Kingdom Hearts - Re: Chain of Memories Table of Contents [1]Introduction [2]Update Log [3]Controls [4]User Interface [5]The Menu [6]Door Cards - How To [7]Walkthrough - Sora's Story [7.1]Main Floor [7.2]First Floor - Traverse Town [7.2a]Guard Armour [7.2b]Axel [7.3]Second Floor - Agrabah [7.3a]Jafar [7.4]Third Floor - Olympus Coliseum [7.4a]Hades [7.5]Fourth Floor - Wonderland [7.5a]Queen's Cards [7.5b]Trickmaster [7.6]Fifth Floor - Monstro [7.6a]Parasite Cage [7.6b]Monstro's Belly Brawl [7.7]Sixth Floor - Halloween Town [7.7a]Oogie Boogie [7.8]Sixth Floor Exit Hall [7.8a]Larxene [7.9]Seventh Floor - Atlantis [7.9a]Ursula [7.10]Seventh Floor Exit Hall [7.10a]Riku V.1 [7.11]Eighth Floor - Neverland [7.11a]Captain Hook [7.12]Eighth Floor Exit Hall [7.12a]Riku V.2 [7.13]Ninth Floor - Hallow Bastion [7.13a]Maleficent [7.14]Tenth Floor - 100 Acre Wood [7.14a]Veggie Panic [7.14b]Baloon Glider [7.14c]Tigger's Jump-A-Thon [7.14d]Whirlwind Plunge [7.14e]Bumble Rumble [7.15]Tenth Floor Exit Hall [7.15a]Vexen [7.16]Eleventh Floor - Twilight Town [7.16a]Vexen V. 2 [7.17]Eleventh Floor Exit Hall [7.17a]Riku V. 3 [7.18]Twelfth Floor - Destiny Islands [7.18a]Darkside [7.19]Twelfth Floor Exit Hall [7.19a]Riku V. 4 [7.19b]Larxene V. 2 [7.20]Thirteenth Floor - Castle Oblivion [7.20a]Axel V. 2 [7.20b]Marluxia [7.21]The Final Battle [7.21a]Marluxia V. 2 [7.21b]Marluxia V. 3 [8]Sora's Battle Decks [8.1]Final Bosses Deck [9]Door Card List [10]Credits [11]Final Notes [1]Introduction Welcome to my Chain of Memories Walkthrough. This strategy guide has been written based on the Proud Mode difficulty setting, health lists on bosses should be a little bit different because of the difficulty. This guide will also try to remain as spoiler free as possible, however certain information, like boss names, can be considered spoilers as well so be forewarned if you decide to skip ahead and look at what's next. [2]Update Log ---December 28, 2008---1.00 Sora's Walkthrough Finished ---December 25, 2008---0.80 Floors 9 through 12 completed Merry Christmas! ---December 23, 2008---0.60 Floor 7 and 8 Completed Minor grammatical errors, had some names of bosses / locations wrong ---December 22, 2008---0.30 First 6 floors completed ---December 20, 2008---0.25 Walkthrough updated to the end of Agrabah Door Card List & Door Cards - How To added ---December 18, 2008---0.10 Guide Started, Traverse town finished UI & Menu Descriptions Controls written [3]Controls Controls differ based on whether you are in a room or inside of a battle. For ease of distinguishing here are 2 control lists, for each instance. [3.1]In Room Controls Cross: Attack Square: Dodge Roll Circle: Jump (hold to Glide {obtained in wonderland} ) Triangle: Interact / Re-synthesize doors Start: Access Menu Select: Floor Map R2: Lock-On R3: Auto focus Camera Left Analog Stick: Movement Controls Right Analog Stick: Camera Controls D-Pad: Same as Left Analog Stick [3.2]In Battle Controls Cross: Use Card Square: Dodge Roll Circle: Jump (Hold to Glide {obtained in wonderland} ) Triangle: Move currently selected card to Sleight list Use Sleight when 3 cards are in Sleight list Start: Pause R1: Move deck to the right L1: Move deck to the left R1 + L1: Use Sleights R2: Lock-on L2: Remove cards in Sleight list back to deck Left Analog Stick: Movement Controls Right Analog Stick: Camera Controls D-pad: Same as Left Analog Stick [4]User Interface Top Left: Character Health - Health bar, when it runs out you die. Sora's Sleights - Lists cards that Sora assembles for Sleight abilities that you can use. Top Right: Enemy Health - Enemies health bar, when it runs out the enemy will die. On the right side of the health bar there may be some small circles, these represent extra health bars on units. Boss Sleights - Lists any cards that bosses store for Sleight abilities. Bottom Left: Sora's Card Counter - This shows a list of Sora's Cards while in battle. It will list your current target, the next 2 in your rotation when the first is used up and the last card in your deck, (think of the deck as a big Rolodex) Bottom Right: Boss Card Counter - When fighting a boss this will show what cards they are currently about to use, they will page through cards the same as you can, but you will only be able to see their currently selected card. Bottom Middle: Played Cards - These list cards in play, both on your side and enemy sides. When a card is in this zone it can be broken by the opposite side by playing a higher rated card. [5]The Menu The menu can be accessed at any time while in Castle Oblivion or any of the Levels themselves, but can not be accessed during cut scenes and boss battles. Review Decks -where you can build and assemble new decks, as well as edit current ones. World Map -The map of your current Level. Map Cards -A list of all Door Cards you currently possess. World Cards -Cards you have obtained in Castle Oblivion for synchronizing to floors, if a card is already bound, it will display on what floor it is bound to. Status -Status of Sora, including; Level, Experience, CP, Health & Sleights Journal -A Journal held by Jimminy, tracks all progress through both Castle Oblivion and the Levels inside of them. Settings -Game settings, adjust features like Subtitles and analog movement. [6]Door Cards - How To Levels in Chain of Memories are Derived in a set number of doors following a pathway, these doors will eventually link up with 3 Quest doors that can be accessed with Golden Key Cards and another type of card specified at the door itself. Lets take a look at how these pathways / doors work. E || ____ | | |Q | |__| || ____ ____ ____ |G | | | | | |C |==|3-|==|D | |__| |__| |__| || ____ ____ |5 | | | |B |==| | |__| |__| || ____ ____ |R | | | |A |==|1+| |__| |__| || ____ | | | | |__| S S: Start of Level This is where you will start at the beginning of every level, you will usually be presented with some lore or a short battle, and achieve your first Golden Key, The Key of Beginnings. In this map representation you will need to travel North to continue to the next room. 1+: Door Level Requirement When you try to synthesize a doorway you need 2 different things, the first is a Room Card, which drops at the end of every creature battle that you fight and an Adequate number on the card itself. In order to Synthesize a door you will have to approach a door and hit Triangle when prompted. This will enter you into the Synthesize menu. The first door you enter will have a '1+' on it when you enter the Synthesize menu, this means that in order to Synthesize the door properly you must select a card with a value of 1 or higher. It is important to choose the lowest value card you can (not zero, explained later.) The reason you want to do this is because the next doorway will have to be rendered at least one card higher then what you just used, (If you use a 6 card to Synthesize this door, the next door will need a 7 card or higher.) If you Synthesize a door with a 9 card, the next door will require a 9 or higher again, a door will never increase above 9. If your door counter gets too high and you do not have a higher card you can use a 0 door card. This card can be used on any door regardless of the required number. Additionally it will not increase the value of the next door, so if your counter is at 5 and you use a 0 card, the value of the next door will stay at 5. A: First Gold Key Door - Key of Beginnings This is the first quest door you will encounter in a level. It will require a specific Gold Card that is usually obtained at the start of each level. In this room you will encounter a Lore scenario, usually learning something about the world you are in and meeting certain notable characters. You may need to fight in a regular battle in order to proceed as well, but it would be either a training battle or just against regular creatures. At the end of the room you will receive another Gold Key, the Key of Guidance. Once a Quest room is finished the door will vanish, and you will be moved to another room, usually the one you Synthesized the doorway from. In order to continue on we need to head north again to the next room. When that room is reached we can head to the second Quest Room. B: Second Gold Key Door - Key of Guidance This room will function exactly the same as the first Gold Key Door, you will encounter a Lore scenario and may need to battle some creatures. After this you will be given the final Gold Quest Key, the Key to Truth. You will be moved back to the previous room. Head north again to gain access to the final door. C: Third Gold Key Door - Key to Truth This is the final Quest Door, which will lead you to the boss battle of the particular level you are on. Once you have killed the boss you will be teleported to the final room, the Conqueror's Respite. Q: Conqueror's Respite Conqueror's Respite is the final zone in a level. This room has no Heartless but will have a Save Spot. There will also be a final door that does not need to be Synthesized, this door will lead you out of the Level and back to Castle Oblivion. D: Key of Rewards This is a special key that is not obtained through a normal level, inside of the room will be special rewards. G: Green Requirement R: Red Requirement 5: Exact # Requirement 3-: 3 or Less Required Certain doors will require a special type of card to Synthesize beyond a Gold card. These can either be a Colour of card or the number itself. Examples can be a Green or Red colour, needing exactly 5 or less then 3. [7]Walkthrough - Sora's Story Before you start this guide, I would highly recommend that you look at the door cards topic in this forum, it will explain how to use the cards to continue and should help you understand how my guide is layed out. If you encounter any problems after that please send me a message on my e-mail address, (which can be found at the very end of this FAQ, in the final notes section.) [7.1]Main Floor When you first enter the castle you will be given a Traverse Town card, this card can be used on the door in front of you to create the first level for you. A note about Level cards, You will usually be given these cards in groups, you will first obtain only Traverse Town, which serves as a tutorial level, then after that you will gain 6 level cards. **The order of the levels that you travel to makes no difference in the overall play out of the story, I will list the Levels that I chose in order to create a final path, but the levels can be switched around based on your own discretion. [7.2]First Floor - Traverse Town E || ____ ____ ____ |G | | | | | |C |==| |==|Q | |__| |__| |__| || || ____ ____ ____ |R | | | | | |B |==| | | | |__| |__| |__| || || ____ ____ ____ |R | | | | | |A |==| | |D | A: Key of Beginnings |__| |__| |__| B: Key of Guidance || C: Key to Truth ____ D: Key to Rewards | | G: Green Key Required | | R: Red Key Required |__| S: Start of Level || E: End of Level ____ Q: Conqueror's Respite | | |S | |__| When you first enter Traverse Town and are able to move you will be presented with a few boxes, attack these with X to destroy them and collect health / Munny orbs. A crate will then appear, pick it up with Triangle to throw it. once it is destroyed a single Heartless will spawn, engage it and kill it to gain the Key to Beginnings. Go towards the Key of Beginnings door for a Cut scene, Leon will teach you how to assemble Sleights and how to break cards. You will also receive the Key of Guidance and the Simba summon card. At the Key of Guidance room you will receive some lore and a Key to Truth card, so continue to the next room. Inside of the Key to Truth room will be your first boss battle against the Guard Armour. [7.2a]Guard Armour Health: 2.5 Bars (divided into 5 Pieces at .5 Bars each) The Guard Armour is the first boss you will encounter. He has 5 Different Armour pieces. His 2 legs, his 2 arms and his head. Start by focusing on his feet as much as possible. Eventually a new Friend card will drop in the battle, that looks like Mickey Mouses Portrait. This is a special Boss Counter Card, use it to either counter a bosses move or immediately after a boss ends his attack if the card number is too low. This will cause the boss to fall apart, stunning it for about 5 seconds as it falls into pieces. During this time you can freely smash away at it without it counter attacking at all. The Boss Counters will drop around once a minute. You should also reload your deck just prior to using the Counter card, as you may need all of the cards during the stun time. Once you take out all of the 5 Pieces to the Guard Armour it will die and you will receive the Guard Armour card. After killing it you will be Ported to the Conqueror's Respite room. There are no Heartless in here and a save spot, so save and head through the final door to go back to Castle Oblivion, however be prepared to fight another boss. [7.2b]Axel Health: 2 Bars Axel is your first true Boss battle. He has a full card deck that he uses in battle, and is able to use Sleights just as you can. Because he uses a card deck he has to abide by the same rules that you do, meaning that if he uses a Sleight he loses the first card and he will have to reload his deck when he runs out of his cards. Sleight together your lowest cards first (not zero's) then 2 of your higher ones to create high damage initial combo's, these will also disrupt any of Axel's standard attacks, as long as your total is over 9. Once you have run yourself out of low end cards just focus on slamming him with standard attacks and don't waste your time on Sleights. When Axel uses a Sleight attack use one of your Zero cards and use it to disrupt him. Reload your deck before you run out of all of your Zero cards, so that you do not get caught off-guard by his Sleight abilities, as they can cause a lot of damage. Once you finish off Axel he will Drop 5 World Cards; Agrabah, Olympus Coliseum, Wonderland, Monstro and Halloween Town. He will also give you a Fire Card. Once you are finished head up to the next floor, note that when you leave this floor all of your doors in Twilight Town will vanish, meaning in order to travel back there you will need to recreate the doors with cards again. [7.3]Second Floor - Agrabah ____ |D | |L | |__| E || || ____ ____ ____ |B | | | |Q | |15|==| |==| | |__| |__| |__| || || ____ ____ A: Key of Beginnings | | | | B: Key of Guidance | |==| | C: Key to Truth |__| |__| D: Key to Rewards || R: Red Key Required ____ ____ ____ G: Green Key Required |A | | | |C | L: Blue Key Required |G |==| |==|R | 15: Total Card Count of 15 |__| |__| |__| S: Start of Level || E: End of Level S Q: Conqueror's Respite The first room you start in you will find Aladdin, who is under attack by Heartless, this will start your first battle. This battle is rather long, about 4 waves with the final wave being Fat Heartless and Agrabah Knights. Don't waste your Sleights off the start and keep your potions / high ally cards in reserve until the Fat Heartless come in. Once they spawn start using your friend cards, as your friends can hit Fat Heartless from the front. Once you defeat this group you will obtain the Key of Beginnings. Directly to the East of your current room is the first quest room, open it to go through a lore sequence to obtain the Key of Guidance. Go North one room, then East, then North again to access the second quest room. This room will take a total card count of 15, so you may need to use more then one to achieve it. Inside of this room will be another battle, similar to the initial battle you fought at the beginning of the level. This battle will have more units then the first, so may take a while to beat and is harder then the boss battle. Once it is complete you will receive the Key to Truth. Head South 3 rooms then West once to the final room with the boss. [7.3a]Jafar Health: 2.25 Bars (Lamp) Jafar himself is untargettable, but there is a Lamp that Iago will be flying around with on a random path that is targetable. Destroying the lamp will kill Jafar, so focus on it completely In this battle will be 6 platforms, which will raise and lower at random intervals. Since Iago flies at a single height he sometimes may jump out of reach. There are Counter Cards that will drop in this battle, when you use them they will cause every platform to raise all at once. While this may seem like it is useful it also gives Jafar a very long time to attack you openly. You should only use this when you are at full health with a fully loaded deck, as you may take quite a bit of damage during the length of the Counter Card. Once you have defeated Jafar you will obtain a Jafar and a Genie Card, then you will be transported to the Conqueror's Respite. Save if needed and head north to exit this Floor. [7.4]Third Floor - Olympus Coliseum E || ____ | | |Q | |__| || ____ ____ ____ |3-| | | | | |C |==| |==| | |__| |__| |__| A: Key of Beginnings || || B: Key of Guidance ____ ____ ____ C: Key to Truth |R0| | | |5 | D: Key to Rewards |D |==| | |7 | G: Green Card Needed |__| |__| |A_| 3-: Requires 3 or Lower || 5: Requires 5 or Higher ____ ____ ____ 7: Requires 7 or Higher | | | | |G | R0: Requires a Red Card of exactly 0 | |==| |==|B | S: Start of Level |__| |__| |__| E: End of Level || Q: Conqueror's Respite S When you first enter you will be given Key of Beginnings, head east once then north twice. Go east once and south to the first quest room. You'll need both a 5 or higher and a 7 or higher, as well as the Key of Beginnings card. Once inside the room you'll receive the Key of Guidance. When you are ported out of the room head south once and east towards the second Quest Room. Inside of this room will be your first boss battle. [7.4a]Cloud Strife Health: 2.10 Cloud Strife is a Sleight based boss, you can view his currently selected card and he has to reload his deck as he runs out of cards. Cloud's abilities are long drawn out attacks, so keeping high cards stored for breaks is a good idea. Don't waste all of your cards on Sleights but try to keep a Sleight of about 17 on reserve in case Cloud tries to unleash his Sleights, which can stun lock you and deal massive damage. Keep on the defensive and strike out when he tries to reload, he has a rather small deck and will need to replenish often. By the time you run through a deck, he will be on his 3rd lvl recharge, so you can smash him down now. After defeating Cloud you will obtain the Key to Truth, head North 2 rooms and take the West door to enter the final room. This room will require a 3 or less to Synthesize and the final boss of Olympus Coliseum, Hades, will be inside. [7.4b]Hades Health: 2.5 Another Sleight boss, unlike Cloud though, he doesn't run out of cards very fast, due to an ability that gives him free reloads, so going defensive isn't the best option in this fight. Group up Sleights and smash down Hades as much as you can off the start of this fight. Hades casts 2 different Sleights, Firaga and Heat Wave. Both of these moves can deal massive amounts of damage, so keep a few 0 cards in reserve to counter them. Once you get down to about 15 attack cards just start using single attacks, Hades should be quite low by that time, so you can afford the lesser damaging strikes. As long as you keep some 0 cards in reserve throughout the fight he shouldn't prove too difficult. Once you kill Hades you will receive both the Hades and Cloud cards, as well as be transported to Conqueror's Respite. Head North and out of this level to the next floor. [7.5]Fourth Floor - Wonderland E || ____ ____ ____ ____ |9=| |R | | | | | |9=| |G |==| |==|Q | |D_| |C_| |__| |__| R: Red Card Required || || G: Green Card Required ____ ____ ____ ____ 1: 1 or Higher Needed | | | | | | |1 | 8: 8 or Higher Needed | |==| |==| |==|B | 9=: Requires an exact 9 card |__| |__| |__| |__| A: Key of Beginnings || || || B: Key of Guidance ____ ____ ____ C: Key to Truth |8 | | | | | D: Key to Rewards |A | | |==| | S: Start of Level |__| |__| |__| E: End of Level || Q: Conqueror's Respite S Wonderland has special Doors inside of it, some of the doors will be covered in vines that you cannot kill. Somewhere in the level will be purple flowers, usually close to the doors covered in vines. Attack these flowers to kill them, which will then cause the vines in the room to be removed as well. You'll obtain the Key of Beginnings at the start without any battle, so head West then North once. Head West again and South into the first Quest room, you'll need an 8 or higher as well as the Key of Beginnings to continue. In this room you'll fight your first 'Boss' fight. [7.5a]Queen's Cards Health: 1 Bar each Wave 1: 3 Spade Cards Wave 2: 2 Heart Cards Wave 3: 3 Heart's & 2 Spade Cards While not really a boss, this fight can be difficult in the final wave, as there are quite a lot of cards at once. Spade cards use relatively low end cards (3 - 5) but Heart cards use higher (6-8) Try to drag out the first 2 waves as much as possible, wait until you have 3 of either Donald or Goofy, then use them together as a Sleight as soon as the final wave spawns. If you position yourself dead center of the fighting area you should be able to hit all of them with the opening move. Goofy should be able to take all of them out and Donald can severely cripple them, so after that Sleight ends finish the rest off with any Sleights you can form of your remaining cards. Once the 3rd Wave is dead you will receive a Card Guard card and the Key of Guidance. Head North 1 floor then East once to reach the second quest room. You will need a card of 1 or higher, as well as the Key of Guidance. Inside is just some lore and the Key to Truth, so no battles. You'll be ported to the start after this, head West once then North twice. Head West once then west again into the final Quest room. You'll need a Red, a Green and the Key to Truth card. Inside will be the final boss fight of Wonderland, Trickmaster. [7.5b]Trickmaster Health: 3.5 Bars When you start this battle you will be on a large table, and Trickmaster will be in front of you, because of his height you will be able to attack him from this table, as well as negate one of his 2 attacks. Trickmaster has 2 main attacks, a ground smash when you are on the ground and a melee attack when you are on the table. When you are on the ground Trickmaster's ground smash is completely un-avoidable, so staying on the table will help reduce your damage taken. If you stay on the table for too long Trickmaster will eventually knock it down, causing it to lower until you use a Counter Card, which will spawn randomly after the table is brought down. Trickmaster is a fairly easy boss if you can keep in range to attack him. If you want to sacrifice your health run into melee range at his feet then use your attack cards, the first one will make Sora jump to the height to attack Trickmaster. Extra attacks after this will keep Sora in the air and deal massive damage to Trickmaster. Once you run low on cards you can use the table as a retreat to recharge your deck. Once Trickmaster dies you will obtain his card and be transported to the Conqueror's Respite. Take the doorway at the north end to continue. [7.6]Fifth Floor - Monstro E || ____ ____ | | |0=| |Q | |C | |__| |__| || || ____ ____ ____ | | | | |15G | |==| | |D | |__| |__| |__| || || ____ ____ ____ ____ | | | | | | |20| R: Requires a Red Card | |==| |==| |==|A | 0=: Requires an exact 0 card |__| |__| |__| |__| 5-: Requires a card of 5 or less || || 20: Requires a total card count of 20 ____ ____ 15G: Requires Green cards totaling 15 | | | | A: Key of Beginnings S==| | | | B: Key of Guidance |__| |__| C: Key to Truth || D: Key to Rewards ____ S: Start of Level |R | E: End of Level |5-| Q: Conqueror's Respite |B_| You'll obtain the Key of Beginnings shortly after entering, during a Lore scene. From the first room head North once then East three times. You'll need a total card count of 20 and the Key of Beginnings. You will receive the Key of Guidance and the High Jump ability after another Lore Scenario. Head West once and South twice, this next room requires a single Red Card and a card of 5 or less, as well as the Key of Guidance. Parasite Cage will engage you in this room. [7.6a]Parasite Cage Health: 4.0 Bars Parasite Cage's arena will be 4 small pedestals rotating around the room, with Parasite Cage standing on the edge of one of the sides. The rest of the floor is covered in acid, standing in this acid will slowly damage you as well as stunning you for a second. The damage can be avoided by jumping however, so the second you hit the ground jump and you should always avoid the acid damage. Parasite Cage has very weak attack cards, so you shouldn't have a problem overpowering it. Just keep hammering away at its health. If you land in the acid just jump and resume hitting him with combo's, if you jump fast enough you will never take damage. There are Counter Cards in this match, they will completely remove the acid for a short time, so if you get one use it. Kill him to obtain the Parasite Cage card and the Key to Truth. Head North once and West once. Go North, then East, then North again. You will need a 0 card in order to open this door, as well as the Key to Truth. Once in this room you will start the Monstro's Belly Brawl event. [7.6b]Monstro's Belly Brawl While not a boss, it does warrant a description. Monstro's Belly Brawl is an encounter against 20 or so Heartless, the goal is to either defeat all of the Heartless or fill a gauge located at the top of the screen to full within a two minute time limit. Killing a single Heartless will increase the bar by roughly one tenth, while the bar will decay by approximately one twentieth each second. Once you have beaten this event you will be teleported to the Conqueror's Respite, save if required and head through the doorway to the north for the next floor. [7.7]Sixth Floor - Halloween Town ____ ____ | | | | | |==| | |__| |__| E || || || 3=: Requires an exact 3 card ____ ____ ____ ____ 4=: Requires an exact 4 card |3=| | | |6=| | | 6=: Requires an exact 6 card |4=|==| | |7=| |Q | 7=: Requires an exact 7 card |A_| |__| |B_| |__| 3-R: Requires a Red card of 3 or less || || 20R: Requires Red cards totaling 20 ____ ____ ____ ____ ____ 30G: Requires Green cards totaling 30 | | | | | | | | | | A: Key of Truths | |==| |==| |==| |==| | B: Key of Guidance |__| |__| |__| |__| |__| C: Key to Truth || || || D: Key to Rewards S ____ ____ S: Start of Level |20R |3-R E: End of Level |D | |30G Q: Conqueror's Respite |__| |C_| Upon the start of this level you will be ambushed by heartless. It's a 2 wave fight so shouldn't be too much trouble, after defeating them you will receive the Key of Beginnings. Head East, then North then West again, you'll need both a 3 and a 4 card as well as the Key of Beginnings. After a Lore event you will receive the Key of Guidance. Go East then North twice and East again. Head south into the next Quest Room, you'll need a 6 and a 7 as well as the Key of Guidance. Another lore scene and you will get the Key to Truth. Head South, then East 3 times. South is the final quest room, you need a red card of 3 or less and green cards totaling 30. Inside will be the boss, Oogie Boogie. [7.7]Oogie Boogie Health: 3.5 bars Oogie Boogie will start the fight on a high platform, surrounded by spikes so you cannot reach him immediately. In order to reach him you will need to use Counter Cards to bring down the spikes. Counter Cards drop from Dice that Oogie Boogie throws. Oogie Boogie will throw 3 Dice into the platform you are in, all of the die will land as the same numbers, ranging from 1 to 6. Each face number that lands will cause a different effect: 1 - Saw Blades 3 Saw Blades will spawn and travel across the floor on random pathways. Jumping can negate the effect, but it is difficult as the 3 saw blades can take up most of the area at once. 2 - Enemies 3 Random enemies will spawn, engaging you. 3 - ? Unknown, haven't seen this die roll. 4 - Line Daggers A row of daggers will spawn on the right side of your platform, (If you are facing Oogie Boogie,) and trace across the platform to the right side, there are spaces in between each dagger, so it is possible to avoid them. 5 - Enemies 3 Random enemies will spawn, engaging you. 6 - Heal Oogie Boogie will start channeling a heal on his platform. The heal takes roughly 5 seconds to charge and appears to fully heal him. All of the die rolls, minus 2 and 5 can be canceled after the Die fade and the ability starts. All of the die rolls will cancel if you hit a card break as he is throwing the Die. In order to get Card Counters to spawn you need to hit the Dice with an attack before they fade, Oogie Boogie will usually throw the dice with a 7 card, so you will need higher in order to both break the ability and attack the Die. Wait for the die to land, then hit them or else you risk them fading before you can strike them. Once you have the Card Counter it can be used to lower the spikes surrounding your platform and allow you to reach Oogie Boogie, as well as stun him for about 10 seconds. During this time you can easily smash him down without a problem. After the stun wears off Oogie Boogie will knock you down to your original platform and the cycle of Die rolls will start again. Another strategy is to wait and collect 3 Jack cards, then use them in a Sleight ability on Oogie Boogie once you use a Counter Card. If Jack hits him with a damaging ability (anything but Gravity) it should kill him in one shot. Upon killing Oogie Boogie you will receive his card, as well as get transported to the Conqueror's Respite. Head north to leave this floor. [7.8]Sixth Floor Exit Hall When you enter this floor you have to fight a new boss, Larxene. [7.8a]Larxene Health: 3.5 Bars Larxene is a troubling boss if you get sidelined by her attacks, each attack that Larxene uses stuns you for longer then a normal attack would, leaving you less time to put up a counter or dodge out of the way. There still is room to do this however in the fight, so being able to passively counter her abilities is very useful. Larxene is a Sleight based boss, so she will have to charge her deck eventually, don't expect to see it happen though. Stack your deck with the highest attack cards you can, 6 or higher minimum. Keep a few 0's in reserve, just in case. Get in melee range and wail away at her, keep smashing her as fast as you can to keep her stun locked. Larxene has quite a few 0 keys, so some of your attacks will get countered, immediately after the card is placed dodge roll and you should be able to completely avoid her initial strike. Her Sleight abilities can link up some massive damage, so make sure you have the 0 cards ready for them. With 2 potions and a single recharge, you should have enough attack cards to take her down, just keep up your attacks and you should be fine. When you defeat Larxene you will obtain another 4 world cards; Atlantis, Neverland, Hallow Bastion & 100 Acre Wood. [7.9]Seventh Floor - Atlantis E || ____ ____ ____ ____ ____ | | | | |30| | | |G | |Q | | | |D | | |==|B | R: Requires a Red card |__| |__| |__| |__| |__| L: Requires a Blue card || || || || G: Requires a Green card ____ ____ ____ ____ ____ 0=: Requires a 0 card | | |0=| | | | | | | 30: Requires a total card count of 30 | |==| |==| |==| |==| | A: Key of Beginnings |__| |__| |__| |__| |__| B: Key of Guidance || || || || C: Key to Truth ____ ____ ____ ____ S D: Key to Rewards |L | | | |R | | | S: Start of level |C | | | |A |==| | E: End of Level |__| |__| |__| |__| Q: Conqueror's Respite An initial Lore scene will give you the Key of Beginnings, head West, then South then West again to reach the first Quest room. This room will require a single red card, as well as the Key of Beginnings. After another Lore scene you will get the Key of Guidance. Travel East then North then East again to reach the second Quest room, You'll need a Green card as well as the Key of Guidance to enter. Once this Lore scene ends you will get the Key to Truth. Aeriel will also join you as an ally card. Head West 4 rooms, then South to the final Quest room. You'll need a Blue card as well as the Key to Truth to enter and inside will be a boss fight. [7.9a]Ursula Health: 3.5 Bars Tentacles: .5 Bars (4 Tentacles total) Ursula is compromised of 2 phases, Tentacles and Ursula herself. Your first phase involves attacking Tentacles, 4 total. Once all 4 are dead you will advance to the next phase, but they respawn rather quickly, so make sure you can take them all out in quick succession. once all 4 are dead Ursula will come in close, allowing you to target her. She will stay in range four about 10 seconds, so make sure you have a full deck and go all out on her to bring her down as much as possible. After phase 2 ends Ursula will move back out of range, and the 4 Tentacles will respawn and Phase one will start over again. In addition to this Card Counters can also drop when you defeat Tentacles, these Card Counters will instantly stun Ursula for about 5 seconds. This is best to use during the second phase to extend your time damaging her. Defeat Ursula to gain her card. You'll be teleported to the Conqueror's Respite, make sure to save as this next battle is tricky. [7.10]Seventh Floor Exit Hall When you enter this area you will find Riku, who will attack you, starting the first boss battle with him. Be warned that this is not an easy fight if you do not have experience with it, he is quite capable of mopping the floor with your face even at 5% health - Especially at 5% health *twitch* [7.10a]Riku V. 1 Health: 5.5 Bars Riku cannot use Sleights in this battle, but you can still see his currently selected card and he has to recharge his deck as you do. He can easily mop the floor with you without Sleights so don't worry about it being unfair. The key to this fight is being able to keep him recoiling from your hits as much as possible, his blows deal massive damage and have about a 75% chance to stun you for 1 second. As Riku can attack you more then once a second, getting hit once can easily lead to your death. Create a new deck with Jafar and Queen's Card enemy cards, Stack your deck with as many high level attack cards as you can and at least 2 cures. add in 2 potions after that - You should have about 24 cards total; 18 attack, 2 enemy, 2 heal and 2 potions - All of this should take about 600 CP. Don't bother with 0 cards, they won't be effective in this battle for the CP cost. As soon as the battle starts pop Jafar and wail away at him with your attack cards, Riku will not be able to counter your attacks even with a 0 card and as long as you don't stop he shouldn't ever be able to get an attack in edgewise. Use your standard reload once you run out of attack cards, only charging one level is easily manageable at this point and you need the potions for when you can't break his cards with Jafar. Once Jafar runs out finish your attack cards again, Recharge with a level two charge, this is where the fight can get tricky. Stand at melee range on Riku and the second you see him lay down a card hit your dodge key (Square) and roll out of the way, you'll have about a half of a second to keep charging to get your cards back. It should take about 8 turns to get the full recharge, at that point pop the Queen's Card enemy card and attack as fast as you can, the speed of your attacks will keep him from being able to get attacks in edgewise. Queen's Card will last you for almost 2 full decks of attack cards, so pop your first potion to get an instant reload. Run these attack cards completely out even after Queen's Card end, then pop your final potion. Once you have a reloaded deck concentrate every card into Sleights, Strike Raid works wonders as it will stun Riku but even the standard 3 hit combo works fine. Once you run out of attack cards use any friend cards that have been collected (should have about 6) to finish him off. If he has any health left after this kiss your ass goodbye, you won't last long enough to get a level 3 charge off. If you manage to land almost all of your end Sleights he should die from it however. [7.11]Eighth Floor - Neverland E || ____ ____ ____ | | | | |30| |Q |==| |==|C | |__| |__| |__| || ____ ____ ____ | | | | | | | |==| |==| | |__| |__| |__| || || ____ ____ ____ |15L | | |5=| |D | | |==|A | 5=: Requires an exact 5 card |__| |__| |__| 6=: Requires an exact 6 card || 30: Requires a total card count of 30 ____ ____ ____ 15L: Requires a total card count of | | | | | | 15 Blue Cards | |==| |==| | A: Key of Beginnings |__| |__| |__| B: Key of Guidance || || || C: Key to Truth S ____ ____ D: Key to Rewards | | |6=| S: Start of Level | | |B | E: End of Level |__| |__| Q: Conqueror's Respite The first lore scene when starting will give you both the Key of Beginnings and the Glide ability, (When in the air hold Circle to fly.) Head East once, then North and East again. The first door requires a 5 card and the Key of Beginnings. Inside you will get the Key of Guidance, Peter Pan will also join you as an ally card. Head South, then east then south again. This door requires a 6 card and the Key of Guidance. Another Lore scene, you will lose Peter Pan as an ally card, but you will gain the Key to Truth. Head North 4 rooms then East once. This final door requires a total card count of 30 and the Key to Truth. Inside will be the boss fight, Captain Hook. Also note that Peter Pan will rejoin you as an ally card for this fight. [7.11a]Captain Hook Health: 4.25 Captain Hook is a relatively easy boss, the trick is avoiding his attacks, which can hit you rather hard. Hook can use Sleights in this battle, but the Sleights are usually more detrimental to him then to you. His first Sleight is a melee stab, he will port to you and try to hit you a few times, then throw grenades all around him, causing moderate damage. There is a brief pause between the port and when he actually starts attacking, so use that time to Dodge roll out of the way. Roll again to clear the blast radius of his grenades. The Second sleight is more advantageous to you, Hook will move to a new platform and start throwing explosive barrels, these barrels will travel slowly towards you, and if you contact them they will detonate. The barrels are staggered in their release stages, so it is possible to dodge roll through them as they get near. If you can clear the barrels Hook will jump off the platform and into the final Barrel, exploding and stunning himself for a few seconds, close in and wail on him freely with everything you have. Peter Pan is also extremely useful against Hook in this battle, get 3 linked together in a Sleight and use it whenever possible to deal massive damage to him. Once you kill Hook you will receive both his card and Tinker Bell's. You'll be teleported to Conqueror's Respite, so head north to exit the level. Save first however, because you will be facing a rather hard fight. [7.12]Eighth Floor Exit Hall On first entering the Exit Hall Riku will encounter you again, be ready for a good old fashioned beat down, (unfortuanetley you will probably be the one getting beaten down.) [7.12a]Riku V. 2 Health: 5.5 Bars Riku is back and meaner then ever, in this fight he can use Sleights, and these Sleights can Obliterate you. The same strategy as the first Riku works fine here, the difference now is you will need one or two spare 0 cards to add into the deck, to counter his Sleights during your final half of the battle. -Copied from the Riku V. 1 fight, skip if you've read already- The key to this fight is being able to keep him recoiling from your hits as much as possible, his blows deal massive damage and have about a 75% chance to stun you for 1 second. As Riku can attack you more then once a second, getting hit once can easily lead to your death. Create a new deck with Jafar and Queen's Card enemy cards, Stack your deck with as many high level attack cards as you can and at least 2 cures. add in 2 potions after that - You should have about 24 cards total; 18 attack, 2 enemy, 2 heal and 2 potions - All of this should take about 600 CP. Don't bother with 0 cards, they won't be effective in this battle for the CP cost. As soon as the battle starts pop Jafar and wail away at him with your attack cards, Riku will not be able to counter your attacks even with a 0 card and as long as you don't stop he shouldn't ever be able to get an attack in edgewise. Use your standard reload once you run out of attack cards, only charging one level is easily manageable at this point and you need the potions for when you can't break his cards with Jafar. Once Jafar runs out finish your attack cards again, Recharge with a level two charge, this is where the fight can get tricky. Stand at melee range on Riku and the second you see him lay down a card hit your dodge key (Square) and roll out of the way, you'll have about a half of a second to keep charging to get your cards back. It should take about 8 turns to get the full recharge, at that point pop the Queen's Card enemy card and attack as fast as you can, the speed of your attacks will keep him from being able to get attacks in edgewise. He can counter your cards at this point though, so be wary of him trying to lay down combo's on you. Queen's Card will last you for almost 2 full decks of attack cards, so pop your first potion to get an instant reload. Run these attack cards completely out even after Queen's Card end, then pop your final potion. Once you have a reloaded deck concentrate every card into Sleights, Strike Raid works wonders as it will stun Riku but even the standard 3 hit combo works fine. Once you run out of attack cards use any friend cards that have been collected (should have about 6) to finish him off. If he has any health left after this kiss your ass goodbye, you won't last long enough to get a level 3 charge off. If you manage to land almost all of your end Sleights he should die from your damage, however. [7.13]Ninth Floor - Hallow Bastion ____ ____ ____ ____ |R | | | | | |2=L |A |==| | | |==|D | |__| |__| |__| |__| || || ____ ____ | | | | | | | | |__| |__| E || || || ____ ____ ____ ____ |1=| | | | | | | |C |==| |==| |==|Q | |__| |__| |__| |__| || || R: Requires a Red card ____ ____ 1=: Requires an exact 1 card | | | | 9=: Requires an exact 9 card | | | | 2=L: Requires an exact 2 Blue card |__| |__| A: Key of Beginnings || || B: Key of Guidance ____ ____ ____ C: Key to Truth | | | | |9=| D: Key to Rewards | | | |==|B | S: Start of Level |__| |__| |__| E: End of Level || Q: Conqueror's Respite S After attaining the Key of Beginnings from the first lore event head North 4 rooms, then West once. This door will require a Red card and the key of Beginnings, after another Lore scene Beast will join you as an ally card and you'll receive the key of Guidance. Head South twice, then East once, then South twice more. This door will need an exact 9 card and the Key of Guidance. Another lore scene and you'll get the Key to Truth. Head North twice, then west twice. The final quest room requires an exact 1 card and the key to Truth. Inside will be the boss fight Maleficent [7.13a]Maleficent Health: 5.5 Bars Maleficent is a fairly easy boss, she appears as a large dragon with the 3 distinct abilities: a Ground slam a melee swipe and a flame breath. The most deadly of these are the Flame breath. Maleficent's room is a giant circular room. Maleficent will stand in the centre, and won't move from there, giving you ample room to move. You can only attack her head though, so keep her direction in mind when fighting. Ground slam will only affect the area around her, so just dodge roll away. Flame breath is a conical attack, so it will only affect 1/4th of the entire area. Standing in the fire will obliterate your health, so stay out of it as much as possible. Maleficent uses rather high cards, 8 usually, so you'll need a slew of 9's or Sleights to overpower her. At random times in the fight you will receive Counter Cards, these will reduce her card attack strength to 2, allowing almost any card to over power her for a short while. Once you have finished of Maleficent you will obtain her card, as well as be transported to the Conqueror's Respite. Head north and out into Castle Oblivion. [7.14]Tenth Floor - 100 Acre Wood E || ____ | | | | |__| || ____ | | --- Whirlwind Plunge | | |__| --- Bumble Rumble || ____ | | | | --- Tigger's Jump-A-Thon |__| || ____ | | | | --- Ballon Glider |__| || ____ | | | | --- Veggie Panic |__| || ____ | | | | E: End of Level |__| S: Start of Level || S While not an actual level in the fact that it does not require cards to Synthesize doors in the level, this level still does need to be completed. Granted you can easily run through all of the rooms to the very end and skip everything in the middle, but you'll miss some great rewards (Megalixir) and miss all the fun mini-games. Each mini game listed below is listed based on when you see them while running through this level. It will also be explained who / what to talk to to activate them. [7.14a]Veggie Panic Veggie Panic is offered by Rabbit and can be started in the second room. To spawn th event you need to head towards the third room, after nearly being run over by a vegetable. After that you can talk to Rabbit to start this Mini-game. Goal: 25 Sorted This Mini-game involves sorting between Cabbage and Pumpkins. You can sort them by using different key presses as the vegetables are about to hit / pass you. Use square to hit Cabbages to the Left Use Circle to hit Pumpkins to the Right Pressing the wrong button on the wrong Vegetable, or failing to hit the Vegetable / it hitting Sora will count as a miss. You will get 5 misses in a game, and once you hit 0 misses the game ends. There are also 2 reaction based events, that occour randomly. The first pooh will wander out into the pathway of the vegetables, if a vegetable is about to hit Pooh, you can use a reaction command to keyblade hit the vegetable away from pooh, adding it as a sorted point at the same time. If a vegetable hits pooh it will count as a miss. The second is a large Vegetable will roll down, this needs to be hit multiple times (5?) with your keyblade, (using a reaction command) in order to force it out of the path. The trick to this is before the large Vegetable will spawn, dosens of carrots will preceed it. These carrots cannot be hit, and must be weaved through, (there will be a path that you can take to get through them unharmed.) Hitting a carrot will count as a miss. Sort 25 Vegetables to win, the game will go indefinatley until you run out of misses, so after 25 just let them go by to end the game. [7.14b]Baloon Glider In the third room you will see 3 balloons tied to a log. Interacting with these ballons starts this game. Goal: Reach the top of the tree Circle to Float up You will start at the bottom of a giant tree, with 2 ballons. The goal is to float to the top of the tree, collecting as many honey pieces as possible while avoiding branches / bee's. Touching Branches / Bee's will cause a baloon to pop, once you run out of baloons you will fall to the ground, and the game will end. There are spare baloons as you climb up the tree and you can hold a total of 3 baloons at once. There are 500 Honey pieces total that can be collected. [7.14c]Tigger's Jump-A-Thon Entering the 4th room you will find Tigger bouncing on 4 stumps, as you come close he will jump off and talk to you. Talking to him will start the game. Goal: 25 jumps This is basicly a game of Simon Says. Tigger will jump along a set number of stumps, based on the 'round' you are on. Round 1: 3 Round 2: 4 Round 3: 6 Round 4: 7 Round 5: 8 Round 6: 10 (Rounds appear to function on a +1 / +1 / +2 gain ratio, meaning rounds are grouped into sets of 3, the first 2 of those sets increase the total count by 1 each, while the third of the set increases the total count by 2. After the third the set restarts again, at 1 then 1 then 2.) Tigger will always jump along the same path, just add more with each subsequent round. For example: Round 1: Circle -> Square -> Cross Round 2: Circle -> Square -> Cross -> Triangle Round 3: Circle -> Square -> Cross -> Triangle -> Circle -> Cross Land successfully 25 times to win, game end when you make 1 mistake. [7.14d]Whirlwind Plunge Whirlwind Plunge is started by jumping into a well with air blowing up from it. The well is found in the 5th room. Goal: Reach the ground while collecting as many honey pieces as possible. You will start in the air, quickly falling to the ground. On your way down you can collect honey pieces, which will be in the form of a square, a circle, a cross or a traingle. Touching any side of the formations will cause you to grab all of the honey pieces in the formation, and there will usually be 6 - 8 formations layered above / behind eachother. In addition to the honey pieces there will be pitfalls, large tree trunks / pieces of wood that will try to block you. If you get hit by any of these you will loose hold of Pooh, while not holding on to Pooh you will not be able to collect honey pieces. You can grab hold of Pooh by traveling close to him and hitting Triangle when the reaction command appears on screen. There are approx 2000 honey pieces total, the game ends once you hit the ground. [7.14e]Bumble Rumble You will find Eeyore wandering around in the 5th room, beside him will be a large tree with an opening that will be pointed out during the Lore scene with him. Goal: Kill 30 Bee's When you start this event Pooh will be wandering around and will be attacked by swarms of Bee's. Each bee has .5 bars of health and will slowly attack Pooh. Each attack against Pooh will reduce his "Honey Level" (the bar at the top left of the screen.) If this bar fully depleats the game will end. You will be presented with a special deck, that has 3 different types of cards, the first are attack cards, they will be used to deal damage to Bee's an help you kill them. The second is Honey, honey is used as a heal for Pooh, replenishing his Honey Level. The final card is a Wind card, these cards create a large tornado, pushing back all Bee's from Pooh, giving you some free room to breathe. Most of the attack cards you will be presented with will be rather low and can be broken by the bee's very easily, you will want to use Sleights as much as possible to attack the Bee's. The best one is to Sleight together a keyblade, a Honey and a Wind card. this will create a large Tornado of honey pots, healing Pooh while dealing a large ammount of damage to all Bee's. Defeat 30 Bee's to win, and the game will end. [7.15]Tenth Floor Exit Hall Now that we are out of cards, we need some more. So lets start the next boss fight, Vexen. Before you engage this boss, you will need a specific deck, which will be used in all of the following boss strategies - Minus Riku. Check out my Deck section for a specific layout on the deck, titled Final Bosses Deck [7.15a]Vexen Health 6.25 Bars Vexen is a rather easy boss once you learn his abilities and how exactly to counter them. The first thing to know is that you cannot hit him directly with melee attacks, as his ice shield will block anything you throw at him. The only way to get initial damage on him is to card break his attacks, this will stun him and let you get in a few strikes. You can only get in 3 hits maximum during his recoil, if you try to hit him a fourth time he will either guard it or card break you. Since Vexen can deal massive amounts of damage with his melee strikes, you cannot afford to be hit by him. With this in mind you must play this fight defensively. Vexen's first attack is a standard melee combo swing, he will attack 3 times in rapid succession. The turning point in this combo is his fourth attack summons a large pillar of ice in front of him, causing minor frost damage. The reason that this is a hassle is because even if you card break him while he is in the middle of the 4th swing, the ice pillar will still form and cause you damage for touching it. To avoid this attack stand 5 yards away from him at all times, dodge roll backwards when he starts his swings. Vexen's second attack is a flying ice shard summon. He will stand still and channel a spell to send a piece of ice at you. Avoiding this ice shard is difficult, if possible put your back to a wall before the ice shard hits you. Once the ice shard is about 5 yards away dodge roll to its side. Think of it like positions on a clock, if the ice shard is at 12 you want to roll to either 10 or 2. Doing this will cause the ice shard to bypass you, and hopefully, smash into a wall or the ground. If the ice shard does not hit a structure it will keep moving, trying to track back and hit you. Keep dodging left and right to confuse it enough so that it isn't able to hit you. Eventually it will ground out and disappear. In addition to these 2 standard attacks Vexen can use 2 Sleights. The first is a useless sleight that you can easily avoid, the second is a lot more tricky, and can kill you if hit by it. The first is called Ice Needles. Vexen will summon ice shards around himself to protect him from you, then summon a chain of shards that slowly trace towards you. This move is easily avoidable by dodging to gain ground on the shard chain, as it moves a little bit slower then your run speed. This Sleight lasts about 10 seconds. His final Sleight is called Freeze and it can destroy a perfect attempt on him within seconds. Vexen will stand still and channel another spell, immediately before casting he will cross his right hand across his body, in a swiping motion. At the apex of his hand movement a large ball of ice will spawn on you, freezing you and making you unable to move, while causing moderate damage. Vexen will then teleport to you and smash the ball of ice, causing major damage. You can counter this in 2 ways: Either by hitting him with a higher card count or a 0 card, nullifying the attack. Or you can dodge away from the ball of ice, which is quite difficult and will take some practice. As Vexen begins swinging his hand dodge in any direction, (dodging to the right or left works best as you can still watch his movements without being blocked by your camera.) With the right timing the ball will summon directly behind your dodge, missing you completely Doing it too soon though will cause him to just freeze you in your dodge animation, dealing the same damage as usual. Your best time to attack is when he tries to fire his single ice shards, but any time you can get a counter in you can hit him a few times. Keep at him and after a while you will eventually bring him down. Also of note, there are faster ways of killing Vexen then playing defensively, but you will need the experience of dodging his attacks and staying alive for a later boss battle. Once you defeat him he will give you the card to Twilight Town. [7.16]Eleventh Floor - Twilight Town ____ ____ |5 | | | |5-|==| | |L_| |__| E A || || ____ ____ ____ L8=| | | | | R1=|==| |==|Q | 20G| |__| |__| L: Requires a Blue card D || 5: Requires a card of 5 or higher ____ ____ 5-: Requires a card of 5 or lower | | | | R1=: Requires an exact 1 Red card | |==| | L8=: Requires an exact 8 Blue card |__| |__| 20G: Requires a total of 20 Green cards || || A: Key of Beginnings S ____ ____ ____ D: Key to Rewards | | | | | | S: Start of Level | |==| |==| | E: End of Level |__| |__| |__| Q: Conqueror's Respite You'll receive the Key of Beginnings after the initial lore scene. Head east, then North twice. Go West into the Quest room. You'll need a 5 card or higher, a 5 card or lower, a Blue card and the Key of beginnings to enter. Inside will be a Boss fight. [7.16a]Vexen V. 2 *If you have yet to red my first Vexen strategy guide I suggest you read it, as it gives detailed information about Vexen's initial 4 attacks, which I will build on in here Health: 7.25 Vexen V. 2 functions exactly the same as the first Vexen fight, with 3 differences. Vexen now has enemy cards, one which will double his frost damage - all of his attacks. The other will give him a 2 bar heal once he reaches 0 health, so in essence you need to take out 9.25 Bars from him. The second Difference is the amount of times you can attack him during a recoil. Originally you could attack him 3 times before he counter attacks, now you can only get in 1 severely limiting your damage output. The final difference is a 3rd Sleight, which he will only use during his final 2 bars of health, this Sleight forms a large Ice blade for him, which he uses to attack 3 times with. It is possible to dodge the first 2 hits, though rather unlikely and completely impossible to avoid the final, which deals over 100 damage alone. This move is literally a fight breaker if he can get it off. He will vocally announce that he is summoning the Ice Blade when he starts his Sleight. At that point you will have 5 seconds to either break it with a 0, a higher damage Sleight or to hope to hell that you have enough health to survive all 3 hits. Just like the initial Vexen fight, counter his attacks and deal a single hit to him each time he tries to attack. Do this for a whole deck then reload and do it twice more. You want to bring him down to 3 bars of health before you start using your Sleights. Once he reaches that point pop your regular potion and start your Sleights, work through your Sonic Blade rotation to bring him down the final 3 bars, then through his Auto-Life if he has time to activate it. Once you have defeated Vexen you will be transported to the Conqueror's Respite. Save then head north and back to Castle Oblivion when ready. [7.17]Eleventh Floor Exit Hall Your good old pal Riku is here again, apparently he doesn't like you all too much right now, so you'll have to fight him again. [7.17a]Riku V. 3 Health: 6.25 Another Riku fight, and he seems to have gotten a lot faster and way more pissed off. His attacks not only hit in melee but deal splash damage around him, so dodging is almost useless. The same strategy as before works perfectly on this guy, you'll want to add one or two Hi potions / megalixir's though, for the end of the battle, as Riku has more health in this version then previous. 2 potions capable of reloading all attack cards will trivialize his extra health. -Copied from the Riku V. 1 fight, skip if you've read already- The key to this fight is being able to keep him recoiling from your hits as much as possible, his blows deal massive damage and have about a 75% chance to stun you for 1 second. As Riku can attack you more then once a second, getting hit once can easily lead to your death. Create a new deck with Jafar and Queen's Card enemy cards, Stack your deck with as many high level attack cards as you can and at least 2 cures. add in 2 potions after that - You should have about 24 cards total; 18 attack, 2 enemy, 2 heal and 2 potions - All of this should take about 600 CP. Don't bother with 0 cards, they won't be effective in this battle for the CP cost. As soon as the battle starts pop Jafar and wail away at him with your attack cards, Riku will not be able to counter your attacks even with a 0 card and as long as you don't stop he shouldn't ever be able to get an attack in edgewise. Use your standard reload once you run out of attack cards, only charging one level is easily manageable at this point and you need the potions for when you can't break his cards with Jafar. Once Jafar runs out finish your attack cards again, Recharge with a level two charge, this is where the fight can get tricky. Stand at melee range on Riku and the second you see him lay down a card hit your dodge key (Square) and roll out of the way, you'll have about a half of a second to keep charging to get your cards back. It should take about 8 turns to get the full recharge, at that point pop the Queen's Card enemy card and attack as fast as you can, the speed of your attacks will keep him from being able to get attacks in edgewise. He can counter your cards at this point though, so be wary of him trying to lay down combo's on you. Queen's Card will last you for almost 2 full decks of attack cards, so pop your first potion to get an instant reload. Run these attack cards completely out even after Queen's Card end, then pop your final potion. Once you have a reloaded deck concentrate every card into Sleights, Strike Raid works wonders as it will stun Riku but even the standard 3 hit combo works fine. Once you run out of attack cards use any friend cards that have been collected (should have about 6) to finish him off. If he has any health left after this kiss your ass goodbye, you won't last long enough to get a level 3 charge off. If you manage to land almost all of your end Sleights he should die from your damage, however. Once you have defeated Riku he will drop the Destiny Islands' world key. Go ahead and use it to enter the next floor. [7.18]Twelfth Floor - Destiny Islands E || ____ ____ ____ ____ | | | | | | |50| |Q |==| |==| |==|B | |__| |__| |__| |__| || || ____ ____ 2=: Requires an exact 2 | | |33L 8=: Requires an exact 8 | | |33R 50: Requires a total card count of 50 |__| |33G 33L: Requires a total card count of || D 33 Blue cards ____ ____ 33R: Requires a total card count of | | |2=| 33 Red cards | |==|8=| 33G: Requires a total card count of |__| |A_| 33 Green cards || A: Key of Beginnings ____ ____ B: Key of Guidance | | | | D: Key to Rewards | |==| | S: Start of Level |__| |__| E: End of Level || Q: Conqueror's Respite S After you get the Key of Beginnings from the first Lore scene head West, then North, then East. You'll need an exact 2 and an exact 8 card, as well as the Key of Beginnings to enter. Another lore scene and you'll be transported to the start of the level with the Key of Guidance. Head West, then North 3 times. Head East twice and into the next quest room. You'll need a total card count of 50 as well as the Key of Guidance to get in. Inside will be a boss battle, but it is very easy to defeat. [7.18a]Darkside Darkside is by far the easiest boss of the latter half of Sora's story. He has four main attacks that he will rotate through. Each of these attacks are fairly weak and can be countered easily. His first attack is a standard ground slam. He will raise his right hand and smash it into the ground, causing a shock wave to emanate and encompass the entire arena. Jumping before the shock wave hits you will negate this, however. His second attack is an AoE dark energy rain. He will slam his left hand into the ground and bring up a large energy ball. He will then use this ball to rain smaller energy balls all over the entire area, these energy balls are very hard to completely avoid, but for the entire cast time his attack card is present, meaning you can counter it any time you want. The only attack he uses with his left hand is this, so if you see him raise his left hand just counter immediately. His third attack is a summon spell. He will slam his right hand into the ground and create a large black pool, spawning several small heartless. The heartless on their own are weak and pose no threat whatsoever. The advantage of this move is the entire time that Darkside is summoning you can smash away at his hand, causing a good chunk of damage to him. The final attack Darkside uses is later in the fight, when he gets below 2 bars. He will drop to his knee's and create a large energy ball in his chest, which will fire homing missiles at you. Dodging the missiles is quite difficult, so just break his card when you see him drop to his knees. You can target Darkside in 3 locations, both of his hands or his head. Normally you cannot target his head as his height prevents you from reaching it, so just focus on his hands. Jump in the air then do a single attack, then drop to the ground. Multiple attacks will usually miss, so a single one is the most advisable. Sleights are useless here, as his hand is too far in the air for them to reliably hit. Counter Cards can drop in this fight from the heartless that spawn from Darkside's third attack. These Counter Cards will stun Darkside and cause a large amount of rocks to raise out of the ground, giving you a jagged path to reach Darkside's head. Attacking his head deals extra damage, but it is not normally worth it, as the time taken to reach his head and the fact that after 2 swings you will usually fall off make it more useful to just hit his arms. Keep smashing him down with melee attacks and he'll fall. You'll receive the Darkside enemy card and be transported to the Conqueror's Respite. Head north to leave this floor, make sure that you save though, the next fights aren't easy. [7.19]Twelfth Floor Exit Hall You'll fight 2 Boss battles in here, with no save point in between you'll have to take them both down. [7.19a]Riku V. 4 Health: 7.25 Another Riku fight, this time he is radiating dark energy and has a lot more health then normal. His attacks not only hit in melee but deal splash damage around him, so dodging is almost useless. The same strategy as before works perfectly on this guy, you'll want to add one or two Hi potions / megalixir's though, for the end of the battle, as Riku has more health in this version then previous. 2 potions capable of reloading all attack cards will trivialize his extra health. Oh and one thing of note, no friend cards in this fight. -Copied from the Riku V. 1 fight, skip if you've read already- The key to this fight is being able to keep him recoiling from your hits as much as possible, his blows deal massive damage and have about a 75% chance to stun you for 1 second. As Riku can attack you more then once a second, getting hit once can easily lead to your death. Create a new deck with Jafar and Queen's Card enemy cards, Stack your deck with as many high level attack cards as you can and at least 2 cures. add in 2 potions after that - You should have about 24 cards total; 18 attack, 2 enemy, 2 heal and 2 potions - All of this should take about 600 CP. Don't bother with 0 cards, they won't be effective in this battle for the CP cost. As soon as the battle starts pop Jafar and wail away at him with your attack cards, Riku will not be able to counter your attacks even with a 0 card and as long as you don't stop he shouldn't ever be able to get an attack in edgewise. Use your standard reload once you run out of attack cards, only charging one level is easily manageable at this point and you need the potions for when you can't break his cards with Jafar. Once Jafar runs out finish your attack cards again, Recharge with a level two charge, this is where the fight can get tricky. Stand at melee range on Riku and the second you see him lay down a card hit your dodge key (Square) and roll out of the way, you'll have about a half of a second to keep charging to get your cards back. It should take about 8 turns to get the full recharge, at that point pop the Queen's Card enemy card and attack as fast as you can, the speed of your attacks will keep him from being able to get attacks in edgewise. He can counter your cards at this point though, so be wary of him trying to lay down combo's on you. Queen's Card will last you for almost 2 full decks of attack cards, so pop your first potion to get an instant reload. Run these attack cards completely out even after Queen's Card end, then pop your final potion. Once you have a reloaded deck concentrate every card into Sleights, Strike Raid works wonders as it will stun Riku but even the standard 3 hit combo works fine. Once you run out of attack cards use any friend cards that have been collected (should have about 6) to finish him off. If he has any health left after this kiss your ass goodbye, you won't last long enough to get a level 3 charge off. If you manage to land almost all of your end Sleights he should die from your damage, however. Defeating Riku will drop his enemy card for you. You'll have a brief relapse to change your deck if need be before the next battle. Talk to Riku when you are ready. [7.19b]Larxene V. 2 Health: 7.75 Larxene is back, and she's a little pissed off now. Her health has been increased, as well as her damage output. The overall layout of the fight and her abilities haven't changed though. Since she now has increased damage, and could always stun you briefly with her lightning attacks, it is imperative that you do not let her get attacks in. Immediately at the start of the fight unleash your Sleights and don't stop. You should have enough to finish her off completely, but if you run short on your final reload try to draw it out with single attacks. You'll also be receiving friend cards throughout the fight, don't use Donald because he's too stupid to not use lightning on her, healing her a lot. Use goofy though, as he can deal out a ton of damage with his Lvl. 3 ability. Defeat Larxene to obtain her enemy card. Head up to the 13th floor and into the final Level, which does not need a card to initially Synthesize. [7.20]Thirteenth Floor - Castle Oblivion E || ____ ____ ____ ____ ____ 1=L| | | | | | | | | 3=R|==| |==| |==| |=/|M | |99| |__| |__| |__| |__| A || // ____ ____ ____ ____ | | | | | | |30L | |==| | | |==|40R |__| |__| |__| |20G || || D ____ ____ ____ ____ ____ 99: Requires a total card | | | | | | | | | | count of 99 | |==| |==| |==| |==| | 1=L: Requires an exact 1 Blue card |__| |__| |__| |__| |__| 3=R: Requires an exact 3 Red card || 20G: Requires a total card count ____ of 20 Green cards | | 30L: Requires a total card count | | of 30 Blue cards |__| 40R: Requires a total card count || of 40 Red cards ____ ____ ____ ____ A: Key of Beginnings | | | | | | | | D: Key to Truth | |==| |==| |==| | M: Marluxia / Save |__| |__| |__| |__| S: Start of Level || E: End of Level S You may have noticed the 2 pathways on the map with slashes through them, those do not show until you complete the first Quest room, so you cant skip to the final boss. From the first room, where you will recieve the Key of Beginnings, head East 3 times. Go North twice, then West 4 times. Travel North, then East, then North again and finally go West to the first quest room. You'll need an exact 1 Blue card, an exact 3 Red card and a total card count of 99. Inside will be your first boss battle, Axel. [7.20a]Axel V. 2 Health: 7.25 Axel is back again, and he's recieved quite a significant boost. In addition to his normal fire based abilities he has recieved the ability to warp around the room. He is considerably more agile and difficult to hit with standard melee attacks. He also has a large damage boost, while nothing rivaling the damage output per attack that other bosses can achieve. Axel is by far one of the easiest end game bosses to defeat, (next to Darkside,) his problem relies in the ability to get him to stand still long enough to actually hit him. Concentrate on your Sonic Blade Sleights, as long as the first hit lands he won't be able to warp during the rest of the attack, so you can rack up some easy damage. Defeating Axel will provide you with Axel's enemy card. After you leave the room, head East, then North, then East twice. You'll need to head East again once more, but you will want to create a Moment's Reprise room to save in, as the next boss can kill you very quickly if something goes wrong. Synthesize a save room if you can then proceed North, (there will be an open door this time, so no need to Synthesize it,) to the next boss. [7.20b]Marluxia Health: 8.75 While Marluxia is not a very agile boss, he can output huge portions of damage with his Scythe, getting hit by even a melee attack can obliterate you. Marluxia's attacks are generally melee based, so keeping your distance and waiting until he attacks to break and then counter-attack is your best way to go. His Sleights all use his Scythe, but they are abilities you cannot avoid by dodging, (Simmilar to Vexen's Ice Blade ability) Countering these attacks are the only way to go. Again, focus in on Sonic Blade Sleights, you want to keep Marluxia unable to counterattack for as long as possible, stay at least 10 yards away from him at all times to help against his basic cards. Once you have defeated Marluxia you will recieve his enemy card. You will also be presented with a save point in this room, so save again, (this is the point of no return spot, {once you enter the next room, you can't retrun.} ) When you are ready, head North into the final room, and The Final Battle. [7.21]The Final Battle The Final Battle consists of 2 battles, one after another with no rest / save spots in between. This means the deck you take into the first battle is the one you must use on the second. The Final Bosses Deck works fine for these 2 battles, though with limited use during the first. Since the second battle is harder then the first it is more advisable to gear for the second. [7.21a]Marluxia V. 2 Health: 1.75 x2 (Arms) Health: 6.5 (Body) At the beginning of this battle, Marluxia can rip your character to shreds. He stands on a giant flying machine, equipped with 2 large Scythes for arms and a body capable of firing large energy balls at you. Initially all 3 targets, (both arms and the body) can all attack you. The arms can not only melee, but can send out large shockwaves that encompass parts of the battle field and are hard to avoid. Taking down the arms is your first priority and will make the rest of the battle much easier. Jump into the air beside an arm and strike it with melee attacks, as many as you can pull off before landing on the ground. If you keep your cards above 7 Marluxia should have a rather hard time trying to counter your attacks. Each arm should take about 10 shots and once both are dead you can move to the body. The body uses energy attacks, and when not defended by the arms poses very little threat in terms of damage output. The body does 2 main attacks, the first is a quick firing energy ball and the second is a longer, channeled energy blast. The first attack does not pose much problems, as it is generally used with a lower level card and thus can be countered easily. The second attack uses higher level cards to cast, but as an advantage has a long cast time and a cutscene when he tries to use it, giving you ample time to counter it with a higher card / 0 or a Sleight. As the body gets weaker it will start to fly around more and more, trying to evade your attacks, you will have to wait for it to start an attack, then counter it in order to stop it from moving around for a short while. Because of Marluxia's machine being able to fly, Sonic Blade will not work during this fight, stick to single attacks and only group together Sleights for use on breaking a large attack. Defeating Marluxia will cause the second battle to start, you will refresh your deck, (all cards will be restored / counter reset,) for the next battle as well. [7.21b]Marluxia V. 3 Health: 9.75 Marluxia will summon a large avatar to attack you in this battle. Your target will be Marluxia though, who remains stationary for the entire battle, giving you free rain to attack him. The Avatar has 6 attacks, 4 are Sleight and the other 2 are basic attacks. His first attack is a melee strike similar to the ones that the arm blades in Marluxia V. 2 use. It will cause a shockwave and attacks along either the length of the battle area or intersects a portion of it and goes left to right. His second attack will summon 3 Rose petals. These petals will rotate around Sora, and occasionally try to shoot Sora with small energy bullets. The bullets cause low damage and are more of an annoyance then anything else. The petals can be killed as each has .25 bars of health, but are usually not even worth the effort. In addition to those 2 attacks Marluxia can deal 4 different Sleight attacks. The first of these is a wind attack, while it does not deal any damage to you it will push you to the other end of the area, cutting down on your time to attack Marluxia. The second Sleight will summon about 6 Rose petals into the air. These petals will each summon small lasers, all of which will attack you at once. This ability deals moderate damage as well as stunning your briefly. The third Sleight is a bit more sinister. A large energy beam will hit you, this causes no damage but will make you lose all of your cards. The lost cards will scatter around the battle arena, and you will need to pick them up in order to be able to use them. After the Sleight Marluxia will pause for about 5 seconds, giving you a small edge to collect back as many cards as you can. The final Sleight is called Doom. Marluxia will trap you in dark energy and start a counter, that ticks from 9 to 0. The ability is not counterable, in order to defeat it you need to do a card duel against 5 cards that Marluxia will pick. Each of these cards needs to be beaten by a card you posess before the counter reaches 0 to break this attack. During the Sleight you can reload, so if you run out of cards you can gain more. Whenever you have an opening, close into Marluxia and keep using Sonic Blade. Most of Marluxia's Sleights are low card counts, so your Sonic Blade can break over most of them. Bring his health to 0 to finally defeat Marluxia and complete the game. The end lore scene will run, followed by the credits. At the end of the credits you will be asked to save, saving at this point gives you clear game status, this lets you access Theatre mode and start the second mode of the game, Reverse / Rebirth. In addition this save game data will let you reload Sora's game just before engaging in the Final Battle, allowing you to backtrack and redo previous levels. Congratulations, you have finished Sora's Story. *End of Sora's Walkthrough* [8]Sora's Battle Decks Here is a detailed list of cards to assemble in decks for certain situations. Currently there is only one for the final boss battles, as having specialized decks for them will make the fights easier. [8.1]Final Bosses Deck 6x Assorted Keyblade Cards (Value of 8) 9x Assorted Keyblade Cards (Value of 7) 2x Standard Keyblade cards (Value of 0) for counters 1x Cure (Value of 6 at least) 1x Hi-Potion (any Value) 1x Cure (Value of 6 at least) 1x Megalixir (any Value) 1x Cure (Value of 6 at least) 1x Potion (any Value) 1x Maleficent (optional) Total CP Required: 700 (625 without Maleficent) Deck should be assembled as layed out: 8 Card Counts first, then 7's, then 0's, etc. The point of this deck is based around the Sleight Sonic Blade, which is attained as the 6th level based Sleight (available at level 28) This Sleight is done by having 3 different Keyblade cards totaling between 20 and 23. Start any fight by using the Maleficent card if you have it. After that page to the last 8 card you have, Sleight that together with 2 7's and unleash it. Keep grouping Sleights together, using the 8's first and then filling with 7's. After you get 4 Sleights in you'll have 2 8's and a single 7 left over, Sleight all of those together to do a final. Depending on the fight you can choose one of 2 different paths, you can either draw out your deck length by reloading and attacking with the 9 7's that you will have left, getting another 3 Sleights in. If you choose to reload or not, when ready Sleight a Hi-Potion with a single cure card, then use it (press both L1 and R1 to use a 2 card Sleight,) during an enemies attack that you can break with the combined value. They will recoil causing your potion to go off 100% of the time, they might break your cure but the cure aspect is a moot point to increase the card value of the potions. Once your deck is fully reloaded with a Hi-potion repeat the previous steps of Sleighting together everything you have, Reload again if necessary to prolong, then Sleight together your Megalixir and another cure during the enemies attack. *optional step to increase life span of deck* Take all of your reloaded cards and use standard attacks, this is where your Maleficent enemy card will come into affect, increasing the damage of all of your attacks significantly. Once you run out of cards Sleight your final potion and 2 Cures, which will have been reloaded with your Megalixir This will reload your spent cards and create a cura, healing you for any damage incurred during using regular attacks. With your final rotation, use Sleights again until you run out. Reload if necessary but as long as most of your Sleights hit almost nothing will survive. Your 0 keys are meant for Sleights that the opponent uses that total higher then 20, as your Sonic Blade Sleights will either cancel each other out or fail, negating a high amount of damage you can deal. [9]Door Cards Door cards are setup in 3 different colours; Red, Green and Gold. Red cards affect your enemies, Green cards affect you and Gold cards are used to advance the story line or to unlock treasure rooms. This is a current list of all Door Cards I have found, which I will update as I discover more. Red Cards: Tranquil Darkness -A room with less heartless then other rooms Heartless: 1 Room Size: 2 Feeble Darkness -Enemy Heartless cards are 2 less then face value. Heartless: 1 Room Size: 2 Teeming Darkness -A room with a large amount of Heartless Heartless: 3 Room Size: 3 Sleeping Darkness -A room where all Heartless are asleep on the main field, allowing you to get a first strike on them more easily. Heartless: 1 Room Size: 1 Black Room -A room where only Black Fungus will appear. Heartless: 1 Room Size: 1 Premium Room -High chance of a Premium Counter dropping during a battle. Heartless: 2 Room Size: 2 Roulette Room -High chance of a roulette Counter dropping during a battle. Heartless: 2 Room Size: 2 Green Cards: Strong Initiative -A room where getting a first strike will also damage the enemy units. Heartless: 2 Room Size: 3 Meeting Ground -At the start of every battle an Ally card will appear. Heartless: 2 Room Size: 2 Martial Waking -Increases the value of all Keyblade cards (Red) does not effect 0 cards Heartless: 2 Room Size: 2 Lasting Daze -When engaging enemies with a first strike all enemies will be stunned, not just the first wave. Heartless: 2 Room Size: 2 Blue Cards: Calm Bounty -A room with a Treasure Chest inside. Heartless: 0 Room Size: 1 False Bounty -3 chests will spawn in this room, only one holds treasure, the other 2 will spawn enemies. Heartless: 1 Room Size: 1 Guarded Bounty -A single chest will spawn, but there will be a single Heartless, (does not appear like normal, will stand still permanently.) This heartless will usually guard a ladder that leads to the chest itself. Heartless: 1 Room Size: 1 Moogle Room -A room with a Moogle Trader inside. Heartless: 0 Room Size: 1 Moment's Reprise -A room where you can save, no Heartless Heartless: 0 Room Size: 1 Gold Cards: Key of Beginnings -first Quest door Key of Guidance -second Quest door Key to Truth -Boss Door key Key to Rewards -Used in a final door, usually accessible after defeating a boss. This leads to a treasure chest with loot in it. Found after the 7th Floor in random battles. [10]Credits -Credit to Dark_Master_4 for help with Door cards descriptions and abilities. -Credit to legoking963 for clarification on Oogie Boogie. [11]Final Notes This guide is only to be used by the members of GameFaqs, Supercheats and MyCheats. This guide, nor any parts of it, are not to appear on any other site without express permission from myself. If you come across any errors or discrepancies on this Walk through or wish to add something, please submit it to Kaldris "at" gmail "dot" com Credit will be given. Copyright 2008, Michael "Kaldris" Monast