7000 steps | Mag Pulse 1, Gold Rush | | Surprise 1 | Gain 1400 Munny | Gold Rush | +----------------+----------------------------------+-------------------------+ | Magic Pulse 3 | Kill 350 enemies | Mag Pulse 2 | | Heal Strike | Use Last Life/Combo Life 5 times | Mag Pulse 2 | | Surprise 2 | Gain 5200 Munny | Crazy Hours, Surprise 1 | +----------------+----------------------------------+-------------------------+ | Magic Pulse 4 | Kill 500 enemies | Mag Pulse 3 | | Explosion | Gain 6400 CP??? | Mag Pulse 3 | | Ice Burst | Activate Diamond Dust 15 times | Mag Pulse 3 | +----------------+----------------------------------+-------------------------+ | Teleport Blast | Kill 800 enemies | Mag Pulse 4 | +----------------+----------------------------------+-------------------------+  

Collectathons: Icecream Shop

(Back to Menu) I will complete this section at a future time. In the meantime, please use nunuu's guide: http://www.gamefaqs.com/portable/psp/file/943347/59033   ******************************************************************************* _ __ _ _ _ __ _ _ | |/ /| |_| | =================================================== | |/ /| |_| | | / | _ | ACKNOWLEDGMENTS | / | _ | | \ \ | | | | | \ \ | | | | |_|\_\|_| |_| =================================================== |_|\_\|_| |_| ******************************************************************************* A huge thanks to the people who helped with translations for those of us who don't speak Japanese: - Perf3ct_Cha0s, tgirl, and everyone else who contributed to the translation compendium on GameFAQs. - strwbrymilk for her excellent cutscene translations. - popiah01 for his translation guide on GameFAQs. I also found the following Japanese wiki sites to be invaluable references: - http://masterwiki.net/khbbs/index.php and kh_bbs.wikiwiki.jp/ If you have any comments about this guide, you can contact me here: [email protected] Except for serious mistakes, I will probably stop editing the guide a month or two after the game comes out internationally, but I am always glad to hear feedback. I do get a lot of email though, so if I don't respond to you, don't take it personally. I promise I still read your email!