Kingdom Hearts II, Coliseum Guide Table of Contents For your convenience, just copy the 'code' within the parentheses to the right of a section of the guide and press 'Ctrl+f' and then 'Ctrl+v'. I. Legal Stuff (lgsf) II. Introduction (itro) III. History (hsty) IV. What is the Underdome? (wiud) V. Sora's Artillery (sart) A. Magic (magc) B. Limit (lmit) C. Drive (drve) D. Combos and Finishers (cmfn) E. Abilities (ablt) VI. Coliseum Overview (clsm) VII. Pain and Panic Cup (ppcc) VIII. Cereberus Cup (crbc) IX. Titan Cup (ttnc) X. Goddess of Fate Cup (gofc) XI. Hades Cup (hdsc) XII. Dealing With... (dalw) XIII. Closing and Credits (csng) ------------------------------------------------------------------------------- Legal Stuff (lgst) ------------------------------------------------------------------------------- Disclaimer: Kingdom Hearts II belongs to SquareEnix. I am not associated with SquareEnix in any way other than being a fan. Copyright: Everything in this Guide belongs to me. You can only copy or save this file for personal use. If you would like to post in your website or something of that sort, e-mail first. I don't have a lot of reasons to forbid you but I need to know. ------------------------------------------------------------------------------- Introduction (itro) ------------------------------------------------------------------------------- Hello there, I'm linthuslyth. I am here to guide you through a part of the game called "Kingdom Hearts II". But you probably already know that, since you did seek out this guide. In particular, I will concentrate on the coliseum of Kingdom Hearts II, the Underdome. Okay, enough formalities. Another thing, I'm kinda new to the whole FAQ/Guide thing so if you have any comment or questions, please e-mail me at [email protected]. And I am not in any way implying that this FAQ is void of any mistakes. In fact it's very prone to mistakes since Kingdom Hearts II is a bit chaotic and it can be hard to see stuff sometimes. ------------------------------------------------------------------------------- History (hsty) ------------------------------------------------------------------------------- v1.00 - June 6. Started the FAQ. Contained the Sora's Artillery; with the Magic, Limit, and Drive parts; and a list of the enemies in all the tournaments. Other contents include the Intro, What is the Underdome, Coliseum Overview, Dealing With... and Closing and Credits v1.70 - June 10. Expounded on the Drive part in the Sora's Artillery section. Made the History section. Corrected a few mistakes, such as misspelled words and wrong grammar.(There was quite a number... I'm very sorry about those). A lot of aditions to the Sora's Artillery. ------------------------------------------------------------------------------- What is the Underdome (wiud) ------------------------------------------------------------------------------- The Underdome is a place where you can test you skills in battle. Since Kingdom Hearts II is an action RPG, it also tests the skill of the player and how well you handle battles. It can be found in the Olympus Coliseum. After your first visit to the said world the Underdome becomes available but only one tournament will appear. To unlock the other tournaments, you'll need to met certain creteria. The specifics are placed in the overview section and the individual sections of the tournments. ------------------------------------------------------------------------------- Sora's Artillery (sart) ------------------------------------------------------------------------------- Why do I have this section, you might(or not) ask. If you've read "The Art of War", then you should know. I quote: "If you know your enemy and know yourself, you need not fear the result of a hundred battles" Enough said, no? The 'knowing your enemy' part is in the individual sections of the guide. ***** Magic (magc) ***** There won't be much magic at first but you'll start to get more spells and start to be more dependent on them. It will be good to know how to use all of them even outside the coliseum. If you don't know, spell can combo as well. You can do attack then chain them into magic finishes. Like attacks, finishing magic are usually more powerful. Also, spells can differ when in different forms. Also take note that when in Wisdom or Final, you can move about while the spell is being cast. ============ Fire Element ============ When you cast this spell, flames will circle you. Useful when surrounded, like after you cast Magnet or dash right in the middle of a group of enemies. Although it is very weak when dealing with singular targets. It's worth putting in a shortcut since it is cheap, MP-wise. ================ Blizzard Element ================ Sora shoots icicles forward. First spell in the game and is useful for sniping far away enemies. However, the spell does not curve vertically, meaning it will miss if you are not at the same height as your enemy. Slightly higher MP cost than Fire. =============== Thunder Element =============== Sora calls lightning form the sky(or ceiling... don't ask me how) and sends them down to his target, dealing splash damage. Like fire, effective against grouped-together-enemies and it falls down on the nearest target or the locked on target. ============ Cure Element ============ What's there to say? For all your remaining MP, you get fully-healed. If you have upgraded to Cura or Curaga, it can also heal nearby allies. I don't think there's any difference between the forms, other than the fact that you can move in Wisdom and Final form while casting the spell. ============== Magnet Element ============== One of the two elements you might have ignored in the game. However, both elements are terrific in various situations. Sora summons some sort of magnetic force above him(or his target). The magnet attracts enemies in a given radius and keeps them there, stunned and air-borne for a while. Very useful for MAKING enemies group together. You could follow up by Fire or Thunder. Heck, even a simple swing will hit most of the enemies that Magnet clumps together. Some or most bosses are immune to it though, but bosses are usually alone so there really isn't a point to use Magnet. =============== Reflect Element =============== Another element that you might have neglected. However, if this element is used properly, it can be very devastating. It makes defeating aggressive opponents much easier. When cast, Sora surrounds himself with a barrier. This barrier returns both magical and physical attacks. However, the barrier only lasts a second or so; thus you need to time the casting of this spell for maximum efficiency. I'm not too sure about the Reflect, but Reflectga creates several sparks around Sora after a successful cast-and-get-hit. These sparks damage BIG! Now you can finally go in the midst of Living Bones, just cast Reflectga and let the fools attack. The damage is relative to your magic but it isn't in any element, meaning nothing is immune to it. Also note that whatever the Guard command can make enemies recoil, so does Reflect. ****** Limits (lmit) ****** Limits are 'teams-up' between you, Sora, and another party member. When you activate a Limit, a Limit gauge will appear on the upper-right hand corner of your screen. This will indicate how much time you have left before the Limit will deactivate itself. Usually, you wouldn't pay much attention since you'll probably do the finishing move before time runs out. The finishing move will also get you out of Limit mode. Also, you are invulnerable while in a Limit. So even if you can move around and attack like normal, you cannot be hit. On a final note, most finishing moves in Limits are placed at the fourth menu, so you can activate the finishing move anytime during the Limit. Since you can only have Donald and Goofy in the coliseum then I will only discuss those, the Trinity Limit and the Limits with the summons. These Limits cost all you remaining MP. ================= Donald's Fantasia ================= Comet -> Comet Rain Donald floats in midair and cast sparks all over the place. You can freely move while this Limit is activated and Donald will follow you, all the while creating the colorful sparks. Comet makes Donald attack one target while Comet hits all enemies surrounding you. Works best when surrounded or when the enemies are grouped together. ==================== Donald's Force Flare ==================== Duck Flare -> Rocket Flare -> Megaduck Flare Donald rides on your back and gathers rockets while you are free to attack. When the rockets are ready, you can press triangle to launch them. They hit nearby enemies. When enough rockets are launch, the 'Megaduck Flare' will replace the Rocket Flare. This sends numerous rockets that lock-on to every nearby enemy. Since they are constantly being hit, you can just walk up to one and start combo-ing. Works perfect at the start of a round where there are a lot of enemies. ====================== Goofy's Twister Fusion ====================== Whirli-Goof -> Whirli-Goofra -> Whirli-Goofga The Whirle-Goof's are done consecutively, else the Limit will deactivate regardless of the Limit gauge. You roll towards your target so it works best when enemies are clumped together. However, this Limit is limited to ground enemies and low fliers, it will miss most flying enemies such as Hook Bats. ================ Goofy's Teamwork ================ Knocksmash -> Dou Raid -> Cosmo Boost Goofy and Sora stand together. Knocksmash fires Goofy's shield forward. It can be done about four times before it is replaced by Dou Raid, where Sora and Goofy throw their weapon's like boomerangs. After about two Dou Raids, it is replaced by Cosmo Boost. In where Goofy acts as a human... wait, what is Goofy anyway? A dog? Anyway, Goofy is launched like a rocket and he ricochets around like an open balloon. All these attacks home in at the nearest target available ==================== Sora's Trinity Limit ==================== Mega Drive -\ Ultima ---> Begin Combo Break -/ When you activate Trinity Limit, your menu will be replaced. There are three buttons. Triangle will activate Goofy's trinity limit where he jumps up and uses his shield to launch thousands of drive orbs(that damage). The direction of the flow can be changed using the left analog stick. The square button will let Donald cast his version of Ultima, which looks and acts like Comet Rain; it damages surrounding enemies. The X button will let Sora lead an onslaught on a targeted enemy. After a button has been pressed, its function is replaced by the 'Begin Combo' which will gather all enemies while our three heroes charge up to make a big bang. The damage of 'Begin Combo' is relative to the number of hits you do before that, so always press all three button once before proceeding to Begin Combo. You can activate the Trinity Limit even when your alone or when either Donald OR Goofy isn't in your party but Sora will only do the Break and it will be by himself. NOTE ABOUT SUMMON LIMITS: Unlike normal Limits, Limits with summons do not take away all your MP. Instead they take away some of the summon gauge. ===================== Peter Pan's Neverland ===================== Tiny Fairy -\ The Flying Boy ---> Journey's End Peter grabs Sora and flies around with him. The Tiny Fairy can be done with the triangle button and The Flying Boy is placed where 'Attack' was. I didn't notice a difference until I read the Journal Entry. It said that Tiny Fairy attack deals more damage while The Flying Boy deals less damage. However, The Flying Boy will vacuum nearby enemies. The Flying Boy also makes enemies drop score orbs. Another good way to gain orbs, but Ohana! is still the best way. Still, vacuuming enemies and dragging them around with you is a good way to make them clump together. Your movements will become similar to as when you were underwater, meaning you can move directly up and down with the right analog stick. Once you use either functions a couple of times, they will be replaced with 'Journey's End' which will damage surrounding enemies. Consumes 2 bars of Summon guage. ======================== Chiken Little's FPS Mode ======================== Balls/ Firecracker There is no finish. Probably the weakest of all the Limits. The perspective changes into first person, with a crosshair and a new menu. The Ball command fires a tiny marble(?) while the Firecracker leaves little marble ball on the ground, they explode and launch enemies slightly up, stopping their attacks. The circle button makes Chicken Little jump and the square will cancel the Limit. The only reason I would think about using this Limit is to level up the my summon level, as it consumes 1 whole bar of the Summon gauge and you can deactivate the Limit. Consumes 1 bar of the Summon guage. =============== Stitch's Ohana! =============== Shoot -\ Ukelele ---> Blast Sora jumps to the screen and joins Stitch. The Shoot command will make Stitch and Sora shoot green smile on one of the enemies. Ukelele makes enemies drop HP orbs BUT when done in the coliseum they drop score orbs instead. This is the easiest, and maybe the only way to clear the Journal entry mission on the Titan cup(and also the Paradox one). Other than that, not really a preferable Limit. The Limit costs 2 bars of the Summon gauge an you will have to wait for the Limit gauge to run out or use the 'Blast' command to exit Limit state. Consumes 2 bars of the Summon guage. NOTE ABOUT GENIE'S LIMITS: As you might know, Genie turns into a Drive that you already know thus he has four different Limits, as there are four drives. You can change his drive with the third option in your menu. Also, Genie's Limit finish's need to be executed right after the initial attack, otherwise the Limit will deactivate. All them consume 1 bar of the summon guage. ========================== "Valor" Genie's Sonic Rave ========================== Sonic -> Rave When Sonic is activated, Genie become a giant bat and Sora swings him a few times. This damages enemies in front. Rave will send Genie, still as a bat, upward. Works well whenever there are a lot of enemies in right front of you. ============================ "Wisdom" Genie's Strike Raid ============================ Strike -> Judgment Genie sticks up his hands and fires several lasers with both hands. You can control the direction of Genie by moving the left analog stick. Judgment make Genie spin around while he is still firing lasers. The hardest Genie Limit to use and, in my opinion, the weakest. ============================= "Master" Genie's Final Arcana ============================= Aracana -> Bash Genie spins around, while the keyblades spin as well. This sends the surrounding enemies upward. In Bash, Genie's head grows and he opens his mouth. As he spins around, his mouth emits a laser. This works best when surrounded. ======================== "Final" Genie's Infinity ======================== Infinity -> Impact Genie bashes and strikes like a madman, while the keyblades are circling him and Sora. The best part about this Genie Limit is that you can move around while Genie is doing it. When an enemy is hit, he is sent upwards slightly. You can go around collecting enemies with Infinity for Impact. In Impact, Genie counts down from three then Sora launches the keyblades up like a rocketship. This move damages surrounding enemies and the radius is pretty large. Almost everything on screen is hit, except things up on the background. The combo of Infinity doesn't deal too much damage, its Impact that deals the heavy damage ****** Drives (drve) ****** Drives are when Sora absorbs(!) his party member(s) and power-up himself. There are four selectable drive: Valor, Wisdom, Master, and Final. The first three are obtained through the storyline. Final Form can be obtained when you reach a certain point in the story and whenever you go into a form, there is a chance you'll awaken Final Form. When you're in a Form, you get a new set of abilities and stats, which are better than your base ones. Another wonderful thing about Drives is that your HP and MP recover fully once activated. When you activate a Drive, all action and growth abilities are replaced with the form's set of abilities, you get to keep all support abilities(in addition to the ones with the Form) ========== Valor Form ========== Drive gauge cost: 3 Character cost: Goofy Abilities: Action: Brave Shot - Frontal Finisher. Sora throws down both Keyblades down and creates short shockwaves in front. Knocks target in front. Some charge before the move. Brave Beat - Spread Finisher. Sora spins around a few times with the Keyblade. He spin upwards, which means this move leads to a air combo Sonic Strike - Aerial Frontal Finisher. Sora backs and thrusts with the Keyblades, piercing through the enemy. Sonic End - Aerial Spread Finisher. Sora slashes around, damaging any surrounding enemy. Over the Horizon - It's like Sliding Dash only it's a leap and you need to press square. Since you leap towards your target, you start an air combo. Omega Finale - This ability lets you do a finisher by pressing the square button regardless of where you are in your combo. When done on the ground, it does the Brave Shot and does the Sonic Strike in mid-air. Retaliating Slash - See "Abilities" Growth: High Jump - Sora's jump height is increased. Very good for escaping. Support:Combo Plus - See "Abilities" Air Combo Plus - See Abilities" Synch Blade - Allows the use of two Keyblades Combo Boost -See "Abilities" Pros: Very Fast, Devastating Combos and Finishes Cons: No Magic, Losing Goofy =========== Wisdom Form =========== Drive gauge cost: 3 Character cost: Donald Abilities: Action: Wisdom Shot - Changes your Attack command to the Shoot command. Shoot is long ranged and Sora fires a volley of four or five bullets at a time. The bullets curves if your target isn't aligned with you but it can only curve to an certain extent.(Semi-homing) Mobile Action - This ability lets you move even when your doing an action that regularly require you to stand, like casting magic Magic Haste - Hastens magic recovery. Magic Spice - Enables Wisdom Form Magic Set(see Difference in Magic) Retaliating Slash - See "Abilities" Growth: Quick Run - Pressing square while the right analog sticks is tilted will make Sora dash a distance. Support:Combo Plus -See "Abilities" MP Hastega - See "Abilities" Differences in Magic: Fire: Sora does a sharp dash forward when doing fire. As a finisher, in addition to dash, Sora is surrounded by molten balls, making the spell's radius much larger. Blizzard: As a finisher, Sora fires five icicles spread evenly and horizontally 180 degree in front of him. If you have an enemy locked on, all five icicles curve towards your target. Thunder: As a finisher, four thunder strikes come down. The formation where the thunder bolts drops are like this(When Sora is facing up): X X X X Pros: Very good magic and attack(pierces through auto-guards) Cons: Weak in close range battle, Losing Donald =========== Master Form =========== Drive gauge cost: 4 Character cost: Both party members (regardless who they are) Abilities: Action: Master Strike - Aerial Frontal Finisher. Sora does several wide swings to his target. When you press attack within the pause before the final slash, the move will cancel into the Disaster(if there are still enemies around). Sounds like we're talking about a fighting game here Disaster - Aerial Spread Finisher. Sora spins his Keyblades around, creating a vacuum around him, bringing in all surrounding enemies. This move lasts a few seconds and you can move around as if you had Mobile Action; so collect as many enemies as possible because the final slash of this move is devastating. Master Magic - Enables Master Form Magic Set(see Difference in Magic) Synch Blade - Allows the use of two Keyblades Endless Magic - Meaning there will never be a magic finish(or you could consider all magic cast as finishes). Growth: Aerial Dodge - Pressing circle in mid-air will make Sora spin to the direction where you tilt the right analog stick. If the analog stick is at neutral(not titled anywhere), Sora will be suspended briefly in mid-air. Support:Air Combo Plus - See "Abilities" Air Combo Plus - See "Abilities" Draw - See "Abilities" MP Hastega - See "Abilities" Differrnces in Magic: Fire: Sora dashes a small distance forward and surrounds himself with molten balls, thus the radius is much large. Blizzard: Sora shoots six icicles. One straight, three upward in a three-way spread and three that curves downward in the similar spread. Thunder: Sora cartwheels forward and leaves three consecutive thunder strikes Pros: Nice attacks, Pretty much hurts everything on the screen Cons: Losing Both Party Members Note: Master always jumps to start a ground combo so you will never do a solid ground combo ========== Final Form ========== Drive gauge cost: 5 Character cost: Both party members (regardless who they are) Abilities: Action: Final Arcana - Frontal Finisher. Sora throws the Keyblades in front. Then he makes the Keyblades hit each other. Damage almost all enemies in front. Final Stirke - Aerial Finisher. Sora spins his Keyblades in front momentarily then makes them do Jackhammers, damaging any enemy directly below or above. Then Sora does several backflips upward and dives down. Final only has one aerial finish. Final Arts - Speard Finisher. Sora spins the Keyblades in a radius around him and then dashes and ricochets within that radius Auto Assault - Keyblade can damage even when you haven't done an attack. They do this in a number of situations such as jumping, gliding, using Cure and Aerial Recovry. Crime & Punishment - Enables Final Form Magic Set(see Difference in Magic) Mobile Action - This ability lets you move even when your doing an action that regularly require you to stand, like casting magic Growth: Glide - Pressing square in mid-air will let you glide through the air. Sora will glide where the right analog stick is tilted. If you press square without tilting, Sora will be suspended in mid-air. While using this ability, Sora slowly decends, if he hits a uphill platforms he will land. Support:Synch Blade - Allows the use of two Keyblades MP Haste - See "Abilities" Differences in Magic: Fire: Fire was a very wide radius to start with and even wider when used as a finisher (molten balls again). Blizzard: Sora fires two icicles, one for each Keyblade. As a finisher, Sora fires six icicles in this order: One from the right Keyblade, one from the left, followed with a faster repeatition then both Keyblades fire at the same time. Thunder: Three thunder bolts coming down semi-erraticly. They appear in random(or semi-random) spots in a given radius. As a finisher, seven thunder bolts are called in a similar manner only the radius of available spots is larger. Pros: Attacks adjust to the situation, where enemies are, No one is safe from even normal attacks Cons: Casting Magneta will sometimes have a large recovery(I'll check when exactly), Losing Both Party Members If you compare Master and Final, it seems that Master is a bit more magic orriented than Final. Master has a higher magic stat and has MP Hastega while Final only has MP Haste. ******************** Combos and Finishers (cmfn) ******************** You do it all the time. However there might be somethings you don't know about the combo system or something you don't really understand. Here I will hope to clarify those things. ============================ Adding and Subtracting Combo ============================ You will encounter abilities like Combo Plus and Negative Combo which will increase or decrease the number of combos you do. Here's how it works: You start with two attacks in one combo and a finisher. Attack -> Attack -> Finisher When you equip say a Combo Plus, it will add one more attack before the finisher. This will delay the Finisher so boss might recover before you reach the finisher. Take note that Combo Plus adds to ground combos only, it is Air Combo Plus that increases air combos. Attack -> Attack -> Attack -> Finisher Take note that some finishers will lead to air combos(like Finishing Leap). When you equip a Negative Combo ability(without any Combo Pluses). It will look like this: Attack -> Finisher So a finisher arrives sooner. Putting on the Negative Combo and Fenrir will make you first strike a Finisher. ==================== 2 Types of Finishers ==================== I've come to notice that there are two types of finishers. These are not official names but I'll call them Frontal finish and Spread finish. When both finish are available(as when you have both abilities that trigger them on) Sora will do the finisher appropriate to the situation. What do I mean by that? Sora does a spread finish when he is surrounded by a number of enemies. When there are about five or four enemies surrounding you, Sora will choose to do Explosion rather than Guard Break. When your currect target is still in front of you, you will do the frontal finish, but when you move too far away, like when in Final Form, you will do the spread finish. However, frontal finishes are done regularly, when there are no more enemies around. So if you killed all the enemies with the last attack in the combo, the finisher will be a frontal. With the Negative Combo and Fenrir, you will do the frontal combo when in an empty room. =============== Adding Finisher =============== You might not know this(or you may) but the ability Finishing Plus adds to your combo chart much like Combo Plus. So if you have the Finishing Plus equipped: Attack -> Attack -> Finisher -> Finisher Now there some things I'll need to explain. Since move finishers knockback, the following finisher might not neccessarily hit. Also, a following finisher is perferred to be diiferent from the previous finisher. Example, you have this set up(w/ Rumble Rose): Attack -> Attack -> Finisher -> Finisher -> Finisher For the first finisher you do, the Guard Break. After that you Sora will do Explosion(if it is available) negardless of the how many enemies are surrounding you. After Explosion it will do Guard Break again. There are some weird exceptions. I've notice that I always do Disaster when in Master Form when fighting Cereberus, (three consecutive, very long Disasters, not even starting with the Master Strike and canceling into the Disaster) An the final note, you can cross from physical attack to magic in one combo. You can do(if you have the proper spells in the L1 shortcut or have extremely fast fingers) Attack -> Fire -> Attack -> Finisher -> Blizzard Finisher ********* Abilities (ablt) ********* Throughout the game you'll encounter Sora's enormous set of abilities, most of which you probably use and some of them might be a bit puzzling to you. Here I will cover what those abilities will do. Note, I might make some mistakes, please inform me via e-mail if you see any. ====== Action ====== Guard - By pressing square while on the ground, Sora will parry with his Keyblade. Some projectiles will be fired back(or fired to your locked on target) and some attacks,when guarded, will make the enemy recoil. Upper Slash - Frontal Finisher, press square. Throws the enemy upward, can be followed by an air combo. Horizontal Slash - Instead of the standard slashes, Sora slashes sideways. Finishing Leap - Spread Finisher, press square. Sora jumps and thursts down the ground and closeby enemies and the enemy in front will be thrown upward. Can be followed by an air combo Retaliating Slash - Press square when you have been thrown back will make Sora recovery and attack towards the nearest target. Slapshot - Hastens attack speed Dodge Slash - Sora rushed forwards while doing three consecutive slashes when you attack on the ground. Slide Dash - Sora thrusts towards the nearest enemy when the enemies a little farther than Sora's range. Guard Break - Frontal Finisher. Sora jumps back and does a hard thrust forward. Explosion - Spread Finisher. Sora creates three orbs the spin around him. Damages surrounding enemies. Damage is based on Magic Aerial Sweep - Much like Slide Dash only Sora spins upward to an air borne enemy. Aerial Spiral - Much like Slade Dash only Sora spins towards when in mid-air towards the enemy. Aerial Finish - Aerial Finish. Like Final, Sora only has one airial finish. Lengthens the finish by several slashes. Counterguard - Enables Sora to attack after a successful Guard. Auto Valor - Creates a shortcut for turning into Valor Form when HP is critical Auto Wisdom - Creates a shortcut for turning into Wisdom Form when HP is critical Auto Master - Creates a shortcut for turning into Master Form when HP is critical Auto Final - Creates a shortcut for turning into Final Form when HP is critical Auto Summon - Creates a shortcut for the Summon command when party members are knocked out. What summon becomes available in he shortcut is random. Take note that you have to be in the menu with the "Summons" command (Attack, Summons, Party, Limits) Trinity Limit - Makes the "Trinity" Limit available. NOTE ABOUT AUTO FORMS: When several Auto-Forms are euiqpped, the form that is availble in the shortcut is random. You also have to be in the menu where the "Drives" command is. ======= Support ======= Scan - Makes the current target's HP visible in the upper-right corner of the screen Aerial Recovery - Press circle to recovery when thrown back. Combo Plus - Adds 1 to your ground combo. See "Combos and Finishers" Air Combo Plus - Adds 1 to your air combo. See "Combos and Finishers" Combo Boost - Powers up the finishing move in relation to how long the combo was. Stackable Air Combo Boost - Powers up the finishing move in relation to how long the air combo was. Stackable Negative Combo - Subtracts 1 from the number of combos you can perform. Stackable Berserk Charge - Make the combo infinite when your in MP charge. Finishers are unavailable when this ability is activated. Damage Drive - Recovers some of your drive guage when you've taken damage. Drive Boost - Hastens Drive recovery when in MP Charge. Stackable Form Boost - Slows the decrese of the Form Guage. Stackable. Summon Boost - Slows the decrease of the Summon Guage Combination Boost - Slows the decrese of the Limit Guage Experience Boost - Increases exp. Stackable Leaf Bracer - Make you invulnerable when casting Cure(as when in a Limit) Magic Lock-on - When casting Magic, even if you have no enemy locked on; Fire, Blizzard, Thunder, and Magnet will lock on to the nearest target. Draw - Draws nearby orbs to you. Stacking this ability will increase the draw radius. Jackpot - Increased the number of orbs dorpped by enemies. Stackable. Take note that a party member must be in battle to put this ability into effect. Lucky Lucky - Improves drop rate. Stackable. Take note that a party member must be in battle to put this ability to effect. Fire Boost - Increases damage of Fire element. Stackable Blizzard Boost - Increases damage of Blizzard element. Stackable Thunder Boost - Increases damage of Thunder element. Stackable Item Boost - Increases the healing capacity of healing items MP Rage - Recovers MP when damages is taken. Stackable MP Haste - Decreases MP Charge time. Stackable MP Hastega - Greatly decreases MP Charge. Stackable Defender - Raises defence when in critical. Stackable Second Chance - When you take in massive damage from an attack than might have killed you, your HP is reduced to 1 instead. Once More - When you take damage from a combo that might have killed you, as long as your still in the same combo, you're HP will be reduced to 1. Finishing Plus - Adds a finisher to your combo. (See "Combos and Finishers"). Stackable ------------------------------------------------------------------------------- Coliseum Overview (clsm) ------------------------------------------------------------------------------- Finally, what you've all been waiting for. Actually what you've(singular) been waiting for, unless you really read FAQ/guides in groups. Let's get down to business! Name Enemy Level How to unlock Pain&Panic Cup 20 After Disney Castle for the 1st time Cereberus Cup 28 Clear Agrabah, Haloween Town, and Pride Lands for the first time Titan Cup 41 After Olympus Coliseum for the 2nd time Goddess of Fate Cup 53 Clear previous cup and beat Xemnas for the 1st time Paradox: Pain&Panic 60 Clear all previous cups Paradox: Cereberus 70 All Drives Level 5 (except Final), Paradox: Pain&Panic must be unlocked Paradox: Titan 80 Summon Level 5, Paradox:Pain&Panic must be unlocked Paradox: Hades 99 After Space Paranoid for the 2nd time, clearing previous cups and Drives and Summon Level 7 All information of the how to unlock the tournaments are taken from the Code and Secrets section of the GameFAQ for Kingdom Hearts II. I put the url in the credits. The Paradox Cups are just like their normal tournament counterparts except the the levels are higher; with the exception of The Hades Paradox Cup. The tournaments follow a score system, which you should only consider if you are filling up the Journal or want to see how you've improved. There is a combo gauge at the upper-rightmost corner of the screen. That is the kill combo gauge, which tells you how many you've killed in one go. The more you kill all at once the more orbs they drop, and thus a higher score. Each tournament also has a set of rules that you need to follow, except for the Goddess of Fate Cup. The rules usual have a pro and a con. For example, the Pain and Panic Cup forbids Summons and Drives but lessen MP-cost for Limits. Here's how to read the line ups for the individual rounds. When there's a comma(,) in between two types of enemies, it means they appear together. When there's a plus sign(+) it means the proceeding enemies are reinforcements that will appear if you have defeated all, or a number, of enemies before it. Parentheses are put as grouping symbols. So, for example: Round X: 1 Shadow, 1 Soldier + (3 Dusks, 1 Creeper) This means that there is a Shadow and a Soldier at the start of the round. After defeating both enemies 3 Dusks and a Creeper will appear. There's a double-score mode that increases the orb droppage. It can be obtained by killing a lot of enemies in one move or spell. The more you kill enemies simultaneously, the higher the chance you enter double-score mode. Magnet is very useful for making that appear but in most rounds, you won't see it. ------------------------------------------------------------------------------- Pain and Panic Cup (ppcc) ------------------------------------------------------------------------------- The Pain and Panic Cup is the easiest of all the tournaments. There shouldn't be too much difficulty passing the tournament. As for the Journal entry, just return later with a stronger magic stat and magnet element;) This tournament is unlocked right after you finish your first visit at the Olympus Coliseum. Rules: NO Summon or Drives Limits consume only minimal amount of MP Round 1: 5 Hook Bats, 5 Shadows Round 2: 6 Minute Bombs, 1 Large Body Round 3: 2 Soldiers, 5 Rabid Dogs Round 4: 2 Hot Rods, 4 Shadows Round 5: 4 Rapid Thrusters + (4 Hook Bats, 2 Bolt Towers) Round 6: 3 Gargoyle Warriors + 5 Minute Bombs + 4 Lance Soldiers Round 7: (2 Aeroplanes, 2 Soldier) + 1 Rabid Dog + 4 Aeroplanes + 2 Assult Rider Round 8: *Rapid Thruster Swarm* Round 9: 2 Gargoyle Knights, 4 Creeper Plants Round 10: Leon and Yuffie In the Paradox Cup: Pain and Panic, at round 8 you will have Donald and Goofy as compared to the normal Pain and Panic tournament where you are alone. Recommended Set-up: A shortcut to Magnet and a Magnet-follow-up like Fire or Thunder. Equip your strongest Keyblade and you're all set. ------------------------------------------------------------------------------- Cereberus Cup (crbc) ------------------------------------------------------------------------------- If you like Drives, then you'll like this tournament. Each hit will fill up a fifth or more of your Drive gauge. Don't hesitate to use Drives; this is actually a good place to level up Valor Form. Rules: NO Party or Summons Drive gauges fills up like there's no tomorrow Round 1: 2 Trick Ghosts, 2 Air Pirates Round 2: 3 Drill Moles, 3 Hammer Frames Round 3: 3 Tornado Steps, 3 Wright Knights Round 4: 4 Sliver Rocks, 1 Living Bone Round 5: 5 Ice Cubes, 5 Firey Globes, 1 Shaman Round 6: 2 Aerial Knockers, 2 Fortunetellers Round 7: 3 Cannon Guns, 1 Toy Soldier Round 8: 5 Luna Bandits Round 9: 1 Fat Bandit, 4 Emerald Blues Round 10: Cereberus Recommened Set-up: A shortcut to Magnet and a follow-up. If you plan to use Drives here, you might want to equip Oathkeeper but you probably don't have it at this time(unless we're talking about the Paradox one) so you're strongest Keyblade will do. ------------------------------------------------------------------------------- Titan Cup (ttnc) ------------------------------------------------------------------------------- There is an additional rule that I must explain in more detail. You are provided with 500 pts through the whole tournament. These points will decrease every time you are hit and if they run out, you lose. In addition, there will be falling rocks, like the ones you see around the Underworld, in all the rounds. Their frequency will increase as you progress through the tournament. Rules: NO Party or Drives, provided with 500 pts Drive gauge is full at the start of every round Round 1: 2 Magnus Loaders, 3 Dusks Round 2: 4 Assassins, 1 Morning Star Round 3: 4 Strafers, 2 Berserkers Round 4: 3 Trick Ghosts, 2 Snipers Round 5: 3 Neo Shadow, 3 Dancers Round 6: 2 Air Pirates, 2 Dragoons, 1 Book Master Round 7: 2 Crimson Jazzes, 2 Samurais Round 8: 2 Snipers, 3 Minute Bombs, 2 Assassins Round 9: 2 Dancers, 2 Berserkers, 1 Devastator Round 10: Hercules Recommened Set-up: As usual, a shortcut for Magnet and a follow-up. The quota for the Journal Entry is a score 5,000 and 10,000 for the Paradox one Sound impossible? Remember what I said about Stitch's Ohana!? You will need that Limit to make all the enemies drop score orbs. Remember that your Drive gauge is always full at the start of a round so use up all the Drive gauge by summoning Stitch. ------------------------------------------------------------------------------- Goddess of Fate Cup (gofc) ------------------------------------------------------------------------------- A tournement with not specific rules. It shouldn't be too hard, given that you're arround the same level as the tournament level: 53 Round 1: 2 Emerald Blues, 1 Morning Star, 2 Snipers + 4 Morning Stars Round 2: 1 Living Bone, 3 Hammer Frames Round 3: 3 Creeper Plants, 1 Toy Soldier Round 4: 2 Crimson Jazzes, 2 Nightwalkers Round 5: 4 Shamans + 2 Assassins + 3 Devastators Round 6: 1 Fat Bandits, 1 Large Body Round 7: 2 Lance Soldier, 2 Assault Rider Round 8: *Rapid Thrusters Swarm* Round 9: 2 Hot Rods, 2 Bolt Towers Round 10: Hades, 2 Hammer Frames + 3 Hammer Frames + 3 Hammer Frames Recommended Set-up: Make a wild guess. Magnet and a follow-up in the shortcut. ------------------------------------------------------------------------------- Hades Cup (hdsc) ------------------------------------------------------------------------------- The nightmare begin here with the hardest thing to accomplish in the game... I think. Well it's 50 round long. Yep, 50 rounds! This is probably the last thing you'll do in a run through. Level up a lot before attempting, you might have to try a couple of times if you get careless or just unlucky. Round 1: 3 Shadows, 3 Soldiers Round 2: 4 Drill Moles, 2 Hook Bats Round 3: 4 Rapid Thrusters, 2 Surveillance Robots Round 4: 5 Rabid Dogs, 2 Creeper Plants Round 5: Volcano Lord, 2 Soldiers Round 6: 3 Silver Rocks, 3 Cannon Guns Round 7: 4 Shadows, 3 Ice Cubes + 8 Minute Bombs Round 8: 2 Silver Rocks, 3 Soldiers + 5 Armored Knights + 1 Large Body Round 9: 4 Creeper Plants, 1 Samurai Round 10: Tifa and Yuffie Rules: NO Party or Drives Drive gauge is full at the start of every round. Round 11: 5 Rapid Thrusters, 3 Aeroplanes Round 12: 1 Magnum Loader, 2 Air Pirates, 4 Minute Bombs Round 13: 3 Luna Bandits, 2 Drill Moles Round 14: 2 Lance Soldiers, 2 Tornado Steps, 2 Armored Knights Round 15: Blizzard Lord Round 16: 4 Soldiers, 2 Wright Knights Round 17: 4 Strafers, 4 Neo Shadows + 4 Aerial Knockers Round 18: 2 Air Pirates, 2 Luna Bandits + 3 Creeper Plants + 3 Wright Knights Round 19: 1 Dragoon, 2 Dusks, 2 Assassins Round 20: Pete Rules: NO Summons or Drives Limits consume only minimal MP Round 21: 3 Gargoyle Knights, 3 Armored Knights Round 22: 1 Aeroplane, 2 Fortunetellers, 2 Trick Ghosts Round 23: 2 Creeper Plants, 2 Soldiers, 2 Shamans Round 24: 3 Bulky Vendors Round 25: Cloud and Tifa Round 26: 2 Hammer Frames, 2 Bolt Towers, 1 Neo Shadow Round 27: 4 Rabid Dogs, 2 Gargoyle Warriors, 4 Nightwalkers Round 28: 2 Book Masters, 2 Emerald Blues + 4 Shamans + (4 Silver Rocks, 2 Emerald Blues) Round 29: 2 Gamblers, 2 Snipers Round 30: Hades Rules: NO Party or Summons, Finish up to Round 40 in 10 min Drive gauges fills up like there's no tomorrow Round 31: 2 Shamans, 2 Creeper Plants, 1 Berserker Round 32: 4 Water Clones, 3 Dancers Round 33: 4 Samurais Round 34: 2 Sorcerers Round 35: *Rapid Thruster Swarm* Round 36: 3 Berserkers Round 37: 2 Snipers, 3 Assassins + 4 Dragoons Round 38: 6 Dusks + 4 Dancers + 4 Samurais + 2 Gamblers + 1 Sorcerer Round 39: 4 Dragoons Round 40: Cloud and Leon Rules: NO Party, Drives or Summons Sorry, no pros... As the game said: "Sora's on his own" Round 41: 2 Toy Soldiers, 2 Graveyards Round 42: 2 Fortunetellers, 1 Living Bone Round 43: 2 Morning Stars, 2 Large Bodies Round 44: 3 Living Bones Round 45: *Battle at Hallow Bastion* Round 46: 2 Hot Rods, 1 Devastator Round 47: 1 Bulky Vendor + (3 Lance Soldiers,1 Living Bone) + (2 Emerald Blues, 2 Assault Riders) + (5 Cresendos, 3 Morning Stars) Round 48: Cereberus Round 49: Yuffie, Tifa, Cloud and Leon Round 50: Hades Recommened Set-up: A shortcut of Refelctga, Magnetga and your Magnet-follow-up and something that heals, perferably Curaga. Ultima Weapon and whatever you think is the best set-up of armor. Suggestable have Elixirs in your item slots. Be at level 90+, 95 is good enough but of course 99 is always better. I don't know about you but I come realize that long combos aren't really a big plus. Especially on bosses, as most of them will recover when hit a number of times. It is better to have the Negative Combo on for me so the strong finish move comes in sooner. Round 5: Blizzard element stuns the Volcano Lord. If you have Finishing Leap equipped, Air Combo it and then shot a Blizzardga instead of the Finishing Leap after the Air Finish. Then, while the Volcano Lord is floating, air combo it again. Keep repeating the process until it's dead. If ever it recovers and bouces, use the "Firagun" Reaction Command Round 10: Tifa is too aggressive for her on good. She will always run towards you and attack immediately. So once you see her close, cast Reflectga. This method should kill Tifa in no time. Yuffie teleports between her attacks but she shouldn't be anything you can't handle. You can just keep casting Reflectga near her whenever she appears. She may become irritating since you have a very little time to do damage. Round 15: Fire element stuns Blizzard Lord but Firaga isn't really that strong, not with a single target. Anyway, stay close to it so it's Blizzardgun attack misses, even if you didn't use the reaction command. It's very slow and the fact that it's alone should make things so simple. Try not to get damaged at all. Round 20: Pete's attacks are very slow. You can see that he's about to roll a bomb like a bowling ball so that's not really a treat. When he backs out and says "I'll show you!" he'll leave firecrackers(much like Chicken Little's). Dodge with Aerial Dodge or a simple High Jump. When he get damaged too much, he might counter with his tantrum attack. Don't get near him while he's throwing his fists around. He'll jump and send a shockwave through the ground so jump accordingly and counter with an Air Combo before you land. Sometimes, he'll create a barrier around him, and like he says, he's invincible in this state. He also heals some HP and if you attack while the barrier is still there, he'll bounce back. Wait for the barrier to disappear and whack him. I usually just spam "Final" Genie's Infinity. Limits are a good way to stop his attacks, if ever you feel the need to stop the already slow attacks in the first place. Round 25: Tifa hasn't learned her lesson. Reflectga her to death. Cloud shouldn't cause a big problem, but just be careful. He'll close in the distance with a fast trust which can get you a couple of times. Cloud is a lot more patient than Tifa, you should do that same. When you're in considerable distance, anticipate his fast trust and jump. Then start an air combo. Whenever he does the firefly circling thing, put of lock if you have low tolerance to dizziness. Gliding around should make you almost safe from Cloud's attacks. When he has done three combos, he'll jump up and do that pillar attack like when he started the whole limit. You'll have the opportunity to attack him there. Round 30: He's immune to fire element so deflecting the fireballs back to him with either the Guard command or Reflect won't do any damage. Still, he's pretty easy. If anything, he's irritating with the teleport thing. Round 35: You'll have to kill all the Rapid Thrusters this time. Shouldn't be that hard. Use Magnetga and a follow-up then when you're MP's gone change to Final Form. Round 40: If it helps, you can lock on Cloud and when ever Leon fires a fireball, use the Guard command to deflect it to Cloud. Leon's immune to fire so, no good returning it to him. Depending on how fast you went through the previous rounds, you'll have little or a lot of time for them. Anyway, don't forget that Final Form is always available and it will help A LOT. Round 45: Keep searching for the Surveillance Robots and use the "Grab" and "Sparkle Ray" commands. You can also use the Rising Sun command to keep you safe from being damaged. Round 49: Oh my...! Damn, all four Final Fantasy characters at once. Hey, shouldn't the modern standard party be only composed of three not four party members? Anyway, Get rid of Tifa with Reflectga, as usual. Leon already has his sword glowing, meaning he already has a very large range. Cloud is still patient so just keep you distance until Tifa's dead. Yuffie moves arround pretty slowly compared to the others so save her for last. You can just spam Reflectga here, that's one option. If you don't like being so cheap, you can get rid of Leon using Blizzardga or Thunderga. Be patient and wait for an openning and unless there's only one character left, never do more than one combo. You'll be begging for a gangbang. Whenever you see Yuffie nearing, it means you're staying in one place too long so skeddadle as quickly as you can. Try to stay clam, be patient and heal whenever you hit critcal. Round 50: Considering you went through the last round, you shouldn't be threatened by this one. Hercules is with you and you'll have to throw the Aura Spheres to Hades whenever he's red. Also, he'll call a ball of fire above the center of the ring. The ball rains flames down but if you keep the battle at the edges of the ring, it shouldn't be a problem. Other than that minor detail, same tactics as before. ------------------------------------------------------------------------------- Dealing With... (dalw) ------------------------------------------------------------------------------- You've probably encountered some enemies that have made you pull out your hair in frustration. Like enemies that throw you back while your combo-ing some other enemy. Enemies with auto-guards and invulnerable states, which just make them irritatingly hard to kill. In this section, I will tackle on how to deal with certain enemies you'll encounter in the coliseum. ========== Large Body ========== Point of frustration: Auto-guard on the front This big, dumb, fatso can be irritating. Fortunately, he's about as a aggressive as he is intelligent. If you don't want to consume MP, go around him and hit him at his back. In fact, never be in front of this guy, unless you're confident you'll kill him with a few short spells. If you don't mind consume some MP, shoot a few Blizzards or if you're surrounded by two or more of them, use Fire. Magnet doesn't work but I think the initial damage that Magnet does still affects them. Another way to deal with them is with the 'Shoot' command of Wisdom Form, which penetrates through the auto-guard. Reflect isn't as effective because, as I've said, it's isn't very aggressive, although it will throw the Large Body, canceling whatever attack it's doing. ========== Fat Bandit ========== Point of frustration: Auto-guard on the front Like the Large Body but it's a bit more aggressive. Fortunately, you can see its attacks as the come so when it backs its head, cast Reflect. It's immune to Fire but Blizzard works wonders against them. Other than what differences I've said, treat it as a Large Body. ======= Hot Rod ======= Point of frustration: Invulnerability when attacking When in critical state, Hot Rods honk their horns and light up the headlights. They dash towards you. Once they pass you, they'll drift arround to dash at you again. They'll do this in sets of three, during the dashes they are immune to physical attacks. Highly recommended that you use Magic such as Blizzard. Wisdom Form will be very useful against these hot tempered cars. If you're out of MP and Drive, then you'll have to wait for them to stop. If you already have Aerial Dodge then use it. =========== Living Bone =========== Point of frustration: Aggressiveness and high tolerance to combos These can really damage you if you're not careful. They come in four types: one without a head, one with a head, one w/ a shaman riding it but not head, and finally a shaman riding it with the head. Without the head, the thing will spin arround, failing that axe-tail. If it has a head, it was an addictional attack. It will rush forward while bitting. With the Shaman, it will have the flame attack that the Shamans do in addition to the attacks. The final type will have a spell that will surround you with flames. The Reaction Command 'Dispel' which will make Sora rush forward and the flames will act like Firaga, only it in non-elemental. Reflect will be useful here as well, but it does not throw back the Living Bone when the Linving Bone hits the barrier. Blizzard also works well against it but when there's a lot of them, it might be better to use Thunder or Fire(if you dare). ============ Morning Star ============ Point of frustration: High Damage The Morning Stars can really hurt, they killed me in on of my second attempt at Hades Cup in round 43. They can attack slowly with its axe arms or spin arround in place, with its axe arms extended or spin like a top, ricocheting around the room. It can very dangerous for a critical Sora to roam the room while one of these things are doing the spinning ricochet attack(that's the move that killed me). Fortunately, these attacks are deflected by Guard or Reflect. So when one them is about to attack or is already attacking, cast Reflect. By the way, they're immune to Blizzard and Fire element. ==== Tifa ==== Point of frustration: High Damage A lot of people I know just hate her Final Heaven limit.It does do a lot of damage when your right in front of her. Always try to be behind her. Her aggressiveness makes her a sucker for Reflectga. If you don't want to use Reflectga then wait for her to do a simple punch combo, jump behind her and do and air combo. When she does her spin-kicks, stay away untill she finishes. When she charging for Final Heaven, RUN AWAY! By the way, Magnet works on her, although she is only stun and attacts momentarily. Sorry, I said she was immune in my first version. ====== Yuffie ====== Point of frustration: Teleport Other Notes: Immune to Magic Her teleport makes her really annoying. Not to mention that you can't snipe her with magic since she's immnue to magic. You can always use Reflect whenever she's attacking, you're safe from her attacks and you also deal damage to her. You'll have to wait for her backflips, as they are probably the best times you can dash in and do a combo. Since she's usually the last to be killed, unless she got killed by crossfire, patience is all you need here. ===== Cloud ===== Point of frustration: Fast Trust Other Notes: Immune to Thunder I decided to put Cloud since he can become irritating sometimes. His fast trust can catch you off guard a lot of times if you're not careful. If you can, jump when he does his trust and air combo him from the back. He usually circles you in a clockwise movement. The only other big window of opportunity is when he does his Limit. Glide around to avoid getting hit wait for the thrid combo. After the third combo, he'll do the diving pillar attack. Then you can combo him. He's immune to thunder but every other magic works on him, including Magnet. Magnet works on him like with Tifa. ==== Leon ==== Point of frustration: Wide Range Other Notes: Immune to Magnet and Fire In the rounds where he doesn't start with that glowing gunblade pray he doesn't do it soon. Once he activated that thing after 1 attack, I haven't even touched him. When you're very far away, he shoot fireballs at you. You can deflect them back or to whoever you have locked on using Guard or Reflect. Actually, even without the enlarged gunblade he can hit his surroundings so going behind him whenever he attacks might not be such a good idea. The best way to kill him is with Blizzard, Thunder or Reflect. If you don't have any MP, you can always dash to him AFTER his attacks. ------------------------------------------------------------------------------- Closing and Credits (csng) ------------------------------------------------------------------------------- I hope I've helped you not only in the Underdome but also in your overall performance in the game. Things I'll work on: -Add a Summons in the "Sora's Artilery" section -Add an Items in the "Sora's Artillery" section -More enemies in the "Dealing With..." section -Give Details in all the rounds in all the tournaments(specially the Hades Cup) Thanks to: -GameFAQ for posting this guide for me. -HaloMasta050 for contributing the requires for unlocking the tournaments. (http://www.gamefaqs.com/console/ps2/code/915410.html) -To SquareEnix for making this amazing game -Sun Tzu and James Clavell for "The Art of War" -To Lavabear for answering my question about Slapshot in the GameFAQ boards -And yo you for reading this FAQ/Guide Until next time, Chao -------------------------------------------------------------------------------