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Card Collection Guide

by mk_spirit

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                         KINGDOM HEARTS: RE: CHAIN OF MEMORIES

                                       CARD COLLECTION





1) Introduction
2) Attack Cards
3) Magic Cards
4) Summon Cards
5) Item Cards
6) Friend Cards
7) Enemy Cards
8) Map Cards
9) World Cards
10) Gimmick Cards
11) Special Cards
12) Frequently Asked Questions




1)Introduction: This is my first FAQ, and I figured I would do something useful,
so I'm going to map out every card in the game. I'm a long time Kingdom Hearts
fan, and getting all these cards was not easy. Hopefully this guide helps in
anyway it can.


Trusted sites:

www.gamefaqs.com
www.neoseeker.com
www.supercheats.com


And maybe your's if you ask!

Version 1.00 Full Guide

Version 1.01 A couple minor spelling tweaks and whatnot, also added a trusted 
sites section.



__________________
2)Attack Cards:
__________________



----------------------
KINGDOM KEY
----------------------

Strike: D+

Thrust: D+

Combo Finish: D+

Element: Physical

Break Recovery: B

Required CP: STAR

The default weapon. Not very powerful, but reliable and easy to handle.

1-10 CP
2-11 CP
3-12 CP
4-13 CP
5-14 CP
6-15 CP
7-16 CP
8-17 CP
9-18 CP
0-19 CP

----------------------
THREE WISHES
----------------------

Strike: C+

Thrust: D+

Combo Finish: B

Element: Physical

Break Recovery: B

Required CP: A

Obtained in Agrabah. Fairly Strong with a fast swing.

1-15 CP
2-16 CP
3-17 CP
4-18 CP
5-19 CP
6-20 CP
7-21 CP
8-22 CP
9-23 CP
0-24 CP

----------------------
CRABCLAW
----------------------

Strike: C

Thrust: C

Combo Finish: B+

Element: Physical

Break Recovery: STAR

Required CP: B

Obtained in Atlantica. Easy to handle with an impressive recovery time after
card breaks.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
PUMPKINHEAD
----------------------

Strike: C+

Thrust: C+

Combo Finish: D+

Element: Physical

Break Recovery: A

Required CP: A

Obtained in Halloween Town. Easy to handle with a fast recovery after card 
breaks.

1-15 CP
2-16 CP
3-17 CP
4-18 CP
5-19 CP
6-20 CP
7-21 CP
8-22 CP
9-23 CP
0-24 CP

----------------------
FAIRY HARP
----------------------

Strike: C+

Thrust: C+

Combo Finish: C

Element: Physical

Break Recovery: STAR

Required CP: B

Obtained in Neverland. Easy to handle with a formidable swing speed.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
WISHING STAR
----------------------

Strike: C

Thrust: C

Combo Finish: D+

Element: Physical

Break Recovery: A

Required CP: A

Obtained in Monstro. Not very powerful, but very easy to handle.

1-15 CP
2-16 CP
3-17 CP
4-18 CP
5-19 CP
6-20 CP
7-21 CP
8-22 CP
9-23 CP
0-24 CP

----------------------
SPELLBINDER
----------------------

Strike: D+

Thrust: A

Combo Finish: D+

Element: Lightning

Break Recovery: A

Required CP: B

A special attack card with lightning-based attacks.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
METAL CHOCOBO
----------------------

Strike: C+

Thrust: C+

Combo Finish: B+

Element: Neutral

Break Recovery: B

Required CP: B

A special attack card that can break through physical defenses. A bit difficult
to handle.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
OLYMPIA
----------------------

Strike: C+

Thrust: D+

Combo Finish: B

Element: Physical

Break Recovery: A

Required CP: A

Obtained in Olympus Coliseum. Powerful with a quick recovery after card breaks.

1-15 CP
2-16 CP
3-17 CP
4-18 CP
5-19 CP
6-20 CP
7-21 CP
8-22 CP
9-23 CP
0-24 CP

----------------------
LIONHEART
----------------------

Strike: B

Thrust: B

Combo Finish: B

Element: Fire

Break Recovery: A

Required CP: B

A special attack card with fire-based attacks.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
LADY LUCK
----------------------

Strike: C+

Thrust: C+

Combo Finish: D

Element: Physical

Break Recovery: B

Required CP: A

Obtained in Wonderland. A balanced weapon that is easy to handle.

1-15 CP
2-16 CP
3-17 CP
4-18 CP
5-19 CP
6-20 CP
7-21 CP
8-22 CP
9-23 CP
0-24 CP

----------------------
DIVINE ROSE
----------------------

Strike: A

Thrust: D+

Combo Finish: C

Element: Physical

Break Recovery: C

Required CP: B

Obtained in Hollow Bastion. Features a powerful strike and fast swing.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
OATHKEEPER
----------------------

Strike: B

Thrust: STAR

Combo Finish: B+

Element: Physical

Break Recovery: B

Required CP: C

A well-balanced weapon with a powerful thrust.

1-25 CP
2-27 CP
3-29 CP
4-31 CP
5-33 CP
6-35 CP
7-37 CP
8-39 CP
9-41 CP
0-43 CP

----------------------
OBLIVION
----------------------

Strike: A

Thrust: A 

Combo Finish: D

Element: Neutral

Break Recovery: A

Required CP: C

A special attack card that can break through physical defenses. First-class
strength.

1-25 CP
2-27 CP
3-29 CP
4-31 CP
5-33 CP
6-35 CP
7-37 CP
8-39 CP
9-41 CP
0-43 CP

----------------------
ULTIMA WEAPON
----------------------

Strike: STAR

Thrust: STAR

Combo Finish: A

Element: Physical

Break Recovery: B

Required CP: D

The Strongest attack card to be found.

1-30 CP
2-33 CP
3-36 CP
4-39 CP
5-42 CP
6-45 CP
7-48 CP
8-51 CP
9-54 CP
0-57 CP

----------------------
DIAMOND DUST
----------------------

Strike: B+

Thrust: B+

Combo Finish: B

Element: Ice

Break Recovery: STAR

Required CP: C

A special attack card with ice-based attacks. Powerful and the easiest to
handle.

1-25 CP
2-27 CP
3-29 CP
4-31 CP
5-33 CP
6-35 CP
7-37 CP
8-39 CP
9-41 CP
0-43 CP

----------------------
ONE-WINGED ANGEL
----------------------

Strike: C

Thrust: C

Combo Finish: STAR

Element: Fire

Break Recovery: C

Required CP: C

A special attack card with fire-based attacks. Exceptional combo finish.

1-25 CP
2-27 CP
3-29 CP
4-31 CP
5-33 CP
6-35 CP
7-37 CP
8-39 CP
9-41 CP
0-43 CP

----------------------
STAR SEEKER
----------------------

Strike: C

Thrust: D+

Combo Finish: B+

Element: Physical

Break Recovery: STAR

Required CP: A

An attack card with a powerful combo finish and the shortest recovery time from
card breaks.

1-15 CP
2-16 CP
3-17 CP
4-18 CP
5-19 CP
6-20 CP
7-21 CP
8-22 CP
9-23 CP
0-24 CP

----------------------
MONOCHROME
----------------------

Strike: D+

Thrust: B

Combo Finish: B+

Element: Neutral

Break Recovery: C

Required CP: B

A special attack card that can break through physical defenses. Takes time to 
recover from card breaks.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
FOLLOW THE WIND
----------------------

Strike: C+

Thrust: A

Combo Finish: D

Element: Physical

Break Recovery: A

Required CP: B

A well-balanced weapon with a powerful thrust and a short recovery time from
card breaks.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
HIDDEN DRAGON
----------------------

Strike: D+

Thrust: C+

Combo Finish: B+

Element: Physical

Break Recovery: A

Required CP: B

An attack card with weak strikes but powerful combo finishes.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
PHOTON DEBUGGER
----------------------

Strike: B

Thrust: C+

Combo Finish: B+

Element: Lightning

Break Recovery: B

Required CP: B

A special attack card with lightning-based abilities.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
BOND OF FLAME
----------------------

Strike: STAR

Thrust: C+

Combo Finish: B

Element: Fire

Break Recovery: B

Required CP: C

A special attack card with fire-based attacks. Delivers exceptionally powerful
blows.

1-25 CP
2-27 CP
3-29 CP
4-31 CP
5-33 CP
6-35 CP
7-37 CP
8-39 CP
9-41 CP
0-43 CP


__________________
3)Magic Cards:
__________________

----------------------
FIRE
----------------------

Magic that deals fire damage. Stock two cards for Fira and three cards for 
Firaga.

1-15 CP
2-16 CP
3-17 CP
4-18 CP
5-19 CP
6-20 CP
7-21 CP
8-22 CP
9-23 CP
0-24 CP

----------------------
BLIZZARD
----------------------

Magic that deals ice damage. Stock two cards for Blizzara and three cards for 
Blizzaga.

1-15 CP
2-16 CP
3-17 CP
4-18 CP
5-19 CP
6-20 CP
7-21 CP
8-22 CP
9-23 CP
0-24 CP

----------------------
THUNDER
----------------------

Magic that deals lightning damage. Stock two cards for Thundara and three cards
for Thundaga

1-15 CP
2-16 CP
3-17 CP
4-18 CP
5-19 CP
6-20 CP
7-21 CP
8-22 CP
9-23 CP
0-24 CP

----------------------
CURE
----------------------

Magic that restores HP. Stock two cards for Cura and three cards for Curaga.

1-25 CP
2-27 CP
3-29 CP
4-31 CP
5-33 CP
6-35 CP
7-37 CP
8-39 CP
9-41 CP
0-43 CP

----------------------
GRAVITY
----------------------

Magic that deals damage relative to the enemies' remaining HP. Stock two cards
for Gravira and three cards for Graviga.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
STOP
----------------------

Magic that halts enemy movement for a set time period. Stock two cards for
Stopra and three cards for Stopga.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
AERO
----------------------

Magic that blows away nearby enemies and inflists damage. Stock two cards for 
Aerora and three cards for Aeroga.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP


__________________
4)Summon Cards:
__________________

----------------------
SIMBA
----------------------

Simba lets out a mighty roar that deals damage to enemies in front of him. 
Stock more than one and his roar will also stun enemies.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
GENIE
----------------------

Genie casts Thundara, Gravira, or Stopra. Stock more than one and Genie will
cast multiple spells.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
BAMBI
----------------------

Bambi bounds around and drops HP orbs. Stock more than one to boost the effect.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
DUMBO
----------------------

Dumbo douses enemies with water over a set time period, dealing ice damage.
Stock more than one to prolong the attack.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
TINKER BELL
----------------------

Tinker Bell restores HP over a set time period. Stock more than one to boost 
the effect.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
MUSHU
----------------------

Mushu breathes fire at the enemy, dealing fire damage. Stock more than one to
prolong the attack.

1-25 CP
2-27 CP
3-29 CP
4-31 CP
5-33 CP
6-35 CP
7-37 CP
8-39 CP
9-41 CP
0-43 CP

----------------------
CLOUD
----------------------

Cloud unleashes two successive sword attacks. Stock two cards to use 
Cross-Slash and three cards to use Omnislash.

1-25 CP
2-27 CP
3-29 CP
4-31 CP
5-33 CP
6-35 CP
7-37 CP
8-39 CP
9-41 CP
0-43 CP


__________________
5)Item Cards:
__________________

----------------------
POTION
----------------------

Quickly reloads attack cards with no charge time required. It does not work on
cards that cannot be reloaded.

1-30 CP
2-33 CP
3-36 CP
4-39 CP
5-42 CP
6-45 CP
7-48 CP
8-51 CP
9-54 CP
0-57 CP

----------------------
HI-POTION
----------------------

Quickly reloads cards with no charge time required. Even normally unreloadable
cards are restored.

1-40 CP
2-44 CP
3-48 CP
4-52 CP
5-56 CP
6-60 CP
7-64 CP
8-68 CP
9-72 CP
0-76 CP

----------------------
MEGA-POTION
----------------------

Quickly reloads attack cards with no charge time and resets the reload counter.
Even normally unreloadable cards are restored.

1-45 CP
2-49 CP
3-53 CP
4-57 CP
5-61 CP
6-65 CP
7-69 CP
8-73 CP
9-77 CP
0-81 CP

----------------------
ETHER
----------------------

Quickly reloads magic cards with no charge time required. It does not work on
cards that cannot be reloaded.

1-20 CP
2-22 CP
3-24 CP
4-26 CP
5-28 CP
6-30 CP
7-32 CP
8-34 CP
9-36 CP
0-38 CP

----------------------
MEGA-ETHER
----------------------

Quickly reloads magic cards with no charge time and resets the reload counter.
Even normally unreloadable cards are restored.

1-35 CP
2-38 CP
3-41 CP
4-44 CP
5-47 CP
6-50 CP
7-53 CP
8-56 CP
9-59 CP
0-62 CP

----------------------
ELIXIR
----------------------

Quickly reloads attack and magic cards, including normally unreloadable cards.

1-45 CP
2-49 CP
3-53 CP
4-57 CP
5-61 CP
6-65 CP
7-69 CP
8-73 CP
9-77 CP
0-81 CP

----------------------
MEGALIXIR
----------------------

Quickly reloads attack and magic cards, including normally unreloadable cards.
The reload counter is also reset.

1-50 CP
2-55 CP
3-60 CP
4-65 CP
5-70 CP
6-75 CP
7-80 CP
8-85 CP
9-90 CP
0-95 CP


__________________
6)Friend Cards:
__________________

----------------------
DONALD
----------------------

Donald randomly casts two spells from Fire, Blizzard, Thunder, or Cure. Stock
more than one to power up Donald's magic.

----------------------
GOOFY
----------------------

Goofy attacks the enemy as he spins around Sora. Atock more than one for more
power and duration

----------------------
ALADDIN
----------------------

Aladdin runs around while swinging his sword, producing Moogle Point Orbs. 
Stock more than one to stun enemies and produce mroe Moogle Point Orbs.

----------------------
ARIEL
----------------------

Ariel whirls across the field, striking enemies. Stock more than one for 
multiple strikes.

----------------------
JACK
----------------------

Jack casts Fire, Blizzard, Thunder, or Gravity. Stock more than one and Jack
will cast multiple, more powerful spells.

----------------------
PETER PAN
----------------------

Peter Pan attacks with his dagger. Quick taps on TRIANGLE speed up attacks and 
produce Moogle Point orbs. Stock more than one for more power and duration.

----------------------
The Beast
----------------------

The Beast knocks enemies towards Sora. Sora can then knock these enemies back
towards the Beast. Stock mroe than one for multiple strikes.

----------------------
PLUTO
----------------------

Pluto digs up cards and orbs from the ground. Stock more than one for better
items.



__________________
7)Enemy Cards:
__________________


----------------------
SHADOW
----------------------

Incremenator: Increases the value of all cards by 1.

Limit: 2 reloads

CP Value: 25

----------------------
SOLDIER
----------------------

Combo Plus: adds an extra hit to normal combos.

Limit: 3 reloads

CP Value: 15

----------------------
POWERWILD
----------------------

Retrograde: Reverses the values of all cards. 1 becomes 9, 2 becomes 8, etc.
Cards with a value of 0 are not affected.

Limit: 1 reload

CP Value: 30

----------------------
BOUNCYWILD
----------------------

Draw: Attracts fallen cards and items for easy retrieval.

Limit: 5 reloads

CP Value: 10

----------------------
LARGE BODY
----------------------

Guard: Deflects frontal physical damage attacks and completely nullifies damage

Limit: 1 reload

CP Value: 40

----------------------
FAT BANDIT
----------------------

Back Attack: Deals more damamge when striking enemies from behind.

Limit: 2 reloads

CP Value: 40

----------------------
SEA NEON
----------------------

Random Values: Randomizes the values of the cards you use.

Limit: 1 reload

CP Value: 20

----------------------
BANDIT
----------------------

Combo Finish: Makes the first strike as powerful as a combi finish.

Limit: 1 reload

CP Value: 30

----------------------
PIRATE
----------------------

All Zeros: Changes the value of all cards to 0.

Limit: 1 reload

CP Value: 30

----------------------
RED NOCTURNE
----------------------

Fire Boost: Increases strength of fire-based abilities.

Limit: 1 reload

CP Value: 20

----------------------
BLUE RHAPSODY
----------------------

Blizzard Boost: Increases the strength of ice-based abilities.

Limit: 1 reload

CP Value: 20

----------------------
YELLOW OPERA
----------------------

Thunder Boost: Increases the strength of lightning-based abilities.

Limit: 1 reload

CP Value: 20

----------------------
GREEN REQUIEM
----------------------

Cure Boost: Increases the potency of healing abilities.

Limit: 1 reload

CP Value: 20

----------------------
WIZARD
----------------------

Magic Boost: Disables use of summon cards to power up magic cards.

Limit: 1 reload

CP Value: 30

----------------------
AIR SOLDIER
----------------------

Reload Kinesis: Allows reloads while in motion.

Limit: 3 reloads

CP Value: 30

----------------------
BARREL SPIDER
----------------------

Quickload: reloads cards instantly.

Limit: 3 reloads

CP Value: 30

----------------------
WIGHT KNIGHT
----------------------

Float: Alters gravity to boost jumping ability.

Limit: 3 reloads

CP Value: 15

----------------------
AIR PIRATE
----------------------

Item Bracer: Stops enemies from breaking item cards you use.

Limit: 3 reloads

CP Value: 30

----------------------
GARGOYLE
----------------------

Vanish: Makes you invisible and reduces your chances of being hit.

Limit: 1 reload

CP Value: 30

----------------------
SEARCH GHOST
----------------------

Drain: Absorbs enemy HP when striking with attack cards, but enemies will drop
fewer items.

Limit: 1 reload

CP Value: 35

----------------------
AQUATANK
----------------------

Auto-Reload: Automatically reloads cards when they run out.

Limit: 1 reload

CP Value: 30

----------------------
SCREWDRIVER
----------------------

Decremenator: Decreases the values of all cards by 1.

Limit: 1 reload

CP Value: 15

----------------------
WYVERN
----------------------

Reload Lock: Stops the reload counter from counting reloads.

Limit: 3 reloads

CP Value: 20

----------------------
DEFENDER
----------------------

Protect: Decreases damage from physical attacks by the enemy. Magical attacks
do normal damage.

Limit: 1 reload

CP Value: 30

----------------------
WHITE MUSHROOM
----------------------

Hyper Healing: Restores some HP every time you use a friend card.

Limit: 3 reloads

CP Value: 40

----------------------
BLACK FUNGUS
----------------------

Random Flush: Activates a random enemy card effect.

Limit: 1 reload

CP Value: 40

----------------------
CREEPER PLANT
----------------------

Leaf Bracer: Stops enemies from breaking Cure abilities you use.

Limit: 1 reload

CP Value: 35

----------------------
TORNADO STEP
----------------------

Reload Haste: Subtarcts 2 from the reload counter.

Limit: 1 reload

CP Value: 30

----------------------
CRESCENDO
----------------------

Summon Boost: Disables use of magic cards to power up summon cards.

Limit: 1 reload

CP Value: 30

----------------------
NEOSHADOW
----------------------

Bio: Causes enemie's HP to gradually drop.

Limit: 1 reload

CP Value: 30

----------------------
GUARD ARMOR
----------------------

Wide Attack: Slightly extends the range of attack cards.

Limit: 30 attacks

CP Value: 30

----------------------
HADES
----------------------

Berserk: Boosts the power of attack cards when low on HP (when the guage is 
flashing red).

Limit: 30 attacks Resistant to fire, but stunned by ice.

CP Value: 40

----------------------
TRICKMASTER
----------------------

Value Break: Decreases value of the enemy's card when your card is broken.

Limit: 10 card breaks taken

CP Value: 25

----------------------
JAFAR
----------------------

Attack Bracer: Stops enemies from breaking attack cards you use.

Limit: 20 attacks

CP Value: 65

----------------------
URSULA
----------------------

Shell: Halves the damage of enemies' magic attacks.

Limit: 5 hits taken

CP Value: 50

----------------------
OOGIE BOOGIE
----------------------

Regen: Gradually restores HP. HP returns more quickly when low.

Limit: 10 uses

CP Value: 40

----------------------
PARASITE CAGE
----------------------

Dispel: Nullifies an opponent's card without fail. Nothing happens if your 
opponent has no enemy card in play.


Limit: 1 use

CP Value: 60

----------------------
HOOK
----------------------

Second Chance: Retains 1 HP after a critical hit, provided you have 2 or more 
HP left.

Limit: 3 uses Resistant to lightning but stunned by fire.

CP Value: 35

----------------------
DRAGON MALIFICENT
----------------------

Overdrive: Sacrifices reload speed to power up attack cards

Limit: 30 attacks

CP Value: 70

----------------------
DARKSIDE
----------------------

Copies the enemy card your opponent is using. Nothing happens if your opponent
has no enemy card in play

Limit: 1 use

CP Value: 99

----------------------
RIKU
----------------------

Sleight Lock: Keeps cards used in sleights availiable for reloading.

Limit: 5 sleights Resistant to fire, ice, and lightning

CP Value: 80

----------------------
CARD SOLDIER
----------------------

Attack Haste: Increases the speed of attack cards.

Limit: 30 attacks

CP Value: 55

----------------------
ANSEM
----------------------

Sleightbind: Grants Sora resistance to certain elements.

Limit: 10 sleights Resistant to fire, ice, and lightning.

CP Value: 40

----------------------
XEMNAS
----------------------

Quick Barrier: When receiving consecutive attacks, guards beyond second strike.

Limit: 3 reloads Reistant to fire, ice, lightning, and special attacks.

CP Value: 65

----------------------
XIGBAR
----------------------

Shot Charge: Powers up missile attacks such as Strike Raid or Fire.

Limit: 2 reloads Reistant to fire, ice, lightning, and special attacks.

CP Value: 80

----------------------
XALDIN
----------------------

Aero Guard: Activates Aero for a set time, inflicting damage to enemies who
touch it.

Limit: 3 hits taken Reistant to fire, ice, lightning, and special attacks.

CP Value: 65

----------------------
VEXEN
----------------------

Auto-Life: Revives you automatically when your HP reaches 0. Only a small 
amount of HP is restored.

Limit: 1 use Immune to ice, but stunned by fire.

CP Value: 60

----------------------
LEXAEUS
----------------------

Warp Break: Obliterates enemies with the finishing blow of a combo with a high
success rate.

Limit: 50 attacks Immune to ice and resistant to physical attacks, but weak
against special attacks

CP Value: 99

----------------------
ZEXION
----------------------

Confu-Strike: Causes attacks to confuse an enemy at a certain rate.

Limit: 50 attacks Reistant to fire, ice, lightning, and special attacks.

CP Value: 65

----------------------
SAI'X
----------------------

Combo Boost: Boosts power with every strike with an attack card. Returns to
normal when a card is broken.

Limit: 20 attacks Reistant to fire, ice, lightning, and special attacks.

CP Value: 80

----------------------
AXEL
----------------------

Quick Recovery: Allows use of cards even when staggering from damage.

Limit: 10 hits taken Immune to fire, but stunned by ice.

CP Value: 75

----------------------
DEMYX
----------------------

Water Charge: Dramatically boosts power of ice based attacks, such as Aqua
Splash and Blizzard.

Limit: 2 reloads Reistant to fire, ice, lightning, and special attacks.

CP Value: 80

----------------------
LUXORD
----------------------

Omni Break: Break's enmy's card no matter what the value.

Limit: 15 uses Reistant to fire, ice, lightning, and special attacks.

CP Value: 99

----------------------
MARLUXIA
----------------------

Double Sleight: Use stocked cards and sleights twice in a row.

Limit: 3 sleights Reistant to fire, ice, lightning, and special attacks, but 
weak against physical attacks.

CP Value: 99

----------------------
LARXENE
----------------------

Dash: Increases running speed

Limit: 15 cards Immune to lightning, but weak against special attacks.

CP Value: 65

----------------------
ROXAS
----------------------

Double Strike: Doubles damage dealt by an attack card.

Limit: 20 attacks

CP Value: 99



__________________
8)Map Cards:
__________________

*Note* You can only hold 99 Map Cards at a time.

----------------------
TRANQUIL DARKNESS
----------------------

A room where onyl a few Heartless appear.

----------------------
TEEMING DARKNESS
----------------------

A room where many Heartless appear. Enemies often drop enemy cards in this 
room.

----------------------
FEEBLE DARKNESS
----------------------

A room where Heartless with weak cards appear.

----------------------
ALMIGHTY DARKNESS
----------------------

A room where Heartless with strong cards appear. Enemies often drop enemy cards
in this room.

----------------------
SLEEPING DARKNESS
----------------------

A room where Heartless are drowsy and easy to ambush.

----------------------
LOOMING DARKNESS
----------------------

A room where Heartless attack relentlessly. Enemies often drop enemy cards in 
this room.

----------------------
PREMIUM ROOM
----------------------

A room where victory often leads to Premium Bonuses.

----------------------
WHITE ROOM
----------------------

A room where only White Mushrooms appear. What happens when you defeat White
Mushrooms?

----------------------
BLACK ROOM
----------------------

A room where only Black Fungi appear. What happens when you defeat Black Fungi?

----------------------
BOTTOMLESS DARKNESS
----------------------

A pitch-dark room where many heartless appear.

----------------------
ROULETTE ROOM
----------------------

A room where victory often leads to Roulette Bonuses.

----------------------
MARTIAL WAKING
----------------------

A room where attack cards are more effective.

----------------------
SORCEROUS WAKING
----------------------

A room where magic cards are more effective.

----------------------
ALCHEMIC WAKING
----------------------

A room where item cards are more effective.

----------------------
MEETING GROUND
----------------------

A room where a friend card appears at the beginning of all battles (if your 
friends are with you).

----------------------
STAGNANT SPACE
----------------------

A room where Heartless move slowly.

----------------------
STRONG INITIATIVE
----------------------

A room where striking first in the field does additional damage to Heartless.

----------------------
LASTING DAZE
----------------------

A room where striking first in the field stuns all Heartless that join the 
battle.

----------------------
CALM BOUNTY
----------------------

A room containing treasure.

----------------------
GUARDED TROVE
----------------------

A room where treasure is guarded by Heartless.

----------------------
FALSE BOUNTY
----------------------

A room where only one treasure chest is real. Opening a fake chest leads to a 
battle with Heartless.

----------------------
MOMENT'S REPRIEVE
----------------------

A room where you can save your progress. No Heartless.

----------------------
MINGLING WORLDS
----------------------

A room where anything could happen.

----------------------
MOOGLE ROOM
----------------------

A room where you can trade cards at the Moogle Shop.

----------------------
KEY TO REWARDS
----------------------

Allows access to a secret room with rare cards and sleights

----------------------
KEY OF BEGINNINGS
----------------------

A room where untold stories unfold.

----------------------
KEY OF GUIDANCE
----------------------

A room where untold stories unfold.

----------------------
KEY OF TRUTH
----------------------

A room where untold stories unfold.

----------------------
RANDOM JOKER
----------------------

A card that can meet any criteria except for key cards. The room is randomly
synthesized.




__________________
9)World Cards:
__________________

World cards are obtained by progressing through the story

Floor 1: Traverse Town
Floor 2-6: Agrabah, Olympus Coliseum, Wonderland, Monstro, and Halloween Town
These can be used in any order
Floor 7-10: Atlantica, Neverland, 100 Acre Wood, Hollow Bastion.
These can be used in any order
Floor 11: Twilight Town
Floor 12: Destiny Islands


__________________
10)Gimmick Cards:
__________________


Obtained during certain conditions during boss battles.

Use the card to generate effects that can give you the upper hand during battle

__________________
11)Special Cards:
__________________


These two cards can be obtained by getting 100% Journal Completion, and opening
chests in Castle Oblivion. They function like enemy cards.

----------------------
GOLD CARD
----------------------

Premium Guard: Allows premium cards to be reloaded.

Limit: 5 reloads

----------------------
PLATINUM CARD
----------------------

Invincible: You will receive no damage

Limit: 20 attacks


12) Frequently Asked Questions

Q:How do I get enemy cards faster? This is taking forever!

A: Use Almighty, Teeming, and Looming Darkness Rooms. It also helps to card
break the enemy a few times before killing it. Make sure to kill the enemy that
you want the card from LAST.


Q: Where do I find Barrel Spiders?

A: By Breaking barrels in certain worlds, the chances of a Spider appearing are
about 25%


Q: How do I kill White Mushrooms?

A: By using Warpinator, which is Stop+Gravity+Aero


Q: How do I get Black Fungus/White Mushroom cards?

A: Just keep trying, if you run out of Black/White rooms use a Roulette Card.



COMING SOON: A dance and a jig....*shifts eyes*




Thank you Square-Enix for making this wonderful game

Copyright 2008 Max Keller. e-mail at [email protected](Yes I liked
that game) for any questions, comments, or advice on making this FAQ better


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