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Walkthrough

by Lord Yami Shuryou

      |     __                                        _____
      /|  __/ /   _          ____    ______      __   /     \
     / |  \  //| | \    /|  / _  \  /  __  \    /  \ |       \______
    /  |  / // | |  \  | | | | \  ||  |  \  |  /    \ \// |\        \
  _/   | / //  | |   \ | |/_ |  \//_  |   | | /  /\  \ |  | |  |\_   \
 //-\  |/ ///| | |    \| | | | _/\  | |   | ||   | |  ||  | |  |  \   \
|/  |    /   | | | |\    | | |/_  | | |   | ||   | |  ||  | |  |   |   |
    |    \   | | | | \   |_| |__| | | |  / / \   \/   //  | |  |   |   |
    |     \  | | | |  \  ||  __   |/  | / |   \     _//   | |  |  /   /
    |  |\  \_ \|  \|   \_| \/  \  ||  |/ /     \   / /    | \  | |   /
  _/   | \   \_                 |/  \_  /       \_| /_    |  \ | |  /
  \_   |  \_   \   ___  ___  ___  _  _\/     ___  ___ \   |   \|/  /
    \  |    \___\ |  _|| | || _ || || \ |   |   || __| \_ |    /  /
     | |          | |_ |   ||   || ||   |   | | || _|    \|   |  /
      \|          |___||_|_||_|_||_||_\_|   |___||_|          |  |
       |                                                       \_|
               _  _  ___  _  _  ___  ___   _  ___  ___
           |  | \/ || __|| \/ ||   || _ \ | || __|| __|      /|
          /|  |    || _| |    || | ||   \ | || _| |__ |     / |
         / |  |_\/_||___||_\/_||___||_|\_\|_||___||___|__  /  |
        /  |   _               /|  _____   __     \\  /  \/   |
       /   |  / |   ____   ___/ | /     \ /  \____/ \|    ___ |
     _/    |_/  |  /  _ \ /  __ |/   |\  ||  _    __/|   /   \|
    //-\   |\   |_/  | \/|/\ \/ |\// |/ /  \| \  |    \  \_
   |/  |   |_|  |\   |/\   |    | |   _ \     /  |     \_  \__
       |    _   | |     \ /     | |  | \ \  /|\  |       \_   \_
       |   | |  | |  |\/|/  _   | |  | |  || \ | |   |\     \   \
       |   | |  |/   |/ || /_\  \ |  |/  / |  \| |   | \    |    \
     _/    | |   \\  _  \\  _   | |  |  |   \    |   |  \___/  __/
     \_    |  \__/ \/ \__\\/ \  |/__|\  /    \   |_  |       _/
       \   |                  \/      \_\__/| \    \ |   ___/
        |  |                            \__/   \____\|  |
         \ |                                         | /
          \|                                         |/

		 Thanks go out to MasterVG782 for the ASCII.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
			         Copyright Info
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This document is �2004 Yami Shuryou. The illegal use of this FAQ will 
be immediately dealt with the swiftest measures. This is to be used ONLY for
personal use, and cannot be altered, or used in any way to make a profit. 
Well, you can use this to make a profit, but ONLY if you give me all the
money. Otherwise, it's illegal.

The maps used in this FAQ are allowed to be used in public works by Brian
Sulpher (AKA BSulpher): Nobody else.

If you have a site solely dedicated to Kingdom Hearts: Chain of Memories or
the Kingdom Hearts series in general, you are free to use this FAQ (But credit
must be made). However, I do prefer you ask before using.

Feel free to contribute whatever information you want to [email protected]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
			  	Table of Contents
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


CTRL + F for the section you want to go to.

1.	Sora's Story
1a.		-Traverse Town		1ASS
1b.		-Agrabah		1BSS
		-Wonderland
		-Olympus Coliseum
		-Halloween Town
		-Monstro
1c.		-Atlantica		1CSS
		-100 Acre Woods
		-Never Land
		-Hollow Bastion
1d.		-Twilight Town		1DSS
		-Destiny Islands
		-Castle Oblivion
2.	Reverse Rebirth			2RRA
2a.		-Hollow Bastion
2b.		-Traverse Town		2RRB
		-Agrabah
		-Monstro
		-Never Land
2c.		-Olympus Coliseum	2RRC
		-Wonderland
		-Halloween Town
		-Never Land
2d.		-Destiny Islands	2RRD
2e.		-Twilight Town		2RRE
2f.		-Castle Oblivion	2RRF
3.	Abilities			3ABL
4.	Cards
		-Map Cards		4MCD
		-Attack Cards		4ACD
		-Item Cards		4ICD
		-Friend Cards		4FCD
		-Enemy Cards		4ECD
5.	Sora's Story Journal
		-Story			5SSS
		-Characters		5SCH
6.	Reverse/Rebirth Journal
		-Story			6RRS
		-Characters		6SCH
	Credits




Before I begin Sora's story, a few notes on walkthrough.

-Rooms are randomly generated. Therefore, I cannot provide an accurate room
by room description.

-White Mushrooms. When they fall over backwards, use Blizzard. When they look
like they're shivering, use Fire. When a lightbulb appears over their head,
well duh.

-I know that Cures are magic cards, but I consider them so important that I
treat them as seperate entities in strategies.

******************************************************************************
*============================================================================*
*=========================      1. Sora's Story     =========================*
*============================================================================*
******************************************************************************
1ASS

The game starts off with the cutscene that you saw at the end of Kingdom
Hearts. Later on, sleeping under the sky at night, Sora will get up and
encounters a cloaked figure who tells him that ahead lies something he needs,
but he'll have to sacrifice something first. The trio of Sora, Goofy, and
Donald will then go to the castle.


				   ~~~~~~~~~
				   Floor One
				   ~~~~~~~~~

Inside the castle, the trio will get the feeling that King Mickey is around.
After comparing notes and finding out that they feel the same thing, they
decide to go on, when suddenly the cloaked figure from outside appears. Donald
will try to use a spell, but fails. The cloaked figure explains that they
forgot all their spells when they entered, and that they have to find their
memories. The cloaked figure will give Sora a card, and tells Sora to enter
the door with the card. Sora then will do so.


������������������������������������������������������������������������������
				  Traverse Town
������������������������������������������������������������������������������


	  _
	 |8|
	_ �\_
       |6| |7|	Exit
     _	�\_/�\_/
    |4|  |5| |9|
  _  �\ _/� _/�
 |1|   |3| |A|
  � \ _/� _/�
     |2| |B|
      �   �

	4 - Where you meet Leon + Yuffie
	6 - Where Leon + Yuffie + Aeris
	1-2-3-4-3-5-6-5-7-8 - Order to reach Boss
	B - Treasure Map Room - Gold-bordered Card required
	

Before I even start the walkthrough, I must give a note. If you ever obtain a
Blue value 1 Map Card, DO NOT USE IT! You will need it for the final boss, and
it can take a long time to find one.


Sora will be shocked having come into Traverse Town, but the cloaked figure
comes in and explains Traverse Town is really a mirror of Sora's memories,
an illusion. Sora will discover Goofy and Donald missing, and the cloaked
figure will then explain all about battle and cards. Due to my non-desire to
explain this in the story section, I'm not doing so, so if you want to know
more, just go check out the basics section.

Afterwards, Donald and Goofy will come in again, and the cloaked figure tells
Sora that he must embark through Castle Oblivion. You'll then learn how to
open doors.

For the first crown door, Goofy and Donald will appear to go with Sora.
Suddenly, Leon will come in and say that if Sora thinks he can go through
Traverse Town alone, he's done for. Although the trio will know who Leon is,
Leon won't know who they are...but it suddenly gets more confusing when he
calls them by name without knowing who they are. Yuffie will enter and say
that Aerith was onto something, saying that Aerith sensed some sort of strange
power. After some small talk, Yuffie says she'll go ahead and talk to Aerith,
then leaves. Leon will then teach Sora how to fight in battle. Afterwards,
Leon will give Sora the Simba and Key of Guidance cards.

For the second crown door, we finally meet Aerith, who comments that it seems
like she's met Sora and co. before. Leon and Yuffie figure out that they were
together once, but can't remember. Sora reminds them about when he sealed
the Keyhole in Hollow Bastion, and Leon will remember that. It's then
theorized that Sora's memories are affecting theirs. After some talk and
Aerith figuring out that Sora has a friend in Castle Oblivion, we finally
get to go out for some more action and get the Key of Truth.


To enter Room 8, you'll need the Key of Truth, which you should've obtained
earlier, and a green-bordered card, which should be Meeting Grounds. Inside,
we'll meet up with Cid, who knows Sora's name but not who he is, and informs
Sora that when the plaza bell rings, a giant Heartless will appear. He'll
then leave. The bell then will ring and the Heartless who shows up will be
none other than the nefarious Guard Armor.


+++++++++  +++++++++
G U A R D  A R M O R
+++++++++  +++++++++
Prize: Guard Armor card

The entity that is the unkillable Guard Armor once again has five feet. You
should have the Simba summon card in your deck, so start the battle off with
a bang by summoning him. After that, continue your fight by jumping up and
hitting Guard Armor's arms. If you time it correctly, you should hit both
his arm and his leg. Throughout the battle, collect the Goofy and Donald
cards, and unleash Goofy when you can on Guard Armor's legs.

When you see a card with a crown on it come bouncing down, FOR THE LOVE OF
WHATEVER DEITIES YOU BELIEVE IN GRAB IT! If you do, _USE IT_. The effect of
this card will paralyze the Guard Armor, and all parts of his body will fall
down and stay limp for a few seconds, giving you the time to attack his body
parts without fear of retaliation.

Guard Armor himself is an easy foe. His attacks consist of jumping to cause
a shockwave, which is negatable by simply jumping when he hits the ground,
sending out his feet to attack you, spinning around with his main body part,
and hitting you with his arms.

+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Afterwards, Sora will figure out that Riku isn't in Traverse Town, but rather
somewhere else in Castle Oblivion. Leon will give Sora some advice, and the
four former denizens of Hollow Bastion will leave. Aerith will suddenly then
come back and after some sadness over how she must be Sora's memories, she
tells Sora to beware his memories, that they could betray him. DOnald will
then call Sora to attention, and when Sora looks back, Aerith is gone.

Afterwards, you'll be set in Room 9. Now exit out.


				   ~~~~~~~~~
				   Floor Two
				   ~~~~~~~~~
1BSS

Here, Sora and co. will meet with the cloaked figure again. Sora asks him
what he wants from him, and the figure says it depends on what Sora has to
give. Suddenly, another guy appears, who says he was wanting to see how the
cloaked figure was doing with Sora and co. The cloaked guy figures that the
red spike-haired guy wants to test Sora, and then disappears. Spikey-hair
will introduce himself as Axel, and will then fight Sora.


+++++++
A X E L
+++++++
Prizes: Fire card, Olympus Coliseum World Card, Agrabah World Card,
Wonderland World Card, Monstro World Card, Halloween Town World Card

Axel has some hard hitting attacks, but he isn't all that powerful. His main
three abilities are Fire Wall, which consists of him using his combo 3 cards
and sending out a wall of fire, throwing out one of those spikes at Sora, and
just attacking him with his two spike weapons.

With that said and done, the best way to go through things is to either use
your own combo, or just attack him head on. Axel will teleport on to get out
of your way, but most of the time, he'll let you give him a beating before
he gets away.

As far as cards go, use Simba, and use your Blizzard card as well, as Axel
is of the fire element. Axel also runs out of cards quickly, and he tends to
use Fire Wall a lot, so he'll be recharging plenty of times. When he's doing
that, go and give him a good one.

+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++


After, we'll get some more World Cards, and Axel will reappear, saying that
because Sora beat him, he's ready to take on Castle Oblivion, and tells him
to follow his memories. Axel tells Sora that he's forgotten many of his
memories, even forgetting how to forget, but Sora says he'll figure things
out on his own. Axel warns Sora that he might no longer be himself when his
memories resurface, and disappears. Continue on to floor two.

Here, Jimmy will get worried about Axel's warning, but Sora will take it
lightheartedly. Goofy will mention another castle that they explored, but
then he can't remember anything about it -_-. After, head up and into the
door.

������������������������������������������������������������������������������
				   Agrabah
������������������������������������������������������������������������������


      _   _
     |6| |9|
   _ /� _/�
  |5|  |7| EXIT
 _ � \_/�\_/
|2|  |4| |8|
 �\ _/�   �
   |1|
    �\ _
      |3|
       �
	
	2 - Room where we obtain Key of Guidance
	3 - Where we fight Jafar
	6 - Room where we discover Jasmine
	9 - Treasure Map Room - Gold-bordered Card required


	Enemies
	=======

Entering, Goofy will spot Aladdin being surrounded by a bunch of Heartless,
and you'll be thrown into a battle right away after offering some help. After
the battle, more Heartless will appear, and Aladdin will summon Genie to
banish the Heartless with his first wish. After, he and the trio will decide
that since both groups intend to head to the palace, they might as well
stick together. Afterwards, you'll obtain the Key of Beginnings.

To enter Room 2, you will require a green bordered card (Sorcerous Waking or
Meeting Ground) and the Key of Beginnings. In here, Aladdin will explain why
he needs to get to the palace, mentioning his trek out of the Cave of Wonders
was hard enough. After some nitpicking from Genie, Aladdin will offer his
third wish to free Genie. After some talking about the vizier Jafar, we'll
leave, having obtained the Key of Guidance.

To get into Room 6, you'll need the Key of Guidance and 15 points worth of
blue-shaded Room Cards (Meeting Ground works). Inside, we'll see Jasmine
being attacked by a swarm of Heartless, and as she's too far away to rescue
in time, Aladdin uses another wish to save Jasmine. The group will run to
Jasmine, and some more Heartless will pop up. Sora tells Aladdin not to waste
his last wish, and we fight once again. For your troubles here, you'll get an
Ether. Suddenly, Jafar will appear, and he'll have the lamp, stolen from
Aladdin! Jafar says that he knew that Aladdin wanted Jasmine to be his, but
he says that Jasmine will be his wife instead. To this end, he will become
the sultan of Agrabah. With the lamp in Jafar's hands, Genie will leave with
him carrying Jasmine. Aladdin will be depressed, but Sora will talk him into
going and fighting Jafar. After, we'll gain the Key to Truth.

With the Key of Truth in hand and a red-bordered card, head to Room 3. Here,
the trio alone will confront Jafar, who laughs at Aladdin's pitifulness to
not even show up. Suddenly, Aladdin will show up, and, caught by surprise,
Jafar will use his second wish to stop Aladdin - bring his last wish down to
winning Jasmine's heart or defeating the quartret. Jafar will instead use
his last wish to become a genie himself.

+++++++++   +++++++
J A F A R,  I A G O
+++++++++   +++++++
Prize: Fire Card

Jafar is a heavy hitter, and a difficult boss in his own right for one good
reason - he is INVINCIBLE! Instead, you must attack Iago, who will be flying
around, while three platforms will constantly raise and lower.

Jafar himself, as said before, has some hard attacks. One is where he will
zap a platform with a ray of fire. A second one is where he will slam the
platform in front of him with his fist, which you can dodge by jumping when he
slams his fist on the platform. However, when he submerges under the
lava, you know you are in deep shit, because once he emerges, he will be
carrying a titanic ball of lava, which he will promptly throw at you. It will
then explode upon impact, sending rock around a bit. The best way to do this
is to roll right out of the way just as Jafar throws it.

As always, grab the Mickey Mouse head/crown cards that drop down, as it will
do a convenient effect to the boss. In this case, it will freeze Jafar for a
short while while causing Iago to go down a bit, allowing you to get some
direct hits on him from the ground.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Afterwards, with Jasmine rescued, Aladdin will wish for Genie's freedom.
Aladdin then goes on about if he used his last wish to win Jasmine, he'd be no
better off than Jafar. Aladdin will also thank Sora for keeping him going.
Genie will then aid Sora, giving him the Genie Summon Card.



				  ~~~~~~~~~~~
				  Floor Three
				  ~~~~~~~~~~~
Here, Goofy will finally remember another detail about the castle that they
were in before - it was where Sora turned into a Heartless. However, none of
them can remember the name of it (Hollow Bastion for those who don't remember
it). Jiminy's pages, as detailed as they are, turn a blank as they've become
blank! On the next floor, Sora tells Donald this might be because their
memories are gone, and Jiminy will mention what the black-cloaked figure said
earlier - "In this place, to find is to lose and to lose is to find." It'll
be figured out this refers to memories, thus fitting the title Castle
Oblivion. Donald gets worried and wants to turn back, but Goofy reminds Sora
that even when he was a Heartless, he didn't forget about his friends. Now
head up the stairs and go to Wonderland.


������������������������������������������������������������������������������
				  Wonderland
������������������������������������������������������������������������������

     _
    |6|      EXIT
   _ �\_   _/
  |5| |7| |9|
 _ �\_/�\_/�
|1| |4| |8|
 �\_/� _/�
  |2| |A|
   �\_ �
    |3|
     �

	A - Where the Trial is
	3 - Where we meet up with Alice and the Chesire Cat
	5 - Treasure Map Room
	6 - Where we fight the Trickmaster


Entering Wonderland, the trio will encounter Mr. Rabbit, who blabbers on
about a trial and his being late. Gee, remember a similar trial from a while
ago? After the short conversation, we'll receive the Key of Beginnings.

To get into Room A, you'll need a 5 card, a 7 card, and the Key of Beginnings.
Inside, we'll see Alice under trial for purportedly aiding the Heartless. It
also seems the Queen's memory was stolen. Sora will put himself forward as the
thief to take away the blame from Alice, and thus we'll end up having to
battle some cards. The fight with the Cards is pretty easy, as all they'll
ever do is lunge at you and attack, although you might have to recover your
HP once. Afterwards, you'll receive the Card Soldier Card. Afterwards, Alice
will have gone missing, and on top of that, a bunch of Card Soldiers will
come running at the trio, who will promptly run. We also get the Key of
Guidance.

To get into Room 3, you need a green-bordered card and the Key of Guidance.
In here, Sora will meet up with Alice again, and confirms that he isn't the
thief - he just did so to save her. The Chesire Cat will then appear and spout
some stuff on memories - such as forgetting something meaning it never really
happened, and then disappears. We then get the Key to Truth.

To get into Room 6, you'll need a card with 3 or less and the Key to Truth. In
here, we'll be out of the forest and in a room, and the Queen appears. She
begins to sentence Alice, but suddenly her memories get messed up as something
swipes her memories again. Yep, it's the Trickmaster again.

+++++++++++++++++++++
T R I C K M A S T E R
+++++++++++++++++++++
Prize: Trickmaster Card

The Trickmaster's first attack after moving around a bit will most likely be
crossing his two torches and sending out a small fireball. You can dodge this
by simply jumping as soon as it hits the ground or roll out of the way. When
walking around, he'll twirl his torches, which can hit you if you're under
them. He'll sometimes stand around and twirl his torches as well, preventing
you from hitting him with a well-placed air attack. His last attack will be
a shockwave-esque attack - all you have to do is jump.

The use of the green crown card that sometimes appear causes a table to
sprout up, giving you easier access to hit the Trickmaster.

Really, though, the Trickmaster shouldn't be too hard to deal with. The main
thing you want to do is equip a few Fire cards if you have any, and bring in
a few cures too - they'll vastly help you out by paralyzing the Trickmaster
for a few seconds. The only thing of real notice is that he seems to have an
incredibly big amount of health, so don't be using combos, as you'll likely
have to focus a few times.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Afterwards, the Queen orders Sora to tell her where the Heartless came from,
and when he's unable to answer, orders his arrest. Alice will but in,
reminding the Queen of her 'asking' him to stop the Heartless. The Queen,
not wanting to ruin her dignity, will pretend she did just that and leave with
her guards. Alice will then quote the Chesire Cat's wisdom, and then we'll be
done with the world of Wonderland. Now, head to Room 9 and the exit.

				  ~~~~~~~~~~
				  Floor Four
				  ~~~~~~~~~~

Donald will comment that he hopes the King is OK, and Sora can still remember
about Riku and the door at the End of the World. Sora comments that the
really important memories they don't seem to forget. He then flashes a good 
luck charm that he got from Kairi. Suddenly, he sees Kairi in a hallucination,
who turns into a different girl...Weird...

Elsewhere, after going up the stairs we'll see Axel talking to an unknown 
girl, and Axel says he's interested in Sora because he came back from being
a Heartless. They both talk about the heart, about what a deep and remarkable
thing it is, and how researching the heart is the entire point of the
organization.

On the next floor, the trio will wonder what they forgot on this floor. For
now, head up the stairs and enter the Olympus Coliseum.


������������������������������������������������������������������������������
				Olympus Coliseum
������������������������������������������������������������������������������


     _
    |9|
   _/� _
  |8| |A|
   �\_ �\_
    |7| |6| EXIT
   _/�\_/�\_/
  |3| |4| |B|
   � _/�\_ �
    |2| |5|
     �\_ �
      |1|
       �
	3 - Room where we first meet up with Phil and Hercules
	9 - Treasure Map Room
	5 - Where we fight Cloud
	A - Where we fight Hades


Donald will spot an announcement for a battling tournament known as the
"Olympus Coliseum Survival Cup". After running through an obstacle course, you
fight other contenders. With Hercules tagging in the game, Sora decides to
enter, and heads along to the preliminaries. However, Hades will come along,
and seeing an opportunity to smite Hercules, has an offscreen character come
out. In return for returning some memories, this character will kill
Hercules. After, Sora will obtain the Key of Beginnings.

To get into Room 3, you need the Key of Beginnings and a card with a value of
8 or higher. In here, the trio will meet up with Phil and inform him that they
want to join the competition. Phil thinks they won't be able to beat Hercules,
but Hercules will come up and ask him to give them a try. Phil then says that
they might have to cancel the games, as nobody else got through the prelims,
and Sora uses that as another point in his advantage. Suddenly, a new person
will appear...Cloud! After that, Phil will detail a game (Which won't really
matter). Sora then gets the Key of Guidance.

To get into Room 5, you'll need any card with a value of 1 or higher (Read:
Any card) and the Key of Guidance. In here, Sora will meet up with Cloud,
and Donald will remind him of Rule Number 3: You can interfere with the
opposition. Cloud, however, has his eyes set on Hercules, who hasn't caught
up yet. Sora and co. will also want to remain for Hercules, forcing Cloud to
fight Sora.

+++++++++
C L O U D
+++++++++
Let me make this clear: if you think that you can just head in and defeat
Cloud by hacking and slashing trigger-happy with your cards, you WILL get your
butt kicked. First thing's first; Cloud on his own is a titan. He will severly
destroy your HP meter in a matter of seconds if you allow him to get within
sword's reach of you, so you want to roll out of the way if he gets too close
and otherwise keep your distance. Sometimes, Cloud will fly up and attack you
from above - again, dodge his attacks by rolling. But perhaps the most harsh
and vicious of his attacks is his Cross Slash combo.

Now, how can we defeat him? Cloud as an entity may be hard, but his reliance
on cards is his main weakness. Simply put, he uses up cards like an addict
uses up money, and he'll oftentimes have to focus. Also, he has no long-range
attacks. Bring in a bunch of Fire spells and summons, and he should for the
most part go down easily. Next, you'll want at least three Cures to make up
for the heck he will cause you, and a good pile of strong Keys to deal the
majority of the damage. If you take the strategy of holding out, he'll very
quickly be forced to focus at least at level 3, giving you more than enough
time to hurt him.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Afterwards, Cloud will have disappeared, and it's figured out that he's headed
for the exit. We then gain the Key to Truth.

To enter Room A, we need a red-bordered card, a green-bordered card, and the
Key of Truth. Inside, Hercules will have beaten Cloud, but Cloud will get up
for one last fight. Sora will back Hercules up, and Cloud reveals that he
needs to defeat Hercules to get back his memories. Hades will then enter, fire
Cloud, and will try to kill Hercules, but Sora will interrupt.


+++++++++
H A D E S
+++++++++
Prize: Hades Card

This guy is damn hard, and rightly so. He will piss you off, cut you to
pieces, bury you, and use your burial site for a manure pile. His first act
will be to get his temper riled up and turn red, where he'll mainly move
around and try to hit you with fire from out of his hands. In addition to
this, from time to time he'll smash you with his fist or send out a giant ball
with another card combo. Also, sometimes he'll point out his finger and summon
a small fire.

What makes this frustrating is that despite how many times he focuses, it
doesn't seem as if he ever loses any cards or if his focus times ever gets
more than a minimal amount of time. Couple that with the ineffectiveness of
some magic cards, the high amount of breaking that he'll likely do to your
cards, the rare occasion that you can actually hit him with your keyblades,
and how few times you'll be able to use your Cures, and you'll have a right
to getting angry.

The main key here is to reduce the number of Keys you have, bring in a couple
of ethers, and stockpile up on Blizzards, Cures, and Ethers, and a few
Summon cards. With these in hand, try to attack Hades with Blizzards, and
after stopping his attacks with an Ether, go in and nail him with some Keys,
then back off. Heal whenever you need to, and use Summon cards as they go.
Eventually, his small HP bar (As compared to other bosses) should drop to
nothing.

Also, I think it goes without saying that if you do use a Fire card you do NOT
pass Go and collect your 200$.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, the games are cancelled, and Hercules proposes to battle Sora later on
when he's in better condition. Cloud then comes to, and apologizes. Sora tells
him he hopes he gets his memories back, and Cloud then leaves, tossing Sora
the Cloud Card. In Room B, head up to Floor Five.

				  ~~~~~~~~~~
				  Floor Five
				  ~~~~~~~~~~
Up here, Sora will try to remember who he saw/hallucinated about earlier, with
the girl's name on the tip of his tongue. Donald will then come along and
harass Sora to get him coming along. Going up the stairs, Sora will finally
remember. Apparently there was another girl on the Destiny Islands who played
with him, Riku, and Kairi, but she moved away. Unfortunately, Sora cannot
remember her name, as his memories are coming back to him in bits and pieces.
Now, head up the stairs and go to Halloween Town.

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				 Halloween Town
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	3 - Where we meet Sally
	7 - Where we meet Dr. Finkelstein
	8 - Treasure Map Room
	B - Where we fight Oogie Boogie

In Halloween Town, Goofy will exclaim that he's a bit scared. Donald will
then tell him off, but Jack Skellington will then appear, scaring Donald. Jack
promotes Halloween Town, saying it's the perfect place for chills and scares.
He'll then say they have a little problem - and then the Heartless appear.
After, Jack explains he wants to rid the Heartless, as they go around and
attack people instead of just scaring them. He then asks the trio to follow
him to Dr. Finkelstein to see if the doctor has some answers. The trio decides
they had better go. Sora then learns Terror, and we gain the Key of 
Beginnings.

To enter Room 7, you'll need the Key of Beginnings and 20 points worth of
any type of card. In here, talking to Dr. Finkelstein, the doctor will say
that he invented a potion that brought back "true memories" - in other words,
memories not tarnished by the perception of a person. However, just as he
finished it, the Heartless came, and the potion is gone. Jack says that he's
going to look for Sally, whom he thinks has the potion, and Sora offers to tag
along. We also get the Key of Guidance.

To get into Room 3, you'll need the Key of Guidance, and a red-bordered card
along with another card with a value of 5 or less. Inside, we'll meet Sally,
and Sora will request of her to give the potion back after learning she has
it. Sally will comply, but expresses her fear, as when Dr. Finkelstein smelled
it, the Heartless appeared; what would happen if someone drank it? Suddenly,
Oogie Boogie will appear and steal the potion. He says that his drinking it
would be perfect for Halloween Town, and runs off. Jack will then be
determined to stop Oogie Boogie, and we get the Key to Truth.

To get into Room B, you'll require a card with a value of 0 and the Key to
Truth. Inside, Jack will confront Oogie Boogie and demand the potion back, but
Oogie Boogie will spite Jack and drink the potion himself. Suddenly, Oogie
Boogie feels weird, and tells Jack to get back. We then end up in a battle.


+++++++++  +++++++++++
O O G I E  B O O G I E
+++++++++  +++++++++++
Prize: Oogie Boogie Card

What you want to bring into this battle are your Cloud Card, a bunch of 0
value Keys, 8 value Keys, and 9 value Keys, a few Cures, and a ton of
other hard-hitting cards that you might have stashed away. You'll need these
cards because, without a doubt, Oogie Boogie is one annoying (though only
mildly difficult) boss.

Oogie Boogie, for the most part, will be behind some spikes, and will send
out dice. His card attack will always be Level 7, so you need your 8, 9, and
0 cards to destroy the dice. If you don't destroy any of the dice, Oogie
Boogie can summon monsters, send a sharp disc flying at Sora, or bring spikes
down from the ceiling to try and hit you.

After you destroy three dice, the spikes will have gone down completely, which
will allow you to get onto the stage and hit Oogie Boogie who will be
relatively powerless to stop you. After you deal him some heavy hitting, the
spikes will come up again and knock Sora off the stage.

Throughout the battle, the green-crown/Micky face card will come down. If you
grab this, it's effect will be to make the spikes come down completely, again
giving you some more time to hit Oogie Boogie and to cause him havoc for what
he's done.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Afterwards, Dr. Finkelstein comments that there are only a few drops left of
the potion. Goofy asks Sora if he wants to take the last few drops, but Sora
remembers his promise to Axel to find his true memories on his own. The
doctor will then theorize that the potion was successful, but that true
memories can unbalance the heart. Sora is a bit scared of Dr. Finkelstein's
theory, but Jack will give him some reassuring words, and Sora thanks him for
that. Once you're deposited in Room C, head up to Floor Six.


				   ~~~~~~~~~
				   Floor Six
				   ~~~~~~~~~

Up here, Donald will ask Sora about his friend of the past. Sora will then
reminencse about her, and says that she was a good artist, but that one day
she was just gone. It'll then be commented on that Sora's remembering things
rather than losing things, and Sora will finally interpret what the black
cloaked figure said once a while ago - To gain memories, you must first lose
memories. Unfortunately, he still can't remember the girl's name.

Heading up the stairs, Axel will be talking to another woman about Sora. She
wants to go and play with him next, and he'll allow her to. Axel reminds her
not to break him, as Sora is partly part of the Organization. Up on Floor
Six, head up the stairs and into the last world, Monstro.

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				   Monstro
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	5 - Treasure Map Room
	6 - Where we confront the Parasite Cage
	9 - Where we fight the Heartless
	A - Where we meet Gepetto

Coming in, we'll meet up with Pinocchio, who explains that we're in the belly
of the great whale Monstro. After Pinocchio sees Jiminy, Jiminy says that
they can't break apart. Pinocchio says he didn't turn a lie, and then his
nose grows -_- HE'S TURNING MONSTRO INTO A WHALE OF LIES! After Sora explains
that they got through in a special way, Pinocchio gets the blues, as he and
Gepetto are trying to get out. After Jiminy expresses interest in seeing
Gepetto again, Pinocchio tells Jiminy and the trio to follow him. After, you
will obtain the Key of Beginnings.

To enter Room A, you need a card with a value of exactly 3, a card with a
value of exactly 4, and the Key of Beginnings. Inside, we'll meet Gepetto, and
Jiminy will ask him how he got stuck inside Monstro. Gepetto says he was
sailing looking for Pinocchio, and that he got swallowed by Monstro. After
some talk about friends and the like, Sora will realize that Pinocchio's off
somewhere else. Gepetto explains that he's likely off exploring the innards
of Monstro, and that in spite of the dangers, Pinocchio won't tell him why
he's doing so. After, it's decided to go and search for Pinocchio, and we get
the Key of Guidance.

To enter Room 6, you will require a card with a value of exactly 6, a card
with a value of exactly 7, and the Key of Guidance. Inside, we'll confront
Pinocchio about his wandering off, and he'll apologize. Pinocchio wil say
that he's looking for treasure, but then admits that he's looking for a way
out, as it's his fault that he and Gepetto are stuck in there. Donald will
then tell Pinocchio that all he needs now is courage to tell Gepetto about
what he really is doing. Sora will back Pinocchio up, and we're all about
ready to leave when suddenly the room shakes. Jiminy tells Pinocchio to run
for it, and he complies. A monster then appears. And guess what? Pinocchio's
trapped in the Parasite Cage.

+++++++++++++++  +++++++
P A R A S I T E  C A G E
+++++++++++++++  +++++++
Prize: Parasite Cage Card

Parasite Cage isn't really hard at all. In fact, he's _easy_. However, the
way to fight him is anything but calm, but it's not something that's going to
make you pull your hair out.

On a poisonous field, you have four stone platforms to stand on that move
around in a circle, and you can jump between them. If you fall on the field,
then it'll poison you. That's basically it. As for the Parasite Cage, you for
the most part need to get right in front of him before you can hit him. This
will allow him to hit you with one of his tentacles, and you don't want that,
so when he raises his tentacle, jump away onto another platform. Sometimes,
the platform you're on will slowly sink, so when that happens, jump off and
wait for it to rise again. The Parasite Cage can also send out a rasp of
poisonous breath at Sora.

For your armament of cards, you generally want any level of Keys, Cloud, a
few magic spells, DEFINITELY a few Cures in case of the poison, and
otherwise hard-hitting cards. The Mickey head/crown card comes a lot more 
often in this battle than other battles, as when the Tentacle Cage's mouth
drops open, you can attack it and get a card coming right out of it. When you
use the card in this battle, it'll neutralize the poisonous field for a short
period of time.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, Sora tells Pinocchio to try to get out of the Parasite Cage, and it
works. It is then discussed that the same thing might work with Monstro: if
they try to cause havoc in the great whale's stomach, he might spit the ship
up. Jiminy then forces Pinocchio to go stay with Gepetto, and we get the Key
to Truth.

To enter Room 9, you'll require the Key to Truth, a red-bordered card with
a value of 3 or less, and 30 points worth of green-bordered cards. Inside,
we'll meet up with a dead end. A decision is made to shake up things a bit,
and what do you know? Along for the ride is a bunch of Heartless. In this
fight, basically all you have to do is kill the Heartless fast enough to fill
up the bar that's shown. After, you will get the Dumbo Summon Card.

After, Monstro will start spitting things out, and when the trio wakes up,
Jiminy thinks over how much Pinocchio has matured, and doesn't mind anymore
that he and Pinocchio are parted. Now head up onto Floor Seven.

				  ~~~~~~~~~~~
				  Floor Seven
				  ~~~~~~~~~~~
1CSS


Coming up onto Floor Seven, we'll see Larxene (Who was talking to Axel) and
Donald will instantly recognize her as being associated with Axel. She
comments to Sora that it must be nice to put away his memories and find out
true memories. She then tells Sora that when the girl from his childhood finds
out he forgot her name, she'll be heartbroken. Caught off-guard, Sora will be
downed by Larxene, who tells him that he must go through her to rescue the
girl. Larxene tells Sora to remember the girl's name, and then he'll remember
it - Namin�. Larxene will call Sora heartless for having forgotten her name,
and then threatens to break Sora's pendant that he got from Namin�. Looks like
we gotta fight.

+++++++++++++
L A R X E N E
+++++++++++++
Prize: Thunder Card

Larxene is one tough woman, and she'll give you your money's worth. However,
her attacks, as damaging as they may be, are entirely predictable and if you
know them off-hand, can allow you to dodge EVERY SINGLE ATTACK.

For starters, Larxene will raise her hands. When this happens, roll out of
the way, as she'll summon lighting bolts that will attack the area around
her. When she is facing sideways and points her fingers, get out of the way
of her fingers, as she'll shoot out lightning bolts from her fingers in a
straightforward path going left/right. Finally, when she combines 3 cards, she
will activate a sort of pulling attack. To dodge this, run away when you see
her gathering three cards, and if the screen goes dark, wait until it lights
up again, and then JUMP! If you jumped just as soon as the screen went dark,
her pull attack will occur, but it won't affect you while you're jumping. This
will cause the pull to retreat back a bit, and by the time you land, it will
have gone back too far to pull you anymore. Lastly, she has a physical attack
where she will just move forward and strike you for not very much damage.

Card-wise, again, bring in some Keys, heavy-hitting summons and magic, and
the regular Cures. However, do NOT use the combo attacks. This battle can
be compared to your fight with Axel - eventually, Larxene's constant use of
combos and shortage of cards will lead to a long Focus period, allowing you to
hit her without fear of retaliation. Besides, those Cloud cards can deal a
great amount of damage.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++


Afterwards, Larxene comments that Sora's at least a decent fighter, and gives
him some more world cards before running off. Sora will OWN her, saying that
Namin� is too special for Larxene being the one to make him remember her. Now
head onto the next floor.

Back to Axel and Larxene, Axel comments that Larxene looked like she flat-out
lost. A new member of the Organization, Vexen, will then show up and say that
Larxene was an embarrassment to lose to Sora. Vexen then tells the duo that
he came to experiment with Sora, as he was unconvinced of any of Sora's
supposed potential. After trading back and forth some hate between Vexen and
Larxene, Axel tells Vexen he can do as he wishes, and gives him a card.

Back to the trio, Sora is running leaving the other two behind to catch up
with him. Goofy and Donald have a small talk, and believe that Sora's
remembering Namin� and then learning that she's being held captive is doing
this to him. Now, go up the stairs and head into Atlantica.

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				  Atlantica
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	Room 6 - Where we meet Ariel and Ursula
	Room 7 - Where we meet Sebastian
	Room 8 - Treasure Map Room
	Room E - Where we fight Ursula

Here in Atlantica, we'll be dropped into the bottom of the sea, but we can
breathe in the water as if it were air. Ariel will then show up, and retreat
when she sees the trio. She asks them to forget she was ever there, and when
Goofy asks her what she has, she reminds him to forget she was ever there.
Hmmm...suspicious. We'll then gain the Key of Beginnings.

To enter Room 7, you will require the Key of Beginnings and any red-bordered
card. Inside, we'll meet Sebastian, who explains that the King's trident has
been stolen, rendering Atlantica defenseless, and on top of that, the Princess
Ariel has gone missing. He'll then fret over it a bit more, and mention that
Flounder should know where she is. The trio will figure out that Ariel must
have stolen the Trident, but don't know why. One thing's for sure, Sebastian
shouldn't know this. After, we'll also get the Key of Guidance.

To enter Room 6, a green bordered card and the Key of Guidance is necessary.
In here, we'll overhear Ariel admitting that she did steal the trident. Ursula
will then show up and reveal that Flounder has floated up, and that she is
'borrowing' the trident to save Flounder. Ariel will ask for more time to
think, and Ursula will comply, leaving. Sora will then butt into Ariel's
thoughts, and it turns out we agree with that Ursula is trying to play Ariel
for a fool. Sora then offers to go with Ariel to talk to Ursula, and Ariel
will accept and thank him.

To enter Room E, a blue bordered card and the Key to Truth are needed. In
here, Ursula will comment on the trio being with Ariel. Ariel will demand
proof that Ursula can get Flounder back, and Ursula then reveals that she has
Flounder. Ariel will hand over the trident, and Ursula will hand over 
Flounder. Ursula will then tell Ariel that her wish to visit other worlds will
come true very soon - unfortunately, death's row is one-way.

+++++++++++
U R S U L A
+++++++++++
Prize: Ursula Card

Ursula is a boss who if you don't know what heck you're supposed to do, will
kick your ass totally in a matter of minutes. Your goal is to destroy the
tentacles surrounding and guarding Ursula, then jump up and hit her head
directly when she no longer has a full armada of tentacles guarding her.

Ursula's attacks range from the tentacles swiping out at Sora, to Ursula
sending out some lightning onto the field. The real pain-dealer though is
when Ursula will open her mouth and then shoot a giant ray of electricity.
That is what you do NOT want to get caught in the middle of.

As far as cards go for bringing in, you want a good number of 7, 8, 9, and 0
value cards, along with some magic cards, a few Cures, and the strongest
Summon cards that you can manage. The magic cards + keys should be used to
disable the tentacle guardians, and the Summon Cards should be used on Ursula,
and when you run out of the Summon Cards, use regular Keys.

Green Mickey cards that will come around every so often disable Ursula's
tentacles and makes her head level to Riku for a small amount of time.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, Flounder explains that Ursula tricked him and apologizes. Ariel will
be happy that he's just safe, and realizes that if King Triton finds out she
stole the trident when she returns it, she'll be grounded forever. Sebastian
will then come in, but while he's out of hearing, Sora suggests to Ariel that
she could say Ursula stole the trident. However, Ariel has different plans,
as she doesn't want to lie about this - and besides, she did it to rescue
Floudner. Afterwards, exit out onto Floor Eight.

				  ~~~~~~~~~~~
				  Floor Eight
				  ~~~~~~~~~~~

OMGWTFLOLBBQ it's Riku! Riku and Sora have different feelings towards each
other, that's obvious. Riku thinks Sora has completely forgotten about him,
only thinking about Namin� - and promptly informs him that Namin� doesn't want
to see him at all. He tells Sora that he needs to remember why Namin� left the
island, then transforms, saying that anyone who wants to get to Namine needs
to go through him.

+++++++
R I K U
+++++++
Prize: Aero Card

Riku is basically a wildcard. He's annoying, he's frustrating, he can damage
you badly, but so long as you keep your cool and keep your HP up and
continuously hit him with Summon Cards, Magic Cards, and Key Cards, he'll go
down. On that note, he has a wide range of sword attacks, enough so that I
won't bother listing them this time around. You can dodge roll your way out of
most of the attacks anyhow.

For the most part, run in and hit him, and when he begins to administer a
beating to you, run out, heal if necessary, then run back in and hit him. With
a Magic Card or Summon Card, you'll have a hard time keeping him still, so you
might want to forego the weaker cards for more Key Cards, unless you're
willing to take the time to memorize Riku's entire movement patterns.
Eventually, though, he should go down, but not until after you go through one
heck of a life bar.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After the battle, Riku will run away. Follow him up the stairs. Here, Goofy,
Donald, and Jiminy will confront him over Riku, and convince him that seeing
as this is Castle Oblivion, Riku's probably forgotten a few things about
Sora - not that he's being controlled by Heartless again - but Donald does get
worried about the situation, as Riku was with King Mickey before. Sora will
then proclaim to save Namin�, Riku, and Mickey. Now go upstairs and into the
100 Acre Wood.

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				100 Acre Wood
������������������������������������������������������������������������������

In here, Sora will meet up with Winnie the Pooh, who seems to have lost his
friends and cannot find them. He's also hungry, but if he tries to eat, he
will be unable to search. Sora will offer to help him search, having been
trying to look for his own friends, and Pooh will happily accept.

To complete 100 Acre Wood, you don't have to go through any bosses or anything
of the sort. Instead, you'll have to lead Pooh around using the R button to
find his friends, and at the end, you'll obtain the Bambi Summon Card. To make
things easy for you, I'll do stuff in a step by step process. Just remember
not to stray too far from Pooh, or he'll stop.

- First head down and call Pooh to the bucket of honey next to the vegetables
  growing that Rabbit is harvesting. After that's done, take him to the cart
  that's next to Rabbit (the empty one), and jump in, then call Pooh in. This
  will cause one of the wheels to fall off.

- Next, bring Pooh down to contact with Piglet. Piglet wants to stay out of
  Pooh's attention, and in his odd state, declines Pooh's request to come
  along with him and look for their friends. Piglet however will give us the
  Confuse ability, though he still won't go along.

- Preceding that, go down and bring Pooh to the large cluster of balloons.
  Grabbing them, he'll float up, and Owl will come and bring him down. Pooh
  comments he could do that every day, and Sora suggests using a balloon to
  find his friends. However, Owl will contradict him, giving a few words of
  wisdom. Owl will then give us the Spellbinder ability.

- Go down and grab some of the honey. After that's done, bring Pooh down and
  into the hole that has tracks before it. Pooh will float up, but this time
  will come up with Roo. Roo explains he fell in while looking for Tigger, and
  decided to stay to surprise Tigger. Sora suggests that instead of waiting,
  he goes and finds Tigger instead. Roo will take the idea, and then give Sora
  an Elixir.

- Bring Pooh down to another pot of honey. Go ahead down with Pooh and talk
  to Eeyore, who explains he's lost his tail...again....Now, bring Pooh down
  a bit more until you see four stumps in a square shape next to a sign. Call
  Pooh up onto one of the stumps, and have him jump counterclockwise like
  Tigger was earlier. After a full rotation, Tigger comes in, and compliments
  Pooh on his jumping, but tells him that he's got to try all types of 
  bouncing. Sora then explains they wanted him to notice, and Tigger will put
  on a performance. Tigger will leave, but he leaves behind the Idyll Romp
  ability.

- Now, do you see the beehive up a bit to the north on the right side of the
  field? Bring Pooh up to it, and a bunch of bees will suddenly start chasing
  him. He'll run around a bit and hit the tree holding Eeyore's tail, and it
  will fall down. Eeyore will claim his tail, and thanks Pooh, even if it was
  an accident that Pooh helped him out. Eeyore then grants Sora the Bind
  ability.

- Now take Pooh down past the small stumps and grab some more honey. After
  that's done, leave him there, then go and hit the 7 pillars that are around
  with your keyblade. Once they're all in the ground, go down a bit and hit
  the other 5 pillars. Now, go back to Pooh. How this works is that you want
  to have him weave a path between the pillars. After, a bunch of cabbage will
  come falling down. Hit them, and once you hit 14, Rabbit will come and
  give you a reward.

- Once you reach the end, Pooh will thank Sora, and give him the Bambi Summon
  Card. Now head back to Castle Oblivion.


				  ~~~~~~~~~~
				  Floor Nine
				  ~~~~~~~~~~

We'll end up meeting Riku again, and he tells Sora to leave. Sora says he
needs to rescue Namin� and him, but Riku thinks he doesn't need rescuing. He
asks Sora if he even remembers what his other friends looked like (Selphie,
Tidus, and Wakka from Destiny Islands), and Sora cannot remember. Riku will
then comment that Castle Oblivion removes the useless memories and makes you
remember what's really important. Sora then asks Riku if he can jog his
memory, and we'll end up in Sora vs. Riku II.

+++++++  +++
R I K U  I I
+++++++  +++
Riku II is an upgraded form of Riku, but for the most part, he's still the
same.

However, there is one major difference that actually makes him WEAKER. Unlike
your last battle with Riku, Riku will this time around use combos a lot - this
is because now he has a magic attack, Dark Firaga. When you see him using this
combo, wait a small amount of time, and as soon as he casts it, dodge roll
the opposite direction of what the flame is headed in - it won't turn around
and try to hit you.

The implications of this means that Riku will run out of cards a lot faster,
building up higher amounts of Focus time required, and overall giving you more
time for ruthless attacks. As always, don't use any Combos, as you'll need all
your cards for each runthrough, and bring in some Cures. Riku is still as
fast as before, so again, I don't recommend using magic and weak Summons(With
the exception of Fire). However, if you do want to use a damaging attack that
might take a bit of time, use it just as he starts his Firaga spell, as it
does take a small amount of time to use.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Afterwards, Riku tells Sora he should hit harder, as he isn't remembering
anything. Sora asks Riku why they can't help each other, but Riku thinks
Sora's trying to get into his heart. He then leaves off angry. After, Sora
will learn Warpinator. When heading up the floor, we'll see a scene between
Axel and Namin�. Axel tells her that nobodies can't be somebodies, but that
there surely is something that she could do.

Back to Sora, he wonders why he and Riku are fighting when they both want the
same thing; to rescue Namin�. Donald tells him to have a little faith. After
some conversation, however, it turns out we're losing even more memories. In
fact, we're forgetting Kairi. Well now, head up the stairs and go to Never
Land.

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				  Never Land
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	EXIT
       _/
      |8|
       �\_
        |7|
   _   _/� _
  |4| |5| |C|
   �\_/� _/�\_
    |3| |9| |D|
   _/�\_/�   �
  |2| |6|
 _/� _/�
|1| |A|
 �   �\_
      |B|
       �
	8 = Where we meet Peter
	B = Where we meet Wendy
	4 = Where we fight Captain Hook
	D = Treasure Map Room


The trio will figure out they're on a ship when Tinkerbell the fairy comes and
tries to entence them into following her. With nothing else to do, it is
decided to follow her. We'll also then obtain the Key of Beginnings.

To enter Room 8, you will need any red-bordered card and the Key of 
Beginnings. In here, Sora will comment that all the rooms are beginning to
look the same, and Donald will think they're walking around in circles, and
ends up ticking Tinkerbell off. Suddenly, Peter Pan will come down, and 
thinking that the trio are pirates, will challenge them to a fight. Sora will
quickly say otherwise, and we learn this is a pirate ship - the ship of
Captain Hook, to be precise. After some general thought, Sora figures out that
Tinkerbell wanted them to make some racket to distract the pirates so that
Peter Pan could rescue the kidnapped Wendy. Oh well. We also get the Key of
Guidance.

To enter Room B, you require any card with a value of exactly 9, and the Key
of Guidance. Inside, we'll meet up with Wendy. Peter will want to head back
home...but Wendy then reveals she wants to go back to London! Peter reminds
her that if she stays in Never Land, she won't grow up, but if she goes back
to London, she'll grow up. In a fit of anger, Peter will leave. After some
general discussion, Sora offers Wendy to create a distraction so that she can
escape. Now we get the Key to Truth.

To enter Room 4, a card with a value of exactly 1 and the Key to Truth are
required. Out on the docks, the trio will be glad to have gotten out - and
then Captain Hook comes and confronts them. Thinking them comrades of Peter
Pan, he shows Wanda on the plank! Peter Pan will take the bait - however, he
will have rescued Wanda and flown off with her. Captain Hook, angry, will
battle Sora.


+++++++++++++  +++++++
C A P T A I N  H O O K
+++++++++++++  +++++++
Prize: Hook Card

You may think that all the bosses before Captain Hook might have been
annoying but otherwise easy. You might have thought that the rest of the game
would go along like this. Even if that wasn't the case, even if you thought 
that there would be at least one tough boss along the way, _Nothing_ could
prepare you for the brokenness that is Captain Hook.

First, the battling arena. In this fight, the ship will tilt back and forth,
making you move when you don't want to, thus eliminating just about every
magical spell and Summon card for most of the ride. To really use a Summon
card, you'll have to become familiar with the tilting of the ship and attack
when it won't tilt.

But that's assuming you hit Captain Hook. Captain Hook has basically THE
annoying dodge rate of any boss in this game. Not only that, but he can send
out bombs at a tireless pace that have a wide exploding area, and if he gets
within range of you, he will pummel you to pieces with his sword attack that
is basically impossible to dodge once he's started. And guess what? Those
attacks are hard-hitting, really damaging. The only way you can really get out
of the way is to dodge roll and hope you make it.

To this end, you'll probably want to dump all your magic, and bring in a ton
of Cures, while maintaining the same balance with Summons and Keys as with
other boss battles. It's quite easy to die quickly, but Hook, as broken as he
is, is not impossible.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, Sora thanks Peter, and Peter thanks Sora. Peter asks Wendy if she still
wants to go back to London: she still does. Peter tells her that eventually
she'll grow up and forget him, but Sora will convince him otherwise, saying
that true memories are engraved in the heart. Peter will then leave with Wendy
to London, and Tinkerbell will return for a moment, giving Sora the Tinker
Bell card and Donald one sound hit. Once dropped in room E, head onto the
tenth floor.


				   ~~~~~~~~~
				   Floor Ten
				   ~~~~~~~~~

It'll be wondered why Riku isn't here anymore, and the discussion will be
ended with the thought that the fighting has gone out of him for the time
being.

Up to Larxene, Axel, and Vexen, Larxene comments that Riku isn't behaving as
planned. Axel will give Vexen the benefit of the doubt of his plans, but
Larxene will just be sarcastic over it. Vexen and Larxene begin to trade back
and forth some insults, when the cloaked figure from the beginning of the
game appears, and after his name being revealed as Marluxia, tells Vexen that
he needs to stop, and that if he defies Marluxia, he defies the rest of the
Organization. Marluxia deems Vexen's experiment a failure, and Vexen will beg
for a last change. Marluxia will give Vexen the last chance on the condition
that he eliminates Sora personally. After Vexen leaves, it's discussed that as
Vexen doesn't really have a choice, he will fight Sora.

Up here on the tenth floor, we'll learn some more things about Namin� -
apparently Sora promised to protect her all the time, but it wasn't until now
that he remembered his promise, and now he wants to fulfill it. Now head up
and through the door and go to the last world - Hollow Bastion.


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				 Hollow Bastion
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	       EXIT
       _   _   _/
      |F| |D| |G|
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    |E| |9| |A|
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    |8| |5| |B|
     �   �\_ � _
          |3| |2|
         _/�\_/�
        |4| |1|
         �   �

	F - Where we meet Belle
	B - Where Malificient and Beast confront each other
	9 - Where we fight Malificient

In Hollow Bastion, we'll overhear a conversation between Belle and Beast.
Beast says he came to rescue Belle, but Belle doesn't want to be rescued.
Beast doesn't understand why Belle wants to stay with Maleficient, and Belle
tells him to leave before Maleficient finds him. The trio will go and try to
cheer Beast up, but he thinks nobody could like a beast like him. After Goofy
wishes there was something they could do for him, we get the Key of 
Beginnings.

To enter Room F, the Key of Beginnings, a blue-bordered card, and any card
with a value of three or less are required. Inside, we'll meet Belle, who
asks Sora if he was kidnapped by Malificient too. Sora tells her otherwise,
and Belle admits that she cannot leave. She says that books are her only
friends, and then admits that she was mean to the Beast because she simply
cannot reveal her true feelings. She then says Malificient is coming and gets
the trio to hide. Malificient comes in and asks Belle why she rejected Beast
even though he risked his life to come and rescue her. Belle refuses to
answer, saying she won't fall into Malificient's trap. Malificient says that
she'll make Belle beg for Beast's help, and the two suddenly disappear. We're
going to have to look around a bit, and we gain the Key of Guidance.

To get into Room B, a green-bordered card, a card with a value of 7 or 
greater, and the Key of Guidance are required. In here Malificent tells Belle
that if she won't call for Beast, she'll make sure Belle's screams reach him.
Sora will interfere, but Malificient will nonchalantly cast him aside. Beast
will then come in saying that nobody needs to call him, then admits that he
was transformed into a Beast because he was selfish, but then he fell in love
with Belle. Malificient decides to take Beast's heart instead of Belle's, but
while performing her spell, Belle jumps in front of Beast. Content with 
Belle's heart, Malificient disappears. Sora and Beast then decide to team up,
and we'll get the Key to Truth.

To enter Room 9, a red-bordered card, a card with a value equal to 0, and the
Key to Truth are required. In here, Malificient reveals that she needed a
perfect heart like Belle's to fuel her dark spells, and that she can also use
Beast's heart. Sora, however, will think otherwise, and challenges her.
Malificient then transforms into Dragon Malificient.

+++++++++++  +++++++++++++++++++++
D R A G O N  M A L I F I C I E N T
+++++++++++  +++++++++++++++++++++
Prize: Dragon Malificient Card

Dragon Malificient is possibly the most random opponent in the game, and will
require you to bring in lots of 8s, 9s, and 0s for Keys. For the most part,
she will either stomp on the ground a lot (which is quite painful), or will
otherwise spit out a breath of fire which will put off some flames. To dodge
the stomps, check her cards - if it's at 6-8, she's jumping. For the flames,
just stay back, and attack them when her breath is clear. They'll sometimes
give off the green crown head/Mickey Mouse card. The effect of this card in
this battle is that it builds a pile of stones which allows you to hit
Malificient's head easier.

Most of the Summon cards will be unreliable in this battle - you'll want to
stick solely to Keys and Cures. This is a battle where you do not use Combos,
for it will exhaust your supply quicker than you can say "I'm dead."

Dragon Malificient is the opposite of Captain Hook - Hard, but not cheap.
After her attacks, her head will hang low for a while, and you can take the
chance to pummel her head with some high-value Keys. After a while, she should
go down.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, Belle will appear, and Beast will admit his feelings for her, and Belle
for Beast. The trio decide not to eavesdrop on their romantic scene. After
everything is said and done, exit Hollow Bastion.

				   ~~~~~~~~~~~~
				   Floor Eleven
				   ~~~~~~~~~~~~
1DSS


Vexen will appear, and tell Sora he has a debt to collect. He then reveals
he was controlling Riku. Sora asks him why he did it, but as Vexen thinks that
Sora's going to die anyway, he doesn't say.

+++++++++
V E X E N
+++++++++
Prize: Mega-Ether Card

Vexen is basically a joke.

Seriously. All Vexen does is float around in a doube-triangular pattern, hit
you if you're within a very close range, shoot out easily dodgable balls of
ice, and use combos that summon glaciers that you can see a mile away and thus
dodge long before it solidifies and freezes the area it was cast upon.

Vexen himself has only one defense against any attacks, and that is his shield
that he keeps in front of him at all times. That doesn't mean that he will
turn around as soon as you get behind him, though. Oh no, on the contrary. He
will literally wait until you bash his head in to turn and attack you. In
this time, you will have accomplished a lot of damage. And to top it off, his
card supply is ludicrously short.

The standard line of Keys, Cures, Summons, and Magic applies here with one
exception: use Fire cards instead of Blizzard or Thunder. Vexen is weak to
Fire, and a single Firaga will deal a great chunk of damage to him, but all it
is is just speeding up a process that would be embarrassing if you lost.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Afterwards, Vexen will be pleased that Sora didn't die, and gives Sora a card
crafted from Sora's memories. He then leaves. This time we only get one World
Card, it seems, and we get the chance to slay Vexen if we can find him again.

Up to the other three members of the Organization, they decide that Vexen has
done something really rash. Marluxia then orders Axel to eliminate Vexewn.

Coming back to Sora, go up the stairs and head into Twilight Town.

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				 Twilight Town
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     _
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	5 - Treasure Map Room
	8 - Where we fight Axel

 
None of the three remember Twilight Town, at all. Sora will then tell Donald
and Goofy about Namin�, and how he promised to keep her safe. He says that
her pendant that she gave him was a gift to her as a baby. After, we get the
Key of Beginnings.


To enter Room 8, a card with a value of 5 or more, a card with a value of 5 or
less, a blue-bordered card, and the Key of Beginnings are required. Inside,
Sora will say that although Twilight Town feels familiar to him, he just
cannot remember anything about it, and that at least with Namin� he remembered
her in bits and pieces - but he cannot remember a thing about Twilight Town.
Vexen will then appear and tell Sora that his memories of Twilight Town are
from the other side of his heart. Sora will deny that he knows Twilight Town,
and Vexen tells him that if refuses to admit it, he might as well throw away
his heart. Sora then tells Vexen that he'll defeat him.


+++++++++  +++
V E X E N  I I
+++++++++  +++
Prize: Vexen Card

Vexen's first fight was a joke. This time around, Vexen is a lot more serious,
and his aggressiveness shows. He's a lot more dangerous, and he has three
combo attacks this time supported by a much larger library of cards. Not only
will he attack you with his weapon more of the time and also cast the Freeze
spell, but he can also summon puddles of ice that will make you slip, and
send out icycles that will follow you around for a while.

Additionally, he has a ton of 9s and 8s to go along with his 0s, 1s, and 2s,
so don't think that you can sneak a Summon in and win easily.

Your best bet is to go with some of the strongest Summons you have, four or
five Cures, a good number of Fire cards, and a lot of strong Keys.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, Vexen tells Sora that his sheer strength is why he must be eliminated.
Sora tells him to put Riku back the way he was, but Vexen tells Sora that
Riku has only one possible destiny - to fall into Darkness. He tells Sora that
the same fate awaits him, should he continue to seek Namin�. Vexen then adds
that he'll become Marluxia's pawn. Just as Sora is about to get some more
answers, Axel appears and hits Vexen. Vexen will beg for his life, but Axel
will end it, saying that Vexen is now nothing instead of nobody. Sora asks
Axel what they are: Axel tells him he wish he knew. Afterwards, leave Twilight
Town.

				   ~~~~~~~~~~~~
				   Floor Twelve
				   ~~~~~~~~~~~~

Back to Marluxia, Axel, and Larxene, Larxene tells Axel that they were using
Vexen to test Sora's strength and to see if Axel had what it took to help
them in taking over the organization by dispatching Sora. Marluxia tells
Namin� to rejoice as Sora is around, and she'll unhappily reply. After
Larxene and Marluxia leave, Namin� will mull.

Back to Sora, we'll meet Riku again on Floor Twelve. Riku tells Sora if he
goes any further he'll hurt Namin�. Sora tells him he's free because Vexen's
dead now, but Riku says stopping him is what his heart is telling him. Riku
then tells Sora he promised to keep Namin� safe, and between him and Sora,
they describe the exact same scene as Sora did at the start of Twilight Town!
Sora then shows his good luck charm from Namin� - Only Riku shows the same
thing! Riku is angry then, because he thinks Sora is making it up.

+++++++  +++++
R I K U  I I I
+++++++  +++++
Prize: Mega-Potion Card

Oh...my...god...this fight is simply orgasmic, for one good reason: once you
get into a flat-out Key fight, the action is simply smooth and frictionless.

Riku has one difference than the predecessing fights with him, other than his
life bar being 4/3 the amount he had in your second fight. This difference is
a substantial upgrade in his swordsmanship, and god, it is orgasmic. This is
the battle that makes Chain of Memories worth buying, and if you load your
deck full of Keys with a few Summons, Magics, and Cures at the end, and just
flat-out fight with Keys, you will be hard-pressed to find a better fight
anywhere else.

Riku still has the same flowing, fanciful sword moves as he did before, as
well as the Dark Firaga combo. The same way to dodge Dark Firaga applies also;
dodge roll the opposite direction of where Dark Firaga is heading. As said
before, stock your deck full of Keys, and put in a few Magics, Summons, and
Cures at the end.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, Riku will rush off, dropping his own good luck charm. Sora grabs it,
and it turns into a World Card. Heading upstairs, Donald and Goofy will want
to know why Sora and Riku had the same memories, but Sora will explode and
insult them, and runs off. On the next floor, he'll do likewise to Jiminy.

While all this is going on, Axel will be talking to Namin�, telling her that
she has to stop this soon, but Namin� thinks it's too late. Axel then tells
Namin� that only he is around, and Namin� takes the hint and runs.

Back to Sora, go up the stairs and enter the next world - Destiny Islands. 


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				Destiny Islands
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           EXIT
          _/
         |9|
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           |6|
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         |5| |7|
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       |3| |8| |A|
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     |2| |4|     
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       |1|
        �

	4 - Where we meet Riku
        8 - Treasure Map Room
	A - Where we fight Darkside


Sora will recognize this place as Destiny Islands, when Wakka, Tidus, and
Selphie walk up. Sora knows them, but can't remember their names at all. After
some playful banter between the trio, Sora finally remembers them, and they
decide to leave them alone, thinking that he's here with "her." After, we'll
gain the Key of Beginnings.

To enter Room 4, a card with equal value to 2, a card with equal value to 8,
and the Key of Beginnings are required. Inside, Sora will meet Riku, and it
seems that he's forgotten Riku for a brief moment. Sora asks him if he's
still under Vexen's control, but determines that Riku must be from his
memories when Riku doesn't know what he's talking about. Riku also mentions
"her." Suddenly, the island begins to shake, and Riku decides to go and warn
the others, while telling Sora to go and protect "her." We'll also get the
Key of Guidance.

To enter Room A, you need the Key of Guidance and cards that total value
equal 50. Inside, Sora figures that the island is breaking up...and we get
to fight Darkside once again.


+++++++++++++++
D A R K S I D E
+++++++++++++++
Prize: Darkside Card

Darkside is precisely like Vexen I - he's a joke.

His attacks consist of sending out blue balls, throwing a blue ball up into
the sky which causes blue balls to rain down from the sky, slam the ground in
front of him, and slam the ground in front of him causing a shockwave, the
latter two attacks which summon the basic Soldier Heartless militia.

The thing is, though, is that his attacks are a joke. With the blue balls,
you can see them way ahead of time and take the time to dodge them, and with
the latter two attacks, you can wait until after he's slammed his arm down and
then attack him with Summons, Keys, and Magic. The Soldiers will hardly be
able to interfere, and as soon as Darkside takes his arm up again, they'll
disappear.

The Mickey cards that appear RARELY in this battle will form a wooden raft
that will float up to Darkside's head, allowing you to easily hit him.

In the end, the only really difficult thing about Darkside his how big of a
health meter he has - it spans FOUR bars. To counter this, bring in your
generic armament of Keys, Summons, Cures and Magic.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Afterwards, Sora will spot Namin�, and Sora says he came for her. Namin� says
she messed up, not wanting Sora to see her like this. She says that she
beckoned him here because she was alone, but Sora says that's OK, as he
had sworn to protect her. Namin� says she's not supposed to be here - and
another Namin� says that's right. Both Namin�'s say they've never been in
anybody's heart. Sora will admit that he really did come for Namin�, and shows
his good luck charm. Namin� will tell him that he has to look back in his
heart - We'll get an FMV where Namin� turns into Kairi (Who Sora doesn't
remember). After some more confusion, Sora will obtain the Oathkeeper
ability. Now head up to Floor Thirteen.


				  ~~~~~~~~~~~~~~
				  Floor Thirteen
				  ~~~~~~~~~~~~~~

Up here, Sora will meet with Namin� again, and tells her that the person most
special to him isn't her. Namin� knows this, but Sora can't remember the
person who was truly so special to him (It's Kairi). Riku will then show up
and tell Sora that he (Riku) was supposed to protect Namin�, and Sora the
other girl, but because of Sora's twisted memories, he thinks he's supposed
to be the one to protect Namin�. Now we fight in our last Sora vs Riku duel.

+++++++  +++
R I K U  I V
+++++++  +++
Prize: Riku Card

Riku this time around is truly a force to be reckoned with. Adding to his
regular armament of attacks is a combo where he zooms around (Like when you
use a Peter Pan card) with his Keyblade a few times, then ends of with Firaga.
The thing is, this REALLY HURTS. To this end, I suggest that you bring in at
LEAST half a dozen cards with value of 0 to break his attack whenever he
uses the card necessary for the combo. Other than that, he's pretty much
the same (Except for having three bars worth of life), and since I'm lazy,
I'm just going to copy and paste the strategy for Riku III here;

Riku still has the same flowing, fanciful sword moves as he did before, as
well as the Dark Firaga combo. The same way to dodge Dark Firaga applies also;
dodge roll the opposite direction of where Dark Firaga is heading. As said
before, stock your deck full of Keys, and put in a few Magics, Summons, and
Cures at the end.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++


Walk up to Riku. Riku will hit Sora with his keyblade and fell Sora. Riku will
go to Sora and try to stab him, but Namin� will tell him to stop - and Riku
will fall over. Sora asks Namin� what she did, and Larxene will come up and
tell Sora that Namin� crushed Riku's heart. Larxene then reveals that this
Riku was really a fake, a duplicate of the real Riku, and that Namin� has the
ability to enter people's hearts and create fake memories - thus why Sora and
Riku had the same memories. Sora would've become their puppet, but Axel had
interfered by letting Namin� fix Sora. After absorbing all this, Sora tells 
her that even if it was fake, his promise to Namin� to keep her safe was part
of his memories, and he would live up to it. Larxene will then try to attack
him, but Donald and Goofy will then rush in and stop her first attack. Now
we fight.

+++++++++++++  +++
L A R X E N E  I I
+++++++++++++  +++
Prize: Larxene

Three factors make Larxene II a lot more difficult than your first fight with
her. First off, her health bar has doubled. Second of all, she is a lot more
aggressive than before, tending to cast Thunder spells and straight out
attacking you a lot more. Third, she has a new attack where she teleports
right to Sora and repeatedly hits him, giving him no time between each attack
to dodge roll out of the way or escape. Other than this upgrade in difficulty,
Larxene is no different, so again, I'm going to copy + paste strategy from
your first Larxene fight;

For starters, Larxene will raise her hands. When this happens, roll out of
the way, as she'll summon lighting bolts that will attack the area around
her. When she is facing sideways and points her fingers, get out of the way
of her fingers, as she'll shoot out lightning bolts from her fingers in a
straightforward path going left/right. Finally, when she combines 3 cards, she
will activate a sort of pulling attack. To dodge this, run away when you see
her gathering three cards, and if the screen goes dark, wait until it lights
up again, and then JUMP! If you jumped just as soon as the screen went dark,
her pull attack will occur, but it won't affect you while you're jumping. This
will cause the pull to retreat back a bit, and by the time you land, it will
have gone back too far to pull you anymore. Lastly, she has a physical attack
where she will just move forward and strike you for not very much damage.

Card-wise, again, bring in some Keys, heavy-hitting summons and magic, and
the regular Cures. However, do NOT use the combo attacks. Larxene this time
around has a much greater card library.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, Larxene refuses to believe that she lost, but then she fades away.
Donald and Goofy will go talk to Namin�, and Jiminy will ask her to explain
what's going on. Namin� will explain, saying she changed their memories.
Everything Sora knew about her has been a lie. Namin� then says that they
need to go to floor thirteen, but Marluxia, the castle owner, threatened to
keep her in the castle forever if she didn't obey. Sora tells her not to cry,
not because she was changing their memories, but because his new memories feel
right, and he had promised to keep her safe. After some more talk, it is
decided that Namin� will stay behind to look after Riku while they go to the
thirteenth floor. After that, we'll gain the Oblivion ability. Now head up
the stairs and go to the thirteenth world...Castle Oblivion itself......


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			        Castle Oblivion
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         _
        |E|
       _ �\_
      |B| |D|
     _/�\_/�\_
    |A| |C| |F| EXIT
     �\_ �   �\_/
      |8|     |G|
 _     �\_   _/�
|1|     |7| |9|
 �\_     �\_/� 
  |2|     |6|
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    |3| |5|
     �\_/�
      |4|
       �

	4 - Where we see the small scene
	A - Where we see Marluxia and Axel meet up
	E - Where we fight Axel
	Exit - Where we fight Marluxia

Sora will try to remember who really gave him the charm, but can't. Donald
and Goofy can't remember either, and Goofy suggests that they make a promise;
"All for one, one for all." After, Sora will learn the Trinity Limit ability
and we'll gain the Key of Beginnings.

When walking into Room 4, we see a scene where Marluxia appears on Room 12
where Namin� is...

Entering Room A, Marluxia and Axel meet up. Marluxia calls Axel a traitor,
but Axel tells Marluxia that in essence, if Sora HAD been made their puppet,
Larxene and Marluxia would have been the real traitors after taking over the
Organization. Marluxia figures Axel out for a double agent, and a fight begins
when we return to Sora.

To enter Room E, you will need one blue map card with a value of exactly 1.
These will be rare to pick up, which is why I warned you at the beginning of
the game that you needed to keep up. After that, you'll need a red-bordered
card with a value of exactly three. But the real deal is the requirement of
99 points worth of cards! After that, the last thing you'll need is the Key
of Beginnings.

Inside, Marluxia and Axel will begin to fight, when suddenly Marluxia puts
Namin� in front of him to stop Axel from attacking him. Sora and co. show up,
and Marluxia tells them how Axel was about to attack him even with Namin� in
front of him. Marluxia then disappears with Namin�, and Axel calls Sora a
puppet of Marluxia. Sora says otherwise, that he'll fight Marluxia after he
defeats Axel. Axel tells Sora that he and Sora have a lot in common, but that
he still has a reputation to defend.


+++++++  +++
A X E L  I I
+++++++  +++
Prize: Axel Card

Axel, like Vexen and Larxene before him, is a lot different than his first
fight. The four most notable things are the TRIPLING of his life bar, a new
combo where he sends two fireballs that curve in (EASILY dodgable, as they
don't even track you), a bigger card library, and overall more aggressiveness.
Otherwise, he's the same, and again, a copy + paste of Axel first fight
strategy;


Axel has some hard hitting attacks, but he isn't all that powerful. His main
three abilities are Fire Wall, which consists of him using his combo 3 cards
and sending out a wall of fire, throwing out one of those spikes at Sora, and
just attacking him with his two spike weapons.

With that said and done, the best way to go through things is to either use
your own combo, or just attack him head on. Axel will teleport on to get out
of your way, but most of the time, he'll let you give him a beating before
he gets away.

As far as specialized cards go, use Summon Cards, and use your Blizzard cards
as well, as Axel is of the fire element.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Afterwards, Axel comments that it was worth saving Sora's hide after all, and
before Sora can get him to elaborate, he disappears. After, go to Room G and
head out the exit. In here, Marluxia will thank Sora for dispatching Axel,
saying he can now take over the organization. Marluxia then orders Namin� to
erase Sora's memories, which will make his heart collapse, but Namin� refuses
to do so. Marluxia will threaten her, and Sora will tell Namin� to do it.
Suddenly, the fake Riku will show up and stop Marluxia, saying that even if it
was a phantom promise, he still promised to keep Namin� safe. Now we fight
Marluxia.


+++++++++++++++
M A R L U X I A
+++++++++++++++
Marluxia is too difficult to really describe a strategy, so I'll just list his
attacks;

1. Marluxia will cast his scythe upwards, the screen will turn dark, and a
   scythe-shaped bolt will come downwards. The chance to dodge it should be 
   taken by rolling just as soon as he swings his scythe but before the screen
   turns dark.

2. Marluxia will use a combo known as "Blossom Shower". There appears to be no
   way to dodge this attack, so you'll have to use 0 value cards to break it
   before Marluxia can cast it.

3. Marluxia will swing his scythe and a pink outline of a scythe will float
   in the direction he swung his scythe.

4. Marluxia will move forward ever-so-slightly after swinging his scythe, and
   time slows down for a second. Even if you do take damage from this hit,
   you'll only be able to tell by your health bar.

5. Marluxia will use attack #1, but repeatedly (Yes, it is a different attack)


Marluxia is REALLY DIFFICULT, so watch out for him.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

It turns out this Marluxia was an illusion, and he'll disappear behind a door.
Sora will asku Riku to guard Namin�, and then we head in to fight Marluxia
II.


+++++++++++++++  +++
M A R L U X I A  I I
+++++++++++++++  +++
This battle requires four different types of cards; the most powerful Keys
that you have in your armament, as many Cloud cards as you can fit, at least
one Megalixir, and the always-useful Cure.

But seriously, Marluxia II (Or "Marluxia on a giant mech") is vast, but I'll
try to do the best I can. First, start off by destroying Marluxia's swords.
Once that's done, continue by destroying Marluxia's arms with your Keys and 
stop his attacks when necessary with 0 value Keys, and once they are destroyed
and you get on top, use the Cloud summon cards. Without the use of any combos
or sleights, and repeating this over and over, it should in the end allow
you to defeat Marluxia II.


Alternatively, one artic_fox has sent in a strategy for Marluxia II, and his 
strategy is below here.

"Kingdom Key---0     Lady Luck-----0     Cloud-------------4  
Kingdom Key---0      Lady Luck-----0     Cloud-------------6
Kingdom Key---0      Lady Luck-----0     Cloud-------------6
Kingdom Key---0      Divine Rose---0     Cloud-------------3  (Premium)
Kingdom Key---0      Kingdom Key-0 (Premium) Cloud--------------4 (Premium)
Three Wishes--0      Kingdom Key-0 (Premium)      Three Wishes--0 (Premium)
Three Wishes--0      Vexen------None     Wishing Star---0      
Hi-Potion-------0    Fairy Harp-------0  Cure-------------0
Fairy Harp-------0   Cure-------------6  Pumpkinhead--0      
Cure-------------8   Olympia---------0   Cloud-----------2
Olympia---------0    Cloud-----------3   Cloud----------3
 
I lost all of the cures except one (8) before the arms were off, and I only 
had one cloud (3) when the arms were off. The trick is to break everything he 
plays, and to make sure that you are beside the arms whenever you break the 
card. That destroys them (eventualy). You need to save your clouds until 
later, but go ahead and use the cures until you only have one left (hopefully 
the 8). 

At first he'll start to jump up and down with that needle thing, but after you 
break it twice, he'll fly down beside you. Then he'll summon three flowers. 
WAIT UNTIL after HE ATTACKS with the petals, and break them. That makes them 
dissapear. After all three are gone, he'll fly to the left of you, and give 
you a chance to attack. Then he'll do some other attack, which you should 
break. Then jump on the back of the machine. He'll summon the petals again, 
and just destroy them as described above. Then just flog him with Cloud cards, 
just make sure not to fly off. 

If you need to call your cards back, do one number at a time, make sure you're 
right beside him. It takes a LONG time (took me about 30-45 minutes) but if 
you have that one cure (the 8), then use it when he tries to attack you from 
the bottom of the machine. An 8 card is the most powerful one he'll use 
(unless you count 0) after you break the arms."
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Per se most my guides, I might spoil a lot of stuff in the story, but I never
describe the ending. So, enjoy your ending. Once the credits roll over,
however, you can now start Reverse Rebirth, where you fight as Riku after
the events of Kingdom Hearts PS2.


******************************************************************************
*============================================================================*
*=========================    2. Reverse Rebirth    =========================*
*============================================================================*
******************************************************************************
2RRA

Riku will wake up, and wonder where King Mickey is. A voice then tells him
that he is inside a deep sleep, and that this sleep is his only sanctuary
against anguish and pain that will occur should Riku awaken. A card then will
float down, and the voice tells Riku that if he takes it, he will emerge from
his sleep and have to fend against pain and suffering. Riku figures that since
where he is right now, he might as well take it. Taking it, we'll be warped
to Floor One of Castle Oblivion.

		            ~~~~~~~~~~~~~~~~~~~~~
			    Basement Floor Twelve
		            ~~~~~~~~~~~~~~~~~~~~~

Head into Hollow Bastion.

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				 Hollow Bastion
������������������������������������������������������������������������������


	  EXIT
	 _/
	|A|
   _   _/�
  |7| |8|
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    |3| |9|
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  |2| |5|
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|1| |4|
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      |6|
       �

	6 - Riku's Room
	7 - Where Riku talks with the voice over where everyone is
	9 - Where Riku fights Dragon Malificient


In here, Riku will remember this place as Hollow Bastion, and the voice will
tell Riku that this place is forged from his memories, that the card he used
to get to this world was made of those memories. Riku asks what he's supposed
to do now, and the voice tells him, "Ordinarily...yes. You would meet the
people in your memories." The voice doesn't elaborate on ordinarily, however,
leaving Riku to journey within Hollow Bastion. We'll also gain the Key of
Beginnings.

To enter Room 6, you will require a red-bordered card and the Key of
Beginnings. In here, Riku will comment it's just as he remembered, and the
voice will speak up, reminding him how he lived here, tempted by the darkness.
Riku will tell him to shut up and runs off, guiltily. We also gain the Key of
Guidance.

To enter Room 7, needed is a green-bordered card and the Key of Guidance.
Inside, Riku will comment that nobody is around except for Heartless, and asks
the voice where all the people are. The voice tells Riku that when he entered
the door to darkness, he cast away his friends, family, all the people he
knew, and that he has been unable to cast away his darkness completely. Now we
get the Key to Truth.

To enter Room 9, a card with a value of 5 or more and the Key to Truth are
required. Inside, we'll meet up with Malificient, who tells Riku that because
his heart is still of darkness, she was the one who his memories cast up.
Riku says that he once gave in to the darkness, and that made him empty. He
regards it as his weakness, and he hates it. He says that even if he is still
of darkness, he will not be around with other beings of darkness like
Malificient, even if he has to dispatch every last one of them. Now we fight.


+++++++++++  +++++++++++++++++++++
D R A G O N  M A L I F I C I E N T
+++++++++++  +++++++++++++++++++++
Prize: Dragon Malificient Card

Dragon Malificient might have once been hard in Sora's Story, a long, long
time ago, but this time around, she is quite honestly a joke. You won't even
need Cures, as if you leveled up to level 7 with Riku like I did, she more
than likely will be unable to even decimate half of your life bar. On top of
that, her attacks are a lot lower-powered.

Speaking of her attacks, she still has the same three attacks as she did with
your fight in Sora's Story. The first attack is lunging her head forward to
attack Riku, the second is to stomp on the floor and create a shockwave, and
the third attack is to blow a fiery breath, leaving green flames behind.

Just like before, you can attack the green flames and more often than not a
green crown/Mickey card will show up. Same thing goes as before; it'll build
a stone pile in the middle of the battlefield thus allowing you to get an
easier range at Dragon Malificient's head, and will be brought down by her
stomping.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After the battle, go to Room A and then exit Hollow Bastion.

		            ~~~~~~~~~~~~~~~~~~~~~
			    Basement Floor Eleven
		            ~~~~~~~~~~~~~~~~~~~~~
2RRB

Up here, the voice will ask Riku why he shuns Darkness. Of course, the voice
heard what Riku had said to Malificient, and Riku points that out. The voice
tells Riku he must accept Darkness if he is to serve him again...and Ansem
appears! Riku takes a guess at Ansem wanting to take control of him, and 
turns out that that is exactly what Ansem has in mind. Riku tries to attack
Ansem, but is deflected. Ansem calls Riku 'weak' for having lost to Sora 
despite having Darkness on his side. Suddenly, Mickey's voice will call out,
and tell Riku that the light won't give up on him, that he only has to 
believe. Riku tells Ansem that he isn't going to lose. Now we battle Ansem.


+++++++++
A N S E M
+++++++++
Just like Malificient, Ansem is a joke in terms of how difficult he is, but
he at least packs more with his punch and attacks more.

Ansem's first attack is where the screen turns dark and he sends out a bolt
of thunder streaking across the screen. This attack is, for the most part,
undodgeable, as you need to know even BEFORE he casts it that he's going to
use it to get out of the way in time. Other attacks include him just going
straight up to you and attacking you, and a combo where he moves back and
forth across the battle arena with a purple shield. This latter attack might
seem difficult to continuously dodge at first, but you can miss getting hit
by it by staying at the edge of the screen and jumping just before he hits
you. This way, Ansem will be moving in the other direction when you land,
giving you a lot of time to wait on him for the next hit.

Also, in this battle, you'll be getting genuine Mickey cards - not the green
crown heads, but GENUINE MICKEY CARDS. Using them will bring back some of 
your cards for reuse on Ansem.

Like I've said at the start, Ansem is also a joke. You could just 
fanatically attack him with no thoughts to your HP and still win.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Afterwards, Ansem comments that it appears Riku is intent on resisting the
darkness. He then shows Riku a card, and tells him they are crafted from his
memory. Ansem says that chasing the light does not distance Riku from the
Darkness, and gives him the cards. He then gives Riku another gift - the
temperment of darkness within Riku's soul. Riku is a bit peeved, but it turns
out it's his own choice whether or not to use it. Ansem will then leave, and
we'll get a brief tutorial on Dark Points. After, head up to the next floor.

We'll see a scene between two more Organization members and Vexen. 
Apparently, they're discussing Riku and Malificient, and say that 
Malificient was eliminated. They don't know who Riku is, but he smells 
exactly like the "Superior". It's decided to wait things out and see how 
they develop.

Back to Riku, he tastes something, and identifies it as Darkness. He then 
gets a bit angry at Darkness having seeped into his body. A hologram of
Mickey then appears, and he requests Riku not to let himself go just because
he's being gripped by Darkness. He tells Riku to fight the Darkness. He 
promises to find a way to meet up with Riku, and then after trying to shake
hands, Mickey disappears. Now go up the door and head into Traverse Town.

������������������������������������������������������������������������������
				  Traverse Town
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        EXIT
       _/
      |7|
     _/�
    |4|
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  |2| |5|
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|1| |3|
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      |6|
       �

	6 - Where we fight Guard Armor.

Oh, you get the Key of Beginnings, but the game doesn't tell you that.

To enter Room 6, the Key of Beginnings and a red-bordered card with a value
of 3 or higher are required. Inside, you automatically fight Darkside.

+++++++++  +++++++++
G U A R D  A R M O R
+++++++++  +++++++++
Prize: Guard Armor card

You'd think that somebody like the Guard Armor would have been killed off
permanently by now, but no, Square-Enix likes to beat a dead horse. Guard
Armor is still as easy as ever, and made more so with the advent of Riku.

Once again, Guard Armor can shoot out his feet, make his arms move around him
as a protective shield, jump on you, and attack you with his chest. The only
really new problem is that when you're trying to attack the chest, being in
Dark Mode might make it a bit picky on your Keys when you try to hit it.

+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, head to Room 7, then exit out to Basement Room Eleven of Castle
Oblivion.

		             ~~~~~~~~~~~~~~~~~~
			     Basement Floor Ten
		             ~~~~~~~~~~~~~~~~~~

We'll see a scene between Vexen and Zexion where Zexion has identified the
scent as Riku. Zexion theorizes that Riku, having once shouldered darkness,
became half-dark which thus allowed him to escape Kingdom Hearts. Vexen
figures that Riku should be interesting to research, being connected both to
the Keyblade and Darkness. Zexion asks why Riku is in Castle Oblivion, and
Vexen explains that Riku was following Sora. Vexen adds how Marluxia is
manipulating Sora. After some more general talk, we switch to Riku.

With Riku, go up the stairs and into Agrabah.

������������������������������������������������������������������������������
				   Agrabah
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      EXIT
     _/
    |7|
   _/�
  |2|
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|1| |3|
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      |4|
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        |5|
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          |6|
           �

	6 - Where we fight Jafar

Again, you'll get the Key of Beginnings without the game alerting you to it.

To enter Room 6, you need a green-bordered card with a value of 5 or more, and
the Key of Beginnings. Inside, you'll once more fight Jafar and Iago.

+++++++++   +++++++
J A F A R,  I A G O
+++++++++   +++++++
Prize: Jafar Card

Jafar is a heavy hitter, and a difficult boss in his own right for one good
reason - he is INVINCIBLE! Instead, you must attack Iago, who will be flying
around, while three platforms will constantly raise and lower.

Jafar himself still has his good ol' easy-peasy attacks. One is where he will
zap a platform with a ray of fire. A second one is where he will slam the
platform in front of him with his fist, which you can dodge by jumping when he
slams his fist on the platform. However, when he submerges under the
lava, you know you are in deep shit, because once he emerges, he will be
carrying a titanic ball of lava, which he will promptly throw at you. It will
then explode upon impact, sending rock around a bit. The best way to do this
is to roll right out of the way just as Jafar throws it.

As always, grab the Mickey Mouse head/crown cards that drop down, as it will
do a convenient effect to the boss. In this case, it will freeze Jafar for a
short while while causing Iago to go down a bit, allowing you to get some
direct hits on him from the ground.

Your battling as Riku is different this time around, though, because if you
get the Mickey Mouse head card and transform into Dark Riku, you can decimate
Iago's Life Bar in HALF with the use of your sleights (Dark Firaga is the most
efficient one for time and damage). If you grab two Mickey Mouse cards, then
you're basically guaranteed an easy victory.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, head to Room 7 and exit out onto Basement Ten of Castle Oblivion.

		             ~~~~~~~~~~~~~~~~~~~
			     Basement Floor Nine
		             ~~~~~~~~~~~~~~~~~~~

Up here, Riku meets up with Vexen. Vexen tells Riku that he walks between
light and darkness - on the road of twilight - and that Riku does the same.
He tells Riku that he is with Ansem, but that Ansem is not Ansem, that he is
nobody. He also walks the twilight road. Riku protests that he is fighting
the darkness, and now we fight Vexen.

+++++++++
V E X E N
+++++++++
Vexen is a mix of Vexen II from Sora's story and a new Vexen.

What this Vexen does is float around in a doube-triangular pattern, hit
you if you're within a very close range, shoot out easily dodgable balls of
ice, and use combos that summon glaciers that you can see a mile away and thus
dodge long before it solidifies and freezes the area it was cast upon. In
addition to that, he has his Icycles attack from your Vexen II battle, but
lacks the Iceburn ability which allowed him to create ice puddles. In exchange
for that, however, he has a new ability where he casts a blizzard and snow
falls over the field.

However, Vexen is still a joke.

Think about it. What element is Vexen? His element is Ice, which is weak to
Fire attacks. Once you get into Dark Riku mode, which attack is the most
likely for you to pick up when just randomly throwing out cards to use for
sleights? Yep, that's right; Dark Firaga. And he goes down easily after
multiple casts of Dark Firaga.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Afterwards, Vexen reveals that this battle was a trick to gather data on the
tremendous amount of dark powers that go through Riku. After sarcastically
thanking Riku, Vexen runs off. Well now, just head up the stairs and go into
the next world: Monstro.

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				   Monstro
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       _
      |5|
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    |3|     EXIT
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|1| |4| |8|
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      |7|
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	5 - Where we fight Parasite Cage

Again, you get the Key of Beginnings without being told.

To enter Room 5, a blue-bordered card and the Key of Beginnings are required.
Inside, you'll fight the Parasite Cage.

+++++++++++++++  +++++++
P A R A S I T E  C A G E
+++++++++++++++  +++++++
Prize: Parasite Cage Card

On a poisonous field, you have four stone platforms to stand on that move
around in a circle, and you can jump between them. If you fall on the field,
then it'll poison you. That's basically it. As for the Parasite Cage, you for
the most part need to get right in front of him before you can hit him. This
will allow him to hit you with one of his tentacles, and you don't want that,
so when he raises his tentacle, jump away onto another platform. Sometimes,
the platform you're on will slowly sink, so when that happens, jump off and
wait for it to rise again. The Parasite Cage can also send out a rasp of
poisonous breath at Sora. Lastly, the Parasite Cage can make the platforms
shrink in size, meaning you have smaller platforms to stand on.

The Mickey head/crown card comes a lot more often in this battle than other
battles, as when the Tentacle Cage's mouth drops open, you can attack it and
get a card coming right out of it. When you use the card in this battle, it'll
neutralize the poisonous field for a short period of time.

Oh, and Dark Firaga = The Ouch.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, head to Room 9 and exit out onto Basement Floor Eight.

		             ~~~~~~~~~~~~~~~~~~~~
			     Basement Floor Eight
		             ~~~~~~~~~~~~~~~~~~~~

Going up the stairs, we'll see a conversation between Lexaeus and Zexion where
it is discovered that Vexen is creating a Riku replica out of the battle data
that he obtained, and that Sora very well might soon be Marluxia's puppet.
They decide that Marluxia, Larxene, and Axel are not to be trusted, and to
talk to Vexen after a bit more observation. Back to Riku, head up the stairs
and go into Never Land.

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				  Never Land
������������������������������������������������������������������������������

       EXIT
       _/
      |C|
     _/�
    |A|
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|4| |5| |7|
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|1| |3|
 �   �
	9 - Where we fight Captain Hook

Again, you get the Key of Beginnings without being told.

To enter Room 9, you need a red-bordered card with a value equal to 0 and the
Key of Beginnings. Inside, you will battle Captain Hook.


+++++++++++++  +++++++
C A P T A I N  H O O K
+++++++++++++  +++++++
Prize: Hook Card

Hook is a lot more easier than in Sora's story, but he still retains the
brokenness.

First, the battling arena. In this fight, the ship will tilt back and forth,
making you move when you don't want to.

But that's assuming you hit Captain Hook. Captain Hook has basically THE
annoying dodge rate of any boss in this game. Not only that, but he can send
out bombs at a tireless pace that have a wide exploding area, and if he gets
within range of you, he will pummel you to pieces with his sword attack that
is basically impossible to dodge once he's started. And guess what? Those
attacks are hard-hitting, really damaging. The only way you can really get out
of the way is to jump out of the way and hope you make it. If worst comes to
worst, just use Dark Mode and pummel him with Dark Firaga.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++


After you finish battling Captain Hook, head to Room C and then exit out into
Castle Oblivion Basement Floor Seven.

		             ~~~~~~~~~~~~~~~~~~~~
			     Basement Floor Seven
		             ~~~~~~~~~~~~~~~~~~~~
2RRC

Riku will meet up with...Riku? Apparently Vixen made a replica of Riku.
However, the duplicate Riku takes offense at his being called a fake, and
tells Riku that unlike him, Replicate Riku isn't afraid of the darkness, thus
being able to wipe the floor with him.


+++++++  +++++++
D A R K  R I K U
+++++++  +++++++
People will come into this fight expecting Dark Riku to put up a challenge.
Please, people. I didn't write FAQs for more than a year just to overlook some
glaring weaknesses in a boss.

Dark Riku has the same attacks as he had in his first form in Sora's Story - 
Normal hitting and Dark Firaga. Dark Firaga is as easy to dodge as always; it
is just that in this case you're jumping away instead of dodge rolling away.
Hitting is as normal.

And that's all that there is to Dark Riku. But that's not all. If you get into
Dark Mode as soon as possible and have three 9 value Keys, you can use your
Dark Aura to take away HALF of his life bar. That's right, HALF of his life
bar. If you have six 9 value cards, you could just mop it up with him right
there. And if that's not enough, then there's always the tons of Dark Firaga
that you can cast on him (No, he won't absorb it or anything).

He's the joke that we've come to expect of all the bosses in Reverse Rebirth.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, Dark Riku tells Riku that he'll get more and more experienced, and that
next time he'll destroy Riku. Riku says there won't be a next time, but his
attack will be dispelled by a barrier of darkness. Dark Riku will then run
off, so run after him up the floor.

Now we'll see a scene between Dark Riku and Vexen, where Vexen will tell Dark
Riku to go and fight Sora. Back to Riku, he'll be looking for the 'fake', and
Ansem will appear. Ansem tells Riku that perhaps he is the fake now, what
with his fighting against darkness, and that he was struggling with fear in
the card worlds. Riku will refuse to give up his fight against darkness, and
Ansem gives him some more world cards before running off. Now, head up the
stairs and go into Olympus Coliseum.


������������������������������������������������������������������������������
				Olympus Coliseum
������������������������������������������������������������������������������


       EXIT
       _/
      |C|
     _/�
    |7|
   _/� _   _
  |6| |8| |B|
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|3| |4| |A|
 �\_/� _/�
  |2| |9|
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|1| |5|
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 	B - Where we fight Hades

If you haven't figured out by now that you have the Key of Beginnings...

To enter Room B, you need 15 points worth of blue-bordered cards and the Key
of Beginnings.


+++++++++
H A D E S
+++++++++
Prize: Hades Card

Hades is still damn hard, and rightly so. He will piss you off as much as he
did in Sora's story, cut you to pieces, bury you, and use your burial site for
a manure pile. His first act will be to get his temper riled up and turn red,
where he'll mainly move around and try to hit you with fire from out of his 
hands. In addition to this, from time to time he'll smash you with his fist 
or send out a giant ball with another card combo. Also, sometimes he'll point
out his finger and summon a small fire.

What is really aggravating is how he often times disrupts you from going into
Dark Mode. Thankfully, he is weak to Dark Firaga (Won't absorb it), but the
Mickey cards seem to be rare in this battle, meaning that you're not likely to
get the 9s you need for Dark Aura.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After the battle, go to Room C and exit out to Basement Floor Six of Castle
Oblivion.


		              ~~~~~~~~~~~~~~~~~~
			      Basement Floor Six
		              ~~~~~~~~~~~~~~~~~~

Going up the stairs, we'll see a repeat of the scene where Axel
lets Vexen toy with Sora. This time around, we see some extra cameo from
Dark Riku. Apparently, the Organization members want to make Riku like the
real Riku, memory-wise and down to his heart. Dark Riku refuses, because he
doesn't want to fear Darkness. He attacks Larxene, but Larxene bats him aside
like a gnat and tells him that he'll never remember this incident after they
change his memories.

Back to the real Riku, head up the stairs and go to Wonderland.

������������������������������������������������������������������������������
				  Wonderland
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           EXIT
           _/
          |A|
     _   _/�
    |4| |6|
   _/�\_/�\_
  |2| |5| |9|
 _/�\_/�\_/�
|1| |3| |7|
 �   �   �\_
          |8|
           �

	8 - Where we fight Trickmaster


Although I think it's incredibly obvious by now, you get the Key of Beginnings
without the game telling you so.

To enter Room 8, we require a red-bordered card, a green-bordered card, and
the Key of Beginnings. Inside, we fight Trickmaster.

+++++++++++++++++++++
T R I C K M A S T E R
+++++++++++++++++++++
Prize: Trickmaster Card

The Trickmaster's first attack after moving around a bit will most likely be
crossing his two torches and sending out a small fireball. You can dodge this
by simply jumping as soon as it hits the ground or roll out of the way. When
walking around, he'll twirl his torches, which can hit you if you're under
them. He'll sometimes stand around and twirl his torches as well, preventing
you from hitting him with a well-placed air attack. His last attack will be
a shockwave-esque attack - all you have to do is jump.

The use of the green crown card that sometimes appear causes a table to
sprout up, giving you easier access to hit the Trickmaster.

The Trickmaster is infinitely more easy when using Riku, as not only are you
more able to hit him when he's standing up, but you also have Dark Mode to
resort to if required.

But Trickmaster is a joke in Reverse/Rebirth, like most of the other bosses.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Afterwords, head to Room A and exit out to Castle Oblivion Basement Floor
Five.

		              ~~~~~~~~~~~~~~~~~~~
			      Basement Floor Five
		              ~~~~~~~~~~~~~~~~~~~

Heading up the stairs, we'll see a scene between Larxene and Namine. Larxene
will harass Namine, but Dark Riku will step in, saying that Namine wants to
forget about Sora, and promises to drive whatever is hurting Namine away on
the good luck charm he got from Namine. After he leaves, Larxene laughs at
how manipulative Namine has gotten with Dark Riku's memories. Namine tells
her that Sora won't forget Kairi, that changing his memories will just make
him remember more strongly.

Back to normal Riku, head up the stairs and go into Halloween Town.

������������������������������������������������������������������������������
				 Halloween Town
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         _
        |A| EXIT
       _/� _/
      |8| |B|
     _/�\_/�       
    |9| |6|
     �\_/�\_
      |7| |5|
       �\_/�\_
        |3| |4|
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          |2|
         _/�
        |1|
         �

	A - Where we fight Oogie Boogie

Like, OMFG! The game gives you the Key of Beginnings without even telling you!


To enter Room A, 30 points worth of red-bordered cards and the Key of
Beginnings are required. Inside, we'll fight Oogie Boogie, which this time
around is a blatant copy + paste of Sora's Story strategy.

+++++++++  +++++++++++
O O G I E  B O O G I E
+++++++++  +++++++++++
Prize: Oogie Boogie Card

Oogie Boogie, for the most part, will be behind some spikes, and will send
out dice. His card attack will always be Level 7, so you need your 8, 9, and
0 cards to destroy the dice. If you don't destroy any of the dice, Oogie
Boogie can summon monsters, send a sharp disc flying at Sora, or bring spikes
down from the ceiling to try and hit you.

After you destroy three dice, the spikes will have gone down completely, which
will allow you to get onto the stage and hit Oogie Boogie who will be
relatively powerless to stop you. After you deal him some heavy hitting, the
spikes will come up again and knock Sora off the stage.

Throughout the battle, the green-crown/Mickey face card will come down. If you
grab this, it's effect will be to make the spikes come down completely, again
giving you some more time to hit Oogie Boogie and to cause him havoc for what
he's done.

Of course, once again, a boss is a joke in Reverse/Rebirth. In Oogie Boogie's
case, all you have to do is destroy the die, collect the Mickey card, use it,
then prepare to unleash a barrage of Key attacks against Oogie Boogie.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After your battle, head to room B and exit out onto Basement Floor Four.

		              ~~~~~~~~~~~~~~~~~~~
			      Basement Floor Four
		              ~~~~~~~~~~~~~~~~~~~

One more card to go...speaking of which, a conversation takes place between
Lexaeus and Zexion where it turns out Vexen was vanquished by Axel, and that
Sora is stronger than they thought, and close to being under Marluxia's
control. They decide it doesn't matter, as they'll have Riku.

Now, go to the last world - Atlantica.


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				  Atlantica
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		  EXIT
              _   _/
             |F| |G|
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   |B|  |C| /  |E|
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     |A| |9| |D|
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       |8| |5|
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     |7| |3| |4|
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       |6| |2|
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        |1|
         �
Hmm, I'm going to look in my Map Cards now...OH MY GOD, WHEN DID I GET THAT
KEY OF BEGINNINGS?!

To enter Room B, you need a blue-bordered card with a value of 4 or more and
the Key of Beginnings.  Inside, we'll battle Ursula once again with one more
copy and paste. What can I say? I'm lazy.

+++++++++++
U R S U L A
+++++++++++
Prize: Ursula Card

Ursula is a boss who if you don't know what heck you're supposed to do, will
kick your ass totally in a matter of minutes. Your goal is to destroy the
tentacles surrounding and guarding Ursula, then jump up and hit her head
directly when she no longer has a full armada of tentacles guarding her.

Ursula's attacks range from the tentacles swiping out at Riku, to Ursula
sending out some lightning onto the field. The real pain-dealer though is
when Ursula will open her mouth and then shoot a giant ray of electricity.
That is what you do NOT want to get caught in the middle of.

Green Mickey cards that will come around every so often disable Ursula's
tentacles and makes her head level to Riku for a small amount of time.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, head to Room G and exit Atlantica up to Room Three.

		              ~~~~~~~~~~~~~~~~~~~~
			      Basement Floor Three
		              ~~~~~~~~~~~~~~~~~~~~
2RRD

Riku will meet up with Lexaeus, and identifies him as a 'nobody'. Lexaeus
compliments Riku, but tells him that he is a waste for fearing darkness. After
some talking back and forth (Riku against accepting Darkness, Lexaeus for),
we fight.


+++++++++++++
L E X A E U S
+++++++++++++
Prize: Lexaeus Card

Lexaeus is pretty much your first real challenge in Reverse/Rebirth.

His attacks consist of a slow normal attack that's somewhat sluggish, one
annoying attack where he throws his weapon up into the sky, and it lands on
its shadow, then bounces over to where Riku is, and a combo attack where
Lexaeus splinters a boulder into a bunch of small rocks and sends them at
Riku. The latter attack will bounce off the end and move the other way, then
stop. You can dodge this by going to the very end of either side of the room,
and timing when to jump.

If there is one thing that Lexaeus is really tough with, it's how when he gets
into an attack, if he hits you, he isn't letting go. To this end, transforming
into Dark Mode will likely be hard to execute, as Lexaeus will take advantage
of your lull in battle to attack you. Most likely you'll want to wait until
Lexaeus is Focusing to transform into Dark Mode, where you can then promptly
beat the stuffing out of him with Dark Aura, Dark Break, and Dark Fira.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, Lexaeus will admit his defeat to Riku, but tells him that his death
will cause the darkness within him to devour Riku. Lexaeus then dies, knocking
Riku out and putting him into a state of deep sleep. In the deep sleep, Riku
will encounter Ansem again, who claims he can see into Riku's heart. Ansem
tells Riku that when he awakens, his heart will belong to him. Suddenly,
Mickey will appear and tells Riku to fight Ansem. After, Riku will wake up,
and figure that Mickey is inside him. Now head up the stairs.

We'll see a scene between Zexion and Axel, where it's discussed that Larxene
is dead, Marluxia is going to follow suit, and that Riku is no longer needed.
Coming back to Riku, Zexion will appear and tell him that Marluxia has
fallen, and that Sora is around. Zexion then comments that darkness is
within Riku's heart, and that since Sora wants to banish the darkness, he
might not want to face Riku in his current state. Zexion then gives Riku the
world card to...Destiny Islands...After Zexion leaves, head up the stairs and
go in.

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				Destiny Islands
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             EXIT
     _   _   _/
    |7| |8| |B|
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      |3| |4|
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	7 - Where we fight Darkside


In here, Riku will meet up with Selphie, Tidus, and Wakka...but they'll
disappear. Strange. Oh, and you get the Key of Beginnings too.

To enter Room 7, we require a green-bordered card with a value of 7 or higher
and the Key of Beginnings. Inside, Riku will find Kairi - except she will
disappear too. Zexion appears and tells him that he should've know that this
would happen, as all the other worlds he visited, only the creatures of the
dark had remained. The island then changes to the night in Destiny Islands
from Kingdom Hearts when the Heartless came. Zexion tells Riku that his hate
of being an islander caused him to open the door to darkness, that he was the
one who ruined the islands, and that his heart then belonged to Darkness. Now
we must fight Darkside one more time.

+++++++++++++++
D A R K S I D E
+++++++++++++++
Prize: Darkside Card

Darkside is a lot different in Riku's story than in Sora's story. For one, he
has to be taken down by Keys alone, and two, he has only two bars of health
instead of four. Also, unlike Sora, Riku can jump up with ease to attack
Darkside's head. The only real difficulty that stems from this battle is that
Mickey doesn't seem to be around for this battle besides the green cards.

His attacks consist of sending out blue balls, throwing a blue ball up into
the sky which causes blue balls to rain down from the sky, slam the ground in
front of him, and slam the ground in front of him causing a shockwave, the
latter two attacks which summon the basic Soldier Heartless militia.

The thing is, though, is that his attacks are a joke. With the blue balls,
you can see them way ahead of time and take the time to dodge them, and with
the latter two attacks, you can wait until after he's slammed his arm down and
then attack him with Summons, Keys, and Magic. The Soldiers will hardly be
able to interfere, and as soon as Darkside takes his arm up again, they'll
disappear.

The gree Mickey cards that appear RARELY in this battle will form a wooden 
raft that will float up to Darkside's head, allowing you to easily hit him.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

Afterwards, Sora will suddenly come in and attack Riku, calling him a pawn of
the Darkness! He then proceeds to envelop Riku in Light, and Riku falls into
unconsciousness/sleep again.

In Riku's sleep, he'll think he's fading away in the light, when suddenly
Kairi appears to him and tells him that neither light nor darkness can defeat
him. She tells him that both powers will make him strong, and that he should
not fear the darkness. Riku will decide that he wants to meet his friends, and
will let the Darkness within him awaken. He then wakes up.

Riku forces Zexion out of his disguise as Sora and tells him that he reeked
of Darkness. Zexion wonders why Riku's not afraid of the Darkness anymore,
but Riku doesn't give him any wondering time. After one hit from Riku, Zexion
teleports off. After that, head to Room B and exit out to Basement Floor Two.

		             ~~~~~~~~~~~~~~~~~~
			     Basement Floor Two
		             ~~~~~~~~~~~~~~~~~~
2RRE

In another behind the scenes, we'll see Zexion critically wounded. Axel and
the Riku replica will show up, and Axel convinces Riku to go and slay Zexion.

Back to real Riku, Ansem will speak to him and tell him that now that Riku
has surrendered to the Darkness again, he has a hold on Riku's heart again.
However, King Mickey will come in person and interfere. Mickey tells Riku
that he came by being guided by a card that thought it belonged to Riku, and
gives it to him. Head up the stairs and go into the second-to-last world;
Twilight Town.

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				 Twilight Town
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         _
        |9|
       _/�
      |8|    EXIT
     _/�     _/
    |7|     |D|
   _/�     _/�
  |6|     |C|
 _/� _   _/�
|3| |4| |B|
 �\_/� _/�
  |2| |A|
 _/�\_/�
|1| |5|
 �   �


Riku will not recognize Twilight Town, and quickly realizes that Mickey isn't
around anymore. Ansem appears to tell him that Riku is all his. When Riku is
about to battle him, he stops and tells him that he isn't Ansem. Riku says
that he doesn't smell of Darkness, but of something else, and that this Ansem
was the Ansem that guided him throughout the entirety of Castle Oblivion.
Riku knows that this Ansem fake gave him the card to make him face his
darkness. Ansem tells him that he is correct, and transforms into a seperate
cloaked entity. He tells Riku that DiZ is as good a name as any, and that what
he wants of Riku is for Riku to choose. Apparently, Riku walks the road
between light and darkness - the Twilight. DiZ tells Riku that he wants him
to meet Namine and then choose, then disappears. We also obtain the Key of
Beginnings.

To enter Room 5, a blue card with a value of 5 or less and the Key of
Beginnings are required. Inside, Replicate Riku will come and say that he
thought that he could be a new person, but he's empty, and that as long as the
Real Riku is around, he's nothing more than a shadow. And we fight once again.


+++++++  +++++++  +++
D A R K  R I K U  I I
+++++++  +++++++  +++
Dark Riku, in addition to Dark Firaga and normal attacking, now knows Dark
Aura, and thus is a force to be reckoned with. To this end, get into Dark
Mode AS SOON AS POSSIBLE. Once in Dark Mode, use Dark Aura to decimate more
than a full bar of Dark Riku's health, and use 0 value cards to keep Dark
Riku's combos at bay.


Again, Mickey isn't around for this battle, so you're going to have to try and
dodge Dark Riku's attacks as much as possible.
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, Dark Riku will fade away. You'll get the Key of Guidance additionally.

To enter Room 9, you need 50 points worth of cards and the Key of Guidance.
Inside, Riku will meet up with Namine, but I won't spoil what happens. After,
head to room D and exit out into Basement Floor ONE of Castle Oblivion.

		             ~~~~~~~~~~~~~~~~~~
			     Basement Floor One
		             ~~~~~~~~~~~~~~~~~~
2RRF

Apparently Mickey knows that Riku decided not to go to sleep because of DiZ,
who's around. Mickey somehow has met DiZ before but can't remember him. Riku
asks DiZ who he is...he's nobody. DiZ then gives Riku a card and says it will
draw the darkness in him out into that world. He tells Riku to finish his
business with Ansem. Up on the next floor, Riku tells Mickey he needs to fight
Ansem alone, and that if he gets taken by Ansem, Mickey needs to destroy him.
Mickey, however, will decide that he'll rescue Riku if it comes to that
instead. Well now, go on into Castle Oblivion.

������������������������������������������������������������������������������
			        Castle Oblivion
������������������������������������������������������������������������������

       _
      |4|
     _/�
    |3|
   _/�
  |2|
 _/�
|1|
 �


Riku will call out Ansem, but Ansem will just wait for Riku. Again, we get
the Key of Beginnings.

To enter Room 4, you will need 13 points worth of cards and the Key of
Beginnings. Inside, we'll fight Ansem, and that's that for me. No more
spoilers, just a simple boss strategy.


+++++++++  +++
A N S E M  I I
+++++++++  +++
You may be saying, "But Yami Shuryou, you haven't fought Ansem before! Why
do you have this boss fight labeled as Ansem II?" The truth is, Ansem is
really a huge upgrade of the Ansem you fought at the beginning of the game.

For one, Ansem still has Rockshatter and the purple shield attacks. But now
that he casts both attacks a lot more often, Ansem is a big problem. But
that isn't all, as now he keeps up with Riku even in Dark Mode when moving
around effortlessly, and his attacks deal a lot more punch to them. To top it
off, he has four bars of life, and Dark Aura is ineffective against him what
with his Heartless guard.

You're going to need your 0s big time, so don't use them in any combos. As
for any other notes, Mickey cards will come down once again. In fact, they're
probably going to be the key factor in your fight.

It's a hard fight but it is winnable. 
+++++  +++++++++++
E N D  B A T T L E
+++++  +++++++++++

After, enjoy your hard-earned ending.


******************************************************************************
*============================================================================*
*=========================       3. Abilities       =========================*
*============================================================================*
******************************************************************************
3ABL

~~~~~~~~
~~~~~~~~
Sleights
~~~~~~~~
~~~~~~~~


Sliding Dash
------------
Slide toward distant targets for a close-range attack.

-Three attack cards of the same type
-Total value 10-15


Blitz
-----
Unleash a powerful three-hit combo upon the enemy.

-Three attack cards of differing types
-Total value 10-15


Stun Impact
-----------
Stun surrounding enemies with a single attack.

-Three attack cards of the same type
-Total value 20-23


Zantetsuken
-----------
Break a card and render it unreloadable until the end of the battle.

-Three attack cards
-Total value 0 or 27


Strike Raid
-----------
Hurl the Keyblade forward, stunning and dealing damage to enemies in its path.

-Three attack cards
-Total value 24-26


Sonic Blade
-----------
Press the A Button for up to six additional attacks.

-Three attack cards of differing types
-Total value 20-23


Ars Arcanum
-----------
Rain a flurry of blows upon the enemy.

-Three attack cards
-Total value 1-6


Ragnarok
--------
Leap into the air and fire a stream of rays in front of you.

-Three attack cards
-Total value 7-9


Trinity Limit
-------------
Inflict heavy damage on all enemies in sight.

-Any attack card
-Donald
-Goofy


~~~~~
~~~~~
Magic
~~~~~
~~~~~


Fira
----
Sizzle the opposition with powerful fire magic.

-Fire
-Fire


Firaga
------
Scorch the opposition with powerful fire magic.

-Fire
-Fire
-Fire


Blizzara
--------
Chill the opposition with powerful ice magic.

-Blizzard
-Blizzard


Blizzaga
--------
Freeze the opposition with powerful ice magic.

-Blizzard
-Blizzard
-Blizzard


Thundara
--------
Shock the opposition with powerful lighting magic.

-Thunder
-Thunder


Thundaga
--------
Fry the opposition with powerful lighting magic.

-Thunder
-Thunder
-Thunder


Cura
----
Restore a lot of HP.

-Cure
-Cure


Curaga
------
Restore a very large amount of HP.

-Cure
-Cure
-Cure


Gravira
-------
Deal damage relative to the enemy's remaining HP.

-Gravity
-Gravity


Graviga
-------
Deal damage relative to the enemy's remaining HP.

-Gravity
-Gravity
-Gravity


Stopra
------
Halt enemy movement for a long period of time.

-Stop
-Stop


Stopga
------
Halt enemy movement for a very long period of time.

-Stop
-Stop
-Stop


Aerora
------
Blow away surrounding enemies and inflict damage.

-Aero
-Aero


Aeroga
------
Blow away all enemies in a large radius and inflict damage.

-Aero
-Aero
-Aero


Fire Raid
---------
Hurl the Keyblade and inflict fire damage.

-Fire
-Any Attack Card
-Any Attack Card


Blizzard Raid
-------------
Hurl the Keyblade and inflict ice damage.

-Ice
-Any Attack Card
-Any Attack Card


Thunder Raid
------------
Hurl the Keyblade and inflict thunder damage.

-Thunder
-Any Attack Card
-Any Attack Card


Gravity Raid
------------
Hurl the Keyblade and trigger Gravity upon impact.

-Gravity
-Any Attack Card
-Any Attack Card


Stop Raid
---------
Hurl the Keyblade and trigger Stop upon impact.

-Stop
-Any Attack Card
-Any Attack Card


Judgement
---------
Hurl the Keyblade toward the enemy for multiple attacks.

-Aero
-Any Attack Card
-Any Attack Card


Reflect Raid
------------
Hurl the Keyblade and make it ricochet around to strike many enemies.

-Cloud
-Any attack card
-Any attack card


Homing Fira
-----------
Cast a Fira spell that seeks out the targeted enemy.

-Aero
-Fire
-Any magic card


Firaga Break
------------
Inflict fire damage on enemies in front of you with a powerful attack.

-Fire
-Mushu
-Any attack card


Mega Flare
----------
Incinerate all enemies in a wide area.

-Mushu
-Fire
-FIre


Homing Blizarra
---------------
Cast a Blizzara spell that seeks out the targeted enemy.

-Aero
-Blizzard
-Any magic card


Aqua Splash
-----------
Spray melted ice at the enemy over a period of time, inflicting ice damage.

-Blizzard
-Fire
-Aero


Shock Impact
------------
Simba's roar sends enemies flying and triggers Stop.

-Simba
-Attack Card
-Attack Card


Tornado
-------
Blow away enemies in a wide area, inflicting damage and stunning them.

-Aero
-Gravity
-Any Summon Card


Quake
-----
Inflict damage on all ground enemies with a violent tremor.

-Gravity
-Simba
-Any Magic Card


Warpinator
----------
Eliminate the closest enemy. Not always successful.

-Stop
-Gravity
-Aero


Warp
----
Eliminate all enemies in sight.

-Stop
-Aero
-Aero


Bind
----
Hold enemies in place. Enemies can still attack from their positions.

-Gravity
-Stop
-Any Magic Card


Confuse
-------
Temporarily confuse enemies so they attack less often.

-Genie
-Tinker Bell
-Any Summon Card


Terror
------
Strike fear in the enemy so they no longer approach.

-Any Summon Card
-Any Summon Card
-Jack

OR

-Simba
-Mushu
-Any Item Card

Synchro
-------
Set surrounding enemies' HP to that of the target.

-Cure
-Gravity
-Aero


Gifted Miracle
--------------
Reload cards and reset the counter while restoring HP to friends and foe 
alike.

-Any Summon Card
-Any Magic Card
-Jack

OR

-Bambi
-Blizzard
-Any Item Card

Teleport
--------
Rematerialize behind the targeted enemy, stunning it for a short time.

-Stop
-Aero
-Any Item Card

OR

-Any Magic Card
-Any Magic Card
-Peter Pan


Holy
----
Inflict damage on a targeted enemy and all surrounding enemies.

-Mega-Ether
-Megalixir
-Any Item Card


~~~~~~~
~~~~~~~
Summons
~~~~~~~
~~~~~~~

A note: Most summons can add another card to increase the strength of the 
attack.

Proud Roar
----------
Simba's roar stuns and deals damage to enemies in front of him.

-Simba
-Simba


Splash
------
Dumbo douses enemies over a set time period, dealing ice damage.

-Dumbo
-Dumbo


Paradise
--------
Bambi bounds around and drops HP recovery items.

-Bambi
-Bambi


Idyll Romp
----------
Bambi zigzags around the battlefield, confusing the enemy.

-Bambi
-Any Attack Card
-Any Attack Card


Flare Breath
------------
Mushu breathes fire at enemies in a wide area, inflicting fire damage.

-Mushu
-Mushu


Showtime
--------
Genie randomly casts two spells chosen from Gravira, Thundara, and Stopra.

-Genie
-Genie


Twinkle
-------
Tinker Bell restores a lot of HP over a set time period.

-Tinker Bell
-Tinker Bell


Cross-Slash
-----------
Cloud assaults the enemy with a three-hit combo.

-Cloud
-Cloud


Omnislash
---------
Cloud swoops down from the skies, attacking enemies in a wide area.

-Cloud
-Cloud
-Cloud


Cross-Slash*
------------
Cloud singles out an enemy and uses Cross-slash.

-Cloud
-Stop
-Any Attack Card


Magic
-----
Donald double-casts Fira, Blizzara, Thundara, or Cura.

-Donald
-Donald


Blazing Donald
--------------
Donald flubs a Fire spell...

-Donald
-Fire
-Any Magic Card


Goofy Charge
------------
Goofy rushes at enemies, bashing and stunning them with his shield.

-Goofy
-Goofy


Goofy Tornado
-------------
Goofy whirls his shield around, bashing enemies in a wide area.

-Goofy
-Goofy
-Goofy


Sandstorm
---------
Aladdin runs around while swinging his sword.

-Aladdin
-Aladdin


Surprise!
---------
Jack double-casts Fira, Blizzara, Thundara, or Gravira.

-Jack
-Jack


Spiral Wave
-----------
Ariel whirls back and forth, striking many enemies.

-Ariel
-Ariel


Hummingbird
-----------
Peter Pan soars around, striking enemies in a wide area.

-Peter Pan
-Peter Pan


Ferocious Lunge
---------------
The Beast charges in a straigt line, scattering the opposition.

-Beast
-Beast



==================
=Riku's Abilities=
==================

Dark Break
----------
Leap into the air and attack enemies from above. Only available in Dark Mode.

-Three Soul Eaters
-Total value 5-15


Dark Firaga
-----------
Expel dark energy in a searing blast. Only available in Dark Mode.

-Three Soul Eaters
-Total value 16-25


Dark Aura
---------
Rush enemies repeatedly with blade in hand. Only available in Dark Mode.

-Three Soul Eaters
-Total value 27


MM Miracle
----------
The king restores a lot of HP, and stuns and deals damage to all enemies.

-The King
-The King
-The King



******************************************************************************
*============================================================================*
*=========================          4. Cards        =========================*
*============================================================================*
******************************************************************************

������������������������������������������������������������������������������
			            Map Cards
������������������������������������������������������������������������������
4MCD

-----------
-Red Cards-
-----------

Almighty Darkness
=================
In this room Heartless with high-level cards appear.


Black Room
==========
In this room only Black Mushrooms appear.


Feeble Darkness
===============
In this room Heartless with low-level cards appear.


Looming Darkness
================
In this room the Heartless will follow you without breaking pursuit.


Premium Room
============
In this room winning against the Heartless will give Premium bonuses.


Sleeping Darkness
=================
In this room all the Heartless are sleeping and open to avoiding or ambushing.


Teeming Darkness
================
In this room plenty of Heartless appear.


Tranquil Darkness
=================
In this room only a few Heartless appear.


White Room
==========
In this room only White Mushrooms appear.


-------------
-Green Rooms-
-------------

Alchemic Waking Room
====================
In this room item cards are more powerful than usual.


Lasting Daze
============
In this room striking the Heartless in the field causes all additional


Martial Waking Room
===================
In this room attack cards are more powerful than usual.


Meeting Ground Room
===================
In this room a friend card appears at the beginning of every battle (with
special exceptions).


Sorcerous Waking Room
=====================
In this room magic cards are more powerful than usual.


Stagnant Space
==============
In this room the Heartless move slowly.


Strong Initiative
=================
In this room striking in the field deals additional damage to the Heartless.


------------
-Blue Cards-
------------

Calm Bounty
===========
In this room there is treasure and no Heartless.


False Bounty
============
In this room there is one real treasure chest. The other chests contain
Heartless.


Guarded Trove
=============
In this room there is treasure guarded by Heartless.


Mingling Worlds
===============
This room will be generated from one random card.


Moment's Reprieve
=================
In this room there is a save point and no Heartless.


Moogle Room
===========
In this room there is a Moogle shop.


������������������������������������������������������������������������������
			          Attack Cards
������������������������������������������������������������������������������
4ACD


Riku uses solely the Soul Eater and Mickey cards. All enemy cards are
automatically equipped.

Due to efficiency, I'm doing the Keys in a chart and Magic + Summon cards 
after that.



Name            | Power | Swing | Break Recovery | Element
=============================================================
Crabclaw        |  C    |   B   |       *        | Physical
=============================================================
Diamond Dust    |  B+   |   *   |       *        | Ice
=============================================================
Divine Rose     |  A    |   A   |       C        | Physical
=============================================================
Fairy Harp      |  C+   |   B   |       B        | Physical
=============================================================
Kingdom Key     |  D+   |   D+  |       B        | Physical
=============================================================
Lady Luck       |  C+   |   A   |       B        | Physical
=============================================================
Lionheart       |  B    |   D   |       A        | Fire
=============================================================
Metal Chocobo   |  C+   |   C   |       B        | Neutral
=============================================================
Oathkeeper      |  B    |   B   |       B        | Physical
=============================================================
Oblivion        |  A    |   C   |       A        | Neutral
=============================================================
Olympia         |  C+   |   C   |       A        | Physical
=============================================================
One-Winged Angel|  C    |   A   |       C        | Fire
=============================================================
Pumpkinhead     |  C+   |   B   |       A        | Physical
=============================================================
Spellbinder     |  D+   |   C   |       A        | Lightning
=============================================================
Three Wishes    |  C+   |   A   |       B        | Physical
=============================================================
Ultima Weapon   |  *    |   B   |       B        | Physical
=============================================================
Wishing Star    |  C    |   A   |       A        | Physical
=============================================================


Aero
====
A card that blows away close-range enemies along with damaging them.


Bambi
=====
Bambi leaps around, dropping recovery items.


Blizzard
========
A card that deals Ice damage.


Dumbo
=====
Dumbo douses enemies with water.


Cloud
=====
Cloud attacks an enemy two times with his sword.


Cure
====
A card that restores HP.


Fire
====
A card that deals Fire damage.


Genie
=====
Genie randomly casts Thunder, Gravity, and Stop.


Gravity
=======
A card that pins opponents down to earth.


Mushu
=====
Mushu breathes fire at the enemy.


Simba
=====
Simba lets out a roar that damages enemies in front of him.


Stop
====
A card that halts enemy movement for a small amount of time.


Tinker Bell
===========
Tinker Bell restores HP over a period of time.


Thunder
=======
A card that deals Lightning damage.


������������������������������������������������������������������������������
			           Item Cards
������������������������������������������������������������������������������
4ICD


Elixir
======
This card reloads attack and magic cards with no charge time. Works with 
normally non-reloadable cards as well.

Ether
=====
This card reloads magic cards with no charge time.


Hi-Potion
=========
This card reloads attack cards with no charge time. Works with normally
non-reloadable cards as well.


Mega-Elixir
==========
This card reloads attack and magic cards with no charge time. Works with 
normally non-reloadable cards as well. It also resets the Focus counter.


Mega-Ether
=========
This card reloads magic cards with no charge time. Works with normally
non-reloadable cards as well. It also resets the Focus counter.


Mega-Potion
===========
This card reloads attack cards with no charge time. Works with normally
non-reloadable cards as well. It also resets the Focus counter.


Potion
======
This card reloads attack cards with no charge time.


������������������������������������������������������������������������������
			          Friend Cards
������������������������������������������������������������������������������
4FCD


Aladdin
=======
Aladdin will swing his sword at the enemies.


Ariel
=====
Ariel will zip across the field, attacking whatever enemies happen to be in
her way.


Beast
=====
Beast will zoom across the field, destroying anything in his way.


Donald
======
Donald will randomly cast Blizzard, Cure, Fire, or Thunder.


Goofy
=====
Goofy will dash at the enemy with his shield in front of him.


Jack
====
Jack will randomly cast Blizzard, Fire, Gravity, or Thunder.


Mickey
======
(Usably only in Reverse/Rebirth) Mickey will reload some of your cards,
attack + stun the enemies, then heal you.


Peter Pan
=========
Peter Pan will zip across the field, attacking whatever enemies happen to be
in his way with a dagger.


������������������������������������������������������������������������������
			          Enemy Cards
������������������������������������������������������������������������������
4ECD

Air Pirate
==========
Stop enemies from breaking item cards you use.


Air Soldier
===========
Reload while in motion.


Ansem
=====
Conceal your stocked cards from opponents.


Aquatank
========
Automatically reload cards when they run out.


Axel
====
Use cards even while staggering from damage.


Bandit
======
Make any normal attack as strong as a finishing blow.


Barrel Spider
=============
Reload cards instantly.


Black Fungus
============
Activate a random enemy card effect.


Blue Rhapsody
=============
Increase the strength of Ice abilities.


Bouncywild
==========
Attract fallen cards and items for easy retrieval.


Card Soldier 
============
Increase the swing speed of attack cards. (There are two different types, both
have same effect) 


Creeper Plant
=============
Stop enemies from breaking Cure abilities you use.


Crescendo
=========
Forfeit magic card use to power up summon cards.


Darkball
========
Hide the cards you hold from hostile eyes.


Darkside
========
Copy the enemy card your oppponent is using.


Defender
========
Decrease damage from enemies' physical attacks.


Dragon Maleficient
==================
Sacrifice reload speed to power up attack cards.


Fat Bandit
==========
Increase damage when hitting enemies from behind.


Gargoyle
========
Become invisible and reduce your chances of being hit.


Green Requiem
=============
Increase the strength of Cure abilities.


Guard Armor
===========
Slightly extend the range of attack cards.


Hades
=====
Boost the power of attack cards when low on HP.


Hook
====
Retain 1 HP after a critical hit (unless only 1 HP is left).


Jafar
=====
Stop enemies from breaking attack cards you use.


Large Body
==========
Deflect frontal physical attacks and nullify damage.


Larxene
=======
Increase running speed.


Lexaeus
=======
Obliterate enemies with the finishing blow of a combo with a success rate.


Marluxia
========
Use stocked cards and sleights twice in a row.


Neoshadow
=========
Cause enemies' HP to gradually drop.


Oogie Boogie
============
Gradually restore HP.


Parasite Cage
=============
Break an opponent's enemy card without fail.


Pirate
======
Change the values of all cards to 0.


Powerwild
=========
Reverse the values of all cards: 1 > 9, 2 > 8, etc.


Red Nocturne
============
Increase the strength of Fire abilities.


Riku
====
Keep cards used in sleights available for reloading.


Screwdriver
===========
Decrease the values of all cards by 1.


Search Ghost
============
Absorb enemy HP when striking with attack cards.


Sea Neon
========
Randomize the values of cards you use.


Shadow
======
Increase the value of all cards by 1.


Soldier
=======
Add an extra hit to normal combos.


Tornado Step
============
Subtract 2 from the reload counter.


Trickmaster
===========
Devalue the enemy's card when you lose a card break.


Ursula
======
Halve the damage from enemies' magical attacks.


Vexen
=====
Revive automatically when your HP reach 0.


White Mushroom
==============
Restore some HP every time you use a friend card.


Wight Knight
============
Alter gravity to increase jumping ability.


Wizard
======
Forfeit summon card use to power up magic cards.


Wyvern
======
Reload without incrementing the reload counter.


Yellow Opera
============
Increase the strength of Thunder abilities.


******************************************************************************
*============================================================================*
*=========================  5. Sora's Story Journal =========================*
*============================================================================*
******************************************************************************


������������������������������������������������������������������������������
			          Story
������������������������������������������������������������������������������
5SSS


Sora's Tale I
=============
Our friends may be here...

It was that thought that led us to Castle Oblivion, where cards rule over all.

A mysterious man gave Sora a card, and using it took us to Traverse Town---of
all places!

It turned out that the town was just a figmet of our own remembrances, the
first world of many that lie in Sora's heart.

And so our journey through these worlds begins.


Sora's Tale II
==============
It seems we're slowly losing our memories of what happened before the castle.
And all my notes about the last journey have vanished!

But in exchange, Sora is remembering other things he must have forgotten until
now---like a girl he knew when he was little.

When fighting Larxene, Sora finally remembered the girl's name...

Namin�.


Sora's Tale III
===============
Sora pressed on in his search for Namin�, and can you believe it? He found
Riku, his best friend whom we thought was lost.

Sora was so happy, but Riku attacked him just like that, saying, "I'll protect
Namin�!"

What could he mean? Will something happen if Sora finds Namin�?

Sora is chasing after Riku...and the answers.


Sora's Tale IV
==============
So Sora's memories of Namin� were false..

Marluxia wanted Sora's heart and the strength within, so he used Namin� to
create fake memories and place them in Sora's heart.

Larxene is gone, so we're going to the top floor to finish Marluxia. We want
out memories back.

And Sora---he wants to keep the promise he remembers. Namin� may not be his
friend, but in his heart, protecting her is the only choice.


Traverse Town
=============
The card the hooded man gave us took us to Traverse Town, where we were
reunited with Leon, Yuffie, and our other friends.

Leon acted like he'd forgotten Sora, but for whatever reason still knew his
name. I guess his memory got mixed up somehow.

Aerith sensed that the town and everyone there was a product of Sora's 
memories. It may sound crazy, but I think she was right.


Wonderland
==========
When we chased after the White Rabbit, we stumbled upon a trial in progress.

The Queen of Hearts accused Alice of stealing her memory and sentenced her to
death!

Angered by the shoddy trial, Sora freed Alice and hunted down the real 
culprit.

But even after we bested the Trickmaster, the Queen refused to believe that 
Alice was innocent.

Fortunately, Alice's quick thinking pacified the Queen and no one had to lose
their head.


Olympus Coliseum
================
Sora wanted to take on Hercules, so we all decided to compete in the games.

Hades, frantic to dispose of Hercules, hired Cloud to take him out. Cloud 
cooperated, thinking he would get his lost memories back.

But not even Cloud could beat Hercules. Hades stepped in to finish the job, 
but we put his plans on ice.


Agrabah
=======
Aladdin brought the magic lamp back from the Cave of Wonders, hoping for a 
chance to meet Jasmine, Princess of Agrabah.

Inside the lamp was Genie, who would grant three wishes to the lamp's bearer.

Aladdin hoped to become a prince so he could see Jasmine whenever he wanted. 
But he used two wishes battling the Heartless, and then Jafar stole the lamp.

Jafar turned into a genie, but we defeated him and Aladdin got the lamp back.

Instead of becoming a prince, Aladdin used his last wish to set Genie free, 
and decided he wanted Jasmine to know him as he really is.


Halloween Town
==============
Dr. Finkelstein invented a potion that restores true memories, but it drew the
Heartless to Halloween Town.

Intrigued, Sora went with Jack to look for Sally, who had nabbed the potion
because she was scared of what it could do.

Oogie Boogie swiped the potion and downed it in a single gulp. But his true
memories drove him made with fear.

What if true memories do that to everyone's heart? Scary.


Monstro
=======
Geppetto went out looking for Pinocchio and was swallowed up by the whale 
Monstro. But finding Pinocchio inside filled him with joy.

But Pinocchio felt bad about running away from home and putting his father in
danger, so he set off to find a way out of Monstro.

After a run-in with a big Heartless, Pinocchio had a great idea: Why not make 
a commotion and get Monstro to spit us out?

With our help, the plan worked, and Pinocchio and Geppetto escaped safely.


Atlantica
=========
Ariel, Princess of Atlantica, was worried about her little friend Flounder,
who was nowhere to be found.

The sea witch Ursula told Ariel Flounder was trapped in the outside world,and
King Triton's trident was the only way to save him.

Ariel was so worried, she stole the trident for Ursula, but it was all a 
trick---Ursula had Flounder all along.

With the trident's power Ursula became a giant, but we stopped her and Ariel
resolved to apologize to her father, the king.


Never Land
==========
Peter Pan stowed away on Captain Hook's ship to save the kidnapped Wendy.

But no sooner had she been saved that Wendy told Peter she wanted to go home
to London.

Would Wendy grow up and forget about him and Never Land? Peter didn't liked
that one bit, and left in a huff.

Meanwhile we were just trying to get off the ship. Hook caught us on the deck,
but Peter came back and bailed us out

In the end, Peter and Wendy said their farewells, but promised to meet again
one day.


Hollow Bastion
==============
The Beast came to rescue Belle from Maleficent's clutches, but to his dismay,
Belle acted coldly and would not go with him.

We felt bad for him, so we went to see Belle. It turned out she was only
pretending to be cruel, to keep her heart and the love within safe from
Maleficent.

But faced with a choice, Belle couldn't hide how she felt for the Beast, and
Maleficent stole her heart.

Together with the Beast, we took care of Maleficent and restored Belle's
heart.


100 Acre Wood
=============
Pooh seemed to have lost his friends, so Sora stopped to help him look.

Maybe Sora saw something of himself in Pooh, since he's looking for friends
too.


Twilight Town
=============
The card Vexen gave us led to a town none of us remember.

But Sora held fast to his promise to Namin�, and we pressed on.

Speaking of which, Vexen seemed ready to say something about that, but Axel
showed up, and...Well, we won't be seeing Vexen again.


Destiny Islands
===============
The last card led to the place where Sora grew up.

Sora wandered the islet that was once his playground, wading through his
memories to find the girl he cared for. 
  
But when he found Namin�, she told him the bitter truth---nothing he
remembered of her ever happened.


Castle Oblivion
===============
Well, we've made it to the top, and many of our memories are gone. Sora can't
even recall the name of the person he cares for most.
  
But we've made a promise. No distance can separate us, and we'll be friends
even if we can't remember it to be so.
  
Axel is out of the way. We just have to stop Marluxia. He ordered Namin� to
wipe Sora's memory, but it doesn't matter.
  
Sora knows that promises don't fade as easily as memories.


������������������������������������������������������������������������������
			        Characters
������������������������������������������������������������������������������
5SCH

Small note; only the major characters are here.


Sora
====
A bright and spirited boy chosen by the Keyblade to battle the Heartless.

It was Sora who defeated Ansem, ending his plans to shroud the world in
darkness.

However, Sora continues his journey, seeking the friends he lost during the
struggle.


Donald Duck
===========
Court wizard at Disney Castle who set out with Goofy after the king's 
disappearance.

His short temper sometimes gets him into trouble, but he is very brave.

Donald is currently seeking clues to what happened to the king after he was
locked behind the door to darkness.


Goofy
=====
Captain of the Disney Castle Royal Knights. He set out with Donald after the
king's disappearance.

He is cheerful and calm, and no one is more loyal to the king.

Goofy and Sora are especially good friends.


Jiminy Cricket
==============
That's right, me again. I'm keeping a journal of everyone's adventures.

I also act as Pinocchio's conscience, so he'll know right from wrong.


Riku
====
Sora's childhood friend.
  
Baited by the darkness and used by Maleficent and Ansem, Riku once fought
against Sora. 
  
In order to seal the door to darkness, Riku stayed with the king on the other
side. His current whereabouts are unknown.
  
Sora journeys in the hopes of finding Riku.


Kairi
=====
Sora's childhood friend.

Sora's journey began as a search for Kairi, who disappeared when their island
home was swallowed by darkness.

Kairi was held captive by the Heartless, but thanks to Sora she and the
islands were saved.

She waits there for Sora and Riku's return.


Simba
=====
Successor to his father as ruler of the Pride Lands.

Sora need only call and Simba will appear and lend his strength.


Dumbo
=====
A small elephant born in a circus.

The other animals laughed at his big ears, but the courage to fly made Dumbo
the star of the circus.

If Sora calls, Dumbo will come to the rescue.


Bambi
=====
A young deer prince whose father is king of the Forest.

Sora can call on Bambi for help anytime.


Mushu
=====
Once a guardian dragon of a Chinese family. Due to past mistakes, he lost much
of his former power.

If Sora calls, Mushu will come to our aid


The Moogles
===========
A strange race that seems to pop up just about anywhere.

In Castle Oblivion, the moogles run shops where Sora can trade in unwanted
cards.


Leon
====

A cool and collected swordsman who wields a gunblade. His real name: Squall
Leonhart.

Leon once fought with Sora against the Heartless, but the Leon we met in
Castle Oblivion is a product of Sora's memory, so he can't remember much of
what happened before.


Yuffie
======
A girl whose cheerful personality belies her painful memories. When she was
still young the Heartless robbed her of her home.

Never one to sweat the small stuff, Yuffie seems unfazed by her fuddled
memory.


Aerith
======
A young woman who fought the Heartless. Her calm demeanor hides an unbreakable
will.

Aerith also has a mysterious sense of truth, and is aware that Traverse Town
and its inhabitants are a figment of Sora's memory.


Cid
===
A gifted pilot who saved Leon and the others from the Heartless when they were
just children.

Cid lives in Traverse Town.


Cloud
=====
A swordsman hired by Hades to take out Hercules. Cloud seeks the true memories
he has lost.

Were they memories of someone dear to him, or memories of his own hazy past?


Tidus
=====
A young boy from Sora's islands with a sunny personality and lots of energy.

Tidus has no shortage of confidence either, and considers himself a champ at
everything.


Wakka
=====
A boy from Sora's islands.

Despite being the oldest, Wakka is modest and takes good care of his friends.


Selphie
=======
A perky girl from Sora's islands.

Selphie is assertive and tends to leap before she looks, and she also has a
romantic side.


Namin�
======
A young witch who, under orders from Marluxia, rewrote much of Sora's memory.
  
Because Namin� based the false memories on Sora's feelings toward Kairi, Sora
believed he and Namin� had been friends since childhood.
  
But truth be told, the two had never met before Castle Oblivion.


Riku Replica
============
A replica of Riku created by Vexen from the real Riku's data.

Through Namin�'s power he was infused with false memories and made to believe
he was the real Riku.

The truth has wounded him deeply.


Axel
====
A mysterious figure who stands in Sora's path.

Hard to read, half of the time Axel seems to just be messing around... but for
all we know, he's done more thinking that everyone else put together.


Larxene
=======
A member of the group that controls Castle Oblivion.

Larxene is unfeeling and loves nothing more than to bring other people down.

She is on good terms with Axel but still mocks everyone and trusts no one.


Vexen
=====
A man absorbed in his dubious research in Castle Oblivion.

Vexen tried to destroy Sora by controlling Riku and pitting the two against
each other. When this plan failed, he confronted Sora personally.


Marluxia
========
Lord of Castle Oblivion and a member of the Organization.

In a move to bring the group under his control, Marluxia used Namin� to
overrun Sora's memory and tried to claim the power of the Keyblade.



******************************************************************************
*============================================================================*
*=========================6. Reverse/Rebirth Journal=========================*
*============================================================================*
******************************************************************************


������������������������������������������������������������������������������
			          Story
������������������������������������������������������������������������������
6RRS

Riku's Tale I
=============
Bored with his secluded island life, Riku dreamt of seeing other worlds.

He got his wish when darkness devoured Destiny Islands and he was thrust into
the outside world.

While looking for his lost friend Kairi, he met Maleficient, and accepted her
help.

But Maleficient had her eyes on Riku's strength and was working to make him
her underdog. She gave Riku the power of darkness, but as he used it, it
gained power over him.

This is why Riku fought his best friend Sora, and how his heart fell to
Ansem, pursuer of darkness.

But Riku's heart was freed by Sora's light. Riku, Sora, and the king worked
together to close the door to darkness, but Riku was trapped inside, in the
realm of darkness.

Will he see the realm of light again?


Riku's Tale II
==============
Led by a mysterious voice, Riku made his way through the card-worlds, but met
only dark beings within.

Riku was told that because he rejected the other things in his life to claim
darkness, his heart is now devoid of anything but the darkness he sought.

Unable to accept this, Riku encountered Ansem, who tried yet again to conquer
him.

The king intervened to save Riku, but Ansem has not let go of his heart.

And so Riku must fight the darkness within.


Riku's Tale III
===============
Embattled with the darkness in his heart, Riku met someone who looked just
like him, a replica crafted by Vexen, a member of the organization.

The replica commanded darkness freely, and called Riku cowardly for neglecting
the dark.

Meanwhile, agents of the Organization laid their rivalry bare. Sora and Riku
seem to be the reason they control the castle---but why?


Riku's Tale IV
==============
Vexen took his replica of Riku and headed for the surface, but finally fell
at Sora's hands.

Lexaeus confronted Riku, meaning to bring him to submission using all force
necessary.

Though Riku won the battle, Lexaeus used his last strength to drag him into
the realm of darkness.

There, Ansem's shadow loomed large, but Riku was again saved by the king's
light.


Riku's Tale V
=============
One by one, members of the Organization fell at Riku and Sora's hands---even
Marluxia, lord of the castle.

Zexion, hoping to avoid a similar fate, tried to use memories of Riku's
island home against him.

Ignored by his friends and even attacked by Sora---it seemed Riku would be
washed away by the light, but Kairi's voice gave him courage.

No longer afraid of the darkness, Riku saw through the fake Sora and thwarted
Zexion's trap.


Riku's Tale VI
==============
By embracing his inner darkness, Riku gained a great power, but so did Ansem.

Guided by the enigmatic DiZ, Riku made his way through Twilight Town,
defeating his copy and locating Namin�.

With her he found Sora and friends in a deep slumber, waiting to get their
lost memories back.

Namin� told Riku he could seal Ansem away forever by forgetting him, but Riku
would not give up his memories.

Riku chose to fight by his own strength. With the king at his side, he now
makes ready for a final battle with Ansem.

Will his choice take him to the realm of light...or darkness?


������������������������������������������������������������������������������
			        Characters
������������������������������������������������������������������������������
6SCH

Small note; only the major characters are here.


Riku
====
A boy who was born and raised on a small group of islands.

Riku dreamt of seeing other worlds, and so he forsook the islands---only to be
seduced by the power of darkness.

Enslaved by Ansem, pursuer of darkness, Riku clashed with his childhood friend
Sora. But in the end he was able to regain himself, and together with Sora
closed the door to darkness.

Still, the dark wounds in Riku's heart have yet to mend.


The King(Mickey)
================
The king who reigns over Disney Castle.

He set off alone to protect his world and all worlds from the dominion of the
dark.

When Riku fell into the realm of darkness, the king showed him the way, but
the two were seperated when the door to darkness was closed.


Sora
====
Riku's boyhood friend, and the hero of light chosen by the Keyblade to stand
against the darkness.

Riku fought Sora while bridled by darkness, but their friendship proved
stronger, and they ultimately worked together to close the door to darkness.


Kairi
=====
Riku and Sora's friend growing up.

Kairi vanished when their home islands were devoured by darkness. Riku and
Sora both journeyed to find her.

Kairi was held captive by the Heartless, but thanks to Sora she and the 
islands were saved.

She waits there for Sora and Riku's return.


Namin�
======
A young witch who can manipulate memories.

Under orders from the Organization, Namin� shadowed Kairi and altered Sora's
memory. But the forgiveness in Sora's heart moved her to disobey those orders.

Now she watches over Sora until the reconstruction of his memories is 
complete.


Riku Replica
============
A replica of Riku created by Vexen from the real Riku's data.

Unlike the real Riku, he wields darkness freely, but is burdened by the fact
that he is an imitation.


Ansem
=====
Pursuer of darkness.

To open the door to darkness, Ansem used the Heartless to steal countless
hearts.

He enslaved Riku, but met his demise at Sora's hands.

Nonetheless, Ansem's shadow lives on in the depths of Riku's heart.


Vexen
=====
No. 4 in the Organization.

He, Lexaeus, and Zexion have been in the group since its inception, and there
is no love lost between them and neophytes like Marluxia.

After battling Riku, Vexen turns to events unfolding aboveground, but
successive failures lead to his termination by Axel.


Lexaeus
=======
No. 5 in the Organization.

A born warrior, Lexaeus effortlessly brandishes a gigantic tomahawk.

To counterbalance his rival Marluxia's bid for Sora's power, Lexaeus tried to
conquer Riku.

He failed, but with his dying strength dragged Riku into the realm of 
darkness.


Zexion
======
No. 6 in the Organization.

Zexion generally avoids dirtying his own hands when there are deeds to be
done. However, with the destruction of Vexen and Lexaeus, he was forced into
action.

Zexion confronted Riku disguised as Sora. But Riku no longer feared the dark,
and victory was beyond Zexion's reach.


Axel
====
No. 8 in the Organization.

He is a shadow whose intentions and secrets are hidden from all.

Axel has no qualms about exploiting others to suit his needs. He used Sora
and Namin� to silence Marluxia and halt his plot against the Organization.

Axel claims he and Sora have something in common, but that connection is
unclear.


Marluxia
========
No. 11 in the Organization.

Marluxia lured Sora to Castle Oblivion in hopes of using his power to seize
the Organization.

He ordered Namin� to alter Sora's memories, and fooled Vexen into challenging
him. All was going according to plan, but Marluxia's scheme dissolved when
Axel set Namin� free.

Marluxia was ultimately destroyed by Sora.


Larxene
=======
No. 12 in the Organization.

Larxene conspired with Marluxia to take over the group, and intended to pull
Axel in as well.

However, her abrasive, unfeeling personality proved her downfall---provoking
Sora's anger was a fatal error.


DiZ
===
Truly an enigma.

DiZ appeared before Riku in the guise of Ansem, presenting him with choices
regarding the darkness within his heart.

It is said he and the king have met.





+++++++++
+CREDITS+
+++++++++
I've the following to thank;

-artic_fox for the additional Marluxia II strategy.
-Respective webmasters who hosted this FAQ.


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       |   _.._ _ o (_ |_    ._  _
       |  (_|| | || __)| ||_||\/(_)|_|
			      /


The maps used in this FAQ are allowed to be used in public works by Brian
Sulpher (AKA BSulpher): Nobody else.

�2004 Yami Shuryou