Kingdom Hearts FAQ Written by James Williamson E-mail: dugan62us@yahoo.com Sections I. Version History II. Basics III. Awakening/Destiny Islands IV. Traverse Town, 1st Visit V. Wonderland VI. Olympus Coliseum, Preliminaries VII. Deep Jungle VIII. Traverse Town, 2nd Visit IX. Olympus Coliseum, Phil Cup X. Agrabah XI. Traverse Town, 3rd District XII. Monstro XIII. Halloween Town XIV. Traverse Town, 4th Visit XV. Olympus Coliseum, Pegasus Cup XVI. Atlantica XVII. Neverland XVIII. Traverse Town, 5th Visit XIX. Olympus Coliseum, Hercules Cup XX. Hollow Bastion, 1st Visit XXI. Traverse Town, 6th Visit XXII. Hollow Bastion, 2nd Visit XXIII. End of the World XXIV. 100 Acre Wood XXV. Weapons/Abilities/Accessories/ Items/Magic XXVI. Synthesis Shop XXVII. Bestiary XXVIII. Trinity Marks XXIX. Postcards XXX. Torn Pages XXXI. Dalmatians XXXII. Special Coliseum Modes XXXIII. Hades Cup XXXIV. Mushroom Hunting Tips XXXV. Phantom XXXVI. Kurt Zisa XXXVII. Ice Titan XXXVIII. Sephiroth XXXIX. Credits/Thanks I. Version History Version 1 (November 26, 2002) finished version history and part of the basics Version 1.2 (November 28, 2002) finished rest of basics, completed Awakening and Destiny Islands, added some items Version 1.3 (December 4, 2002) added more items, completed Traverse Town, 1st Visit, and part of Wonderland. Added entries to bestiary Version 1.5 (December 7, 2002) added more items, some accessories, completed Wonderland and Deep Jungle, added more entries to Bestiary Version 1.6 (December 11, 2002) added more items, accessories, started on weapons. Completed Preliminaries, and Traverse Town 2nd visit. Started on Dalmatians and Trinity Marks. Version 1.8 (December 18, 2002) Completed Agrabah, Phil Cup, and Traverse Town 3rd Visit. Added accessories and weapons. Found more Dalmatians, and put more entries in Bestiary. Added magic chart. Version 2.1 (January 6, 2003) Completed Monstro, Pegasus Cup, and Atlantica. Added more accessories, magic, Trinity Marks, and Dalmatians. Version 2.3 (January 11, 2003) Completed Traverse Town, 4th Visit and Neverland. Added accessories, magic, and expanded Bestiary. Started on characters. Version 2.5 (January 20, 2003) Beat the game. Added more characters, magic, and all items. Started on 100 Acre Wood. Version 2.6 (January 28, 2003) Added Hades Cup, all accessories, and strategies for Phantom and Ice Titan. Completed Synthesis Shop and added all weapons and magic. Version 2.8 (February 7, 2003) Finished 100 Acre Wood, Trinity Marks, and Dalmatians. Added strategies for Kurt Zisa and Sephiroth. Version 3 Final (February 10, 2003) Finished Bestiary, and added the Credits/Thanks section. February 12, 2003 Accidentally sent an incomplete version to www.gamefaqs.com. Oops!! II. Basics Controls =============================================================== Start Button - Pause (during battles and cutscenes)/Display main menu/Display special menus during mini-games Select Button - Toggle first-person view on and off Circle Button - Cancel/Jump/Let go/Swim fast/ascend when flying or swimming Square Button - Use special abilities/descend when flying or swimming/Press while holding L1 to cast assigned spell Triangle Button - Command party members to attack a locked target/press while holding L1 to cast assigned spell X Button - Confirm/Press while holding L1 to cast assigned spell L1 Button - Displays magic shortcut menu L2 Button - Rotate camera counterclockwise/Press simultaneously with the R2 Button to revert the camera to default frontal view/Cycle through available targets while locked on R1 Button - Engage or disengage target lock R2 Button - Rotate camera clockwise/Press simultaneously with L2 Button to revert the camera to default frontal view/Cycle through available targets while locked on R3 Button - Confirm Left Analog Stick - Move character/Move cursor in menu screen Right Analog Stick - Move cursor in menu screen =============================================================== Game Screen =============================================================== Field Icon - appears when Sora gets near objects or people that he can interact with. HP Gauge - displays Hit Points, which you lose as you take damage from enemy attacks - Sora's is displayed in the lower-right corner of the screen - the HP Gauge of other party members is displayed in the upper-right corner of the screen MP Gauge - displays Magic Points, which you lose after you cast a magic spell or after you use a special ability - each block represents 1 MP. The MP Gauge is the blue gauge above the HP Gauge. Charge Gauge - a yellow gauge that appears at the top of the MP Gauge - when it fills up to a certain point, it is converted to MP. Spells with low MP cost draw from the Charge Gauge first. Targeting and Command Changes - Sora can automatically target enemies, people he can talk to, and objects that he can pick up or examine, such as crates and paintings. Certain commands may change into new ones when something is targeted. Turn automatic targeting on and off in the CONFIG menu. An Auto Lock occurs when you get near something. Press R1 to lock the target so you don't lose sight of it. This is especially true of enemies. =============================================================== Battle System =============================================================== All battles in 'Kingdom Hearts' occur in real-time, meaning that Sora will take damage even while selecting items and spells. The command menu turns red during battle. While attacking, press the X Button at the right time to trigger a combo attack. Besides the basic three-hit combo, there are combinations that deal even more blows. The game automatically controls your other party members. However, you can adjust each member's fighting style in the CUSTOMIZE menu. Press the Triangle Button to call your friends for help in battle. This feature only works in certain situations. As in all RPGS, you earn experience points by fighting and defeating your enemies. You can also earn Tech Points, which result from the successful blocking of an enemy attack. The regular foes that you encounter will almost always leave behind something valuable. HP Balls - these restore your HP, but not very much. Munny - can be used to purchase items Bubbles - refill the Charge Gauge Treasure Chests - contain various items, and come in different colors. =============================================================== General Information =============================================================== There are two types of Save Points. The only difference between them is that the second type doesn't always let you return to your Gummi Ship. As far as I know, this is only the case in the Olympus Coliseum Lobby. There are three types of Treasure Chests. Red ones are the most common, and contain a variety of items. Blue ones have a tiny Keyhole on them, and usually contain either Puppies or Gummi pieces. Green ones are the rarest, and contain a variety of items. Trinity Marks are found in every world, and come in one of five colors: Blue, Red, White, Green, and Yellow. You will acquire them as you progress through the game. When you get near one of these marks, the Trinity command will appear. Use it and you will uncover secret areas or receive important items. Trinity Marks can only be activated when your party consists of Sora, Donald, and Goofy. You can learn new spells by clearing stages or completing certain tasks. Learned spells can be viewed by selecting the MAGIC command. They are upgraded in the same manner. You can create a magic shortcut menu by choosing CUSTOMIZE from the main menu. You will assign a spell to a button, and then by holding L1 and pressing that button, you can cast a spell quickly and easily. There are a total of six summon spells. Two of them will be learned automatically. The other four are found in summon gems, and can be released by the Fairy Godmother. To call a summoned character, select the MAGIC command, and then choose SUMMON. That character will enter the battle and say there until it's MP runs out. Summon spells can only be used when Sora's allies are conscious. Abilities are learned as you gain levels, or by clearing stages and defeating certain enemies. In order to equip an Ability, you need AP. Obviously, you can't equip every Ability that you have. Only equip the ones that would be most helpful. The Gummi Ship, which is used to fly to other worlds, can be augmented through a rather tedious process that I have never fully explored. You have to acquire a blueprint, and then some parts, and then you can build yourself a new Gummi Ship. You don't need to do this at all, but some people like it. I find it to be confusing and stupid. =============================================================== Walkthrough =============================================================== III. Awakening/Destiny Islands Watch the opening cutscene. After it's over, you get control of Sora, the main character. He is standing on a stained glass motif of Snow White. Three pedestals appear in front of you. You are asked to make a choice. Your first selection will be your strongest attribute. Your second choice will be your weakest. Here are the options: The Sword: This is the gift of attack. It might be the obvious choice, and for first time players, it is recommended. Choosing it will make offense your top priority. Your Strength stat will be leveled up faster than any other. If the Sword is your second choice, then Strength will be leveled up less frequently than the other stats. Some people like power, but it can be used foolishly. Remember that. The Shield: The power of defense. If the Shield is your first choice, your HP and Defense stats will be leveled up more frequently than the other stats. You will begin the game with higher Defense, which is helpful when fighting your friends on Destiny Islands. If the Shield is your second choice, HP and Defense will be leveled up less frequently than the other stats. This can be bothersome when you approach the later stages of the game. The Rod: Power of the Mystic. If the Rod is your first choice, your AP and MP will level up more frequently than other stats. You will start the game with higher amounts of AP and MP. If the Rod is your second choice, your AP and MP will level up less frequently that other stats. My favorite combination is Sword, then Rod. This makes Sora a strong fighter, and gives him a fair balance of HP and Defense. You will always have enough AP when you need it, and your MP can be restored easily by a couple of great abilities. After you have made your decisions, the floor will fall away and you will end up in the Cinderella Room. You will do battle with a Shadow, your first enemy. Follow the instructions and defeat the Shadows (they are worth 1 EXP a piece). After your victory, you will fall to the next room. This one has a Heart motif. There is a door here. Examine it and follow the instructions. You have to open a chest, push and smash a crate, and lock-on to a barrel. This is intended to teach you some fundamental skills. After you have accomplished these tasks, the door will open. Proceed forward. Next, you will see three children. Talk to each of them and you will be asked a question. Your answers will influence how quickly you level up during the course of the game. Selphie What's most important to you? 1. Being number one 2. Friendship 3. My prize possessions Wakka What do you want out of life? 1. To see rare sights 2. To broaden my horizons 3. To be strong Tidus What are you afraid of? 1. Getting old 2. Being different 3. Being indecisive After making your choices, you will be transported to the next room, which has a motif of Aurora, from 'Sleeping Beauty'. You will do battle with 8 Shadows. You should gain a level at some point during this fight. Afterwards, use the Save Point, and then follow the staircase to the final room, which has a motif of Belle. Here, you will confront your first Boss. ============================================================== Boss: Darkside Difficulty: Easy HP: not sure EXP: 18p Rewards: None Don't be fooled by this thing's size. It is a pushover. You can target either one of its hands. Stay with it and hack away, using jump and slash combos to do as much damage as possible. When it plunges its fist into the ground, it will spawn 4 Shadows. Take them out and collect the HP orbs they leave behind. You can definitely gain a level for defeating Darkside, but you can gain another by fighting repeated groups of Shadows. The other attack that Darkside uses is when he starts drawing energy into his glowing heart. After a few moments, he will release some lasers. Dodge these as best you can. If you take damage, just wait for the next batch of Shadows. ============================================================== Destiny Islands Watch the cutscene to find out that what just happened was probably a dream. Afterwards, talk to Kairi. She wants you to gather some materials to make the raft. You have to collect 2 LOGS, a CLOTH, and a ROPE. Before you do this, however, scour the island and talk to your friends. Each one will challenge you to a fight. Be sure to accept, because you can gain experience and be introduced to a variety of attack patterns that tougher enemies will use later on. The first person you meet is Wakka. ============================================================== Boss: Wakka Difficulty: Easy HP: not sure EXP: 1p Rewards: None Wakka is, of course, from Final Fantasy X. He is armed with a ball, which he throws at you. You can use your sword to hit it back at him. Be sure that your timing is fairly precise, or else you will miss and take damage. If you are successful, Wakka may be stunned for a few seconds. Run up and attack him. If he doesn't get stunned, don't worry. He will eventually. The more reckless approach is to chase after him and hit him right after he has tossed his ball. You can jump over it when it comes your way. You might earn Tech Points for deflecting the ball. ============================================================== After you beat Wakka, go to the dock to find Selphie. ============================================================== Boss: Selphie Difficulty: Easy HP: not sure EXP: 1p Rewards: None Selphie, from Final Fantasy VIII, uses a whip, which gives her a long reach. Her attacks can be dodged most effectively by jumping. Hit her just as you are about to land. You may earn a Tech Point for doing this. You can usually corner her near where you met Wakka. If this happens, you can slash at her until she is defeated, and she won't counterattack. ============================================================== The next challenger is Tidus, from Final Fantasy X. You can find him on an elevated platform near the back of the island. It was the same one where you answered questions to determine how quickly you would gain experience. ============================================================== Boss: Tidus Difficulty: Easy HP: not sure EXP: 2p Rewards: None You have to tackle Tidus with a little more discretion than Selphie and Wakka. He fights with the same weapon as Sora, and tends to stay close to you. He likes to charge, so jump over him, and attack him from behind. You will probably take quite a bit of damage in this fight. If so, you should have the POTION that you got at the beginning of the game. ============================================================== Now, go the Save Point in the Seaside Shack. Go up the nearby stairs. You will find the Bridge. Riku is sitting on a tree in this area. He is the reigning champ of the island, so beating him is a real accomplishment. ============================================================== Boss: Riku Difficulty: Medium HP: not sure EXP: 5p Rewards: Potion Riku can take you by surprise if you're unprepared. He moves quickly, and is able to dodge a lot of your attacks. After you hit him about 4 times, he will fall down, and then he will spring back to his feet, damaging you in the process. Be sure that you don't fall off the side of the platform. If you do, you lose automatically. Basically, try to stay behind and hit him when possible. This battle could take several minutes, so just be patient. You'll notice that if you are victorious, Sora keeps a mental note of who is ahead. It seems that he and Riku are involved in a little friendly competition. If you lose more than once, you may consider restarting, because this can seriously hinder your chances of beating Riku in an upcoming race. The cost of failure: you lose the right to name the raft. ============================================================== After you beat Riku, you can start doing what Kairi asked you to do. Log #1: near the water to the left of where Kairi is standing. You can't miss it. It is directly under the Bridge. Log #2: On the ground near Riku Cloth: head past Wakka and when you get to the fork in the path, go up the stairs to the right. You will come to a Tree House. The CLOTH is hanging on the wall of the Tree House. Rope: on the same platform as Tidus After you have all of these items, take them back to Kairi and get a HI-POTION. You won't get this if she had to give you any clues. When Kairi asks you if you want to rest, say yes. The next day, you can go to the Cove, which lies beyond the door Kairi was previously standing in front of. Before you enter this new area, however, you can re-challenge Wakka, Selphie, and Tidus, who have moved from their original positions. Tidus is now in the same place Riku was before. Talk to him, and you will have the option to face all three of them simultaneously. ============================================================== Boss: Tidus, Wakka, Selphie Difficulty: Medium HP: not sure EXP: 4p Rewards: Potion Individually, Tidus, Wakka, and Selphie, weren't much of a problem. That has changed, however. There is power in numbers, and, together, they make a hell of a team. I like to take out Selphie first, because she is the easiest. You can corner her like you did the first time. She can be a real nuisance if you leave her 'til last. Once she is down, work on Wakka. He can hit you from behind. Try to isolate him, too, and don't waste time deflecting his ball tosses. Be aggressive!!! Finally, there is Tidus, who is clearly the most skilled of the three. Fight him like you did before, jumping over him and slashing his backside. You can earn several Tech Points by blocking his blows. Selphie and Tidus tend to stay pretty close to one another, so you might find that to be advantageous. ============================================================== In the Cove, you will see Riku standing by the door. Talk to him, and he will tell you what he wants to name the raft. He wants to call it the Highwind. Sora thinks that it should have a better name. His choice is Excalibur, but you can pick any name you want. This will also be the name of your Gummi Ship later on. To resolve the argument, you are going to race Riku. You have to pass through an obstacle course, touch a Paopu tree, and then head back to your starting point. The race is not about speed. First of all, drop below the wooden platforms and run through the water. It is quicker because you don't have to jump over the gaps. Run past the raft and up the small cliffs. Touch the tree and then drop back down to the ground, following the same path. DO NOT GO THROUGH THE CAVE. This is a guaranteed loss. When you win the race, Sora will name the raft, and you will get a PRETTY STONE. You can race Riku as many times as you want after your initial victory and each consecutive win will earn you a PRETTY STONE. They aren't essential items, however. Here is what Kairi wants you to bring her: 3 MUSHROOMS, a SEAGULL EGG, 2 COCONUTS, 3 FISH, and a bottle of DRINKING WATER. Before you star collecting these things, however, head back to the stairs that you used during the race. You should see a crate near the stairs. Push the crate against the wall under the cave, and then enter the cave to get a PROTECT CHAIN. Equip it immediately. Now on to your quest. Mushrooms #1: in the cave blocked by the boulder. Push the big rock to the right and enter the cave. Mushroom #2: found at the base of the wooden tower, where the gliding mechanism is. Mushroom #3: in the Secret Place. When you pick it up, watch the flashback with Sora and Kairi. Sora will then meet a mysterious individual who appears from behind the door. He is obviously from another world, but how did he get to the Destiny Islands? You will find out the truth in time. Coconuts: walk around the Bridge area and whack all of the trees. Coconuts will fall to the ground. You only want the yellow ones. Seagull Egg: sitting on top of a tree on the Bridge. Use the nearby pole to get it. Fish: swim around in the water near the dock where Selphie is sitting and will find the Fish. Drinking Water: the waterfall near Wakka Save your progress and head back to the Cove. Once you hand the items over to Kairi, she will give you another HI-POTION, granted that you didn't need her help. Watch the next couple of cutscenes. In one of them, you will see Donald and Goofy, who meet Jiminy Cricket as they prepare for their journey to find the King. Next, you'll see Sora in his room. A storm approaches. He looks out of his window and notices that Riku's and Kairi's boats are gone. When he returns to the Beach, he finds that it has been overrun by Shadows. Your toy sword deals no damage, so don't bother attacking. Instead, head to the Seaside Shack (saving if you so desire) and head to the Bridge, where you fought Riku. You will receive the Keyblade. Now it is time to punish the Shadows. They are infinite, so you can fight them you your heart's content. This is a great place to gain a couple of levels before moving on. Head to the strange door and enter. You will be in the Secret Place. After your meeting with Kairi, you will be whisked into another encounter with Darkside. ============================================================== Boss: Darkside Difficulty: Easy HP: 300 EXP: 60p Rewards: None This battle is no harder than the first one you had. However, two new moves have been added to the Boss's repertoire. The first of them occurs when Darkside puts his fist in the ground, causing an earthquake. You can jump to avoid any serious damage. Right after this, he will pull his fist out, and he will be holding an orb. Smaller orbs will fall from the sky. They aren't that dangerous, however. Lock onto either his hands or his head when he kneels, and start slashing away. He should fall in just a few rounds. If your HP gets low, use POTIONS, or just wait for Shadows to be summoned. ============================================================== After another cutscene, you will find yourself in Traverse Town. IV. Traverse Town, 1st Visit Sora wakes up in an alley, with Pluto in his face. Donald and Goofy are here somewhere, and you need to find them. Head into the building on your right. This is the Accessory Shop. Inside, you will meet Cid, the pilot from Final Fantasy VII. There is a Save Point here, as well, and a MYTHRIL SHARD in the chest on the cupboard. You won't be able to buy anything just yet, because you won't have any Munny. Exit the shop and head right, up the stairs and through the double doors into the Second District. Once you reach the Second District, you will see a man get his heart stolen by a Shadow, who then turns into a Soldier. Fight off the enemies, and go back to the First District. Here, walk around and slay the Heartless. Search thoroughly to find them all. Once you have defeated them, enter the Accessory Shop and save. Exit back to the First District and you will meet a guy named Leon, who is actually Squall from Final Fantasy VIII. He wants the Keyblade, but Sora refuses to hand it over. ==================================================================== Boss: Leon Difficulty: Easy HP: 120 EXP: 30p Rewards: None You don't have to win this fight to proceed. However, the experience you can gain from it is extremely valuable, and far outweighs other liabilities. Leon will hurl fireballs at you, and then approach you with his sword. His attacks are slow and predictable. Hit Leon either right before or immediately after he uses a fireball. Leon has a tendency to evade the jump and slash technique, so don't bother employing it. If your HP gets low, use a POTION. Try not to use your HI-POTIONS so early in the game. ==================================================================== Whatever the outcome of the battle, you will meet Yuffie (from Final Fantasy VII), who escorts you and Leon to the Hotel. Once inside, Leon will explain the purpose of the Keyblade, and also tell you about the Heartless. Meanwhile, Donald and Goofy meet up with Aerith (from Final Fantasy VII), who tells them what she thinks about the King's disappearance. After the cutscenes, talk to Yuffie, and then open the chest for an ELIXIR. Save your game, and then talk to Leon to signal for more action. You can follow Leon if you wish, but it is better to stay behind and fight off the Heartless. Soldiers are tougher than Shadows, but not by much. You are in the Alleyway. To the left of the big stack of crates is chest with a POTION. Collect it and go back to the Second District. Take the only other door (around a corner) to the Third District. Here, go forward and you will meet Donald and Goofy. Take out the Heartless and then get ready for another Boss. ==================================================================== Boss: Guard Armor Difficulty: Easy HP: 700 EXP: 110p Rewards: Brave Warrior The Guard Armor is comprised of several parts: Legs, Arms, Torso, and Head. Start by attacking the Legs and the Arms. After you have done a certain amount of damage, the parts will scatter and attack individually. They will reform after several minutes. The Arms and Legs yield HP orbs when defeated. Use these to stay healthy. Of the orbs don't restore an adequate amount of energy, then use POTIONS, but you should try to keep them for later. Once the Arms and Legs are out of the way, focus on the Torso. Watch out for the Boss's spin attack. Don't worry about Donald and Goofy. They will heal themselves automatically. ==================================================================== After the battle, Donald and Goofy become your permanent allies. You will also receive 100 Munny and an ELIXIR from Leon, Yuffie, and Aerith. Your new teammates will give you the FIRE spell, the DODGE ROLL ability, and BLUE TRINITY. You now have a full party. Watch the cutscene. Now, you can explore Traverse Town, or you can head straight to Wonderland by boarding the Gummi Ship from either the World Exit or a Save Point. Fight some more Heartless if you want extra EXP. The best place to do this is the Gizmo Shop in the Second District. In the First District, you will find 2 Blue Trinity Marks. The one near the World Exit has several Munny orbs. Head back to the Third District, and unlock the door that leads to the First District. In a small alley, you will find another door, with a flame insignia. Use FIRE to open it. Inside, jump across the floating rocks and approach the odd house. Find the side entrance. You will meet Merlin. Once he unpacks, talk to him. He will let you practice your magic. You ca also talk to the Fairy Godmother. Use the Save Point and warp to the Gummi Ship. Note: if you are looking for the other POSTCARDS, check the appendices at the end of this guide. The Gummi Ship Watch the tutorial. This small, colorful vessel is able to transport you to other worlds. You only have one available destination. As you fly through the air, you will pass other ships. Shoot them and you will collect some augmentative equipment for the Gummi Ship. This will be useless unless you ever want to do some remodeling. After several screens, you will arrive at Wonderland. V. Wonderland After landing, you will meet the White Rabbit. He is late for a very important date. Follow him. You will arrive in the Bizarre Room. Watch the cutscene. Talk to the doorknob. He will tell you that you are too big. On the table, you will see 2 drinks. One of them will make you small, and the other one will return you to normal size. Push the bed to your left before examining the drink. Once you are tiny, you will fight some Heartless, one of which is new: the Red Nocturne. FIRE magic will heal it. Remember the Green Trinity Mark in the fireplace. Head through the opening that was hidden behind the bed. Watch the cutscene, and then the Queen will tell you to collect four pieces of evidence that can be used to prove that Alice is not guilty. Before you start this new quest, use the Save Point near the entrance to the Bizarre Room, and then take the door to the left of the Queen's Throne, near the red Card sentry. You are now in Lotus Forest. A cutscene will introduce you to the Cheshire Cat. The flowers in the Forest will drop hints if you give them what they want. The yellow flowers ask for POTIONS, and the red flowers ask for ETHERS. A couple of flowers might ask for ELIXIRS. Footprints: Head to the first opening on the right. This leads to a small alcove with a Blue Trinity Mark. The Footprints are found near the mark, in the pink box. Antenna: At the back of the Forest, you will see three toadstool pedestals. Jump onto the shortest one, and then jump to the right, onto the leaf pad. Stench: From the shortest of the three toadstool pedestals, jump to the left, and onto the leaf pad. There is another pad you need to leap to. The gap may look daunting, but you can cross it without much effort. Keep in mind that Sora can grip the edges of most any surface if he doesn't quite make it. Head to the platform with the large red fruit (opening the chest along the way for PUPPIES), and jump to the next leaf pad. Go left to find a door. This takes you back to the Bizarre Room, but you fall from the ceiling onto the fireplace, where the next box resides. Claw Marks: Go back to the Forest entrance. Approach the yellow flower on your left. Give it a POTION, and it will make you big. Step on the wooden platform behind you. This makes a new leaf pad appear. Now, remember the red fruit we passed earlier? Well, it can make you small again. Lock-on to the big tree. Pick the fruit and eat it. Now, head to the back of the Forest, where the three toadstool pedestals are. Jump onto the smallest ones and then head to the left, across the gap, past the fruit, and onto the next leaf pad. However, this time, instead of going left, head right. The new pad completes a path to another door. Enter to fall onto the faucet in the Bizarre Room. From here, you can jump to the last box. Once you have all of the evidence, the Cheshire Cat shows up and gives you the BLIZZARD spell. Head back to the Castle and save you game. Then, talk to one of the two Card sentries standing in front of the Throne to present your evidence. The Queen will ask you to pick a box. The game seems to work in your favor, as there is a fifth box that appears. Choosing it will bring out a Heartless, thus clearing Alice's name. However, the Queen still doesn't believe you for some reason, and orders her guards to take you out. ==================================================================== Boss: Card Guards/Tower Difficulty: Easy/Medium HP: not sure EXP: 100p Rewards: none As you can see, I have 2 difficulties listed for this battle. If you pick the second box, Donald and Goofy will be imprisoned during the fight, which makes things a tad more difficult. However, with their assistance, you don't have to worry about the cards that much. If you knock out the Queen, the Cards won't be as aggressive. Your main target is the Tower, which operates the chains that hold Alice's cage. Lock-on to one of the wheels and start attacking. Destroy all three wheels to win the fight. You can't actually defeat the Cards, but you can stun them if they get too close. Alice has vanished. Apparently, she has been kidnapped. Save and then go back to Lotus Forest. You will meet the Cheshire Cat again. He tells you about some impending danger. After the cutscene, you will encounter some Heartless, one of which is a new enemy called a Large Body. These guys can take a lot of damage, and they can dish it out, too. Attack them from behind, and stay away when they pat their stomachs. You might try to strike their heads, as well. Head to the back of the Forest, to find that the boulder is gone. Go through the door to the Tea Party Garden. If you get big again (by giving a POTION to the yellow flower), you can push the boulder the Cheshire cat was sitting on. This will raise two new pedestals, allowing you to reach a hidden area with a Blue Trinity Mark. The Tea Party Garden has a picture of the Mad Hatter and the Hare. There is also a sign that says "Very Merry Unbirthday to you". Sit in all of the chairs for some new items. Some chairs will force you to fight Heartless. If the table disappears, exit the Garden and come back. Enter the house to find an inverted version of the Bizarre Room. Kill the Heartless, and activate the two table lamps by touching them. Now, go back over to the door with the latch. Release the latch and enter the Queen's Castle. Open the chest for PUPPIES, and then use the Save Point, and go through the nearby door to the first Bizarre Room. In here, the Cheshire Cat will make his final appearance. ==================================================================== Boss: Trickmaster Difficulty: Easy HP: 600 EXP: 150p Rewards: Ifrit's Horn This gangly Boss looks big and tough, but it goes down pretty easily. It will walk around the room, swinging its arms at anything that gets close. Stay away from it and let Donald and Goody do all the work. They will wear it down considerably. Once they knock it out, collect the Munny and HP balls, and then attack its head. Alternately, you can stand on the table and use magic spells. However, if you are on the table for too long, the Trickmaster will hit the table into the ground. ==================================================================== After the battle, you will be able to seal your first Keyhole. You also receive a NAVIGATION GUMMI. If you want, you can go back to Traverse Town and stock up on items. From Traverse Town, you can go to Olympus Coliseum. VI. Olympus Coliseum, Preliminaries At Olympus Coliseum, head across the courtyard and enter the double doors to the Lobby. Here, you will meet Phil, who asks you to help him clean up. Start by pushing against the large stone. You can't move it. Talk to Phil a second time. He tells you how weak you are, but, he gives you a chance to become heroes. Two trials For both trials, you have a certain amount of time to destroy a series of strategically placed barrels. Trial 1 20 barrels in 30 seconds Take out all of the barrel groups, and then use magic spells to break the remaining, individual ones. Trial 2 25 Barrels in 1 minute From the start, drop to the lower section on the right, and head around to the left, smashing all of the barrels along the path. Then, take out the large groups, by targeting the barrel closest to the center. Finally, use magic to break any solitary barrels, especially the one on the platform. You can waste a lot of time if you miss the jump. You get the THUNDER spell, but the stubborn Phil won't let you enter the games. Exit the Lobby. Outside, you will meet Hades, who hands over an ENTRY PASS. Take it to Phil. He reluctantly lets you sign up for the tournament. The Preliminaries Match 1: Shadow Scout Soldier x4 Blue Rhapsody x3 Watch the cutscene. You'll meet Cloud Strife from Final Fantasy VII. Match 2: Sinisters Blue Rhapsody x3 Shadow x10 Match 3: Heat & Freeze Red Nocturne x5 Blue Rhapsody x5 Watch the cutscene. Phil will mention Hercules, who is away visiting his father. Match 4: Shadow Platoon Red Nocturne x3 Blue Rhapsody x3 Shadow x2 Soldier x2 Match 5: Blue Revenge Blue Rhapsody x9 Watch the cutscene. It seems that Hades has cut a deal with Cloud. Match 6: Big One Large Body Red Nocturne x4 Blue Rhapsody x4 Final Match: Cloud ==================================================================== Boss: Cloud Difficulty: Medium HP: 300 EXP: 80p Rewards: None As was the case with Leon, you don't have to win this fight to proceed. However, the experience makes it well worth the effort. Cloud has two major attacks. First of all, he will yell, and then slide across the arena with his sword. Use the Dodge Roll to avoid damage, and hit him just after he has finished his dash. Sometimes, he will use a series of dashes, which makes things a little more complicated. Secondly, he jumps into the air, and slams his sword into the ground, damaging everything in the immediate vicinity. Use the Dodge Roll to avoid this, as well. Rely on Donald and Goofy to keep you healthy, and if they are knocked out, dive into your POTION supply. If you are at level 10 or higher, this battle should be more than manageable. ==================================================================== When Cloud is defeated, Hades sends Cerberus in to finish the job. Hercules shows up and carries Cloud out of the Coliseum. Save your progress, and then go and fight Cerberus. ==================================================================== Boss: Cerberus Difficulty: Medium HP: 600 EXP: 200p Rewards: Inferno Band Cerberus is a very challenging Boss. He has three heads, and you can target each of them individually. Lock-on to one of the outer heads, as it will be easier to attack. Donald and Goofy will get wiped out pretty quickly in this battle (at least it seems that way), so try not to rely on them. Use POTIONS or HI-POTIONS (you might have bought some more in Traverse Town) to keep your HP up, and attack the beast whenever possible. When you are close to Cerberus, he will try to bite you. He will spit fireballs at you, which you can avoid with the Dodge Roll. The worst attack is where he spews black liquid, which then follows you around the arena in small puddles. Just keep running to stay out of harm's way. There are instances where you can actually jump onto Cerberus' back. Wait until its back leg is stretched out, and then climb on. From this vantage point, you can slash at one of the heads repeatedly. After you beat Cerberus, Phil will give you the HERO LICENSE. There is nothing more to do here for the time being. The Coliseum has to be cleaned up, so come back later. On your way back to the World Exit, Sora meets Cloud, who gives you the SONIC BLADE ability. After the cutscene, take the Gummi Ship to the next area. You might want to swing by Traverse Town and stock up on items, weapons, and accessories. And as always, it never hurts to go hunting for EXP. VI. Deep Jungle As you approach this world, Sora and Donald will fight over the controls. Sora thinks that Kairi and Riku might be here; Donald thinks that it is a waste of time. The ship crashes and Sora is separated from his teammates. When he wakes up, he gets a rather nasty surprise. =================================================== Boss: Sabor Difficulty: Easy HP: 90 EXP: 15p Rewards: None Sabor is the most fearsome predator in Deep Jungle. He will leap toward you and swipe with his claws. Use the Dodge Roll to avoid this attack. FIRE is the best course of action, since you don't need to be close to cause damage. If you run out of MP, finish him off with the Keyblade. You will encounter Sabor as a regular enemy from now on. =================================================== Tarzan chases Sabor away, and becomes your new partner. Steal all of his equipment and keep it for yourself. You will find that none of his stats will be significantly affected. Jump down onto the net underneath the Tree House. Then, jump off the edge, like Tarzan. Use the Save Point, and then jump into the tree stump. This leads to a mini-game called Jungle Slider. Dodge or destroy the branches. When you finish the course, you will be in the Camp. From your landing spot, you will see a Tent. Enter and talk to Jane. You will also meet Clayton, a suave British game hunter. Sora will be reunited with Donald and Goofy. Use the Save Point. Open the chest for a MYTHRIL SHARD. Jane is standing near a projector. She has apparently lost the slides, and you have to find them. They are scattered around the Camp. Slide 1: on top of Tent Slide 2: on green dresser, to left of Tent Slide 3: Near the easel Slide 4: On big stack of boxes in front of Tent Slide 5: On top of tent in row of tents Slide 6: Boxes near globe Once you have all 6 Slides, go back to the Tent and examine the projector. A series of images will come up. Sora will claim that one of the images feels familiar. Tarzan will respond to another image. At Sora's request, Tarzan agrees to take you to Kerchak, the leader of the apes. The oily Clayton seems to be all too eager to meet the gorillas. Save, and then put Goofy and Tarzan in your party. Outside, you will most likely meet Sabor again. He is a little faster now. Use the same strategy as before, only this time, you will have some help. Once the big feline runs away, check the Campsite for some special notes about how to make a POTION and an ETHER. If you complete both recipes, you will get these items. Take the right exit to the Bamboo Thicket, and then the next exit to the Cliff. Here, you will find two chests: MEGA-POTION and MYTHRIL SHARD. Now, head back to the Camp and take the left exit. You are now in the Hippo's Lagoon. There are two vines here. The first leads to Vines 1, where you have to swing through a series of vines. This isn't hard, but it is tedious. Instead of going through all of this hassle, just go to the vine in the back of the Hippos' Lagoon. Jump on the hippos' backs to make it across the water. There are three chests in this area. The only two you can get at this point have a MEGA-POTION and PUPPIES. The vine in the back of Hippos' Lagoon leads to Vines 2, where you will see Kerchak. Tarzan will plead with him, but to no avail. After he leaves, go back to the Tree House. To get there quickly, climb the ivy to your left. You will be in Climbing Trees. There are 2 doors here. Head through the one near the Blue Trinity Mark. When you reach the Tree House, you will see Clayton aiming his shotgun at a cute little gorilla. He claims that he was killing a snake. Yeah, right. After the cutscene, drop back down to the net under the Tree House, and get the MEGA-POTION from the chest. Then, head back to the Camp. Sabor will come at you again. Use the same strategy. He will be faster and more aggressive. Once he's gone, enter the Tent. Clayton is being scolded by Jane, who is horrified to learn that he fired at a gorilla. He leaves, but not without revealing his true intentions. Use the Save Point, and then exit the Tent. Outside, you will hear a gunshot. As you head towards the right side of the camp, you will encounter some new Heartless, called Powerwilds. They are fast and powerful. Once you kill them, you will save a gorilla. She gives you a PROTECT-G. Enter the Bamboo Thicket. Fight off more Heartless. You will save another gorilla, and get a FIRE-G. Now, head to the Cliff and defeat the Heartless there. You get an AEROGA-G from the gorilla. Collect the treasures if you didn't already. As you go back through the Bamboo Thicket, you will find another new enemy: the Bouncywild. These things are fast and tricky to kill. Magic is your best bet. They use slingshots, and often drop banana peels for you to trip on. Bouncywilds leave behind A LOT of Munny orbs. As you pass back through the Camp, fight off the Heartless, enter the Tent, and save. When you exit the Tent, you should find White Mushrooms. These are docile Heartless. You will be rewarded if you help them. Watch what they do, and then use the corresponding spell. Fire: shivers Thunder: light above head Blizzard: Mushroom on knees Cure: Lying on the ground Gravity: Floating in air Aero: Moving in circles Stop: no movement Go to the Hippos' Lagoon, climb the vine in the back, and climb the ivy on the left. You are now in Climbing Trees. Kill the Heartless, and receive AEROGA-G from the gorilla. Now, go to the Tree House. Again, defeat the Heartless and save the gorilla. You will get FIRE-G. Head back to the Camp, enter the Tent, save, and then exit. Another shot echoes through the air. Go to the Bamboo Thicket. Walk up to the small platform in the middle of the area. You will meet Sabor one last time. =================================================== Boss: Sabor Difficulty: Medium HP: 180 EXP: 150p Rewards: White Fang Sabor is a little tougher this time around. He attacks ferociously. Use the Dodge Roll to avoid his claw swipes. When he lowers his head, he will charge at you. Dodge Roll out of the way. Again, use FIRE, and stay away from him. If you run out of MP, go with a direct assault. Tarzan and Goofy will cause a lot of damage, as well. Sabor will often dash into the bushes scattered around the thicket. Wait for him to re-emerge and lock onto him again if necessary. =================================================== Sabor is gone for good. Head back to the Camp. Enter the Tent. Jane is gone. Save, and then head to Climbing Trees. Jane is huddled behind a vine wall with a frightened gorilla. The Heartless in this area are infinite, so don't waste your time with them. You can gain quite a bit of experience here, though. Attack the large, black fruit to continue. Watch the cutscene. Enter the other door without the Trinity Mark. This leads to the Tunnel. Collect the MEGA-ETHER. Now, go back to Camp. Fight off the Heartless, enter the Tent, use the Save Point, and then head to the Bamboo Thicket. If there are Heartless, fight them off, and then go to the Cliff. It looks like Clayton's greed has gotten the best of him. =================================================== Boss: Clayton Difficulty: Easy HP: 250 EXP: none Rewards: None Clayton has sided with the Heartless. Take out all of the Powerwilds, and then go after Clayton. He will shoot at you. His bullets aren't that damaging unless you are really close to him. After about three shots, he will either reload, or use a POTION on himself. Also, at some point, he will jump to the ledges above. Stay on him and whack him with the Keyblade. =================================================== Now, Clayton jumps onto the back of some invisible creature. The real battle begins. =================================================== Boss: Clayton/Stealth Sneak Difficulty: Medium HP: 250, 750 EXP: 30p (if defeated first), 240p (if defeated second) Rewards: Cure First of all, hit the Stealth Sneak until it throws Clayton off of its back. Now that they are separated, attack them individually. Take out the Stealth Sneak first. Hit it with FIRE magic, or just slash it with the Keyblade. Use the Dodge Roll to avoid its laser attacks, and watch out for its headbutt. Once it goes down, go after Clayton. He uses the same pattern as before, and is actually easier to defeat. Just run up to him and use the Keyblade to knock him down. He will most likely end up being trapped between you, Goofy, and Tarzan. =================================================== The Stealth Sneak collapses on Clayton, eliminating him once and for all. After the fight, Kerchak tosses you to a new area. Enter the Waterfall Cavern. In here, just jump from platform to platform, collecting the items along the way. They are a MYTHRIL SHARD, SHELL-G, MYTHRIL, and ORICHALUM. Go through the passage at the top. After some cutscenes, you will seal the second Keyhole. You will also receive another NAVI-G PIECE. You will also get the RED TRINITY and the JUNGLE KING. Follow Donald's advice and return to Traverse Town. VII. Traverse Town, 2nd Visit Disembark at the 1st District. Since you have BLIZZARD, use it to put out the candles on the tables. This unlocks a chest with a DEFENSE UP. Yuffie should be standing by the mailbox. She tells you that Leon is in the Secret Waterway, which can be accessed from the Alleyway. Head to the 2nd District and enter the Alleyway. Use the Red Trinity Mark to break through the bars. Talk to Leon, who is practicing his sword skills. Watch the cutscene, and Leon will tell you about sealing Keyholes. Talk to Leon again, and Sora will ask him about the Gummi pieces you have been collecting. He says he doesn't anything, so he directs you to Cid, who is a Gummi expert. He gives you the EARTSHINE, a gem that contains a summon creature. Head up the stairs behind you, checking the chest along the way for PUPPIES. At the top of the stairs, you will find a platform that takes you to Merlin's house. Now, head back to the Third District. Use THUNDER on the cables to activate the Gizmo Shop. You will meet some new Heartless: the Yellow Opera, Green Requiem, and the Air Soldier. The Yellow Operas cast THUNDER, the Requiems cast CURE on other enemies. The Air Soldier is pretty tough. Just take it down with jump and slash combos. You will also encounter a lot of Large Bodies. Head back to the First District and enter the Accessory Shop. Talk to Cid. He tells you about Navigation Gummis, and even offers to install them for you. Save your game, and then deliver the OLD BOOK to Merlin. Also, talk to the Fairy Godmother to have the EARTHSHINE transformed to SIMBA, your first summon spell. Return to the 3rd District, and head towards the abandoned house to the right of the door that leads to the 2nd District. On your way there, you will be interrupted by Riku. Watch the cutscene, and then continue to the house. Inside, you will find Cid, Leon, Aerith, and Yuffie. Speak with Cid, and he will modify your Gummi Ship. He will throw in a WARP GUMMI that allows you to revisit any previously explored world, regardless of your current location. Now, leave the house and head to the Gizmo Shop. Fight off the Heartless and head through the back door. Climb the ladder, and break through the boards using Red Trinity. Pull the rope 3 times. A Keyhole is revealed. Leon was right. Approach the Keyhole to find another Boss. ====================================================== Boss: Opposite Armor Difficulty: Easy HP: 1200 EXP: 390p Rewards: Aero The Opposite Armor is a beefed up version of the Guard Armor. Start off fighting it the same way. Not long into the battle, the Boss changes form. Attack the Legs. Once you've finished them off, go for the Arms. When the parts are destroyed, they drop lots of HP and Munny orbs. Be sure to collect them. Once the Arms are gone, focus on the torso, which doubles as a powerful cannon. Avoid the blasts by using Dodge Roll, and cast Cure if your health gets low. A smarter strategy may be to stay away from the Boss, and use THUNDER, which deals a moderate amount of damage. However, keep an eye on your MP, and try not to deplete it, as you will need to save some for healing purposes. If all else fails, don't be afraid to use POTIONS. ================================================= Once you seal the Keyhole, you will get another NAVI-G PIECE. Take it to Cid and get the COMET-G. Enter the Accessory Shop to save your game, and notice that there is no clerk behind the counter. However, there is someone lying on the floor. This is Pinocchio, and he has been separated from his father, Gepetto. After the cutscene, board the Gummi Ship, and you will find that a Warp Hole has appeared. However, there is also a new tournament being held at the Coliseum. Stop by there on your way to the Warp Hole. VIII. Olympus Coliseum, Phil Cup The Phil Cup consists of matches against teams of Heartless and nothing more. You won't encounter any Bosses like Cloud or Cerberus. You should be able to win this tournament very quickly. 9th Seed- Jungle Vice Powerwild x4 Soldier x4 8th Seed- Monkey & Magic Powerwild x1 Green Requiem x2 Yellow Opera x5 Red Nocturne x2 7th Seed- Big Feet Hammerlegs x1 Powerwild x4 6th Seed- Magic Alert Red Nocturne x5 Yellow Opera x5 5th Seed- Nightwalkers Large Body x1 Powerwild x5 4th Seed- Hard Hitters Gauntlets x1 Blue Rhapsody x3 Shadow x4 3rd Seed- Indomitable Large Body x2 Green Requiem x6 2nd Seed- Wild Corps Gauntlets x1 Hammerlegs x1 Powerwild x4 1st Seed- Shadow Battalion Torso x1 Yellow Opera x4 Blue Rhapsody x4 Once you complete the Phil Cup, you will be rewarded with the GRAVITY spell, as well as a championship plaque. The next tournament will be held later. Next stop: Agrabah. IX. Agrabah As you enter Agrabah, you will see Maleficent and Jafar. They are looking for Princess Jasmine. You will also meet Iago, Jafar's annoying parrot. After the cutscene, you will find yourself battling a new breed of Heartless. The Bandits use swords, and are able to deflect blows. The Shadows will be tougher, as well, and they yield more experience. Open the chest for a MEGA-POTION, and then enter the wooden door to Storage. Use the Save Point, and then head back to the Plaza. Go through the large, open doorway to Main Street. Kill the Heartless, and then head to your right, where you will find a pole. Climb the pole to Aladdin's House. In here, you will find another Save Point. There is a carpet that is trapped under a cabinet. Free it and it will fly out the window. Open the chests to find PUPPIES and a MEGALIXIR. Exit the room and re-enter. You will see a man. Talk to him, and you can buy items. He doesn't have a very wide selection, though. On the wall across from the Save Point, you will find a dresser. Move it to find a small Keyhole. Release the lock. Jump out the key-shaped window. You are back in the Plaza, but higher up. (If you jump to the ledge below the window, you will find a chest with a MEGA-ETHER.) To the right, you will see some windows with wooden awnings. Jump on them to reach the other side. Go through the gate that you unlocked with the small Keyhole in Aladdin's House. It leads to Main Street. (Across from this gate is a ledge with a chest and a couple of Pot Spiders. Eliminate the spiders, then open the chest for a COTTAGE.) From Main Street, take the left path, and enter the Alley. Here, Jasmine will be hiding behind some crates. Jafar shows up, and Jasmine tells you to go find Aladdin. Take out the Heartless, and then jump on the crates to reach the ledge above. Get the MEGA-POTION from the chest, and then release the small Keyhole. Now, jump across the next row of wooden awnings. Head through the gate. Go back to the Plaza and exit to the Desert. In the Desert, you will find the magic carpet, and a Save Point. Talk to the carpet, and it will take you to Aladdin, who is trapped in quicksand. Fight off the Heartless, and Aladdin will join your party. You may want to substitute him for Donald for the battles ahead. You will also meet Genie, who has a hilarious introduction. Back in Agrabah, you will be ambushed by Heartless. There will be a new one called a Fat Bandit. These things are fought just like Large Bodies, only that they can breathe fire. Kill them, and enter the Storage room. Get the MEGA-POTION behind the barrels. Use the Save Point. Back in the Plaza, you will find that the passage to Main Street has been blocked off. To your left (with your back to the Storage Room), you will see some crates. Use them to get to the ledge above. Jump across to the green cloth awnings, and enter the door to the Alley. From here, jump across the wooden platforms and get back to Main Street. Jump down and enter Aladdin's House. He will comment on stopping Jafar. Exit by jumping into the hole to the left of the oval window. Use the cloth awnings to reach the unlocked gate directly across from Aladdin's House. (In front of this gate is a MEGA-ETHER). It leads to the Bazaar. Drop to the ground and battle the Heartless. You might encounter the Black Fungus, which is one of the game's most frustrating enemies. Each one is worth 96 EXP, but beating them is a chore. They attack you with poisonous gas. Also, they can become invulnerable for several rounds. Use magic to avoid getting close to them. Fire is extremely effective. Once they are defeated, use the crates to get back up top, and release the last small Keyhole. This opens the way to the Palace Gates. Near the Keyhole, there is a chest with a FIRA RING. Go back to Aladdin's House and save. Again, jump into the hole to the left of the oval window. Turn to the right, and jump to the yellow cloth awnings. Enter the door. You will be at the Palace Gates, with Jafar and Jasmine. Aladdin calls on Genie to save Jasmine, but shortly thereafter, Iago steals the lamp. Jafar will then send a new creature to dispose of you. ============================================ Boss: Pot Centipede Difficulty: Medium HP: 600 EXP: 250p Rewards: Ray of Light The Centipede is made up of two parts: the Head and the Tail. Its Body is formed by a long line of Pot Spiders. The Head is your central target. Once the Body breaks up, focus on the Head while Aladdin and Goofy take out the Spiders. The Head uses THUNDER, and will also swipe at you with its antennae. Avoid the Tail if you can. It has tentacles that can cause major damage. Eventually, the Centipede will make its way to another section of town. Follow it and continue your assault. There will almost always be a constant supply of orbs in this battle, due to the high number of Pot Spiders that you can destroy. This provides you with lots of extra Munny and health. ============================================================== After the Centipede is defeated, Aladdin will tell you that Jafar has undoubtedly taken Jasmine to the Cave of Wonders. Go back to the Plaza, save your game, and then enter the Desert. You will get on the carpet automatically. When you reach the Cave of Wonders, the large Tiger Head (which serves as the entrance) will come to life! ============================================ Boss: Tiger Head Difficulty: Medium HP: 380 EXP: 400p Rewards: None The goal of this fight is to destroy the Tiger's eyes, which are radiating with dark power. However, to get to the eyes, you are going to have to get onto the Head. At some point, the statue will bend to the ground, usually to release some lasers. Dodge these (or deflect them with the Guard ability), and then jump onto the Tiger's nose. Target one of the eyes, and hit it as many times as possible. The Head will rise back up after a few moments, and you will get thrown off. In the meantime, help Aladdin and Goofy pummel the Heartless, most of which are Bandits and Shadows, with the occasional Fat Bandit. Collect the orbs. Then, wait for the next opportunity to jump onto the Head, and finish off the eyes. ============================================ After your victory, hop into the mouth and enter the Cave of Wonders. Cave Of Wonders Remember the White Trinity mark to your left. Walk forward and kill all of the Heartless that appear. To your right, there are some steps that lead to the Relic Chamber, one of several underground rooms we will be exploring in a little bit. Notice the large boulders that roll along the groove. Avoid these at all costs. On the platform with the barrel, you will find a chest with a MEGA-ETHER. Jump down from this platform, and go through the door straight ahead. You are now in the Hall. Kill all of the Heartless (there are a lot of Air Soldiers), and head towards the blocks that are spitting water. More Heartless attack. Take them out, then use the barrel to jump onto the ledge above the water jets. Open the chest for an ELIXIR. Now, jump to the next platform, which is slightly curved. Move to its other end, and you will be very close to the door. Jump to the chest to the left of the door. Open it for a MYTHRIL SHARD. Head back to the door that leads to the Entrance. To the right, there is a staircase. Go down it. You will be in the Dark Chamber. Use the Save Point. There are no enemies down here; just lots of treasure. Jump to the chest directly across from the Save Point. Open it for a COTTAGE. Swim towards the waterfall, and enter the Silent Chamber. The stairs in this room lead back to the Hall. You don't want to go back there yet. Instead, swim to the waterfall and be pushed down into another section of the Silent Chamber. Climb out of the water, and touch the egg in the statue's hands. This will open a new passage. Let the waterfall take you back to the main part of the Silent Chamber. Now, go the steps I mentioned earlier, the ones that lead to the Hall. Drop into the water on the right-hand side. Swim into the Hidden Room. Go up the steps, and use FIRE to knock a section out of the pillar. Watch the cutscene, in which Jafar orders Genie to reveal the Keyhole. Go back to the Silent Chamber and enter the Hall. Or, if you want, you can go back to the Dark Chamber and enter the Hall from there. Go back to the Entrance and go down the stairs to the Relic Chamber. Barely step into the water, and a field icon will appear. Choose the Call option, and Aladdin's pet monkey (Abu) will touch the egg. This lowers a staircase to the platform with the statue. Swim across to the platform with the chest. Get the THUNDARA RING. Now, go to the statue and enter the door to the left. You are back in the Dark Chamber. Jump to the chest and receive a SHELL-G. Now swim into the waterfall. You will be a tiny area with another statue. You can't reach the egg because you are still in the water, so Call Abu once again. This will lower a section of the wall. Open the chest for a PROTEGA CHAIN. Now, swim forward and go up the steps. Open this chest to get your first TORN PAGE. Use the Save Point, and exit back to the Hall. Go to the door we ignored earlier. Go through it. You will be in the Bottomless Hall. This room earns its name honestly. Don't get in front of the jets. Jump to the ledge above them. Defeat the enemies, and then open the chest for a COTTAGE. Go through the next door. Welcome to the Treasure Room. There should be some White Mushrooms here. Remember to help them and get a reward. There are chests on top of the gold piles, but you can't jump up there. See the blocks on the ground near the statues? Well, if you touch the egg, these blocks will blow you to the top of the gold piles. Touch the statue on the left, and gain access to a MYTHRIL SHARD. From here, jump to the stone platforms, and open the green chest for a SHELL-G. Touch the right statue to gain access to three more PUPPIES. Another green chest sits on top of a big block to the right of the Save Point. Collect the treasures, save your game, and, if you haven't done it already, substitute Donald for Aladdin. Two Boss fights are coming up, and they rely more on physical strength than magical skill. Enter the Lamp Chamber. Jafar tells you about the importance of the Seven Princesses, and then orders Genie to crush you. ========================================== Boss: Jafar Difficulty: Easy HP: 500 EXP: 600p Rewards: Blizzara Jafar will float around the room using his staff to bombard you with magic spells. He has two main attacks. The first is where he unleashes a long stream of fire. You can avoid this easily, since it is concentrated in one spot. The other one is a tad more difficult. Large chunks of ice will spin rapidly near the center of the room. Stay away from them, because if you get caught in the middle, then you will take lots of damage, and will be unable to heal yourself. Jafar tends to move in a counterclockwise pattern. He will stay high in the air, so use the gigantic stone steps to get to him. Sometimes, he will stand on of these steps for several minutes, so hit him as much as you can. If you get too close, he will swipe at you with his staff. Genie isn't much of a threat. He will perform a few weak hand slaps, but you can tell that he isn't trying his best. Always stay locked on to Jafar, so you don't lose sight of him, especially when he changes into a little ball of smoke that can be hard to spot otherwise. ========================================== After the battle, run across the room and approach the unconscious Jasmine. Before you can do anything, Jafar makes his third wish. He asks to be turned into an all- powerful Genie. The floor falls out, revealing a massive chamber below. Jump into the hole to start the next fight. You might want to go back to the Treasure Room and save first!! ========================================== Boss: Genie Jafar Difficulty: Easy HP: 800 EXP: 730p Rewards: Fira, Ansem's Report 1 Jafar is not your target. It is actually his Lamp, which is being carried around the room by Iago. The weight of the Lamp causes Iago to move slower than usual. Lock on to the loud-mouthed bird and follow him, jumping and slashing the Lamp whenever you get the chance. Sometimes, Iago will stop and take a rest, leaving the Lamp completely vulnerable. You should just ignore Jafar. He isn't much of a threat, despite his size. He will throw boulders at you, which you can avoid with the Dodge Roll. Don't fall in the lava, and keep an eye on the other platforms, as they move in and out like pistons. ========================================== Sora traps Jafar within the Lamp, and someone kidnaps Jasmine. After you seal the Keyhole, the place starts to collapse. In the next segment (modeled after the final stretch of Devil May Cry), you have to navigate the magic carpet through the underground cavern, avoiding stalactites, rocks that are falling from the ceiling, and columns of fire that shoot up from the lava. Collect the HP orbs if you start having too many unwanted collisions. After your daring escape, you will be back in Aladdin's House. He wants to go with you to find Jasmine, but he can't. Instead, he wishes for Genie's freedom, and sends him with you instead in the form of a summon spell. The next cutscene will show Riku as the person who has been snatching all of the young ladies thus far. It seems that he has cut a deal with Maleficent. He brings her the Princesses, and she helps him find Kairi. Aladdin will give you the THREE WISHES keychain, and you will also learn GREEN TRINITY. Go back to the Gummi Ship. Sora will suggest revisiting other worlds and unsealing Trinity Marks. Goofy will remind you of the Green Trinity Mark in the Accessory Shop. Head back to Traverse Town. X. Traverse Town, 3rd Visit Disembark at the Accessory Shop. Activate the Green Trinity Mark to release a ladder. Climb the ladder to reach the Synthesis Shop, which is owned and operated by Moogles. Open the two chests for PUPPIES and a MYTHRIL SHARD. Talk to the Moogle on the table in front of the chests. He will explain the basics of synthesizing. Now, talk to the Moogle by the fireplace. Synthesize one of every item, if possible. Exit the shop and re-enter. Talk to the Moogle by the fireplace again, and you should be able to synthesize some more items. If you don't have all of the right ingredients, that's fine, but remember to come back later. The inventories of the Accessory and Item Shops have been expanded. Try to buy one of each new accessory, and one of each new weapon. This shouldn't be a problem if you have been fighting a lot. If you want to conserve your finances, purchase a CHAOS RING (600 Munny), and a BLIZZARA RING (1000 Munny), and maybe a PROTERA CHAIN (750 Munny). As for weapons, get the MAGUS STAFF (1000 Munny) and the GIGAS FIST (1000 Munny). I think they are better than the SILVER MALLET and GOLEM SHIELD, but you might not think so. It's all the same price, anyway. You might also want to stock up on POTIONS and HI-POTIONS, if your stock is running thin. Remember the TORN PAGE we got in the Cave of Wonders? Well, you can take it to the OLD BOOK in Merlin's House and be introduced to the Hundred Acre Wood. However, it is best to save this world for later, after you have collected the other pages. Walk through the Second and Third Districts to get extra experience, if you want. Save, and then board the Gummi Ship. Head back to Agrabah, but don't disembark. You have two choices: the upper path or the lower path. The former leads to Halloween Town; the latter leads to Atlantica. This walkthrough covers Halloween Town before Atlantica (for reasons of personal bias), but you can choose whatever destination you want. However, regardless of your choice, you will first have to go through Monstro, a gigantic whale who swallows the Gummi ship. The decision you made earlier will only change his location on the World Map. If you were heading to Atlantica, then he will appear between it and Agrabah on the lower path. If you were heading to Halloween Town, he will appear between it and Agrabah on the upper path. XI. Monstro After Monstro swallows you, there will be a flashback of young Riku and Sora, as they prepare to explore the Secret Place on Destiny Islands. Riku is baffled by the presence of a door, and tells Sora how much he wants to get off the island. When you awaken, you find Pinocchio, who managed to get here somehow. You begin in the Mouth. Swim to the back of the area, ignoring all of the treasure chests, wooden platforms, and mountains of debris. Watch the cutscene. It seems that Gepetto and his ship were swallowed up, as well. During your conversation with the kindly old man, Pinocchio wanders off. Follow him. Use the Save Point first, though. Note: Monstro's inner chambers are very confusing. There are perhaps dozens of paths you can take, but only one of them is correct. It is mapped out in the section below. I will only mention chests that are found on this path, and not those found on detours. I will leave them for you to find on your own. Chamber 1 Pinocchio has met up with Riku, who wants to play a game of hide-and-seek. You will encounter a enemy: the Search Ghost. They are worth 10 EXP, and tend to appear in groups of three or four. They are easy to defeat, but watch out, because they can vanish suddenly. Jump onto the left ledge and enter the door. Chamber 2 Head to the opposite side of the room. Get the COTTAGE from the chest, and enter the nearby door. Chamber 3 You will enter this room on a platform. Fight the Heartless, but don't fall off. If you do, you will have to start back at Chamber 1. Go through the nearest door. Chamber 2 You will land on another platform. Go through the door on your right. Chamber 5 Enter the door on the opposite side of the room. Chamber 6 Proceed straight ahead, killing all of the Heartless in your way. After you walk down about three big steps, you will see a chest. Open it for a DISPEL-G. Head out the door to the right of the chest. Chamber 5 Defeat the Shadows. They are tougher, but are now worth 4 EXP each. Open the chests for MEGA-ETHER and a DISPEL-G. Use the barrel to reach the ledge up above. Sora will grab it and pull himself up. Enter the door on this ledge, past the Barrels. Chamber 4 Riku will have a chat with Maleficent. Pinocchio runs into the next room. Shortly thereafter, you hear him yell. You don't need to use the Save Point. Bowels A creature called the Parasite Cage has swallowed Pinocchio. Riku offers to help you out, so go for it. ========================================== Boss: Parasite Cage I Difficulty: Very Easy HP: 450 EXP: 500p Rewards: Cheer Ability (for Goofy) This is, quite simply, the game's easiest fight. You have three party members, and they can do all the work for you. Riku can't be knocked out, and he bombards the Boss with constant attacks. Just stay on the sidelines and watch. You may have to heal Donald and Goofy now and then, but that is the only major role you have to play in this battle. The Parasite Cage has only one attack. It will try to swat you with its tentacles. You can earn Tech Points by deflecting these blows. If you want to get actively involved, you have two options. You can stay at a distance and use magic spells (FIRE being the most effective), or you can do a direct assault by jumping and slashing the creature's head. This battle reminded me of the Prison Cage from Final Fantasy IX. That was the Boss in the Evil Forest who kidnapped Dagger and Vivi. About the only difference is that the Parasite Cage doesn't drain any HP out of Pinocchio. ========================================== After your victory, a hole appears. Jump into it to get back to the Mouth. The water level will decrease, revealing a new platform with a Blue Trinity Mark. Watch the cutscene. Riku plans on using Pinocchio's heart to restore Kairi. Open the chest near Gepetto to find the HIGH JUMP, a shared ability. Equip it immediately, and collect the treasures scattered around the Mouth. In no particular order, they are: PUPPIES, WATERGLEAN, COTTAGE, and a TORNADO-G. Use the wooden platforms and the High Jump to reach the door above the one that leads to Chamber 1. Throat Ignore the Heartless and work your way up the platforms. You may have to fight if too many enemies get in your way. At the top of the room, you will be sucked into the Stomach. Stomach Riku asks Sora to help him save Kairi. Sora refuses the offer. It looks like Riku and Sora are going to fight, but they are interrupted by the Parasite Cage, who is back for a second round. ========================================== Boss: Parasite Cage II Difficulty: Medium HP: 900 EXP: 1000p Rewards: Stop You don't have Riku this time around. Plus, the Parasite Cage is much stronger than it was in the Bowels. Its tentacles deal more damage, and are harder to deflect, even though it is still possible. Avoid the yellow substance that surrounds the central platform. This is stomach acid, and it will hurt you. Stay on the smaller platforms, and lock onto the creature's head. Jump and slash combos are most effective. Use POTIONS or CURE magic when your HP gets low. After enough hits, the Parasite Cage will tilt its head back, revealing an orb inside its mouth. Attack the orb as much as you can. ========================================== After the fight, Pinocchio and Gepetto will be properly reunited. Watch the next couple of cutscenes. Riku is on Captain Hook's ship with Maleficent and a lifeless Kairi. He is given the power to control the Heartless. Your next meeting with him won't be so pleasant. Back on the World Map, the Pegasus Cup will open up at the Coliseum. But first, let's go through Halloween Town. XII. Halloween Town Sora, Donald, and Goofy are wearing costumes, so they can blend in with the weirdoes who live in this world. You start at the Guillotine Gate. There is a Save Point behind you. Use it, and remember its location, as you won't find another one for quite some time. Walk forward and go through the large gate to Guillotine Square. The fountain is surrounded by Heartless. However, they aren't moving and you can't attack them. Jump onto the ledge at the back of this area, and go through the small gate to a courtyard. Jump up the stairs and pull the string with the spider on it 3 times. You will get an ELIXIR. Under the stairs is a chest with PUPPIES. Now, go back to the fountain, and walk around for a couple of minutes. A cutscene will introduce you to Jack Skellington, who is in charge of preparing the annual Halloween festival. Jack has gone to see the Doctor. Talk to the Mayor if you want, and then enter the wooden door in the middle of the back ledge. This leads to the Lab Entryway. Go up the steps and enter the Lab. Jack and the Doctor decide to create a heart. However, you need to collect some missing ingredients. The first one is memory. To get it, you have to find Sally, who likes to hang out in the Graveyard. Jack is a pretty weak fighter, so don't put him in your party. Check the bookcase to get a TORN PAGE. As you exit the Lab, the Mayor will tell you that the Heartless are out of control. Return to Guillotine Square. From the Lab Entryway, head to Sora's left, past the gate we entered earlier. You will see a new path to the left, where the brick wall ends. Climb the steps and go through the gate. In the Graveyard, you will encounter a new type of Heartless: the Wight Knight. It is powerful enemy that likes to attack you with its claws. Several consecutive hits can knock them out temporarily, and they are extremely vulnerable to FIRE. Once you clear out all of the Heartless, you will meet Sally, and obtain the FOGET-ME- NOT. Return to the Lab. After you leave the Graveyard, three little kids named Lock, Stock, and Barrel will climb out of a large stone casket. They heard about Jack's plan, and are going to report it to Oogie Boogie, a big ghost who causes trouble in Halloween Town. The Doctor tells you that the last ingredient is surprise, and suggests that you talk to the Mayor to get it. Meanwhile, Lock, Stock, and Barrel have reported to Oogie Boogie, who plans to steal the Heart and use it to control the Heartless. Return to the Graveyard. . Inspect the coffin in the back of the Graveyard. This leads to the Boneyard, where you find a giant pumpkin and the Mayor, who asks you to play a memory game. Check the tombstones in the order that the ghosts appear. This is completely random, but there are only three ghosts, so it isn't that hard. When you get it right, the pumpkin will explode, revealing a chest with JACK-IN-THE-BOX. If you mess up, you will just have to do it all over again with a different pattern. To go back to the Graveyard, use the door behind the pumpkin. Return to the Lab. Lock, Shock, and Barrel steal the Heart. You have to get it back. After you exit the Lab, it looks like the brats have managed to get away from you, but Jack calls on his faithful dog Zero to track them down. He flies off toward the Graveyard. In Guillotine Square, you will encounter Gargoyles, which are similar to Air Soldiers, only much tougher to defeat. Keep an eye on them, because they will transform into little balls of smoke and try to sneak past you. Head back to Guillotine Gate and save your game. Now go to the Graveyard. After the cutscene, fight off the Heartless, and examine the coffin. In the Boneyard, go through the door to the right of the pumpkin. You are now in Moonlight Hill, which you will most definitely recognize from The Nightmare before Christmas. There are a lot of enemies here. You don't need to kill them all, but just enough to clear a path to the large embankment. There are a couple of other things to note. First, you will see another door in this area. If you examine, a message will appear that says "Shut tight." You can't open it 'til later. To the left of this door is a platform. Use a FIRA spell to activate it, and it can take you back to the Graveyard. Inspect the tombstone at the base of Moonlight Hill to proceed. This is the Bridge. On your left, you will find another platform that can be activated with FIRA. Walk forward and eliminate the Heartless. To the left of the Bridge are some steps. From the top of these steps, you will see a chest on a platform. To get it, move a little to the right of the steps, and drop onto a gray platform. From here, you can jump to the chest, which contains PUPPIES. Directly under the Bridge is another chest, which you can open for a DISPEL-G. Avoid the current, or else you will be whisked back to Guillotine Square. Cross the Bridge, and enter the gate. You will now be at Oogie's Manor. Head up the wooden walkway to the door. Open the green chest for an ETHER. Head through the door, and turn right to find a Red Trinity Mark. Make sure you use it now, because it is temporary. Open the chest for an ETHER. Now, cast FIRA on the platform to get to the higher levels of the Manor. Head up the next wooden walkway, and climb the stone steps at the end. Here, if you head to the left, you will a dead end, and a birdcage with a chest in it. I don't know of any way to get this. However, all of the items you don't get now will be available later. Head right, and up the next wooden walkway. Climb the short set of stairs, and continue following the walkway. At the end, you will see some double doors. Go on through. Welcome to the Evil Playroom. This is where Lock, Shock, and Barrel spend most of their free time. You have them cornered, but they don't surrender easily. ========================================== Boss: Lock, Shock, Barrel Difficulty: Easy HP: 150 (Lock), 120 (Shock), 180 (Barrel) EXP: 18p (Lock, 180p if beaten last), 12p (Shock, 120p if defeated last), 24p (Barrel, 240p if defeated last) Rewards: None Shock is the girl dressed up like a witch. She is the weakest. Lock is dressed up like a devil. Barrel is the one with the skull mask. Save him for last, so that way, you will get more experience. The room is small, and so are your targets. This makes them immune to most of your combos. The three children will jump around a lot, and hit you with spin attacks. Barrel is considerably faster than the other two, which makes him a bigger threat. ========================================== After you beat the snot out of them, target the lever, and hit it to open the door to Oogie's chamber. You might want to use the Save Point before leaving. Outside, jump off the right side of the walkway. Hopefully, you will continue to fall to the ground far below the Manor. There is a bathtub here. Use it to get back to the front entrance of the Manor. Position yourself in front of the door that leads to the room with the platform and the Red Trinity Mark, and jump off the left side. You should land on a stone path. At the end of this path is a green door. Go through it. ========================================== Boss: Oogie Boogie Difficulty: Medium HP: 450 EXP: 2500p Rewards: Holy Circlet, Ansem's Report 7 This fight is like a sadistic game show. You are on a giant roulette board. Oogie is standing on the ledges above you. Avoid the dice he throws, and then prepare for one of four different attacks. First, Oogie will send a pair of Gargoyles after you. Defeat them quickly, and collect the orbs and bubbles that they drop. Secondly, there is the Razor Wheel that moves across the room very erratically. If it comes toward you, either use Dodge Roll or jump to avoid taking damage. Thirdly, a trio of scythes will drop from the ceiling and start rotating. They bounce up and down. Running under them is a lot safer than trying to jump over them. Lastly, there are some statues with guns. When you see the statues lifting their guns, get to a corner and hope that don't get shot. After surviving one of these attacks, the roulette table will begin to spin, and several buttons will light up. Lock onto Oogie Boogie and watch where he goes. Each button corresponds to a different section. When Oogie enters the section nearest to you, step on the button, and iron fences will appear. The part of the roulette board that you are standing on will be elevated, allowing you to reach Oogie. Pound him mercilessly, using your most powerful combos. After taking enough hits, he will knock you back to the lower floor. If you don't want to wait for the buttons to be activated, you can hurt Oogie by using magic and summon spells. GENIE is extremely effective, as is FIRA and THUNDARA. GRAVITY works, too, if Oogie doesn't move around that much. ========================================= After the fight, as you are getting ready to leave, Oogie will use the power of darkness to actually become the Manor. ========================================== Boss: Giant Oogie Boogie Difficulty: Easy HP: 40 per orb EXP: 2500p Rewards: Gravira You have to destroy the orbs. There about half a dozen of them, and they aren't too hard to find. From the broken bridge, jump to the ground, and look for a place where you can start climbing. You will see one of Oogie's feet. The foot covers hole with several treasure chests. These are all of the items you missed in the Manor. Beyond the foot, you will see a spiral platform. You can use it to reach the first orb, and then continue from there. It is too confusing to describe the locations of each individual orb. Use the above sentences as a starting point. Oogie has only two attacks this time around. The Gargoyles are infinite, but you shouldn't fight them unless it's absolutely necessary. There is also a huge lantern that swings backs and forth, releasing flames. This can be a major problem, as well, but you can destroy the lantern, and eliminate the threat, in addition to getting about 200 extra points of experience. ========================================== Oogie's Manor will be permanently destroyed. Seal the Keyhole. Jack has to cancel the festival, but it is probably for the best. He gives you the PUMPKINHEAD keychain. Equip it immediately, as it has a long reach, and increases your chances of dealing critical blows. Now, you can leave Halloween Town. Go back to Traverse Town. XIII. Traverse Town, 4th Visit Synthesize any new items, and then visit the Accessory and Items Shops. The inventories are still the same as last time. Go back to Merlin and he will give you the SPELLBINDER keychain. It is a weak fighting weapon, but it does increase your magic and summon power, and raises your MP by two. The Fairy Godmother will change the WATERGLEAN into Dumbo. Gepetto and Pinocchio are now living in the First District, in a house just up the stairs beside the Accessory Shop. It has a very conspicuous green door. Gepetto is very interested in Gummi blocks and he will start giving you blueprints that allow you to build a new Gummi Ship. Open the chest to find the WISHING STAR keychain. Now, return to the Gummi Ship and head to the Coliseum. XIV. Olympus Coliseum, Pegasus Cup 9th Seed-Ghost Bandits Search Ghost x2 Bandit x1 Air Soldier x3 8th Seed-Marauders Bandit x2 Barrel Spider x3 Shadow x4 7th Seed-Sluggers Fat Bandit x1 Large Body x2 Pot Spider x1 Barrel Spider x1 6th Seed-Pots & Bolts Pot Spider x5 Green Requiem x2 Yellow Opera x3 5th Seed-The Big Combo Fat Bandit x2 Search Ghost x4 4th Seed-Toadstool Black Fungus x3 3rd Seed-Pots & Barrels Pot Spider x5 Barrel Spider x5 2nd Seed-Giant Impact Fat Bandit x3 Large Body x2 1st Seed-Leon & Yuffie ================================================= Boss: Leon & Yuffie Difficulty: Hard HP: 600 (Leon), 300 (Yuffie) EXP: 400p (Leon), 300p (Yuffie) Rewards: Strike Raid This fight is tough, and to make matters worse, if you lose you will have to go all the way back through the previous rounds. Keep that in mind. Yuffie should be your first target. She is incredibly fast. She will throw ninja stars at you. They seem to be drawn to body heat or something, because you can barely shake them. The Dodge Roll is helpful, but it doesn't work all the time. You can deflect the stars with the Keyblade, but this requires immense accuracy. Yuffie will do backflips if you get too close to her. Donald and Goofy will almost always keep Leon preoccupied, so he shouldn't interfere with you and Yuffie. Hopefully, you can trap Yuffie in one of the arena's corners. Then, you can use combos to take her out. If this isn't an option, then just follow her, avoiding the projectiles as best you can, and hit her when you get the chance. Now, on to Leon. His attacks are still very predictable. If he runs towards you, get out of his way by using the Dodge Roll. Hit him immediately after he swings his sword, and try to get in a few good combos. The Sonic Blade ability is very effective here. After sustaining enough damage, Leon's weapon will become huge, and he won't hold back. This new and improved Gunblade has a long reach, and is difficult to avoid. When Leon charges you, jump over him. He might use an upward slash to knock you out of the air, but the timing of this attack is usually off by a few seconds. Try to nail Leon right after he uses an attack. This is when he is at his most vulnerable. You might want to keep AERO cast throughout the battle to improve your defense. ================================================= After you beat Leon and Yuffie, you will get the STRIKE RAID ability, and the Pegasus Cup Trophy. The next tournament will be held after you complete the next couple of worlds. Back on the Gummi Ship, warp to Agrabah, and then take the lower path to Atlantica. XV. Atlantica Atlantica is a world of water. Donald claims that he can use his magic to help you land safely. Let's hope he's right. Inside Atlantica, you will meet Ariel, Flounder, and Sebastian. You will also notice that Sora, Donald, and Goofy have been transformed into aquatic creatures (a merman, octopus, and turtle respectively). After the cutscene, you will get to practice your swimming skills. The controls are the same for flying. In order to proceed, you have to tag Flounder. Just touching him will count. Once you have completed this task, Sebastian will compliment you. However, the congratulations are cut short by the Heartless. These new enemies (called Sea Neons) look like Jellyfish, and are really easy to defeat. THUNDER magic is extremely effective against them, but the Keyblade works just as well. After they are gone, Ariel comes back out, and you can open the giant oyster (by hitting it with the Keyblade) to release Sebastian and Flounder. There is a Save Point here. Ariel invites you to her father's palace. To get there, you have to follow the gold trident markings on the wall. The path is pretty straightforward, but there are several siderooms you can stop in along the way. Go straight ahead and enter the Undersea Valley. As soon as you enter, you should see a red oyster. Fight off more Heartless, then open it with FIRA to get a MYTHRIL SHARD. Beyond this oyster, you should see a cave with another oyster. Open it for a MEGA-ETHER. From the mouth of the cave, you should see another oyster sitting on a rock below you. Descend to the bottom, and open the oyster for a MEGA-POTION. Go back to where the red oyster is, and head to the right, past the whirlpool. You will find another oyster. This one has an ELIXIR. To the right is another oyster. It contains a COTTAGE. From this last oyster location, you should see a Trident pointing down. Drop to the bottom of the trench, and enter the Calm Depths. The currents are incredibly strong. Let them transport you to an area with a huge whirlpool and a group of Search Ghosts (hold right on the controller to get to this area, or else you will end up moving in a circle). Defeat them, and head into the Undersea Cave. Kill all of the Jellyfish, and then enter the small cave on the left. Open the oyster for a COTTAGE. Now, float upwards and go through the hole in the ceiling. This leads to the Undersea Gorge. Go forward and take out the Heartless. You will see another large trench. Face the trench, and then drop to its bottom. To the left, you will see a blue oyster. Use BLIZZARA to open it and get a MYTHRIL SHARD. From the blue oyster, head straight down the center of the trench. You will see another oyster sitting on a small pedestal. Open it and get a MEGA-POTION. Now, look at the walls and notice that a couple of tridents point to a hole. This is the passage to Triton's Palace. In Triton's Palace, you will encounter a new enemy: the Screwdiver. They are easily dispatched with the Keyblade, and they are worth 15 EXP each. From the Palace entrance, turn left and descend to the bottom. Behind a big blue rock is an oyster. It has a COTTAGE. To the right of the entrance, at the bottom, is another oyster. It has a MEGA-ETHER. Head forward to the large shell with the White Trinity Mark inside. To the right of this structure is a yellow oyster. Use THUNDER to open it to receive a MYTHRIL SHARD. To the left of the shell is an oyster with an ELIXIR. With these items in hand, follow the road to Triton's Throne. The king of Atlantica uses his mighty Trident to obliterate some pursuing Heartless. He greets you with some apprehension, claiming to know nothing about the Keyhole. He grounds Ariel, who promptly escorts you out of the Palace. You can go back to the Throne if you want, but it isn't necessary, unless you want to use the Save Point found in the oyster to the left of Triton's Throne. Go back to the Undersea Gorge. Here, you can follow Ariel into her Grotto. She shows you the treasures that she has collected over the years. On the floor beneath Flounder is a chest with a MEGA-POTION. On the fourth shelf, you will find a chest with a COTTAGE. On the fifth shelf is a chest with a TORN PAGE. As you leave the Grotto, you will learn that you are being watched by Ursula and her two slithery eels, Jetsam and Flotsam. You next destination lies beyond the Calm Depths, but to get there, you are going to have to hitch a ride on a big fish that looks like a dolphin. You will see the fish in the Undersea Gorge. It won't cooperate with you until you defeat all of the Heartless in the area, so keep that in mind. Head back to the Undersea Valley. Don't worry; the fish will be there eventually. Along the way, you will see a new enemy, a Sheltering Zone. Attack it and kill it to earn 20 EXP, but watch out, because it breaks up into three Sea Neons. Ride the fish to the Sunken Ship. Inside this chamber, head through the hole on the side of the ship. Go to the right and approach the chest. A shark will come crashing through the big window. Once it's gone, open the chest and get the CRYSTAL TRIDENT. The other chest in here has a MYTHRIL SHARD. Back outside, you will bump into the Shark. ================================================= Boss: Shark Difficulty: Easy HP: 150 EXP: 100p Rewards: None The Shark isn't really a Boss, but it is tougher than a regular enemy. It can only damage you by biting, so stay to its side, and slash away with the Keyblade. Or, if you want, you can stay at a distance and use magic spells like FIRA. You won't take much damage from this fight. The Shark, like Sabor, will appear a few more times as you travel around Atlantica. I encountered him in the Undersea Valley and Tranquil Grotto, but he might show up elsewhere, I am not sure. He will ALWAYS be in the Sunken Ship area if you make multiple trips. Once the Shark is gone, go back to Ariel's Grotto. To do this easily (and make a much more convenient path), exit through the door near the bottom of the area, opposite the entrance to Calm Depths. In here, you will see a rock formation. Hit it with the Keyblade to reveal a whirlpool. Swim into it and be shot up through a hole back into the Undersea Gorge. Ariel's Grotto is immediately on your right. Inside, approach the Trident mark. The CRYSTAL TRIDENT fits nicely, but Triton shows up and destroys it. After Ariel storms off, he will tell you that you are from another world, and that Sora must be the key bearer. After this, Ariel will be visited by Ursula. The Sea Witch tells the naive mermaid that she can help her get to other worlds. After the cutscene, head back to the Palace. Ursula convinces Ariel to take her to the Throne Room, where she can get her hands on the Triton's Trident. Head to the Throne. Ariel realizes that she has been deceived, and you arrive a little too late. Triton is in bad shape. You have to get the Trident back. Use the Save Point, and then return to the Sunken Ship. Before you leave, Triton will tell you the secret of Ursula's power. This will be extremely helpful later on. Back in the Palace, you will meet up with the Aqua Tank, which carries around trios of Screwdivers. Back at the Sunken Ship, fight off the Shark, and collect some extra items. A MYTHRIL SHARD can be found in a chest inside of an overturned boat at the bottom of the area. Enter through the large hole. To the right of this boat is a piece of debris. Behind the debris lies another chest with another MYTHRIL SHARD. Now, from the overturned boat, head left, and wrap around the ship. You will see a rock with a marking on it. To the left of this rock is another piece of debris. The debris hides a switch. Examine the switch and Sebastian will press it. The rock slides away, revealing a new passage. Enter the Den of Tides. Swim straight ahead, killing the Search Ghosts as you pass. You will see two paths. Take the right one and follow it to the Cavern Nook. Here, open the small oyster to get a MEGA-ETHER and the big one to find a Save Point. Use it, and make sure that Goofy has MP Gift equipped. Now, head back to the left path, and follow it to the Tidal Abyss. Go down this tunnel to find Ursula's Lair. ================================================= Boss: Ursula, Jetsam, Flotsam Difficulty: Medium HP: 450 (Ursula), 60 each for Jetsam and Flotsam EXP: 1000p Rewards: Mermaid Kick This is perhaps the most confusing battle in the entire game. There are four targets: Jetsam, Flotsam, Ursula, and the cauldron that sits in the middle of the room. As Triton said, Ursula draws power from her cauldron. Lock onto the cauldron and use a magic spell. FIRA, THUNDER, and BLIZZARA are your only three options. This, of course, begs the question of when to use the aforementioned spells. As far as I know, the cauldron will alternate between two colors, blue and red. When it's blue, a gigantic whirlpool appears, and will suck you in if you get too close. When it's red, rocks will be hurled at you. In these instances, you want to cast the opposite spell. Blue signifies water, which can be counteracted with FIRA. Red signifies fire, which can be counteracted with BLIZZARA. If this is done successfully, Ursula will be stunned. At this point, hit her with as many combos as you possibly can. When she regains consciousness, get away from her. If you attack her when she isn't knocked out, she will start spinning around the room, slapping you with her tentacles. This inflicts a lot of damage. Jetsam and Flotsam are nothing more than a nuisance. Use them to refill your MP gauge if it is nearing depletion. Ursula will CURE them pretty frequently. Remember to take full advantage of the MP Gift ability. ================================================= After the fight, Ursula leaves through an opening on the back wall. She still has the Trident, so you have to follow her. However, you can't go the same way she did. Head back through the Tidal Abyss and the Den of Tides, stopping by the Cavern Nook to save your game. Go back to the Sunken Ship. Fight off the Heartless, and make sure that you have MERMAID KICK equipped. Enter the Calm Depths. Press the Circle Button to swim against the current, and head left, entering the cave on your right. Inside this mysterious chamber, Ursula will morph into a giant as she prepares to crush you once and for all. ================================================= Boss: Giant Ursula Difficulty: Hard HP: 900 EXP: 1500p Rewards: Thundara, Ansem's Report 3 There really isn't much of a strategy for this battle, because your success depends on how strong you are, and how much time you have spent leveling up. I say this because Ursula constantly attacks with powerful magic, and in order to win, you are going to have to stage a merciless frontal assault. Cast AERO, swim right up to Ursula's face, and slash her with the Keyblade, using combos as often as possible. You might try to maneuvering behind her head, or at least to the side of it. This way, you can attack her with relative safety, and you will avoid the beams that shoot out of her mouth. Like Andross in Star Fox 64, Ursula will draw a big breath, and you will be drawn towards her. Press the Circle Button to swim away, or else she will bite you. When AERO runs out, get away from Ursula and heal yourself, recast AERO, and then go in for the kill. Don't worry about Donald and Goofy during this fight. Chances are that they won't last too long. Revive them if they get knocked out, but don't waste your restorative items and magic on them beyond that. ================================================= Ursula has been defeated, and Ariel returns the Trident to her father. Triton tells you that the Keyhole is in Ariel's Grotto. Before you enter the Grotto, though, check the big wooden box that previously blocked the path to the Sunken Ship. This is actually an enormous treasure chest. There must something really nice inside, right? Not really. You will just get an ORICHALUM. Once you seal the Keyhole, Ariel gives you the CRABCLAW keychain. Return to Triton's Throne and save. Then board the Gummi Ship. You can go back to Traverse Town if you want. Pay a visit to the Dalmatians' House and be rewarded for the PUPPIES you have collected thus far. Drop by and see if Gepetto has any new blueprints, and shop for items, accessories, and weapons. Also be sure to check out the Synthesis Shop. Now, warp to Atlantica, and go to the next world. XVI. Neverland On your way to Neverland, a pirate ship appears. Watch the series of cutscenes. Riku shows off his dark powers, and then throws Sora into the hold with Donald and Goofy. You will meet Peter Pan, who has come here to save Wendy. Tinkerbell shows up and lets you out of your prison. Use the Save Point before exiting. You can put Peter in your party if you want to. Outside, you will encounter two new enemies. First is the Pirate, which is the stronger cousin of the Bandit you fought back in Agrabah. Secondly, there is Shadow Sora. This thing really isn't that dangerous, but it is hard to hit because it floats around at high altitudes. Defeating the Shadow Sora is a top priority, because each one is worth 150 EXP. Climb up the ladder, and enter the door on your right. In this room, kill off the Heartless and jump into the hole. There are a lot of enemies here. Vanquish them all and go up the ladder on the other side. A cutscene plays. Goofy will ask why Peter can fly. Tinkerbell sprinkles pixie dust on your party. You find out that Wendy is not one of the seven princesses that Maleficent is looking for. However, Captain Hook wants to keep her just so he can settle his vendetta with Peter. Sora sees Kairi, but before he can do anything, she (and Wendy) are whisked off by Hook's cronies. When you regain control, you will be in the Galley. Open the chest for a DISPEL-G. Head past the door and jump onto the shelves on the back wall. You will see two holes in the netting above you. Jump through the hole on the right to get to the Cabin. Here, you will find a Save Point and a Green Trinity Mark, which releases a ladder. Climb it. Be sure to save before doing so. You will be in Hook's chamber. Watch the cutscene. Riku leaves behind a nasty surprise. ================================================= Boss: Dark Sora Difficulty: Hard HP: 750 EXP: 2500p Rewards: Raven's Claw I call this Boss Dark Sora to separate it from the Shadow Soras you fought earlier. As you might expect, it is much, much harder. It uses all of Sora's attacks, and, by now, you should know what those are. Its combos are deadly, so watch out for them. You can parry a lot of its blows if you have the Guard ability. You can earn about 40 Tech Points for doing this. Donald and Goofy will be killed a lot during this battle. Use POTIONS and CURE to stay healthy. Dodge Roll when Dark Sora charges you, and reactivate your lock-on after it has vanished into the floor. Near the end of road, Dark Sora will spawn clones of itself. They are identical, but the fake ones disappear with one hit. A better way to differentiate between them is by paying attention to the HP gauge, as seen with the Scan ability. Strike Raid works wonders here, as it allows you to inflict a lot of damage very quickly. The worst case scenario is dragging this battle out until your MP is depleted, your teammates are knocked out, and you have used up all of your items. If this happens, you might as well forfeit, or pray for Lady Luck to help you out. ================================================= After the battle, open the green chest on the bed for PUPPIES. Now, inspect the trap door on the left side of the room, in front of the sofa. Peter has found Wendy. After he leaves, open the chest for a PROTEGA CHAIN and then use the Save Point. Go through the door. You are back in the room with three doors. Head to your right and jump through the hole. Welcome back to the Galley. Jump onto the shelves and up through the right hole. Use the Save Point, and then climb the ladder. You have returned to Hook's chamber. Exit through the door beyond the trap door. Hook tells you that Riku has gone to Hollow Bastion, and then he gives you a choice: you can give him the Keyblade, or you can walk the plank. However, before he passes judgment upon you, the Crocodile shows up. You know, the one that took his hand. Hook runs off like a schoolgirl, leaving Smee to take care of you. Things look grim for Sora, but Peter intervenes, saying that you can fly if you just believe in yourself. Sure enough, that's what happens. Peter frees Tinkerbell, and Smee flees. You are left to deal with a cadre of Heartless. Before you start fighting, CURE will be upgraded to CURA. Use your new aerial powers to kill them all. Watch out for the Battleship. It is worth 100 EXP, but can be difficult to defeat. It will drop missiles as it flies past you, and, if you get close to it, it will charge with its mast. You can see this attack coming, however, so you can dodge it pretty easily. Once the Heartless are gone, watch the cutscene and get ready to rumble with Captain Hook. ================================================= Boss: Captain Hook Difficulty: Medium HP: 900 EXP: 3400p Rewards: Ars Arcanum, Ansem's Report 9 This battle is purely physical, so Peter may be better suited for it than Donald. Hook will repeatedly summon Battleships to assist him, and they can prove to be annoying if you left unattended for long periods of time. Plus, if you destroy them, you will get a lot of extra EXP and Munny. Hook is fairly skilled with a sword, and, like with Dark Sora, you can deflect his blows to earn about 35 Tech Points. Even though he can't fly, Hook has an insane jump that usually deposits high above the ship. Get up there and lay into him with furious Keyblade slashes and combos. Strike Raid works well here, too. You can also press Triangle to have Peter and Goofy gang up on Hook, and then you can just pummel him into submission. If you use this strategy, and your HP drops too low, then you can pull back and use a POTION or your new CURA spell before continuing your assault. ================================================= After your victory, Hook falls into the waters below, and gets chased into the horizon by his reptilian nemesis. Sora says that he is determined to find Kairi, and Tinkerbell escorts you to the Clock Tower. There is a Save Point here, as well as a chest with more PUPPIES. Before you do anything else, make sure that Sora equips the ARS ARCANUM ability, which is one of the best in the game. With that out of the way, get airborne and descend to the clock faces. Stop when you get to the one that isn't set to midnight. Lock onto it, and hit it three times. The Keyhole is revealed. Seal it, and get the last NAVI-G PIECE. After a series of cutscenes, Peter sends TINKERBELL with you, and you also get the FAIRY HARP keychain, as well as GLIDE, an enormously helpful shared ability. Return to the Save Point above where Wendy is standing, and board the Gummi Ship. Another tournament has opened up at the Coliseum; but first, let's finish our mandatory trip to Traverse Town. XVII. Traverse Town, 5th Visit Disembark at the First District and go talk to Cid. He will go install the second navigation Gummi. While he's gone, Sora, Donald, and Goofy will have a nice talk. Additionally, Sora will see Kairi as a little girl, being told a story by an old woman who must be her grandmother. Of course, this scene doesn't take place in the Destiny Islands. This is, in fact, Kairi's home world. Cid returns and you are ready to go to Hollow Bastion. Before departing, visit the shops, the Dalmatians' House, and Gepetto, to see if he has any new blueprints. Back on the World Map, go to Olympus Coliseum. XVIII. Olympus Coliseum, Hercules Cup Before entering this tournament, use the Save Point, and make sure that your item slots are full of powerful tonics, like HI-POTIONS, ELIXIRS, and ETHERS. 9th Seed-Dusk Vanguard Gargoyle x5 Shadow x3 8th Seed-Minions of Horror Wight Knight x4 Air Pirate x1 Barrel Spider x2 7th Seed-Buccaneers Battleship x1 Pirate x4 6th Seed-Stray Phantom Gargoyle x4 Wight Knight x3 5th Seed-Mad Truffle Rare Truffle 4th Seed-Cloud ================================================= Boss: Cloud Difficulty: Hard HP: 450 EXP: 500p Rewards: Metal Chocobo Unlike last time, you can't lose this battle and proceed. Cloud has beefed up considerably, and he will crush you if you come unprepared. You need two abilities to win this fight: Guard and Ars Arcanum. Use Guard to deflect his basic sword slashes, and earn a generous surplus of Tech Points. He will perform a series of high- powered charges, which will most likely annihilate Donald and Goofy. Don't worry about reviving them right now. Focus on Cloud, and, since you removed Dodge Roll in favor of Guard, you have to jump over him as he rushes toward you. When he leaps into the air, he will drive his sword into ground, causing damage to everything in his vicinity. It covers a larger area than it did in the Preliminaries. After he has done this attack, get behind him, and unleash Ars Arcanum. You should shave off a nice percentage of his HP meter. Keep yourself healthy with HI-POTIONS and CURA, and don't be afraid to cast AERO if things get rough. Near the end of battle, Cloud will surround himself in orange lightning, and fly around the arena. He is invincible during this phase. You can usually nail him with Ars Arcanum as soon as he lands. ================================================= 3rd Seed-Dark Squadron Wight Knight x1 Gargoyle x2 Pirate x2 Air Pirate x2 2nd Seed-Flying Pirates Battleship x2 Pirate x2 Air Pirate x1 1st Seed-Hercules ================================================= Boss: Hercules Difficulty: Medium HP: 450 EXP: 700p Rewards: Herc's Shield When Hercules is yellow, he is invincible. To counteract this, pick up a barrel and chuck it at him. This occasionally stuns him. Move in and use Ars Arcanum. He will probably go invincible again. He has a punch that he can use to destroy some of the barrels, but if they run out, more will be supplied. When he uses the headbutt, deflect it with Guard to get 13 Tech Points. Plus, this will stun Hercules, giving you another chance to use Ars Arcanum. When he spins around with his sword, use Guard to protect yourself. Watch out for the shockwave and the blast shield, which are two attacks he will use just after he becomes invincible. Don't get caught in these, because they cause a lot of damage. ================================================= You have now completed all of the Coliseum's regular tournaments, but you aren't completely finished yet. Hercules congratulates you, and you will get YELLOW TRINITY and the OLYMPIA, which you should equip immediately. Use the Yellow Trinity Mark near the big stone to reveal a Keyhole. Seal it, save, and then return to the Gummi Ship. XX. Hollow Bastion, 1st Visit Use the Save Point, and then jump up the floating platforms. Now it's time for one of the game's most important cutscenes. Donald and Goofy go with Riku and Sora is left with the Toy Sword. However, the Beast is determined to find Belle, and he offers to accompany you through the castle. Collect the chests in this area. Use the Glide ability to reach the three on the platforms. Another one is located below the platforms on the solid water, and the last one is found under the solid water surface. Get it by using the large bubbles. Once you are finished, head past the place where you encountered Riku, and climb the stairs to the Castle Gates. A platform appears to take you to the Castle. Turn to your right, and head through the gate. Examine both pedestals to make another platform appear. It transports you to the Base Level. Down here, you will meet a new type of Heartless, the Darkball. They like to teleport from place to place. You can cause damage with the Toy Sword, but not that much. Let the Beast do all of the attacking. He can usually take out enemies with one hit. Jump into the right bubble and enter the Waterway. Near the Save Point is a chest. Open it for a FIRAGA RING. To your left, you will notice a wall. Call the Beast to break through it. Use the bubble to get to the next area. Another wall on your left. Behind it is the Dungeon. There are several enemies in here, and you don't have much room to fight. Open the two chests for FLOAT-G. Back in the Waterway, you will see a series of gates and switches. From the Dungeon's doorway, go left around the wall to find the first switch. Release it, and head forward to the next switch. Release this switch. A gate will close behind you, but open up a chamber to your right. Release the next switch, and another passage will be revealed. There is a big switch sitting on the ground. Release it to open the gate to your right. Walk through and jump into the bubble. Release the next switch to activate a lift. Ride the lift to the area above you. You will see one final switch. As you approach it, a Defender will appear. These are some of the toughest Heartless. They hold shields in front of them, so you'll have to attack them from behind. Again, the Beast will destroy this creature. Release the switch, and open the Castle's main entrance. Go back through the maze, releasing all of the switches a second time, putting everything back the way it was. Use the Save Point in the Waterway, and then exit to the Base Level. Fight off the Heartless, and then examine the pedestal to get back up to the Castle Gates. Head up the steps and turn right. Kill the Heartless, and go through the double doors. Riku has changed his attire. An act of arrogance costs him the Keyblade, and the allegiance of Donald and Goofy. ================================================= Boss: Riku I Difficulty: Easy HP: 530 EXP: 2000p Rewards: White Trinity Sora finally gets to face off against his old friend and rival. This battle is surprisingly easy if you remember two essential things. First, Riku is immune to magic. Save your MP for CURA and AERO. Secondly, Riku will focus almost all of his attention on Sora, so Donald and Goofy probably won't distract him. As you might have guessed, he is exceptionally fast, and can be on you in a heartbeat. This fight can't be won with passiveness. Cast AERO, and when Riku gets close, use Guard to deflect his blows. This will stun him for a few seconds, so run up to him and use Ars Arcanum. This is really all there is to beating him. When he leaps into the air, you can follow him, and try to get in a few hits with the Keyblade, or you can simply Glide out of harm's way. ================================================= Keep your party the way it is. The Beast is a lot stronger than Donald, but he has almost no MP. Head up the left side of the stairs. At the top, turn to your left and follow this hallway until you reach the door on your right. This leads to the Library. The Library is the place where Sora saw Kairi talking to her grandmother back in Traverse Town. Head forward, and then turn left to find KHAMA VOL. 8. Place this book on the shelf straight ahead to open a new passage. To your left is a small shelf (turnstiles) that you can rotate. Do this as many times as it takes to get the treasure chest. Open it for an ELIXIR. Head up the large staircase to the second floor. Head right, and rotate the next turnstile. Open the chest for MYTHRIL. Head past this shelf to a desk. On the desk, you will find THEON VOL. 6. Use the Green Trinity Mark to find AZAL VOL. 3. Use the Save Point if you want, and rotate the next turnstile for a MEGA-POTION. To the left of the turnstile is a shelf with MAVA VOL. 6. Remove it, and replace it with THEON VOL. 6. The shelf slides back, revealing a switch. Press it to unlock the door. Near the Save Point, you can jump onto the tops of the shelves on the first floor. Glide across to the turnstile and rotate it for an AP UP. There is also a chest with DISPEL-G. Once you have collected these items, return to where the Save Point is (by gliding). Don't fall, because you might be trapped behind some bookcases you haven't moved yet. Head back to the first floor, and to the first shelf you saw when you entered the Library. Place AZAL VOL. 3 in the row of missing books. The shelf slides back, revealing a new section. Turn right and you will see a row of green books. Place MAVA VOL. 6, and remove SALEGG VOL. 6. Directly across from this shelf is another shelf with a row of blue books. Put SALEGG VOL. 6 where it belongs. Now, go to the foot of the staircase, and stand with your back facing the staircase. Walk forward past the turnstile to the shelf directly in front of you. Get NAHARA VOL. 5. Return to the second floor, and place NAHARA VOL. 5 in the third case on the left. Another shelf is revealed. Get MAVA VOL. 3. Take this to the row of green books where you got SALEGG VOL. 6. Once it's in place, the shelf slides over. Pick up HAFET VOL. 4 on the desk. Take it to the shelf you uncovered on the second floor. Place HAFET VOL. 4 to find a secret entrance to the Lift Stop. Use GRAVIRA to lower the platform with the chest, and open the chest for TORNADO-G. If you examine the switch and ride the big platform, you will be able to go to a small area with two floating chests. However, you won't be able to do this until your second trip to Hollow Bastion, because the platform's path hasn't been completely opened yet. Now, you can return to the Library. Exit through the door that you unlocked with the button. You are back in the Entrance Hall, on a circular balcony. Head to your right. You will see statue and two vases. Examine the statue and then break the vases with the Keyblade. The statue sinks into a groove, and something falls out of the fountain. Continue moving right, lighting the candles with FIRA. Next is a statue is with the head of a bull. Use the Red Trinity Mark to push it off the balcony and onto the floor below. It will break open, revealing another strange object. Light the next pair of candles, and continue heading right. Push the next statue to the left. A chest will appear. Light the next two candles, and then use THUNDER on the stone. This will open up the platform hanging in the center of the room. Light the last two candles. Now, you can collect the objects that appeared. These are EMBLEM PIECES. Once you have them all, head through the door at the top of the stairs in the main part of the Entrance Hall. Examine the next door and each EMBLEM PIECE will be placed correctly. Watch the cutscene. Riku gets a mysterious visit. Before you go through the door, turn around and notice the two columns. The one on the left (or right of you are looking at them from the Entrance Hall) has an outcropping you can grab onto. Use this to get to the top of the column, and Glide across to the other column. Open the chest for a POWER UP. Now, go through the door to the Lift Stop. Don't bother with the two pedestals. Just follow the path and enter the door to the Castle Gates. You will meet Wyverns here. They are tough flying monsters who like to dive bomb you. Don't attack them until they get close, or else you might fall, and end up back in the Base Level. Head up the stairs and turn right. Examine the second switch, and then the first switch. A platform takes you to the next area, which is called the Great Crest. Head up both sets of stairs and examine the switch. You will teleport to a huge platform. It moves slowly, and it can sometimes look like you aren't moving at all. About halfway through your ride, the platform will stop, and Wizards will show up. They are the most powerful of the Heartless mages. Once you defeat them, a switch appears. Examine it to continue. Once you get off the platform, head up the stairs and use the Blue Trinity Mark, then open the chest along the back wall for a DISPEL-G. Go down the stairs to the right. Go through the door to get back to the Lift Stop. Examine the switch here and take the platform. Enter the next door. Back in Great Crest, head left and open the chest near the big rock and orange pipe. It contains ORICHALUM. Now, hit the switch and ride the platform. Fight off the Heartless, and use GRAVIRA to lower the small platform with the chest. Open the chest to get a THUNDAGA RING. From the chest, head left and examine the switch. It lowers a giant step. Go back and enter the door to the Lift Stop. Head to the door on the other side of the room. It leads to the High Tower. Use GRAVIRA to get the chest and receive PUPPIES. Examine the switch to lower the second step. Jump up the steps and take out the Wyverns. Then, examine the next switch. It raises the second step. Turn around, and jump up to the next area. Open the chest for a MEGALIXIR, and then examine the switch. Jump back down and enter the Lift Stop. Fight off the Heartless and enter the Castle Chapel. Watch the cutscene, and then walk forward to confront Maleficent. ================================================= Boss: Maleficent Difficulty: Easy HP: 900 EXP: 6000p Rewards: Cheer (Donald), Ansem's Report 5 Maleficent calls herself The Mistress of All Evil, which makes her sound tougher than she actually is. Your first order of business is to take down the platform she is riding on. To do this, lock onto the platform, and then either hit it with your Keyblade, or use GRAVIRA. When it crashes to the ground, cast AERO, and then jump onto it and start attacking Maleficent. Use Ars Arcanum, followed by regular slashes. After sustaining a certain amount of damage, she will turn into a ball of green fire, and float around the room. Take this time to heal. When she reappears, do what you did before. Maleficent will repeatedly summon Heartless (usually a pair of Defenders) into the battle, but you can usually just ignore them unless you want the extra orbs or magic bubbles. When she says, "Meteors of heaven, release my fury", get to the safety of the room's far left and right sides. She will also use some purple lightning, which forms three rings on the ground. Watch your feet, and make sure that aren't standing in one of the rings. ================================================= After the fight, Maleficent steps through a portal. Use the Save Point, and make sure that you have fully stocked item slots for each character, and that you have your best weapons equipped. Enter the portal. Riku has another Keyblade!! This one is black, and has the power to unlock people's hearts. He demonstrates this by stabbing Maleficent with it. If you have ever seen Sleeping Beauty, then you know what's coming!!! ================================================= Boss: Black Dragon Difficulty: Hard HP: 1200 EXP: 6000p Rewards: Fireglow This is one of the game's hardest battles. The first time I tried it, I was dead in less than three minutes!! Of course, I hadn't prepared that well. ELIXIRS are great because they can restore HP and MP, and you lose both pretty quickly here. Forget about Donald and Goofy. They won't be much help at all, especially if you spend time worrying about them. Keep AERO cast throughout the entire fight. GENIE and DUMBO are very effective, because they can cause damage without being close. You might want to summon TINKERBELL at some point, because she will keep your HP near maximum. With these tips in mind, let's get going. The Dragon uses a lot of different attacks. It usually starts off by stomping the ground, sending tremors across the floor. Jump and Glide to avoid serious damage. Sometimes, the Dragon will spin around, sweeping over the room with its tail. Again, Glide is a lifesaver. Get to one of the platforms on the outer edge of the arena, and then try to Glide towards the Dragon's head. It will probably be surrounded by green fire, but that really doesn't matter. As soon as you reach the head, let loose with aerial slashes, and hopefully, as you fall, Sora will be able to complete a combo. If this is successful, return to the platforms, and do it again. However, if you do like this strategy, there's another. Stand under the Dragon's neck, and when the head lowers towards the floor, usually to release the green fire, you can hack away while sustaining very little damage. Safety is only temporary, though, because if the Boss pounds its feet, then you will be trapped by the shockwaves. If you want a really secure spot, get up on the Dragon's back. Nothing can harm you here, but if a body spin is used, you will be thrown off. ALWAYS BE SURE TO RECAST AERO IF IT RUNS OUT!!! I can't stress that enough. This strategy is really just an amalgamation of various ideas, but I can't recommend a single method that works 100% of the time. By the way, when the balls of green fire come toward you, use the Guard ability to knock them back and earn 119 Tech Points. Plus, it hurts the Dragon, and every little bit helps, right? ================================================= Afterwards, step back through the portal, and save your game. Restock your item slots, and then head through the new doorway. Run straight to the next door, avoiding all of the Heartless along the way. Fighting them is risky, because if you fall off the sides, you have to do a lot of backtracking. In the Grand Hall, you will see the six dormant princesses. Where's the seventh one? You will find out shortly. Head up the stairs and watch the cutscene. Riku has been possessed by Ansem, who plans on reviving Kairi and completing the ritual Maleficent pursued so fiercely. But, Sora resists, and decides to fight back. ================================================= Boss: Riku II Difficulty: Hard HP: 900 EXP: 8500p Rewards: Ragnarok (Sora) Sora will have to do this one on his own, because Donald and Goofy will be blocked off by force fields. This means you can't use summon spells. The only spell that you should cast is AERO. Rely on items (ELIXIRS) rather than CURA. Now, how to beat Riku. Well, first of all, he is fast. You won't get any breaks. Use Guard to deflect his basic sword slashes and earn 17 Tech Points. This won't stun him, however. Ars Arcanum is an essential part of your strategy, but you can't use it foolishly. The only time Riku is actually vulnerable is when he holds his Keyblade in front of him, and says something like "Is that the best you can do", or "Show me what you've got" or "Come on". Your first hit will knock his weapon back, and then you can continue hitting him for a combo. This is the best time to unleash Ars Arcanum, as Riku will be able taste every ounce of it. You won't miss him. After awhile, he will start glowing. He then tosses projectiles at you. Do your best to repel them with Guard. He also jumps into the air, and slams his sword into the ground, causing energy pillars to appear. You can avoid these pretty easily if you just keep moving, paying attention to where the pillars are rising from. When about a quarter of his green health meter is depleted, Riku will glow again, and this time, he will teleport around the room. Glide during this attack, but don't expect to come out of it completely unscathed. Afterwards, the battle will go into overdrive. Guard and Glide when necessary, and use Ars Arcanum if you get the chance. This is the home stretch, so keep an eye on your HP. It would be a shame to die now. ================================================= Once you defeat Riku, he vanishes, leaving behind the black Keyblade. Sora resurrects Kairi by sacrificing himself. Ansem shows his true form. He starts to approach you, but Riku intercepts him, telling you to run away because the Heartless are coming. Donald and Goofy take Kairi and flee. Seconds later, you are given control of a Shadow. Exit the Grand Hall. At the Lift Stop, jump down to the floor below and go through the door to the High Tower. Run straight ahead and jump off the edge. Your objective is to fall to the very bottom, back to the Base Level. When you do, touch the switch, and a platform automatically appears. Now, head to the Entrance Hall. You have found your friends, but they don't recognize you. After Donald threatens to attack, run forward and Kairi will bring Sora back to human form. Many more Heartless have appeared, but the Beast, who is still searching for Belle, holds them off while you make your escape. You will automatically be transported back to Traverse Town. XXI. Traverse Town, 6th Visit After the cutscene, return to the First District. You will notice that all of the Heartless are stronger now. They are worth two or three times as much EXP, but are much more difficult to defeat. In the First District, talk to Cid, who tells you about a Navigation Gummi that he has kept hidden for emergencies. It is in the Secret Waterway, where you talked Leon earlier. The Secret Waterway can be entered from the Alleyway, or from Merlin's House. Once inside the Secret Waterway, talk to Kairi, then go to the mural on the back wall. Once you have the NAVI-GUMMI, walk back towards Kairi and watch the cutscene. You will get the OATHKEEPER keychain, which is perhaps the most well-balanced weapon in your arsenal. It gives your magic and summon spells extra oomph, and it also raises your attack power, and increases your chance of dealing critical blows. Pay a visit to the Godmother and have her turn the FIREGLOW into MUSHU. Then return to the First District and talk to Cid. He will install the Gummi for you. Now, you can go back to Hollow Bastion. Visit all the shops before leaving. In the Accessory Shop, you can buy the ELEMENT RING (4800 Munny), which reduces all elemental magic damage by 20%. In the Item Shop, choose the ONYX SHIELD (2800 Munny) over the Adamant Shield (4000 Munny) because you get more for the price. The WISDOM STAFF and GRAND MALLET are the same price (4000 Munny), so it really doesn't matter which one you pick. Don't get both. I suggest the WISDOM STAFF because it will increase Donald's effectiveness as a magic user. Note: Remember Goofy's suggestion about revisiting the other worlds? You should do that now. Go back to Wonderland, Deep Jungle, Agrabah, Halloween Town, Atlantica, and Neverland to gather all of the treasures you couldn't get before. In Neverland, disembark at the Ship's Hold, and then open the door with the Yellow Trinity mark in front of it. You will enter a room with several chests. One of them has PUPPIES, and another has AERORA. XXII. Hollow Bastion, 2nd Visit On the World Map, take the Warp Hole right next to Traverse Town. You will have to disembark at the Rising Falls area. You learn that the Princesses are still inside the castle. The Beast rejoins your party. Again, you really don't want to use him, unless you think that Donald's a wimp. Use the Save Point, then jump up the platforms to the Castle Gates. Head forward to the Entrance Hall. Fight off the Heartless, and then run up the stairs to the Library. Climb the stairs and watch the cutscene. Afterwards, talk to Belle and she will give you the DIVINE ROSE keychain. It is awfully pretty, but you should hold onto the OATHKEEPER. Remember the secret area you opened earlier by finding all of the books? You can go back there now, and get what you couldn't get before. When you are done, return to the Entrance Hall, and go through the door that the EMBLEM PIECES fit into. Welcome back to the Lift Stop. The path is virtually the same as it was on our first trip through Hollow Bastion. The only difference is that you will have to fight about twice as many Heartless on your way to the Chapel, and in the High Tower area, don't examine either of the switches. Leave the two giant steps the way they are. Once you reach the Chapel, talk to the Princesses and then save your game. Head through the door near the Save Point. Kill the Heartless, and then enter the Grand Hall. Defeat all of the Heartless in this room. There are lots of them. When you beat the last batch of Heartless, you should be standing in the area where you fought Riku. If you look to your left, you will see a platform that circles around the Grand Hall. Jump and Glide to it. On your right is a chest with PUPPIES. If you continue left, you will a chest with the OBLIVION keychain, which is your strongest weapon at this point in the game. Equip it immediately and then return to the Chapel. Save your game, and then come back to the Grand Hall. Approach the large Keyhole and enter the Dark Depths. ==================================================== Boss: Behemoth Difficulty: Very Easy HP: 1350 EXP: 16,000p Rewards: Omega Arts The Behemoth was always one of the most powerful enemies in the Final Fantasy series. Here, however, it is nothing more than a big pushover. The Boss's weak point is its horn. Jump onto its back and lock-on to the horn. Then, start hacking away. If you get thrown off, climb right back on. The only major attack to watch out for is the lightning, which can sometimes damage you regardless of location. The RAGNAROK ability is pretty useful, here, because it allows you to perform some nice aerial combos. ==================================================== After the battle, you will hear Leon's voice. Back in the Grand Hall, you will find out that he, Yuffie, Cid, and Aerith were all born and raised in Hollow Bastion. Now that Maleficent is gone, they have returned. Sora finds out that once Ansem is defeated, the worlds will become isolated from each other, just as they were before the Heartless showed up. Once you seal the Keyhole, the Princesses give you FIRAGA. Go back to the Library and go up to the second floor. Aerith is standing near a bookcase. Talk to her multiple times to get CURAGA. Use the Save Point and go back to your Gummi Ship. A new location has appeared on the World Map. Before you go there, however, you can fight the optional Bosses, complete the extra modes in the Coliseum, collect the rest of the Dalmatians, and get the Hades Cup. XXIII. End of the World Use the Save Point, and then walk through the door in front of you. After the cutscene, you will see a wide area in front of you. There are a series of platforms and treasure chests. The chests contain great items. Most of the chests have enemies inside that you will need to defeat. But, remember, you don't have to open the chests if you don't want to. Below is the order of the chests, and the monsters (if any) that you will encounter. Just so you know, the platforms are shaped like arrows, and they point you in the right direction. 1st chest: POWER UP Invisible Note: The Invisible carries a big sword and is super fast. Use Guard to deflect its blows, and attack it when you can. 2nd Chest: DEFENSE UP Invisible, Darkball 3rd Chest: MEGALIXIR no enemies 4th Chest: Omega Arts Behemoth ==================================================== Boss: Behemoth Difficulty: Very Easy HP: 1050 EXP: 450p Rewards: HP orbs, Munny, and an item (usually ORICHALUM or MYTHRIL SHARD) This Behemoth is even easier than the one that was in the Dark Depths. Jump on its back, lock-on to its horn, and start slashing away. Ragnarok is, again, very helpful. ==================================================== 5th Chest: ANGEL BANGLE Angel Star Note: The Angel Star uses powerful magic spells, and tends to attack from a distance. It uses its wings to block most physical hits. Ars Arcanum and Ragnarok are good to use against these creatures. 6th Chest: MEGALIXIR no enemies 7th Chest: DEFENSE UP Invisible, Angel Heart 8th Chest: THREE STARS no enemies 9th Chest: POWER UP Invisible x2, Angel Star, Darkball 10th Chest: DARK RING Darkball, Invisible, Shadow As you go to the very back of the area, a large ball of dark energy falls from the sky, forcing you to fight another Behemoth. You should know how to beat this thing by now. After your victory, you will be in the Giant Crevasse. Gummi blocks are all over the place. From your starting position, jump all the way down to the bottom. It is a really long fall. Once you land, you will see a long white line. Follow this to the other end. There is a hole with light coming out of it. But, you can't reach it yet. There is ivy on the wall nearby. Jump to it, and climb up until you reach the very platform on your left. Jump to it. Now, you can simply jump and Glide to the Save Point and then fall into the hole. You are now in World Terminus. Walk forward and step into the light. You will be transported to a new area. Walk into the pink light. This takes you to Traverse Town, 3rd District. Kill the Heartless (Soldiers and Large Bodies), and then open the chest for a BRAVE WARRIOR. Exit through the double doors that lead to the First District. To avoid major repetition, here is a rundown of the pink lights, where they lead, and what you get for opening the chests. Wonderland (Rabbit Hole): Green Requiem, Wizard, Yellow Opera, Red Nocturne Treasure: IFRIT'S HORN Olympus Coliseum (Coliseum Gates): Air Soldier, Defender, Wyvern Treasure: INFERNO BAND (found behind foot of right statue) Deep Jungle (Bamboo Thicket): Powerwild, Bouncywild Treasure: WHITE FANG Agrabah (Plaza, Main Street, Palace Gates): Bandit, Fat Bandit Treasure: RAY OF LIGHT (go through the first two doors to get to the Palace Gates area. There are two wooden platforms here. Jump and grab either one of them, and Sora will swing onto it. Then, by jumping and grabbing twice more, you can get to the roof of the building and open the chest). Atlantica (Calm Depths): Sheltering Zone, Screwdiver, Aqua Tank, Sea Neon Treasure: AP UP Halloween Town (Torture Room): Wight Knight, Search Ghost, Gargoyle Treasure: HOLY CIRCLET Neverland (Ship's Hold): Pirate, Barrel Spider Treasure: RAVEN'S CLAW Next is a green light rather than a pink light. You will be in 100 Acre Wood. Get the MEGALIXIR in the chest, and then use the Save Point. Next is a light that looks like fire. It takes you to Hollow Bastion. Defeat the Invisibles, and then go through the door on the left side of the hallway. Open the chest for a MEGALIXIR, and then examine the console in the middle of the room. More Invisibles appear. Take them out, and then go back through the portal you entered from. Jump into the new hole. ==================================================== Boss: Chernabog Difficulty: Easy HP: 1500 EXP: 15,000p Rewards: Superglide (Shared ability) You might remember the Chernabog from Fantasia. This is an easy fight, mainly because you are flying. You can't use any special attacks or summon spells, but you don't need them anyway. Cast AEROGA (or AERORA if you didn't get all of the PUPPIES), and then get right up in the Boss's face and start hacking away. Try to get behind the head for the best results. Chernabog breathes fire, and will also use a big gust of wind to blow you away from him. His ultimate attack involves an enormous surge of flames, which can be avoided at low altitudes, or by flying towards the screen. Use CURAGA to heal yourself if necessary. ==================================================== After the battle, equip SUPERGLIDE and descend into the opening that was guarded by Chernabog. You are now in the Crater. Lower yourself to the very bottom, and step on the circle of light. Now, you are in the Volcanic Crater. Walk forward, and step into the next light circle. Step into the next light circle. Walk down the hallway to the next circle of light. Now, you are in Linked Worlds, where you will encounter another Behemoth. Once you kill it, a piece of the door will fall off. Large groups of Heartless will appear. Take them out, and the rest of the pieces will fall off. Enter the door. This area is known as Final Rest, and that is exactly what it is. Use the Save Point, and then make sure you are prepared for what's ahead. You can get back on the Gummi Ship and return to Traverse Town, buy items, weapons, and accessories, and then do some level building. This is a great time to get the Hades Cup and the ULTIMATE WEAPON if you haven't done so already. Check the end of this guide for more information. When you are around level 70 or so (this is where I was at, but I don't think you need to be this strong), return to the End of the World and disembark at the Final Rest. Walk forward and examine the door. After the short cutscene, go on through. You will be back on the Destiny Islands, or so it seems that way. Head to the Secret Place. After the cutscene, go back to the beach and approach Riku. Ansem will explain how he was able to manipulate Riku, feeding on his desire to explore other worlds. And then he will prattle on about how darkness is the heart's true essence. Once he's finished, he comes after you. ==================================================== Boss: Ansem I Difficulty: Medium HP: 1500 EXP: 10,000p Rewards: None Okay, time to put Ansem in his place. He has a Shadow Guardian to help him out, which makes the fight more challenging. When the Guardian throws projectiles at you, deflect them with Guard and earn 99 Tech Points. Follow Ansem around the area, and use Ars Arcanum when you get close. Strike Raid and Ragnarok are excellent abilities to have here, as well. Once Ansem takes some damage, he will call the Guardian to protect him. During this time, he is invincible, unless you sneak behind him and get in a few good hits. When Ansem yells "Submit!" the Guardian will vanish, and then reappear a few moments later, grabbing your arms and legs, and causing big damage, unless you choose the FREEZE command. During this phase, a cage will form around Ansem, making him temporarily invulnerable. I think you can prevent the Guardian from coming after you, if you nail Ansem right when he says "Submit!". I am not sure about this, however. Use CURAGA to heal, and AEROGA to improve your defense. ==================================================== After the battle, heal yourself, and fill your item slots with MEGALIXIRS and ELIXIRS. Then, follow Ansem through the large opening. ==================================================== Boss: Darkside Difficulty: Easy HP: 900 EXP: 8000p Rewards: None You haven't seen this guy since the beginning of the game. Luckily, he hasn't changed much. This fight is easy for a reason. Just wait 'til you see what comes after it. Target one of the Boss's hands, and start slashing. You can switch to the Head once it's lowered, but it really doesn't matter. Darkside will still ram a fist into the ground and bring out some Shadows, but you should ignore them this time. It will also take a huge ball of energy and throw it into the air, causing smaller orbs to fall from the sky. You can avoid these by either running, or using Guard. Darkside will also shoot missiles at you, an attack carried over from previous battles. Use Guard to deflect the missiles. You won't sustain much damage if you stay between Darkside's legs, and only come out when you have a chance to attack. ==================================================== Boss: Ansem II Difficulty: Hard HP: 1200 EXP: 20,000p Rewards: None Sora gets to have a formal showdown with Ansem. Maybe now he can avenge Riku. The structure of the fight is nearly identical to the last one, only Ansem is A LOT quicker, and he has added a few new moves to his arsenal. Again, Ars Arcanum, Strike Raid, and Ragnarok are wonderful abilities to have. Cast AEROGA, and use ELIXIRS and MEGALIXIRS to restore HP and MP. The Guardian will swipe at you with its claws. Use Guard to deflect this and get 199 Tech Points. When Ansem releases the energy pillars that look like lightning, use the Dodge Roll or Superglide to avoid damage. The "Submit" phase lasts longer this time around, so remember to select the FREEZE command as soon as it becomes available. When Ansem positions himself in the middle of the arena, he is about to use his trickiest attack. Pools of energy form on the ground, and Heartless reach up and grab you. Use Superglide or Dodge Roll to circle Ansem until this attack is finished. At some point, Ansem and the Guardian will bond together, and charge around the area. You can Guard this, as well (for 199 Tech Points) but it may be better to just Superglide out of the way. ==================================================== A cutscene will play, and Ansem introduces you to the World of Chaos, and tells you about Kingdom Hearts. What follows is a series of Boss fights, none of them as difficult as that last one you had. ==================================================== Boss: Ansem III Difficulty: Easy HP: 1500 EXP: None Rewards: None Cast AEROGA and then fly right up to Ansem and start wailing your Keyblade like there's no tomorrow. Ignore the orbs that shoot beams at you, and kill the bats for HP orbs. When Ansem swings his staff, you might want to back off until he stops. Same thing goes for when he moves around from side to side. If you want to recast AEROGA or use CURAGA, then get as far away as possible, so the spell doesn't get interrupted by one of Ansem's attacks. ==================================================== After the fight, you will be transported to a room full of Shadows. Kill them all, and then attack the blue thing that appears. ==================================================== Now you have to destroy the tentacles that are shooting at you. The bigger ones should be taken down first, and then the smaller ones. This shouldn't take more than two minutes, if that. Enter the portal that appears. In this room, you will find some Darkballs. They are hard to see, so use your lock-on. Goofy will rejoin you. Once you defeat them all, attack the yellow thing that appears. ==================================================== Boss: Face Difficulty: Very Easy HP: 1200 EXP: 3000p Rewards: None The Head will repeatedly cast THUNDER, so just take the damage, and keep on attacking. If your HP gets too low, fly away, use CURAGA, and then continue your assault. ==================================================== Enter the portal in the mouth. You can destroy the tentacles outside if you want. Inside this room, you will find Donald, and a slew of Invisibles. Use lock-on and slash like crazy. Once they're all defeated, attack the orange thing that appears. The belly of the Chaos World has just been unsealed. Go there. You will see a big, jelly-like structure with a skeleton's face. It is your mains target. Just hack away until you destroy it. Take out the tentacles first though, because they will shoot at you. Now, it is time to settle the score with Ansem, once and for all. ==================================================== Boss: Ansem (Final) Difficulty: Easy HP: 1500 EXP: 20,000p Rewards: None As soon as the fight starts, cast AEROGA and then head in for the kill. This the game's last battle, so take some pride in it. You will be bombarded by those orbs that shoot beams, but you should ignore this and attack Ansem. Lock-on to him and let him have it. Again, when he swings his staff, and moves from side to side, drop back, and heal yourself if necessary. Speaking of his staff, there will be times where he will hold it in the air, and draw energy towards him. You can't hit him that much while this is going on, so wait until it's over. ==================================================== Congratulations, you have completed Kingdom Hearts. Sit back and enjoy the ending, and watch all the loose plot threads come together. XXIV. 100 Acre Wood 100 Acre Wood can be accessed by examining the OLD BOOK you brought to Merlin. Inside, you will find a Save Point and a place that can take you back to the real world. As you collect the TORN PAGES, you will unlock certain areas of 100 Acre Wood. Complete all of the areas, and you can seal the Keyhole to this world. You have to do this to see the game's secret ending. Empty Meadow Location: tree stump near Save Point This should be the first area you visit. It introduces you to Winnie the Pooh, an absent-minded bear with an insatiable appetite for honey. Once he leaves, look inside the log he was sitting on for a MYTHRIL SHARD. Now, go back to the World Map. Pooh's House Location: left page Pooh is in his house, looking desperately for honey. Outside, you will see Owl, a wise old creature who seems to know just about everything. Inside, check the cabinet for an ELIXIR. You can open the window and check the cuckoo clock, as well. If you want, you can ring the bell by the door, but nothing happens. As you go to leave, Owl will tell you about the missing PAGES. Hunny Tree Location: top of right page, left of exit At the Hunny Tree, you will find Piglet, who runs off in fright. He hides in a bush. You have to sneak up on him from behind. When you talk to him, Pooh shows up, and Piglet gives him a balloon. Pooh is going to use the balloon to get honey from the tree, and you have to protect him from the bees. This is one of several mini-games you will participate in as you explore the 100 Acre Wood. Pooh's Hunny Hunt Basically, all you have to do is follow Pooh by jumping up the tree's branches, locking on to the bees as they appear, and then swat them when they get close. This isn't difficult, but it can be frustrating, especially when you fall back to the ground. This is where the Rush Command comes into play. Using it will make Sora hop up the branches automatically until he reaches Pooh's current position. However, this isn't entirely accurate, and the higher you go, the riskier it gets. Don't use combos against the bees, or else you will lose your balance and fall to the ground. To complete this section, you just have to wait until the timer runs out. However, it is important to get as many licks as possible. Exit to the World Map. The TORN PAGE will transform into the NATURESPARK, which gives you BAMBI as a summon spell. Rabbit's House Location: northwest corner of left page As you enter this area, you will see some vegetable patches. Cross the bridge and check the mailbox to find a letter from Pooh. Go behind the house to find Pooh and Piglet. Enter the house. Pooh crawls through the window, and you meet Rabbit, an anxious farmer who is sick and tired of Pooh eating all of his honey. He has hidden a jar of it in the rafters of his house. As discourteous as it may seem, lock-on to the honey and examine it. As expected, Pooh devours the honey. Leave the house and start back to the World Map. Rabbit will stop you, and ask for your help. Go back behind the house and talk to Pooh, who has gotten stuck in the window (why he couldn't have gone out the front door is beyond me). Anyway, Rabbit is frantic, and wants you to get some carrots so that he can make carrot top juice. However, Tigger shows up, and his exuberant bouncing threatens to destroy the carrots. You have to protect them. Block Tigger Not much to say here. This is a test of reflexes more than anything else. Use the Rush Command to get to Tigger as quickly as possible. Tigger has to bounce on a carrot twice in order to bury it. After saving the carrots, return to the house and talk to Pooh to push him out. The TORN PAGE becomes a MYTHRIL SHARD. Hill Location: Left of Empty Meadow on right page When you arrive at the Hill, you will see Pooh and Piglet standing on a bridge. Their friend Eeyore is floating helplessly downstream. Jump in and rescue him. The poor donkey has lost his tail. Owl suggests that you could find it easier from a higher spot. Lock-on to Pooh and lead him to the swing. Don't move too quickly, or else he will get distracted by the pots of honey. When you get to the swing, Owl will explain what you're supposed to do. Pooh's Swing When Owl spreads his wings, press R1 to send Pooh into the air. To find Eeyore's tail, you have to land approximately 22 yards away. Pooh will crash through the wooden structure that is near Rabbit. Once you find the tail, the TORN PAGE turns into the STOPRA spell. Bouncing Spot Location: north of the bridge on right page-northwest of Hill In this area, you will Tigger and Roo playing on a seesaw. Talk to them, and then follow them onto the nearby tree stump. Talk to them a second time. Watch their bouncing pattern, and then repeat it. You have to do this three times. The 2nd pattern requires a slight adjustment of the camera, so you don't fall off. For the 3rd path, you have to jump onto the seesaw and then drop to the stump directly below. This can be tricky. After you finish all three paths, Tigger will congratulate you, but Roo has an additional challenge. Tigger's Giant Pot The goal here is to hit the nuts back at the pot until you break it. Equip your longest weapon (usually the PUMPKINHEAD or OBLIVION). Use jumping slashes and you will hit two or three nuts at once. Make sure that you don't fall off the stump. When the pot is destroyed, you will find a chest with an AP UP. Go to where Pooh is standing and break the log to find MYTHRIL. The nuts that grow in the trees can be gathered and brought to Owl, who will reward you with a variety of statistical power-ups (i.e. DEFENSE UP, etc.). There are also a couple of chests that are scattered throughout this area. Once you are finished, exit to the World Map, and the TORN PAGE will turn into MYTHRIL. Pooh's Muddy Path Location: southwestern corner of the right page Jump down to where Pooh is. Lock-on to him and lead him to the lowered section of the bush. Apparently, he has lost his friends. You have to help him find them. Tigger: there is a log that stretches across a gap. Tigger is bouncing on it. Rabbit: below the log mentioned above are three holes. Rabbit will appear in one of these holes. Piglet: above where found Rabbit, there is a tree with a hole in the base. Piglet is in this hole. Lead Pooh up to the tree to find Piglet. Owl: flying around the tree where Piglet is Roo: Roo is standing on a tree root near the bush where you led Pooh earlier. Jump and hit it to knock him down. Once you have found everybody, watch the cutscene, and then you will seal the Keyhole. Take the NATURESPARK to the Fairy Godmother and you will get the LORD FORTUNE for Donald. XXV. Weapons/Abilities/Items/Accessories/Magic ==================================================== Sora's Weapons Wooden Sword Location: Destiny Islands (before Heartless attack, and Hollow Bastion, after Riku steals the Keyblade) Description: A toy sword made of wood. Kingdom Key Location: Destiny Islands after the Heartless attack Description: The keychain attached draws out the Keyblade's true form and power. Jungle King Location: seal Keyhole in Deep Jungle Description: Has a long reach, but seldom deals critical blows. Three Wishes Location: seal Keyhole in Agrabah Description: A powerful weapon that is difficult to deflect. Pumpkinhead Location: seal Keyhole in Halloween Town Description: Has a long reach, and the ability to deal a string of critical blows. Crabclaw Location: seal Keyhole in Atlantica Description: Raises max MP by 1, and enhances magic and summon power. Also deals good physical damage. Wishing Star Location: chest in Gepetto's House in Traverse Town after completing Monstro Description: Short reach, but always finishes up a combo attack with a critical blow. Fairy Harp Location: seal Keyhole in Neverland Description: Raises max MP by 1, and enhances summon and magic power. Sometimes deals powerful critical blows. Spellbinder Location: Talk to Merlin after you have all of the level 1 magic spells (i.e. FIRE, BLIZZARD, THUNDER, AERO, GRAVITY, STOP, and CURE) Description: Raises max MP by 1, and significantly enhances magic and summon power. Metal Chocobo Location: defeat Cloud in the Hercules Cup Description: Possesses incredible power and reach, but reduces max HP by 1. Rarely deals critical blows. Olympia Location: complete Hercules Cup Description: A powerful weapon that is difficult to deflect. Capable of dealing mighty critical blows. Oathkeeper Location: talk to Kairi after finding the hidden Navigation Gummi in the Secret Waterway in Traverse Town, after your first trip through Hollow Bastion Description: Raises max MP by 1, and enhances summon and magic power. Capable of dealing a string of critical blows. Divine Rose Location: Talk to Belle in the Hollow Bastion library during your first trip. Description: A powerful weapon that is difficult to deflect. Capable of dealing a string of critical blows. Lionheart Location: defeat Leon in the Hades Cup Description: Raises max MP by 1, and enhances magic and summon power. Also deals great physical damage Oblivion Location: chest in Grand Hall in Hollow Bastion, after you defeat Riku Description: Possesses colossal power, but reduces max HP by 1. Lady Luck Location: Chest that appears after using White Trinity in Wonderland Description: Raises max MP by 2, and significantly enhances magic and summon power. Also inflicts good physical damage. Ultima Weapon Location: Synthesize all 24 items in the Synthesis Shop Description: The ultimate Keyblade. Raises max MP by 2, and possesses maximum power and attributes. ==================================================== Donald's Weapons Mage's Staff Location: default weapon Description: A staff that heightens magic power Morning Star Location: Traverse Town Item Shop (150 Munny) Description: A staff that heightens magic power. Can also be used for physical attacks. Shooting Star Location: Traverse Town Item Shop (750 Munny) Description: A staff that heightens magic power. Also fairly good for physical attacks. Magus Staff Location: Traverse Town Item Shop (1000 Munny) Description: A mystical staff brimming with power. Raises max MP by 1. Wisdom Staff Location: Traverse Town Item Shop (4000 Munny) Description: A powerful staff that raises max MP by 1. Also fairly good for physical attacks. Warhammer Location: Traverse Town Item Shop (250 Munny) Description: A hammer made for combat. Reduces max MP by 1. Silver Mallet Location: Traverse Town Item Shop (1000 Munny) Description: A powerful hammer made for combat. Grand Mallet Location: Traverse Town Item Shop (4000 Munny) Description: A tremendously powerful hammer made for combat. Wizard's Relic Location: left behind by Wizards in Hollow Bastion (rare) Description: An enormously powerful staff sometimes left behind by Wizards. Lord Fortune Location: talk to the Fairy Godmother once you have all the summon spells Description: A staff strong in both physical and magical power. Raises max MP by 1. Violetta Location: chest that appears after using White Trinity in Olympus Coliseum Description: A rod that sometimes inflicts massive damage. Reduces max MP by 1. Dream Rod Location: Obtain every spell and then talk to Merlin. Description: A mysterious rod holding unknown power. Raises max MP by 2. Save the Queen Location: complete the Hades Cup with Sora Description: A staff of immense magical and physical power. Raises max MP by 2. ==================================================== Goofy's Weapons Knight's Shield Location: Default Weapon Description: A standard issue knight's shield Smasher Location: Traverse Town Item Shop (250 Munny) Description: A small shield made for attack rather than defense. Gigas Fist Location: Traverse Town Item Shop (1000 Munny) Description: A small, powerful shield made for attack rather than defense. Mythril Shield Location: Traverse Town Item Shop (750 Munny) Description: A well-balanced shield for attack and defense Onyx Shield Location: Traverse Town Item Shop (2800 Munny) Description: A well-balanced and effective shield for attack and defense. Stout Shield Location: Traverse Town Item Shop (250 Munny) Description: A large shield that protects against various attacks. Golem Shield Location: Traverse Town Item Shop (1000 Munny) Description: A large shield best suited for defense, but also an effective weapon. Adamant Shield Location: Traverse Town Item Shop (4000 Munny) Description: A large shield best suited for defense. Also a powerful assault weapon. Defender Location: Dropped by Defenders (rare) Description: A rugged shield sometimes left behind by Defenders. Herc's Shield Location: defeat Hercules in the Hercules Cup Description: A shield with enormous power sealed within. Made for attacking. Genji Shield Location: defeat Yuffie in Hades Cup Description: A shield of surpassing offensive and defensive strength. Dream Shield Location: Return all of the Spell Arts (obtained by using three of each spell successfully against White Mushrooms) to Merlin Description: A shield to protect loved ones. Raises max MP by 2. Save the King Location: Complete the Hades Cup Time Trial Description: The most powerful shield. Raises max MP by 2. Other Party Members' Weapons Tarzan: Spear Its long reach allows him to attack from a distance. Aladdin: Sword Powerful and efficient Jack Skellington: No Weapon Ariel: No Weapon Peter Pan: Dagger Relatively weak, but easy to handle Beast: Claws =================================================== Abilities ==================================================== Sora's Abilities Dodge Roll AP: 1 Location: Given to you by Goofy after defeating the Guard Armor Description: Dive and roll to evade attack by pressing the Square Button. Combo Plus (4) AP: 1 Location: learned at level 9, 72, 84, 96 (Sword), 42, 75, 84, 96 (Shield), 66, 78, 84, 96 (Staff) (you chose these items at the beginning of the game) Description: Extends ground combo attack by one step. Equip more to extend it further. Vortex AP: 1 Location: learned at level 12 (Sword), 45 (Shield), 57 (Staff) Description: Close the distance to nearby enemies with this powerful spinning attack. Sonic Blade AP: 3 Location: given to you by Cloud after you defeat Cerberus in the Coliseum preliminaries Description: Slash an enemy while rushing past. Select follow-up attack at right time for a combo. Scan AP: 1 Location: learned at level 15 (Sword), 12 (Shield), 9 (Staff) Description: View an enemy's HP gauge during battle Blitz AP: 3 Location: learned at level 18 (Sword), 33 (Shield), 63 (Staff) Description: Strike enemies ahead of you with a powerful finishing combo. Berserk AP: 1 Location: learned at level 21 (Sword), 48 (Shield), 36 (Staff) Description: Boosts attack power when HP is critically low. Combine with a weapon skill for more power. Cheer AP: 1 Location: Complete the mini-games in 100 Acre Wood within a certain amount of time. Pooh's Hunny Hunt: 100 licks or more Block Tigger: 150 points Pooh's Swing: 40 yards or more Tigger's Giant Pot: 30 seconds or less Pooh's Muddy Path: 5 minutes or less Description: Increases the summons' HP gauge, giving them more time and attack per battle. Equip more to boost effect. Counterattack AP: 2 Location: learned at level 24 (Sword), 21 (Shield), 18 (Staff) Description: Strike back after parrying an enemy blow. Successful counterattacks restore MP. Air Combo Plus (2) AP: 1 Location: learned at level 27& 75 (Sword), 57&78 (Shield), 60&75 (Staff) Description: Extends aerial combo by one step. Equip more to extend it further. Aerial Sweep AP: 2 Location: learned at level 30 (Sword), 60 (Shield), 27 (Staff) Description: Leap at an airborne enemy and strike a might blow. Treasure Magnet (2) AP: 2 Location: learned at level 33&60 (Sword), 27&39 (Shield), 12&30 (Staff) Description: Attract nearby HP/MP balls, munny, and items. Equip two to attract from even further away Strike Raid AP: 3 Location: Defeat Leon in the Pegasus Cup Description: Hurl the Keyblade at an enemy. Select follow-up attack at right time for combo. Guard AP: 2 Location: learned at level 36 (Sword), 9 (Shield), 24 (Staff) Description: Guard against an enemy attack by pressing the Square Button Jackpot AP: 2 Location: learned at level 63 (Sword), 24 (Shield), 54 (Staff) Description: Receive more munny, HP/MP balls in battle. Equip to entire party to boost effect. Ars Arcanum AP: 4 Location: Defeat Captain Hook in Neverland Description: A formidable attack. After a combo, select follow-up attack again for a double combo. MP Haste AP: 3 Location: learned at level 45 (Sword), 63 (Shield), 15 (Staff) Description: Boosts MP recovery rate in battle, allowing more spellcasting. Ragnarok AP: 4 Location: defeat 2nd Riku in Hollow Bastion Description: After aerial combo, select follow-up attack at right time to unleash Ragnarok. Critical Plus (3) AP: 3 Location: learned at level 48, 78, 90 (Sword), 51, 75, 90 (Shield), 21, 69, 90 (Staff) Description: Increases odds of dealing critical damage. Equip more to boost effect. Second Chance AP: 2 Location: learned at level 51 (Sword), 18 (Shield), 48 (Staff) Description: Keep 1 HP even after taking a critical hit Lucky Strike AP: 3 Location: learned at level 69 (Sword), 39 (Shield), 15 (Staff) MP Rage (2) AP: 2 Location: learned at level 57&66 (Sword), 36&66 (Shield), 33&51 (Staff) Description: Recover MP whenever you're hit in battle. Heavier damage restores more MP. Trinity Limit AP: 5 Location: complete Hades Cup Description: Channel the party's remaining MP to crush surrounding foes. Minimum 3 MP. ==================================================== Goofy's Abilities Rocket AP: 1 Location: learned at level 9 Description: Leap at an airborne enemy and attack with shield Jackpot AP: 2 Location: learned at level 12 Description: Receive more munny, HP/MP balls in battle. Equip to entire party to boost effect. Charge AP: 2 Location: learned at level 15 Description: Charge and knock out an enemy with shield. Treasure Magnet (2) AP: 2 Location: learned at level 18&42 Description: Attract nearby MP/HP balls, munny, and items. Equip two to attract from even further away. Tornado AP: 2 Location: learned at level 21 Description: Whirl after an enemy, using shield to attack. Lucky Strike AP: 3 Location: learned at level 27 Description: Raises luck so that enemies drop rare items more often. Equip to entire party to boost effect. Cheer AP: 1 Location: defeat Parasite Cage in Monstro's Bowels Description: Increases the summons' MP gauge, giving them more time and attacks per battle. MP Gift AP: 3 Location: learned at level 30 Description: Give up MP to give 3 MP to a friend. Support skill. Cost: 1 MP. Second Wind AP: 3 Location: learned at level 33 Description: Recover from KO status quickly with HP fully restored Second Chance AP: 2 Location: learned at level 36 Description: Keep 1 HP even after taking a critical hit. MP Rage (2) AP: 2 Location: learned at level 39&45 Description: Recover MP whenever you're hit in battle. Heavier damage restores more MP. MP Haste AP: 3 Location: learned at level 51 Description: Boosts MP recovery rate in battle, allowing more spellcasting. Berserk AP: 1 Location: learned at level 54 Description: Boosts attack power when HP is critically low. Combine with a weapon skill for more power. ==================================================== Donald's Abilities Berserk AP: 1 Location: learned at level 10 Description: Boosts attack power when HP is critically low. Combine with a weapon skill for more power. MP Haste AP: 3 Location: learned at level 15 Description: Boosts MP recovery rate in battle, allowing more spellcasting. MP Rage (2) AP: 2 Location: learned at level 20&40 Description: Recover MP whenever you're hit in battle. Heavier damage restores more HP. Second Chance AP: 2 Location: learned at level 25 Description: Keep 1 HP even after taking a critical hit. Treasure Magnet (2) AP: 2 Location: learned at level 30&45 Description: Attract nearby MP/HP balls, munny, and items. Equip two to attract from even further away. Second Wind AP: 3 Location: learned at level 35 Description: Recover from KO status quickly with HP fully restored. Cheer AP: 1 Location: defeat Maleficent at Hollow Bastion Description: Increases the summons' MP gauge, giving them more time and attacks per battle. Jackpot AP: 2 Location: learned at level 50 Description: Receive more munny and HP/MP balls in battle. Equip to entire party to boost effect. Lucky Strike AP: 3 Location: learned at level 55 Description: Raises luck so that enemies drop rare items more often. Equip to entire party to boost effect. ==================================================== Shared Abilities (no AP required) High Jump Location: Chest near Gepetto in Monstro's Mouth after you defeat the first Parasite Cage Description: Powers up your jump, allowing you to reach higher places Mermaid Kick Location: defeat Ursula in her lair in Atlantica Description: Swim faster and more powerfully. In Atlantica, press the Circle Button repeatedly to accelerate. Glide Location: Seal the Keyhole in Neverland Description: While in the air, press the Circle Button to ride the air currents. Hold down the Circle Button to remain aloft. Superglide Location: defeat Chernabog at the End of the World Description: While in the air, press the Square Button to fly at high speed. Hold down the Square Button to remain aloft. ==================================================== Other Party Members' Abilities ==================================================== Tarzan Raging Boar AP: 2 Description: Thrash surrounding enemies with spear, blowing them out of the way. Asp's Bite AP: 2 Description: Knock out an enemy with a powerful blow. Special attack. Cost: 1 MP Healing Herb AP: 3 Description: Recharge HP with an energizing herb. Defense Skill. Cost: 1 MP. Wind Armor AP: 3 Description: Protect yourself with a cloak of air. Defense Skill. Cost: 2 MP. Second Wind AP: 3 Description: Recover from KO status quickly with HP fully restored. Second Chance AP: 2 Description: Keep 1 HP even after taking a critical hit. Berserk AP: 1 Description: Boosts attack power when HP is critically low. Combine with a weapon skill for more power. Critical Plus (2) AP: 3 Description: Increases odds of dealing critical damage. ==================================================== Aladdin Crescent AP: 2 Description: Jump straight up to attack enemies overhead. Sandstorm AP: 2 Description: Strike at enemies while charging through them. Cheer AP: 1 Description: Increases the summons' MP gauge, giving them more time and attacks per battle. Treasure Magnet (2) AP: 2 Description: Attract nearby HP/MP balls, munny, and items. Equip two to attract from even further away. Lucky Strike AP: 3 Description: Raises luck so that enemies drop rare items more often. Equip to entire party to boost effect. Jackpot AP: 2 Description: Receive more munny and HP/MP balls in battle. Equip to entire party to boost effect. Critical Plus (2) AP: 3 Description: Increases odds of dealing critical damage. Equip more to boost effect. ==================================================== Jack Skellington Applause AP: 1 Description: Upstage foes with this dramatic, long-range sliding attack. Blazing Fury AP: 2 Description: Blast enemies with scorching fire. Special attack. Cost: Little MP. Icy Terror AP: 2 Description: Freeze enemies with a bone-chilling blizzard. Bolts of Sorrow AP: 3 Description: Call lightning down to shock enemies. Special attack. Cost: 1 MP. Ghostly Scream AP: 3 Description: Summon dark spheres to crush enemies. Special attack. Cost: 1 MP. MP Rage AP: 2 Description: Recover MP whenever you're hit in battle. Heavier damage restores more HP. Jackpot AP: 2 Description: Receive more munny and HP/MP balls in battle. Equip to entire party to boost effect. Cheer AP: 1 Description: Increases the summons' MP gauge, giving them more time and attacks per battle. Treasure Magnet AP: 2 Description: Attract nearby HP/MP balls, munny, and items. Equip two to attract from even further away. ==================================================== Ariel Spiral Wave AP: 1 Description: Charge at a target with a spinning attack. Thunder Potion AP: 3 Description: Use potions packed with Thunder power. Special attack. Cost: 1 MP. Cure Potion AP: 3 Description: Use potions packed with Cure effect. Defense skill. Cost: 1 MP. Aero Potion AP: 3 Description: Use potions packed with Aero power. Defense skill. Cost: 2 MP. MP Haste AP: 3 Description: Boosts MP recovery rate in battle, allowing more spellcasting. MP Rage (2) AP: 2 Description: Recover MP whenever you're hit in battle. Heavier damage restores more HP. Lucky Strike AP: 3 Description: Raises luck so that enemies drop rare items more often. Equip to entire party to boost effect. Second Wind AP: 3 Description: Recover from KO status quickly with HP fully restored. Treasure Magnet AP: 2 Description: Attract nearby HP/MP balls, munny, and items. Equip two to attract from even further away. =================================================== Peter Pan Hummingbird AP: 2 Description: Dart in to rain countless blows upon the enemy. Time-Out AP: 4 Description: Freeze time for enemies, halting their movement. Storm's Eye AP: 3 Description: Wrap yourself in a protective whirlwind Jackpot AP: 2 Description: Receive more munny and HP/MP balls in battle. Equip to entire party to boost effect. Lucky Strike AP: 3 Description: Raises luck so that enemies drop rare items more often. Equip to entire party to boost effect. MP Haste AP: 3 Description: Boosts MP recovery rate in battle, allowing more spellcasting. Critical Plus (3) AP: 3 Description: Increases odds of dealing critical damage. Equip more to boost effect. Treasure Magnet (2) AP: 2 Description: Attract nearby HP/MP balls, munny, and items. Equip two to attract from even further away. ==================================================== Beast Ferocious Lunge AP: 2 Description: Lunge at an enemy from a distance. Special attack. Cost: 1 MP. Furious Bellow AP: 3 Description: Knock out surrounding enemies with a raging bellow. Berserk AP: 1 Description: Boosts attack power when HP is critically low. Combine with a weapon skill for more power. MP Rage (2) AP: 2 Description: Recover MP whenever you're hit in battle. Heavier damage restores more HP. Second Chance AP: 2 Description: Keep 1 HP even after taking a critical hit. Second Wind AP: 3 Description: Recover from KO status quickly with HP fully restored. Critical Plus AP: 3 Description: Increases odds of dealing critical damage. Equip more to boost effect. ==================================================== Items (all items listed are regular items, most of which restore HP and MP. Also included are a few rare items that have one specific purpose. Torn Pages, Postcards, and all items needed for item synthesis are covered in individual sections) ==================================================== Potion: restores 30 HP of one character. Can be equipped by party members. Cost: 25 Munny (Item Shop) Hi-Potion: restores 60 HP of one character. Can be equipped by party members. Cost: 60 Munny (Item Shop) Ether: restores 3 MP of one character. Can be equipped by party members. Cost: 100 Munny (Item Shop) Tent: Fully restores the party's HP. Can only be used from the menu. Cost: 150 Munny (Item Shop) Camping Set: restores all HP and 3 MP of party. Can only be used from the menu. Cost: 300 Munny (Item Shop) Elixir: Fully restores a character's HP and MP. Can be equipped by party members. Mega-Ether: Restores 3 MP of each party member. Can be equipped by party members. Mega-Potion: Restores 30 HP of each party member. Can be equipped by party members. Megalixir: Fully restores party's HP and MP. Can be equipped by party members. Cottage: Fully restores the party's HP and MP. Can only be used from the menu. Power Up: Raises Strength by 1. Can only be used from the menu. Defense Up: Raises Defense by 1. Can only be used from the Menu. AP Up: Raises max AP by 1. Can only be used from the menu. Hero License: A certificate declaring the bearers "Junior Heroes". Location: Given to you by Phil after completing the Preliminaries at Olympus Coliseum. Fire Arts: Proof that a White Mushroom acknowledged you a master of fire magic. Thunder Arts: Proof that a White Mushroom acknowledged you a master of thunder magic. Blizzard Arts: Proof that a White Mushroom acknowledged you a master of blizzard magic. Cure Arts: Proof that a White Mushroom acknowledged you a master of cure magic. Aero Arts: Proof that a White Mushroom acknowledged you a master of aero magic. Gravity Arts: Proof that a White Mushroom acknowledged you a master of gravity magic. Stop Arts: Proof that a White Mushroom acknowledged you a master of stop magic. Pretty Stone: A beautiful stone that glistens in the sun. It has little value. Won by beating Riku in the race on Destiny Islands. Shiitake Rank: Proof that you satisfied a Rare Truffle by knocking it into the air 50 times. Matsutake Rank: Proof that you satisfied a Rare Truffle by knocking it into the air 100 times. ==================================================== Accessories (locations indicate where you find them for the first time) ==================================================== Protect Chain Description: Slightly raises Defense. Location: Can be bought in Accessory Shop (150 Munny) Protera Chain Description: Raises Defense Location: Can be bought in Accessory Shop (750 Munny) Protega Chain Description: Significantly raises Defense Location: Can be bought in Accessory Shop (2800 Munny) Fire Ring Description: Reduces fire damage by 20% and slightly raises Defense Location: Can be bought in Accessory Shop (250 Munny) Fira Ring Description: Reduces fire damage by 20% and raises Defense. Location: Can be bought in Accessory Shop (1000 Munny) Firaga Ring Description: Reduces fire damage by 20% and significantly raises Defense. Location: Can be bought in Accessory Shop (4000 Munny) Blizzard Ring Description: Reduces ice damage by 20% and slightly raises Defense Location: Can be bought in Accessory Shop (250 Munny) Blizzara Ring Description: Reduces ice damage by 20% and raises Defense. Location: Can be bought in Accessory Shop (1000 Munny) Blizzaga Ring Description: Reduces ice damage by 20% and significantly raises Defense. Location: Can be bought in Accessory Shop (4000 Munny) Thunder Ring Description: Reduces lightning damage by 20% and slightly raises Defense. Location: Can be bought in Accessory Shop (250 Munny) Thundara Ring Description: Reduces lightning damage by 20% and raises Defense. Location: Can be bought in Accessory Shop (1000 Munny) Thundaga Ring Description: Reduces lightning damage by 20% and significantly raises Defense. Location: Can be bought in Accessory Shop (4000 Munny) Ability Stud Description: Slightly raises max AP. Location: Can be bought in Accessory Shop (200 Munny) Chaos Ring Description: Reduces dark damage by 20% and slightly raises Defense Location: Can be bought in Accessory Shop (600 Munny) Element Ring Description: Reduces ice, fire, and lightning damage by 20% and enhances Defense. Location: Can be bought in Accessory Shop (4800 Munny) Brave Warrior Description: Slightly raises max HP and Strength Location: defeat Guard Armor in Traverse Town Ifrit's Horn Description: Reduces fire damage by 20% and raises max AP and Defense. Location: defeat the Trickmaster in Wonderland White Fang Description: Slightly raises Strength, Defense, and max AP. Location: Defeat Sabor in the Bamboo Thicket in Deep Jungle Inferno Band Description: Reduces fire and dark damage by 20%. Also raises Defense. Location: defeat Cerberus in the Coliseum Preliminaries Ray of Light Description: Slightly raises max HP and MP. Also enhances magic and summon power Location: defeat Pot Centipede in Agrabah Holy Circlet Description: Reduces fire, ice, and lightning damage by 20%. Also raises max AP. Location: defeat Oogie Boogie in the Torture Room Raven's Claw Description: Reduces dark damage by 20%. Also raises Strength and Defense. Location: defeat Dark Sora in Neverland Omega Arts Description: Raises max HP, Strength, and Defense Location: defeat Behemoth in the Dark Depths Ribbon Description: Reduces all elemental damage by 20% Location: Gift from Pongo and Perdita after you find 90 Puppies Power Chain Description: Slightly raises Defense Location: Synthesis Shop Guard Earring Description: Raises max AP and Defense Location: Synthesis Shop Energy Bangle Description: Slightly raises max HP and Defense Location: Synthesis Shop Angel Bangle Description: Raises max HP and Defense Location: Synthesis Shop Magic Armlet Description: Slightly raises max MP. Also enhances magic and summon power. Location: Synthesis Shop Golem Chain Description: Raises Strength and Defense Location: Synthesis Shop Master Earring Description: Significantly raises max AP and Strength Location: Synthesis Shop Three Stars Description: Reduces fire, ice, and lightning damage by 20%. Significantly raises Defense. Location: Synthesis Shop Gaia Bangle Description: Significantly raises max HP and Defense Location: Synthesis Shop Rune Armlet Description: Slightly raises max MP and Defense Location: Synthesis Shop Heartguard Description: Reduces dark damage by 20%. Raises max HP and Defense. Location: Synthesis Shop Titan Chain Description: Significantly raises Strength and Defense Location: Synthesis Shop Atlas Armlet Description: Raises max MP and Defense Location: Synthesis Shop Crystal Crown Description: Raises max HP, MP, max AP, Strength, and Defense. Also enhances summon and magic power. Location: Synthesis Shop ==================================================== Magic ==================================================== Fire Location: given to you by Donald after defeating the Guard Armor Fira Location: defeat Genie Jafar in Agrabah Firaga Location: seal Keyhole in Hollow Bastion Blizzard Location: given to you by the Cheshire Cat after you find the four pieces of evidence in Wonderland Blizzara Location: defeat Jafar for the first time in Agrabah Blizzaga Location: defeat the Behemoth in the Hades Cup Thunder Location: given to you by Phil after you complete the Coliseum Preliminaries Thundara Location: defeat Giant Ursula in Atlantica Thundaga Location: defeat Cerberus in the Hades Cup Cure Location: defeat Clayton and the Stealth Sneak in Deep Jungle Cura Location: automatically obtained on the Ship's deck in Neverland Curaga Location: talk to Aerith in the Hollow Bastion Library Gravity Location: complete Phil Cup Gravira Location: seal Keyhole in Halloween Town Graviga Location: defeat Hades in the Hades Cup Stop Location: defeat Parasite Cage in Monstro's Stomach Stopra Location: complete the Pooh's Swing mini-game in the 100 Acre Wood by finding Eeyore's tail. The Torn Page turns into Stopra. Stopga Location: defeat the Phantom at the Clock Tower in Neverland Aero Location: defeat the Opposite Armor in Traverse Town Aerora Location: in a chest behind the Yellow Trinity door in the Ship's Hold in Neverland Aeroga Location: gift from Pongo and Perdita after you find 99 Puppies ==================================================== Summon Spells ==================================================== Simba Attack: Proud Roar Hold down the X Button to charge up his power. When the command changes to Proud Roar, release the button to unleash the attack. Hold the button down longer for more power. Cost: 2 MP Location: Earthshine Gem, which is given to you by Leon after you talk to him in the Secret Waterway during your second trip to Traverse Town after you have sealed the Keyhole in Deep Jungle. Dumbo Attack: Splash Cost: 3 MP Ascend with the Circle Button, and descend with the Square Button. Location: Watergleam Gem, which is found in a chest in Monstro's Mouth Bambi Attack: None He prances around an area during battle, leaving behind items like HP/MP balls. The more foes that Sora defeats, the better the items become. Cost: 1 MP Location: Naturespark Gem, acquired after completing the Pooh's Hunny Hunt mini-game in 100 Acre Wood. Mushu Attack: Fire Breath Cost: 3 MP Press X Button to use Fire Breath Location: Fireglow Gem, acquired after you defeat Dragon Maleficent Genie Attack: Showtime Cost: 2 MP Hits all locked-on targets Location: seal the Keyhole in Agrabah Tinkerbell Attack: None She flies around Sora, restoring his HP, and preventing him from being defeated. This only happens once. Cost: 3 MP Location: seal the Keyhole in Neverland ==================================================== Synthesis Shop ==================================================== Items that are used for synthesis (the name of the item, and the enemy that drops it. I may indicate a specific world where that enemy drops the item the most.) (To make this easier, try to have at least two characters with Lucky Strike equipped). Blaze Shard Red Nocturne (Wonderland: Lotus Forest, Bizarre Room) White Mushroom (after you use the third Fire spell) Blaze Gem Bandit (Agrabah: Plaza, Cave of Wonders) (rare) Fat Bandit (Agrabah: Desert, Cave of Wonders) White Mushroom (after third Fire spell) (rare) Bright Gem Search Ghost (Traverse Town: 2nd District, Atlantica: Undersea Gorge/Valley) White Mushroom (after third Cure spell) Frost Shard Blue Rhapsody White Mushroom (after third Blizzard spell) Frost Gem Sea Neon (Atlantica: Undersea Gorge, Triton's Palace) White Mushroom (after third Blizzard spell) Bright Crystal Defender (Traverse Town: Gizmo Shop, 3rd District, Hollow Bastion: Grand Hall Bright Shard Green Requiem (Deep Jungle: Cliff) Lucid Shard Shadow (Neverland, Hollow Bastion, Traverse Town) White Mushroom (after third Gravity spell) Lucid Gem Gargoyle, Wight Knight (Halloween Town: Moonlight Hill, Graveyard) White Mushroom (after third Gravity spell) (rare) Lucid Crystal Darkball White Mushroom (after third Gravity spell) Mythril Found in some treasure chests Angel Star (End of the World) (rare) Behemoth (End of the World) Mythril Shard Found in several treasure chests Behemoth (End of the World) Barrel Spider (Monstro, Agrabah: Cave of Wonders) Pot Spider (Agrabah) (rare) Gale Invisible (End of the World) Angel Star (End of the World) Orichalum Found in some treasure chests and is also given as a reward for certain tasks Behemoth (End of the World) Invisible (End of the World) Mystery Goo White Mushroom (after third spell) (rare) Thunder Shard Yellow Opera White Mushroom (after third thunder spell) Thunder Gem Screwdiver (Atlantica: Triton's Palace, Undersea Gorge) Aquatank (Atlantica: Calm Depths, Undersea Valley) (rare) White Mushroom (after third thunder spell) Power Shard Powerwild Bouncywild White Mushroom (after third Stop spell) Power Crystal Wyvern (Hollow Bastion: High Tower, Great Crest, Deep Jungle: Cliff, Bamboo Thicket) Power Gem Battleship Air Pirate White Mushroom (after third Stop spell) Spirit Shard Large Body (Agrabah: Plaza) (rare) Soldier (Traverse Town: 2nd District, Agrabah: Plaza) White Mushroom (after third aero spell) Spirit Gem Air Soldier (Agrabah: Plaza, Cave of Wonders) White Mushroom (after third aero spell) Shiny Crystal Wizard (Deep Jungle: Bamboo Thicket, Camp, Hollow Bastion) ==================================================== Synthesis List (as it appears in the Synthesis Shop inventory) Cottage 2 Bright Shards 3 Blaze Shards Elixir 2 Blaze Shards 2 Frost Shards 2 Thunder Shards 4 Mythril Shards Energy Bangle 2 Power Shards 2 Frost Shards Power Chain 2 Spirit Shards 2 Power Shards Guard Earring 2 Spirit Shards 1 Thunder Shard Dark Ring 2 Lucid Shards 1 Bright Shard 2 Mythril Shards Mega-Potion 1 Blaze Gem 1 Frost Gem 1 Thunder Gem 2 Mythril Shards AP Up 3 Spirit Shards 2 Spirit Gems 3 pieces of Mythril Angel Bangle 3 Spirit Shards 3 Power Shards 3 Bright Gems Magic Armlet 3 Blaze Shards 3 Frost Shards 3 Thunder Shards 2 pieces of Mythril Golem Chain 3 Power Shards 1 Power Gem 1 Lucid Gem Master Earring 3 Lucid Shards 2 Lucid Gems 2 Spirit Gems Mega-Ether 3 Blaze Gems 3 Frost Gems 3 Thunder Gems 5 Bright Shards 1 Bright Crystal Defense Up 5 Lucid Shards 3 Lucid Gems 1 Lucid Crystal Gaia Bangle 5 Power Shards 3 Power Gems 1 Bright Crystal Rune Armlet 2 Blaze Gems 2 Frost Gems 2 Thunder Gems 3 pieces of Mythril Heartguard 3 Spirit Shards 3 Power Shards 1 Power Crystal Three Stars 3 Blaze Shards 3 Frost Shards 3 Thunder Shards 1 piece of Orichalum 1 Shiny Crystal Megalixir 5 Bright Shards 3 Bright Gems 1 Bright Crystal 1 Shiny Crystal 2 Gales Power Up 5 Power Shards 3 Power Gems 1 Power Crystal 1 Mystery Goo 2 Pieces of Orichalum Titan Chain 5 Spirit Shards 3 Spirit Gems 1 Lucid Crystal Atlas Armlet 2 Shiny Crystals 1 Mystery Goo 3 pieces of Orichalum 1 Gale Crystal Crown 3 Lucid Crystals 3 Power Crystals 3 Shiny Crystals 3 Bright Crystals Ribbon 5 Blaze Gems 5 Frost Gems 5 Thunder Gems 5 Bright Gems 3 Gales Ultima Weapon 5 Lucid Gems 5 Power Gems 5 Thunder Gems 3 Mystery Goos 3 Gales ==================================================== XXVII. Bestiary (all enemies are documented in Jiminy's journal) (The enemies mentioned here are only Heartless, and not human characters like Riku or Maleficent) Shadow EXP: varies Heartless that emerge in various places. They sneak up to enemies and strike them with sharp claws. They are extremely tenacious, often chasing their prey to the end. They are found in every world. They don't seem to show up after Hollow Bastion. Soldier EXP: 3p (before Hollow Bastion), 90p (after Hollow Bastion) Heartless that emerge from various places. They are brisk in their movements, and rush into their opponents. However, they are not that tenacious. They often appear in numbers, though they lack teamwork. Large Body EXP: 7p (before Hollow Bastion), 240p (after Hollow Bastion) Big round Heartless. They seem tame and laid-back, but go berserk when angered. With their brute strength, they can inflict great damage, so be on your guard. Hit their heads, and get away when they pat their stomachs. Watch out for their charge attack. Location: Traverse Town, Wonderland, Monstro, Agrabah, Hollow Bastion Red Nocturne EXP: 1p (before Hollow Bastion), 60p (after Hollow Bastion) Spellcasting Heartless. While hovering about, they attack by casting fire. Having low HP, they keep their distance from their opponents, making them difficult to attack. They absorb fire. Location: Traverse Town, Wonderland, Monstro, Hollow Bastion Blue Rhapsody EXP: 1p (before Hollow Bastion), 60p (after Hollow Bastion) Spellcasting Heartless. They approach their enemies by bouncing about and attack with Blizzard. They absorb ice magic. Location: Traverse Town, Hollow Bastion, Monstro Yellow Opera EXP: 3p (before Hollow Bastion), 60p (after Hollow Bastion) Heartless that cast and absorb lightning magic. They can also hurl themselves at their enemies. Location: Traverse Town, Agrabah, Hollow Bastion Green Requiem EXP: 4p (before Hollow Bastion), 90p (after Hollow Bastion) Heartless that cast Cure on themselves and other Heartless. They hover high in the air, and absorb most magic attacks. Use the Keyblade to kill them. Location: Traverse Town, Monstro, Hollow Bastion Powerwild EXP: 4p (before Hollow Bastion), 90p (after Hollow Bastion) Heartless that looks like a monkey. It has great physical strength and agility, and often use combo attacks. Avoid close range combat if possible. Location: Deep Jungle, Monstro Bouncywild EXP: 2p (before Hollow Bastion), 60p (after Hollow Bastion) Heartless that looks like a monkey. They attack from long range, using a slingshot. They leave banana peels on the ground for you to slip on. If you do slip, then you lose Munny. They scamper about during battle, making them difficult to hit. Location: Deep Jungle, Monstro Air Soldier EXP: 5p (before Hollow Bastion), 90p (after Hollow Bastion) Winged Heartless. They fly over their enemies and dive to strike them. Their high endurance and quickness make them tough to beat. Location: Traverse Town, Agrabah, Monstro, Wonderland, Hollow Bastion Bandit EXP: 7p (before Hollow Bastion), 90p (after Hollow Bastion) Heartless that carries a sword. It can travel under sand. Use Guard to deflect a majority of its blows. Location: Agrabah Fat Bandit EXP: 20p (before Hollow Bastion), 240p (after Hollow Bastion) Heartless that resemble Large Bodies. They are well-balanced offensively and defensively. Besides strong physical attacks, they use fire, and they block attacks against them. Their movement is their weakness. Location: Agrabah Pot Spiders EXP: 3p (before Hollow Bastion), 30p (after Hollow Bastion) Ordinary pots turned into Heartless. They lie in wait as ordinary pots, then reveal themselves and attack when their enemies draw near. Location: Agrabah Barrel Spider EXP: 3p (before Hollow Bastion), 30p (after Hollow Bastion) Gunpowder barrel turned Heartless. They charge into their enemies and explode. Any physical impact or fire will set them off. A Barrel Spider detonation can destroy surrounding foes. Location: Monstro Search Ghost EXP: 10p (before Hollow Bastion), 120p (after Hollow Bastion) Heartless that roam in dark areas and emit light from their eye to target their enemies. They can warp from one place to the other. Location: Atlantica, Halloween Town, Monstro, Traverse Town, Hollow Bastion Sea Neon EXP: 8p (before Hollow Bastion), 60p (after Hollow Bastion) Heartless resembling a jellyfish. They swim fast, and attack in numbers. Overall, they are not tough opponents. Locations: Atlantica Sheltering Zone EXP: 20p (before Hollow Bastion), 150p (after Hollow Bastion) Heartless resembling a jellyfish. You receive damage just from colliding with it. They move slowly, but break up into many Sea Neons if struck. They fling their tentacles to keep their enemies away. Location: Atlantica Screwdiver EXP: 15p (before Hollow Bastion), 90p (after Hollow Bastion) Heartless that acts with Aquatank. Unpredictable creatures, dashing forward one minute, cowardly retreating the next. They are invigorated by the sparks from Aquatank. Location: Atlantica Aquatank EXP: 30p (before Hollow Bastion), 240p (after Hollow Bastion) Heartless resembling a fish that calmly swims the seas. They are often carrying Screwdivers. Leisurely large creatures that do not attack unless provoked. Location: Atlantica Wight Knight EXP: 16p (before Hollow Bastion), 90p (after Hollow Bastion) Heartless that resemble a mummy. Their jerky, dance-like attack moves are fairly easy to dodge, but cause a lot of damage. Location: Halloween Town Gargoyle EXP: 20p (before Hollow Bastion), 120p (after Hollow Bastion) Winged Heartless that can move from one place to the other without notice. Since they are prone to sneak attack, they often get caught off guard by counter attacks. Location: Halloween Town Pirate EXP: 28p (before Hollow Bastion), 90p (after Hollow Bastion) Heartless that are quite combative with their swords. They often just focus on enemies in front, making them vulnerable to attacks from behind. Again, you can deflect their blows with Guard. Location: Neverland Air Pirate EXP: 40p (before Hollow Bastion), 120p (after Hollow Bastion) Winged Heartless that are extremely combative and are hardly ever caught off guard. They attack with martial arts like techniques. Location: Neverland Battleship EXP: 100p (before Hollow Bastion), 240p (after Hollow Bastion) Heartless that fused with a pirate ship. They attack with homing missiles and magic projectiles. Attack them at close range. Location: Neverland Darkball EXP: 32p (before Hollow Bastion), 60p (after Hollow Bastion) Heartless born purely out of darkness. Their movements are unpredictable, as they often make sudden moves and attacks. Location: Hollow Bastion, Traverse Town, Deep Jungle, Agrabah, Halloween Town, Atlantica, Neverland Defender EXP: 120p (before Hollow Bastion), 240p (after Hollow Bastion) Heartless that carry shields with a face that casts Fire and Blizzard and bites nearby enemies. Attack them from behind. Location: Hollow Bastion, Traverse Town Wyvern EXP: 65p (before Hollow Bastion), 120p (after Hollow Bastion) Giant Heartless that attack from the air. They are quite swift for their size and are hard to attack, especially while they are high in the air. Counterattacking when they come down would be most effective. Location: Hollow Bastion, Traverse Town, Deep Jungle Wizard EXP: 90p (before Hollow Bastion), 150p (after Hollow Bastion) Heartless that attack with various powerful spells. Eludes enemy attacks by teleporting, making them tough to beat. Location: Hollow Bastion, Traverse Town, Wonderland, Deep Jungle, Monstro Behemoth EXP: 16000p (in Dark Depths), 450p (End of the World), 600p (Hades Cup Immensely powerful Heartless. With their large frame, they trample enemies, and repel most attacks. Damaging their weak point make them lose consciousness. Strike them with potent attacks while they are down. Location: Hollow Bastion, End of the World Invisible EXP: 120p (after Hollow Bastion) Heartless wielding a large sword. These winged Heartless can move freely through the air. Besides their sword, they attack with their tail and wings. With their high attack power, they often defeat their foes quickly. Location: End of the World Angel Star EXP: 150p (after Hollow Bastion) Flying Heartless that cast potent spells. They are born of holy spells. They attack from long range with magic. They block physical attacks with their wings, making them difficult to defeat. Location: End of the World White Mushroom EXP: None Nonattacking, friendly Heartless. They might give you an item if you help them. Watch their gestures, and cast the corresponding spell. Though I have already listed these in the Deep Jungle section, I will repeat them here. Location: every world except Monstro Fire-shivers Blizzard-Mushroom on knees Thunder-light above Mushroom's head Cure-Mushroom lying on ground Gravity-Mushroom is floating in the air Stop-no movement Aero-spins around Black Fungus EXP: 96p (before and after Hollow Bastion) Hostile Heartless, unlike White Mushrooms. They attack with poison. Defeating them may bring good things, but it is not easy. Gravity kills them instantly. Location: every world except Monstro Rare Truffle EXP: None Nonattacking Heartless that are rarely found. They like to jump, so helping them stay in the air may bring good things. Location: Neverland (most commonly) Darkside EXP: 18p (beginning of the game), 60p (Destiny Islands), 8000p (End of the World) Enormous Heartless that appeared in Destiny Islands with Shadows. It led the Shadows in the battle against Sora when he first received the Keyblade. Although Sora defeated it, the island was swallowed by the darkness. Guard Armor EXP: 110p Leader of the Heartless in Traverse Town. It falls apart when it receives damage, but each part attacks individually. Sora meets Donald and Goofy for the first time just before fighting the Heartless. Location: Traverse Town Opposite Armor EXP: 390p Heartless that guards the Keyhole in Traverse Town. It is a modified form of Guard Armor, but is more powerful. Location: Traverse Town (near Keyhole) Trickmaster EXP: 150p Heartless that Sora and company encounter while they searched for Alice. Its herky-jerky attacks and juggling act flustered Sora and the others. Location: Wonderland (Bizarre Room) Stealth Sneak EXP: 30p (if defeated first), 240p (if defeated second) Heartless that attuned to the darkness in Clayton's heart. It somehow manipulated the light to turn invisible and fought alongside Clayton. Location: Deep Jungle (Cliff) Pot Centipede EXP: 250p Heartless called by Jafar to stop Aladdin. Its long body is composed of a number of Pot Spiders linked together. Even if its body comes apart, it can regenerate itself by gathering other pots Location: Agrabah (Palace Gates) Parasite Cage EXP: 500p (Bowels), 1000p (Stomach) Heartless that appeared inside Monstro. It's known to swallow its enemies. Sora and the others rescue Pinocchio, who was trapped inside it. Location: Monstro (Bowels and Stomach) Phantom EXP: 9999 Ghostlike Heartless that haunted the clock tower standing away form Neverland. Fluttering its eerie cloak, it cast a spell to take Sora's heart. Having no physical body, regular attacks were useless, but in the end Sora and company discovered its weakness and prevailed. Location: Neverland (Clock Tower) =================================================== XXVIII. Trinity Marks =================================================== Blue Trinity (17) (defeat the Guard Armor) =================================================== 1. 1st District of Traverse Town to the left of the World Exit 2. 1st District of Traverse Town-in front of the small cafe 3. 3rd District of Traverse Town 4. Traverse Town-in Magician's Study 5. Wonderland-in Lotus Forest-first grove on your right (where you find the Footprints when you are looking for evidence to present to the Queen) 6. Wonderland-in Lotus Forest-grove on your left-give a Potion to the yellow flower and get big, and then push the boulder the Cheshire cat was sitting on into the pond on the left. Two platforms will rise from the water. Get small again, and use these new platforms to reach the grove. 7. Olympus Coliseum-Coliseum Gates-at the base of the right statue 8. Olympus Coliseum-Coliseum Gates-at the base of the left statue 9. Deep Jungle-Camp-near exit to Hippos' Lagoon 10. Deep Jungle-Climbing Trees-in front of door that leads to Tree House 11. Agrabah-Bazaar-on ground 12. Agrabah-Cave of Wonders-Silent Chamber 13. Monstro-Chamber 5 14. Monstro-Mouth-wooden platform that appears after water lowers 15. Monstro-Throat 16. Hollow Bastion-Waterway-in Dungeon 17. Hollow Bastion-Great Crest-on ground in center of area-a chest is nearby against the wall =================================================== Red Trinity (6) (seal the Keyhole in Deep Jungle) =================================================== 1. Traverse Town, alley behind Item Shop 2. Traverse Town-Alleyway-near bars in water 3. Traverse Town-climb ladder behind Gizmo Shop 4. Agrabah-Cave of Wonders-Treasure Room 5. Halloween Town-Oogie's Manor (this one is temporary, and it won't be available once you seal the Keyhole in Halloween Town) 6. Hollow Bastion-Entrance Hall-2nd floor-exit through the upper door in the Library =================================================== Green Trinity (9) (seal the Keyhole in Agrabah) =================================================== 1. Traverse Town-Accessory Shop 2. Wonderland-Rabbit Hole-behind Save Point 3. Wonderland-Bizarre Room-in fireplace 4. Deep Jungle-Treetop-blends in with leaves 5. Olympus Coliseum-Coliseum Gates-near tournament listing boards on the right 6. Deep Jungle-Vines 1-on the ground-blends in with leaves 7. Monstro-Mouth-on top of Gepetto's ship-need Glide to reach it 8. Neverland-Ship Cabin (releases ladder to Captain Hook's room) 9. Hollow Bastion-Library-2nd floor-right of desk =================================================== Yellow Trinity (4) (complete the Hercules Cup) =================================================== 1. Traverse Town-Behind Magician's Study-near stack of crates 2. Olympus Coliseum-Lobby-near large stone (reveals Keyhole) 3. Agrabah-Cave of Wonders-Hall-near statue 4. Neverland-Ship's Hold-near door on left side =================================================== White Trinity (10) (defeat Riku I in Hollow Bastion) =================================================== 1. Traverse Town-Alleyway-Secret Waterway 2. Wonderland-Lotus Forest-step through the painting in the Bizarre Room 3. Deep Jungle-Chamber of Hearts (where you sealed the Keyhole) 4. Olympus Coliseum-Coliseum Gates-on the ground in the center of the area 5. Monstro-Chamber 6-in the lowest section 6. Agrabah-Cave of Wonders-to the left of where you enter 7. Halloween Town-Moonlight Hill 8. Atlantica-Triton's Palace 9. Neverland-Ship's Deck 10. Hollow Bastion-Rising Falls-in pool-this is the same place where Riku takes the Keyblade and gives you the Toy Sword =================================================== XXIX. Postcards ==================================================== 1. Use Blue Trinity Mark in 1st District of Traverse Town near the cafe 2. In blue safe near the door to the 2nd District (you can't get it until after you have Donald and Goofy in your party) 3. on the roof of the Accessory Shop (wait until you have the High Jump ability b/c it makes things easier) 4. Hit the fan in the Item Shop 5. Synthesis Shop - examine the poster on the left side of the fireplace 6. 2nd District - in the chest on the awning of "Boots & Shoes" 7. Gepetto's House - 1st District-check the shelf in the back left corner 8. 2nd District - Gizmo Shop - step on the three square switches then check the clock (you must use Thunder on the cord in the 3rd District before doing this) 9. 2nd District - Gizmo Shop - step on the three square switches then check the clock (you must use Thunder on the cord in the 3rd District before doing this) 10. 2nd District - climb the ladder behind the Gizmo Shop - jump across the rooftops until you find the window entrance to the 3rd District - the Postcard is hidden in the corner to your right ==================================================== XXX. Dalmatians 1, 2, 3: Traverse Town - small island behind Magician's Study - you need Glide to reach it 4, 5, 6: Traverse Town - use the Red Trinity Mark in the alley behind the Item Shop 7, 8, 9: Traverse Town - one of the chests in the Synthesis Shop 10, 11, 12: Traverse Town - Secret Waterway- by the stairs that lead to the platform that takes you to the Magician's Study 13, 14, 15: Wonderland- Queen's Castle - enter the Bizarre Room through the Tea Party Garden, head left, and release the lever on the door to go back to the Queen's Castle. You will be in a higher section. The puppies are in the nearby chest. 16, 17, 18: Wonderland- Lotus Forest- Go to the back of the Forest where the three toadstool pedestals are. Jump onto the shortest one and then hop to the left one. Then, jump to the nearby platform. The puppies are in the chest directly in front of you. 19, 20, 21: Wonderland-Tea Party Garden-enter the enter through a door in Lotus Forest. This door is across from the one that leads to the last piece of evidence you found on your first trip to Wonderland. You need the Glide ability. 22, 23, 24: Olympus Coliseum - Coliseum Gates - use the Blue Trinity Mark at the base of the right statue 25, 26, 27: Deep Jungle - Hippos' Lagoon - chest near vine in the northern tip of the area 28, 29, 30: Deep Jungle - Deep Jungle - Vines 2 - swing through the vines until you find the chest 31, 32, 33: Deep Jungle - Climbing Trees - use Blue Trinity Mark in front of the entrance to the Tree House 34, 35, 36: Deep Jungle - Camp - use Blue Trinity Mark near the entrance to Hippos' Lagoon 37, 38, 39: Agrabah - chest in Aladdin's House 40, 41, 42: Halloween Town - Bridge - chest on one of the platforms 43, 44, 45: Neverland - chest at Clock Tower 46, 47, 48: Agrabah - chest at Palace Gates - need High Jump to reach 49, 50, 51: Agrabah - Cave of Wonders - Entrance - chest sitting on top of pedestal - right of Hall entrance - need Glide to reach 52, 53, 54: Agrabah - Cave of Wonders - Treasure Room - chest on top of gold pile - need Aladdin to call Abu to touch the statues to reach this chest 55, 56, 57: Monstro - Chamber 3 58, 59, 60: Wonderland - go to Lotus Forest and enter the Bizarre Room the same way you did to get the Claw Marks on your first trip through Wonderland. Defeat all of the enemies (if there are any), and then lock-on to the faucet. Examine it to fill the pot up with water. This creates an entrance to the Queen's Castle. You will appear near a chest with the Puppies. You can also get to this area by using the High Jump. 61, 62, 63: Hollow Bastion - in the Grand Hall - you can get the chest after you seal the Keyhole. It is on the same big ledge with the chest that contains the Oblivion Keychain. 64, 65, 66: Halloween Town - Cemetery - this area can be accessed by examining the door near the elevator platform in Moonlight Hill. On your first trip through Halloween Town, this door was "shut tight". 67, 68, 69: Halloween Town - Guillotine Square - go through the small gate past the Lab Entryway, and open the chest under the stairs 70, 71, 72: Halloween Town - Guillotine Square - to the left of the Lab Entryway is a big wooden pumpkin. The chest is inside the pumpkin's mouth. You need Glide to reach it. 73, 74, 75: Monstro - Mouth - in chest on top of debris - need High Jump to reach - accessible after beating the Parasite Cage for the first time 76, 77, 78: Monstro - Chamber 3 - chest in platform that can be reached with barrel 79, 80, 81: Monstro - Chamber 5 - chest sitting on top of a barrel. 82, 83, 84: Neverland - Ship's Hold - once you know how to fly, ascend to the highest rafter and you will see two chests sitting on opposite ends of the wooden beam. One of them has the puppies. 85, 86, 87: Neverland - Ship's Hold - Use the Yellow Trinity Mark to enter a room with several chests - the puppies are inside one of them 88, 89, 90: Neverland - in Hook's Cabin - open the green chest that is sitting on the bed - you can get these puppies right after you beat Dark Sora 91, 92, 93: Hollow Bastion - Rising Falls - jump to the bottom and open the chest that is sitting on the water 94, 95, 96: Hollow Bastion - Castles Gates - go through the Entrance Hall and then through the door that you opened with the Emblem Pieces. In the Lift Stop, head back out to the Castle Gates. Go right, up the stairs, and Glide across to the platform, and use a Gravity spell to get the chest 97, 98, 99: Hollow Bastion - High Tower - use a Gravity spell on the small platform in the air and then open the chest Rewards 10 Puppies: Curaga - G 20 Puppies: Firaga - G 30 Puppies: Thundara - G 40 Puppies: Mythril Shard 50 Puppies: Mythril, Torn Page 60 Puppies: Megalixir 70 Puppies: Orichalum 80 Puppies: Ultima - G 90 Puppies: Ribbon 99 Puppies: entire Gummi collection, Aeroga =================================================== XXXII. Special Coliseum Modes After you complete each of the tournaments in the Coliseum, you can open a series of special modes, and if you finish them, then you will receive additional prizes. For the first mode, Sora will go through a tournament by himself. For the Phil Cup, this is incredibly easy. Just remember to keep an eye on your HP. The Pegasus Cup has the Boss fight with Leon & Yuffie, which can be difficult without the extra support. The Hercules Cup isn't too tough, but the Hades Cup is a nightmare. Sora should be around level 70 before he tries this. Leon & Cloud are the biggest challenges, because Donald and Goofy won't be there to distract one of them. Here is some advice for getting Sora through the Hades Cup without his teammates: As I have already said, Sora should be at level 70 or higher. Have MP Haste equipped Have Ars Arcanum equipped Have both MP Rage abilities equipped Have at least one Critical Plus ability equipped (two if you higher than level 78) Solo Mode Rewards Phil Cup: Mythril Shard Pegasus Cup: Mythril Hercules Cup: Orichalum Hades Cup: Save the Queen The second mode is the Time Trial. It opens after you beat Solo Mode. You have to get through each tournament before the time limit runs out. Again, the Phil Cup is really easy. Leon & Yuffie will take up much of your time in the Pegasus Cup, as will Cloud in the Hercules Cup. You can freeze the timer when you fight Hercules by pausing the game and choosing Restart. The fight will continue, but the timer will be stopped. The three Cups mentioned above all have time limits of 3 minutes. The Hades Cup has a time limit of 20 minutes. In order to be successful in this mode, you have to be powered up enough to defeat almost every non-Boss enemy with one hit. I did this at level 74, and I used all of my POWER UPS on Sora. Donald and Goofy will be with you during this mode. My Strength Stat was 71, and I had the OBLIVION equipped. However, the ULTIMA WEAPON will most likely make things even easier. Try not to use any magic except for CURE and AERO spells. Make sure to have them assigned to a button, so you don't have to cycle through your whole spell inventory. Rewards for Time Trial Mode Phil Cup: AP Up Pegasus Cup: Defense Up Hercules Cup: Strength Up Hades Cup: Save the King ==================================================== XXXIII. Hades Cup 49th Seed: Shadow Brothers Soldier x3 Shadow x7 48th Seed: Wild Dance Wight Knight x3 Powerwild x4 47th Seed: Terrible Feet Hammerlegs x1 Pirate x4 Shadow x2 46th Seed: Dirty Claws Powerwild x1 Pot Spider x8 45th Seed: Mad Truffle Rare Truffle 44th Seed: Yuffie ==================================================== Boss: Yuffie Difficulty: Easy HP: not sure EXP: 600p Rewards: Genji Shield Yuffie hasn't changed much since she partnered up with Leon. Again, your best bet is to try and trap her in one of the arena's corners, and then pound her mercilessly. Ars Arcanum can be effective in this situation. Deflect the shurikens she throws at you. This will stun her temporarily. Sometimes the shurikens come in groups of three. A couple of times throughout the battle, Yuffie will toss a big shuriken, which will fly around the area for several moments before disappearing. Use Guard to protect yourself from it. ==================================================== 43rd Seed: Outlaws Bandit x3 Pirate x4 42nd Seed: Dark Garrison Defender x1 Wight Knight x3 Soldier x2 41st Seed: Bad Union Bandit x1 Powerwild x2 Large Body x1 Fat Bandit x1 Soldier x1 40th Seed: Behemoth ==================================================== Boss: Behemoth Difficulty: Very Easy HP: 1350 (I think) EXP: 600p Rewards: Blizzaga The Behemoth was always one of the most powerful enemies in the Final Fantasy series. Here, however, it is nothing more than a big pushover. The Boss's weak point is its horn. Jump onto its back and lock-on to the horn. Then, start hacking away. If you get thrown off, climb right back on. The only major attack to watch out for is the lightning, which can sometimes damage you regardless of location. The RAGNAROK ability is pretty useful, here, because it allows you to perform some nice aerial combos. ==================================================== 39th Seed: Red Legion Search Ghost x1 Red Nocturne x8 38th Seed: Blue Legion Blue Rhapsody x7 Gargoyle x2 37th Seed: Sorcerous Armor Guard Armor x1 Blue Rhapsody x2 Red Nocturne x2 36th Seed: Mad Fungus Black Fungus x1 Green Requiem x4 35th Seed: Spiders & Magic Red Nocturne x3 Yellow Opera x3 Pot Spider x2 34th Seed: Optical Trick Stealth Sneak x1 Blue Rhapsody x2 Green Requiem x4 33rd Seed: Magic Force Wizard x1 Red Nocturne x2 Yellow Opera x4 Blue Rhapsody x2 32nd Seed: Shadow Summoners Wizard x3 Shadow x6 31st Seed: Mystic Mages Angel Star x1 Wizard x4 30th Seed: Cerberus ==================================================== Boss: Cerberus Difficulty: Hard HP: not sure EXP: 1000p Rewards: Thundaga Cerberus is faster than he was before, but his attacks remain the same. Glide when he spews the black liquid, and use Dodge Roll to avoid the meteors. Guard won't help you that much in this battle. Lock-on to one of the outside heads, and then use either Ragnarok (performing an aerial combo) or Ars Arcanum to deal the most damage. Again, you can jump onto Cerberus' back when his hind leg is stretched out. Cast AEROGA to absorb damage, and keep yourself healthy with CURA or CURAGA, whichever you have. ===================================================== 29th Seed: Sky Raiders Air Soldier x4 Air Pirate x3 28th Seed: Spookies Search Ghost x6 27th Seed: Terrible Fists Gauntlets x1 Gargoyle x5 26th Seed: Shadow Storm Shadow x? 25th Seed: Avengers Bandit x1 Wight Knight x1 Pirate x1 Soldier x1 Powerwild x1 24th Seed: Dark Knights Opposite Armor x1 Darkball x6 23rd Seed: Black Flap Gargoyle x2 Air Soldier x3 Air Pirate x2 22nd Seed: Night Soarers Wyvern x3 Search Ghost x2 Wight Knight x2 21st Seed: Air Corsairs Battleship x1 Wyvern x2 Darkball x4 20th Seed: Cloud & Leon ==================================================== Boss: Cloud & Leon Difficulty: Hard HP: not sure EXP: 1000p (Cloud), 800p (Leon) Rewards: Lionheart Wow!! What a tough fight this is!! It took me nearly two hours to beat these guys down!! Leon is exactly the same as before; except that he is, of course, much stronger. Take him out first. Have Donald and Goofy keep Cloud occupied. Use guard to deflect Leon's blows, and when his weapon transforms, jump or Glide out of harm's way. Attack him after he performs his rising slash. Ars Arcanum and Strike Raid are very effective. Always make sure that AEROGA is cast, and stays that way for the entire fight. Once Leon is gone, you can focus on Cloud. He does that charge thing again, which will probably wipe out your teammates. If it does, don't worry about reviving them. When Cloud jumps up and drives his sword into the ground, hit him immediately afterwards with a combo or Ars Arcanum. You can also nail him right after he lands from his invincibility glide, where he is surrounded by yellow lightning. ==================================================== 19th Seed: The Large Trio Large Body x3 Wight Knight x2 18th Seed: Blaze Bandits Fat Bandit x3 Red Nocturne x4 17th Seed: False Angels Angel Star x2 Wyvern x2 Large Body x2 16th Seed: Dark Storm Darkball x? 15th Seed: Air Brigade Wyvern x1 Air Pirate x1 Air Soldier x1 Gargoyle x1 Search Ghost x1 14th Seed: Violent Bunch Fat Bandit x2 Invisible x1 Wizard x2 13th Seed: Heavy Warriors Fat Bandit x2 Defender x1 Large Body x2 12th Seed: Interceptors Defender x3 11th Seed: Elder Force Invisible x3 Angel Star x2 10th Seed: Hades ==================================================== Boss: Hades Difficulty: Medium HP: not sure EXP: 3000p Rewards: Graviga, Ansem's Report 8 Ah, the Lord of the Underworld. You'd think he'd be tougher, and you'd think that he would be the top opponent in his own tournament, but I digress. Start off by casting AEROGA. Then, lock-on to Hades. Donald and Goofy are very aggressive in this battle for some reason. When Hades? hair is blue, he will use about three attacks. He will point his finger at you and release a puff of flame that can travel across the area, even tough you can't really see it. Jump to avoid damage. Next, he will have fire come out of hands, and will circle the area. Use Glide, or just run away from him. Lastly, he will throw meteors at you. These can be deflected with Guard. If you hit a meteor back at Hades, it will stun him temporarily. After you have damaged him a little, his hair will turn red, and he will say something like "Let's heat things up". He will stand in the center of the area and spin around, with long jets of fire streaming from his arms. It is almost impossible to dodge this, and it removes a lot of your HP. Glide is ineffective, and so is jumping. The Dodge Roll is the best course of action, and you will sometimes avoid damage if you roll towards the invisible barriers around the outer edge of the arena. But, this doesn't work all of the time. Heal after it's over, and then start wailing on Hades with Strike Raid and Ars Arcanum. These are best used after he has been stunned by one of his meteors. ==================================================== 9th Seed: Night Rave Shadow x5 Darkball x3 Invisible x1 8th Seed: The Requiem Red Nocturne x2 Blue Rhapsody x2 Yellow Opera x2 Wizard x2 Angel Star x1 7th Seed: Invisible Fear Stealth Sneak x1 Invisible x3 6th Seed: Mad Mushroom White Mushroom x3 5th Seed: Black Storm Shadow x? Darkball x? 4th Seed: Twin Mirage Stealth Sneak x2 3rd Seed: Shadow Troopers Wyvern x? Wizard x? Defender x? 2nd Seed: Final Battalion Darkball x? Angel Star x? Invisible x? 1st Seed: Rock Titan ==================================================== Boss: Rock Titan Difficulty: Very Easy HP: not sure EXP: 4000p Rewards: None This huge monster is incredibly easy to defeat. Lock-on to one of its feet, and keep attacking until it falls down. Then, jump up to either of its two heads, and unleash your most potent combos, especially Ars Arcanum. Its stomp is unbelievably powerful, and can sometimes shave off more than half of your HP. Sora can win this fight single-handedly, without any help from Donald or Goofy. You shouldn't even have to use any healing items or magic. ======================================================= XXXIV. Mushroom Hunting Tips White Mushrooms appear in almost every world at some point during the game. Below are a few of their more common locations. Wonderland Sometimes, four Mushrooms will show up in Lotus Forest. This happens before and after Hollow Bastion. Defeat all of the Heartless, and then keep entering and exiting the Forest until they appear. In 1 hour, I found them three times. Deep Jungle 3 Mushrooms appear in the Camp. This happens more frequently after Hollow Bastion. Go through the Bamboo Thicket and the Cliff, and then come back to the Camp. In 1 hour, I found them 6 times. Agrabah 4 Mushrooms appear in the Treasure Room in the Cave of Wonders. They are almost always floating, which makes this the ideal place to get the GRAVITY ARTS. I don't really know the pattern to their appearances, but I simply went in and out of the Lamp Chamber until they showed up. In 1 hour, I found them twice. This occurs after Hollow Bastion. Halloween Town 6 (or maybe 7) Mushrooms appear in the Graveyard. Just keeping going to and from the Boneyard or Guillotine Square until they show up. This is where I got the FIRE, BLIZZARD, THUNDER, STOP, and CURE ARTS. In 1 hour, I found them 4 times. This occurs before and after Hollow Bastion. End of the World 4 (or 5) Mushrooms appear in the Linked Worlds area. They are almost always there, so this is one of the best places to build up your collection of spell ARTS. In 1 hour, I found them 8 times. Black Fungus The only reason to find the Black Fungi is so that you can stock up on Mystery Goo, which is a rare item used for synthesis. The best place to find a Black Fungus is Moonlight Hill in Halloween Town. In 1 hour, I found them 5 times. This only seems to occur after Hollow Bastion. Rare Truffle Rare Truffles like to jump, and if you can juggle them in the air, you will be rewarded. You can earn as much as 5050 EXP for doing this 100 times. They appear most frequently in Neverland, on the deck of the Pirate Ship, and in End of the World, in the Linked Worlds area, which is just before Final Rest. To knock them into the air, you have one of two choices. In Neverland, you can fly directly under them, hitting them repeatedly with relative ease. Also, they might get caught in the netting at the sides of the ship. Secondly, and perhaps more effectively, you can cast AEROGA on yourself and stand under them. They will be shot back into the air every time they touch you, as long as you keep replenishing the spell. You will get a Mystery Goo if you hit them into the air 50 times. ==================================================================== XXXV. Phantom ==================================================================== Boss: Phantom Difficulty: Very Hard HP: 1200 EXP: 9999p Rewards: Stopga Location: after you seal the Keyhole in Hollow Bastion, return to Neverland, and disembark at the Ship's Cabin. Put Peter Pan in your party and talk to Tinkerbell. You will be asked if you want to go to the Clock Tower. Obviously, you want to choose yes. Suggested Level: 65 or higher Suggested Abilities MP Haste MP Gift (Goofy) MP Rage (both) This fight is more about patience than power. Goofy is more helpful than Donald, who usually casts the wrong spell at the wrong time. Peter Pan will simply prolong the effects of Doom. What is Doom? You may remember it from the Final Fantasy games. A timer appears over the heads of one of your characters, and when it runs out, that character dies. Here, Doom occurs as the hands move around the clock. They start at 12, and when they get back to 12, a member of your party is permanently knocked out. Peter Pan will be the first victim, Goofy is second, and Sora is last. Since the Phantom has no physical body, you have to attack it when one of its hearts appears. They are color coded, with each color representing a different type of spell or attack. Red indicates Fire Blue indicates Blizzard Yellow indicates Thunder White indicates a physical attack The only way to cause damage to the Phantom is by hitting it when the white heart is showing. It moves constantly, and is able to get behind you very quickly as it tries to slash you with its claws. It is extremely unpredictable, and can rarely be avoided. When it gets near a clock face, it releases a worm-like projectile that homes in on body heat. To avoid this attack, hover near the adjacent clock face, and wait until the Phantom moves away. When the clock hands start moving, cast Stopra. Keep doing this throughout the battle. You might want to stay near one of the clock faces and let the Phantom come to you, rather than you going to it. Your MP will deplete rapidly. With MP Haste and both MP Rage abilities equipped, it should refill in just a few moments. Your items slots should be filled with either ELIXIRS or ETHERS, or maybe a few of both. Stay locked onto the Phantom at all times. You may have to cast most of the spells several times, because of the Boss' erratic movements. This puts the hurt on your MP. The battle area is completely three-dimensional. This makes things pretty disorienting at first. You don't have complete freedom, however, because there are invisible barriers. You can circle the clock tower to put some distance between you and the Phantom if you need to heal or just get your bearings together. ==================================================================== XXXVI. Kurt Zisa ==================================================== Boss: Kurt Zisa Difficulty: Very Hard HP: 1500 EXP: 15,000p Rewards: None Location: after sealing the Keyhole in Hollow Bastion, go to Aladdin's House in Agrabah and talk to the Magic Carpet. It will take you to the Boss. Suggested Level: 65 or higher Suggested Abilities MP Rage (both) MP Haste Ars Arcanum or Ragnarok Treasure Magnet Kurt Zisa was named after the guy who won the Name in-game contest that was held by Squaresoft prior to the release of 'Kingdom Hearts'. This battle isn't nearly as difficult as the one you had with the Phantom, but it is still very challenging. You need a fair balance of patience and power to prevail. Kurt Zisa will suspend all of your magic privileges in the first round. Rely on your items to stay healthy. Be discreet, and don't use them all at once, or else, you will be in serious trouble later on. Kurt Zisa will be holding two orbs in its hands. They are your targets. Lock-on to either of them and start attacking. Get in a good combo and then back off. The reason you want to back off is because Kurt will spin around, causing massive damage. He will then leap across the desert. Follow him and repeat the process. Each orb will drop a large amount of HP balls. That is why it is important to have Treasure Magnet equipped. After the orbs are destroyed, Kurt Zisa will fall to the ground. You can now attack him. Lock-on to his head and use Ars Arcanum or Ragnarok to cause as much damage as possible. The neck will move very erratically, so the head can be difficult to hit. After he recovers, Zisa will surround himself with a shield. It can only be penetrated by magic. GRAVIGA is the most effective spell. Zisa rarely stops moving, so expect to use a lot of MP. After the shield is destroyed, Zisa will collapse again. When he recovers this time, the orbs will be back in his hands. And he has a new attack. He will jump into the air, and perform a variety of fancy spinning moves. They are incredibly dangerous, so Dodge Roll your heart out!!! Once he lands, continue your assault. ==================================================== XXXVII. Ice Titan ==================================================== Boss: Ice Titan Difficulty: Hard HP: 1600 EXP: 5000p Rewards: None Location: Gold Match in Coliseum (available after Hades Cup) Suggested Level: 60 The Ice Titan is the easiest of the optional bosses. Here are the two most important pieces of advice for this battle: You must have the Guard Ability equipped!!! Never cast AEROGA, b/c it will make the icicles too big to deflect You will want to stay in the stands throughout the entire fight. This way, you can easily avoid the Titan's worst attacks to deflect the icicles it throws at you. They will hit the creature, and damage it significantly. You will also earn 27 Tech Points per icicle. When the Boss has been hit with enough icicles, it will lower its head. Run down and start attacking. It will recover pretty quickly, so don't hold back. Frost Breath: the Titan blows cold air freezing you on contact. In the stands, position yourself in one of the corners, and this attack will go right by you. Stomp: when you get close to the Titan, it will try to crush you with its gigantic foot. Thus, you should only approach it after it has been knocked unconscious. Icicle Eruption: Big icicles rise from the ground, and chase you. Just run away, or jump and Glide to get to safety. With Superglide, you can fly around until the icicles stop coming. Ice Meteors: These form above you. Just keep running to avoid them. Ice Nightmare: This attack causes big damage, and is nearly inescapable. Your best bet is to memorize what precedes it, and then Glide to the other side of the arena. If it catches you, be prepared to cast a CURE spell afterwards. ==================================================== XXXVIII. Sephiroth ==================================================== Boss: Sephiroth Difficulty: Incredibly Hard HP: 1800 EXP: 18,000p Rewards: None Location: Platinum Match in Coliseum (available after Hercules Cup) Suggested Level: 75 or higher Suggested Abilities MP Haste MP Rage (both) Critical Plus (at least two) Second Chance Strike Raid Sephiroth is, of course, from Final Fantasy VII. He is the game's hardest Boss. It took me three hours to beat him, and I used a variety of different strategies, but the one that follows is, in my opinion, the best. Make sure that you have ALL of the above abilities equipped, and that ALL of your item slots are filled with ELIXIRS. Sephiroth's sword is HUGE, and it has an enormous range. He will teleport around the arena, mostly in an attempt to get behind you. Always be on your guard. Speaking of Guard, you shouldn't have it with you in this battle, because very few of Sephiroth's blows can be deflected. Huge pillars of fire will form around Sephiroth. This doesn't make him invulnerable, and you can attack him as soon as it's over, during it, if you have a lot of HP. Sin Harvest is Sephiroth's most terrible attack. He will float in the air and hit you with an ultra-powerful spell that will reduce your MP to 0, and your HP to 1. If second Chance isn't equipped, then Sin Harvest will kill you instantly. Use Strike Raid to interrupt Sin Harvest. Remember the Omnislash that Cloud used to cream Sephiroth at the end of Final Fantasy VII? Well, the Great White-Haired One has decided to add that awesome move to his repertoire. He performs a frenzied series of sword slashes, but they don't stun you, and you can escape quite a bit of damage by using Dodge Roll, or casting CURE right in the middle of the assault. About halfway through the fight, Sephiroth will surround himself with orbs. He will come after you, performing sword slashes and transporting. This attack doesn't do that much damage, but it can incapacitate you long enough for Sephiroth to get in some good hits. In the last act, Sephiroth will blend all of his attacks together, and introduce a new one. Meteors form above his head, and spin around him, damaging you if they make contact. Then, they turn into one big meteor, which comes after you. During this phase, he is invincible. Basically, as long as you don't rush things, and are well-prepared, victory will be in your grasp. ==================================================================== XL. Credits & Thanks Here's a list of people I would like to thank; without them this FAQ would not be possible 1) Squaresoft and Disney for making this terrific game. 2) Those who prepared the Instruction Manual for the game, where most of the stuff in the Basics Section came from. 3) Zack Keller, one of my best friends, who did some of the typing, and corrected a lot of my mistakes. 4) Maijin Cloud, whose sensational Boss FAQ helped with some of the Boss strategies 5) TheKamikazeWarrior, whose Ability Guide helped in the preparation of the Abilities Section 6) WolfKnight, whose phenomenal Item Synthesis FAQ helped in the organization of that area 7) Mogg 13-42 & AAjlouni, whose meticulously organized charts assisted in the sidequest information. ====================================================================