Kingdom Hearts BBS Walkthrough
Kingdom Hearts BBS Walkthrough
Kingdom Hearts BBS Walkthrough
+------------------------------------------------+
| TABLE OF CONTENTS |
| =-=-=-=-=-=-=-=-= |
| |
| Section 0: Introduction [INT] |
| |
| Section 1: Walkthrough: Prologue [WLK:P] |
| Section 2: Walkthrough: Terra's Story [WLK:T] |
| Section 3: Walkthrough: Ven's Story [WLK:V] |
| Section 4: Walkthrough: Aqua's Story [WLK:A] |
| Section 5: Walkthrough: Final Episode [WLK:F] |
| |
| Section 6: Mirage Arena [MIR] |
| |
| Section 7: Mini-Games [MIN] |
| Command Board [MIN:CB] |
| Rumble Racing [MIN:RR] |
| Ice Cream Beat [MIN:IB] |
| Fruitball [MIN:FB] |
| Break the Urns [MIN:BU] |
| |
| Section 8: Collectathons [COL] |
| Xehanort's Reports [COL:XR] |
| Command Melding [COL:CM] |
| Crystals [COL:CR] |
| Command List [COL:CL] |
| Hit Counts [COL:HC] |
| Keyblades [COL:KB] |
| Stickers [COL:ST] |
| Ice Cream Shop [COL:IS] |
| Finish Commands [COL:FC] |
| Trophies [COL:TR] |
| |
| Acknowledgments and Contact Info [ACK] |
+------------------------------------------------+
*************************************************************
******************
_ __ _ _ _ __ _ _
| |/ /| |_| | =================================================== |
|/ /| |_| |
| /| _ | SECTION 0 [INT] | /| _ |
|\\|||| INTRODUCTION |\\||||
|_|\_\|_| |_| ==================================================
= |_|\_\|_| |_|
*************************************************************
******************
Welcome!
In this guide, I will give a full walkthrough of the Birth By Sleep game, as
well as a reference guide for some of the most useful information (including
I made the guide originally from the Japanese edition of the game, but I hav
e
been scrambling to update it for the international release, and it should be
ready by now. In particular, all the names and places have been translated
correctly. My data on a couple of the new features is a little sketchy, but I
will be updating that as fast as I can.
Now, let me just say just more one thing: this game is fantastic, so get ready
*************************************************************
******************
======================================================
=========================
[WLK:P0] Prologue: Beginning a new game
======================================================
=========================
There are a few important setup decisions you should think about before yo
u
even begin a new game:
1. Data install: Birth by Sleep pushes the limits of the PSP a little bit, and
this leads to pretty long loading times and even to gameplay slow-down.
To
minimize these annoyances, I strongly recommend doing a FULL DAT
A INSTALL
before playing.
2. Difficulty: Like in other Kingdom Hearts games, you will have to choose
a
difficulty mode when you begin, and your choice will affect what you nee
d to
do in order to watch the secret ending. Here are the specifics:
Beginner: You deal 50% more damage, and take only half damage.
The secret ending is IMPOSSIBLE to unlock.
Standard: You deal and receive normal damage.
The secret ending is unlocked by completing the Final Episode
and the Reports section. You will have to find every enemy,
ability, sticker, and treasure, and also complete every
mini-game with each character. That is not an easy task!
Critical: You deal half damage, you earn fewer HP throughout the game,
and
you take double damage, but you begin with two extra deck
command slots. You also begin with the Zero EXP ability which
you can use to make things even more challenging.
The secret ending is unlocked by completing the Final Episode.
3. CPU speed: After playing for a few minutes in the tutorial, you will unloc
k
the Config menu. I strongly recommend going there and switching the CP
U
speed from 222MHz to 333MHz. This will decrease your battery life a litt
le
bit, but it will really help prevent gameplay slowdown.
Both data install and CPU speed can be adjusted later of course, but difficul
ty
level is a one-time decision.
======================================================
=========================
[WLK:P1] Prologue: Tutorial
======================================================
=========================
The game begins with a short in-game tutorial where you control Ven, a bo
y who
looks remarkably similar to Roxas. (If you haven't played the other games in
the series, Roxas was a major character in Kingdom Hearts 2 and 358/2 Days
.) I
will start the tutorial section by listing all treasure chests that can be
found here:
+--TREASURE CHESTS------------------------------------------------------------
+
| SLIDING DASH: Mountain Path, on a ledge |
+-----------------------------------------------------------------------------+
As you can see, there is only one chest (and you cannot possibly miss it), bu
t
I will include a similar list at the beginning of each future world you go to
as well. I think you might find these lists to be a helpful reference in case
you miss a chest on your own, or in case you are looking for one specific
reward.
Forecourt:
----------
In the first area, you are introduced to jumping (press O) and moving (use th
e
analog stick). You can also rotate the camera with L and R. When you are r
eady,
move forward to the Mountain Path area.
Mountain Path:
--------------
Here you will need to show off some basic combat moves. First do a three-h
it
combo on the nearby ring ornament. (Walk up to it and keep pressing X.) If
you
did it right, some green HP balls will fall out, and you will be directed to
the next set of ornaments. For these, you will need to use a battle command.
Select a command you like in the bottom-left menu (use the up and down bu
ttons
to navigate the menu), and then press Triangle to use it. Commands allow yo
u to
do advanced attacks, but there is a cooldown period between when you use
a
command and when you can use it again. After hitting an ornament in this w
ay,
the whole contraption will start to spin. Target one of the ornaments with th
e
L+R buttons to complete this part of the tutorial.
A chest will now appear on the ledge halfway up the Trail. Go up to it and
open
it with X to get the SLIDING DASH battle command. If you want, you can
now go
into the Menu (press Start) and replace one of your current battle commands
with Sliding Dash. This is optional though - if you prefer to just get on with
the game, you can do that too. Head onwards to the Summit area when you
are
ready.
Summit:
-------
You will now have to go through some more basic battle training using the o
ther
main characters. First you control Terra. Press Square while holding still to
block an attack by Ven. Next you need to hit Ven back with a finish comma
nd.
Keep attacking normally until your Command Gauge is filled up. With this
gauge
full, your next attack will be a powerful finish command. Hit Ven with it to
continue.
You're not done yet though. With Aqua, press and hold L+R to use a Shotlo
ck
ability against Ven. Keep the screen focused on him to queue up a lot of
attacks, and then press X to unleash. Shotlocks are limit attacks that do a lot
of damage and make you invincible while they are going off, but the catch i
s
you are vulnerable while queuing up targets. They will end up being one of
the
strongest attacks in your arsenal, especially later in the game once you have
leveled a Shotlock up all the way.
Okay, you are now almost done. All that's left is for you to have a proper
sparring match with one of the main characters against another one. So choo
se
anyone you want and have fun. It doesn't matter if you win or lose - this is
just for practice. After you are done with sparring, head over to the nearby
save point and save the game. Congratulations, you have completed the tutor
ial!
No three-hour tutorial marathons this time!
Character Selection:
--------------------
You will now have to choose one of the three characters to control. Each
character has his or her own interconnected story, and you will need to do al
l
of them to finish the game properly. Right now, you are deciding where to
begin:
Terra: Strong but a little slow, Terra specializes in earth magic and in
darkness-based melee attacks.
Ven: The opposite of Terra, Ven is fast but physically weak, specializing i
n
wind and light magic.
Aqua: Aqua is a pure magic specialist.
Once you have made your decision, you will be given a new save game for t
hat
character. DO NOT OVERWRITE THIS SAVE GAME when you switch cha
racters!
You can do the three stories in whatever order you want (or even do some at
the
same time, although I don't recommend that), but this guide will be written i
n
the order Terra -> Ven -> Aqua, which is what series creator Tetsuya Nomu
ra
recommended for story purposes. Terra's story might be the hardest though,
so
choose whichever order you want!
======================================================
=========================
[WLK:P2] Prologue: How the walkthrough is organized
======================================================
=========================
Well, first let me explain a little bit about how I organize the walkthrough
sections. For each world, I will begin with a section that looks like this:
+--TREASURE CHESTS------------------------------------------------------------
+
| ... |
+--STICKERS-------------------------------------------------------------------+
| ... |
+-----------------------------------------------------------------------------+
| PRIZE PODS: ... |
+-----------------------------------------------------------------------------+
My list will always start with treasure chests, listed in the same order as ho
w
they appear in your Reports. This means you should be able to quickly look
up
the location and contents of any chest you are missing. My descriptions will
usually be in terms of compass directions. These directions might not mean
much to you at first, but you will get a map for each world, and that should
make the directions a lot easier to follow.
Sickers are crown-shaped emblems that you can find lying around each worl
d.
They are often in fairly difficult to reach areas, so you should not expect to
be able to reach them all until late in the game when you have all your
mobility upgrades. Open the Arrange Stickers section of your Reports to pla
y
with anything you have found, and get some nice prizes. See Section COL:S
T for
more information.
Now, on to Prize Pods. These guys are rare "enemies" that fly around withou
t
attacking. Every time you hit one of them, it will drop an ice cream
ingredient. Which ingredient you get depends on which world you are in. O
nce
you reach Disney Town, you will be able to trade these ingredients in for
prizes, including one of the best Keyblades in the game. See the Ice Cream
Shop
Section (COL:IS) for more details. In the meantime, remember to keep an ey
e out
for these guys! When fighting them, I recommend using Magnet and damag
e over
time spells like Poison.
Note: In most worlds, the Prize Pods only show up sometimes. If you do not
see
them even when you are in the right place, leave the area and come back unt
il
they appear. However, after you see the Prize Pods in a world once, they wil
l
not reappear until you leave the entire world.
*************************************************************
******************
_ __ _ _ _ __ _ _
| |/ /| |_| | =================================================== |
|/ /| |_| |
| /| _ | SECTION 2 [WLK:T] | /| _ |
|\\|||| WALKTHROUGH: TERRA'S STORY |\\||||
|_|\_\|_| |_| ==================================================
= |_|\_\|_| |_|
*************************************************************
******************
======================================================
=========================
[WLK:T0] Terra's Story: Land of Departure
======================================================
=========================
The real story begins with Terra and Aqua attempting the Mark of Mastery t
est.
Right away, there is a problem though:
The main reward for winning this battle is the Critical Impact command styl
e.
After filling up your Command Gauge with at least one or two uses of a batt
le
command, you will now switch styles instead of using your basic finisher. A
s
the game goes on, you will find other finish commands and other command
styles as well. Which finisher you use is chosen in the out-of-combat menu,
but
which command style you get is determined by what kinds of battle comma
nds you
used right before-hand.
Anyway, once the Light Orbs are down, there will be another cutscene and t
hen
off you go! As an additional reward for clearing the Land of Departure, you
will gain access to the KEYBLADE BOARD, which you can try out any tim
e you
like. (See the Command Board Section MIN:CB for more information.) You
will
also get the VEN and AQUA D-LINKS.
Using D-Links will temporarily change your battle commands and finish c
ommand.
D-Links are actually very strong in the first half of the game, so don't forget
======================================================
=========================
[WLK:T1] Terra's Story: Enchanted Dominion
======================================================
=========================
With the Land of Departure cleared, you will find yourself in space on your
Keyblade bike. Only one new world will be accessible for now, so head ove
r
there. It is the Enchanted Dominion. If you have not already read Section
WLK:P2, now would be a good time to take a look. It will help you underst
and
the information I provide for each world:
+--TREASURE CHESTS------------------------------------------------------------
+
| POTION: Waterside, South end |
| PULSING CRYSTAL: Waterside, West side (halfway through the room)
|
| BLIZZARD: Forest Clearing, Southeast corner |
| ZERO GRAVITY: Audience Chamber, Northwest corner
|
| ETHER: Audience Chamber, West side by the stairs |
| POTION: Audience Chamber, Southeast corner |
| ETHER: Hallway, Northeast corner |
| MAP: Aurora's Chamber, Southeast corner |
| SLEEP: Tower Room, Southwest corner |
| ATTACK RECIPE: Tower Room, Northwest corner |
+--STICKERS-------------------------------------------------------------------+
| HUEY STICKER: Audience Chamber, Center high in the air. Jump and air s
lide |
| over from the top of the airs - you will probably need to |
| push Square three times (requires High Jump, Air Slide, Sonic |
| Impact). |
| FLYING BALLOON STICKER: Tower Room, West side
|
| BALLOON STICKER: Forest Clearing, Southwest corner |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (BIJOU BEAN and ROSE HONEY)
|
| At the north end of the Waterside area, after you have been past the |
| Bridge at least once. If they do not appear right away, leave the area |
| and come back. |
+-----------------------------------------------------------------------------+
As soon as you land in the Enchanted Dominion, you will be thrust into a fo
rced
battle against the Unversed. If Terra is your first character, you might find
this a little challenging. There are three things you should be using regularly
- Shotlocks. Press L+R. You are vulnerable when charging but other than th
at,
Shotlocks are the strongest and safest attacks in the game.
- D-Links, especially with Aqua so that you can use her Cure ability. Press
You can only use Shotlocks when your Focus Gauge is full, and you can onl
y use
D-Links when your D-Link Gauge is full, but don't worry: these bars both fil
l
up fast. Also, you probably want to level up your D-Links, and you can only
do
that by using them!
For the rest of the world, you will be able to pick and choose your fights. I
recommend being pretty thorough though, both in terms of picking up chests
(see
the list I gave above) and killing enemies. The first boss is nasty, and it
will help if you have gained a few levels. If you want a challenge, you can
deliberately keep your level low, but don't blame me if you find it hard!
Begin by following the Unversed to the Bridge where you will meet Malefic
ent.
From there, enter the castle and climb up to Aurora's Chamber. After a
cutscene, you will be given the MALEFICENT D-LINK. Get the chests here
and in
the Tower Room, and then head back to the Audience Chamber to meet Terr
a's
first real boss!
| you can be patient and wait for him to throw his wheel before going in. At
|
| some point, he will fall over and drop HP balls. Keep hitting him! |
| |
| Eventually, the Wheel Master will get mad, glowing purple and damaging y
ou |
| if you are nearby. He will then start regularly charging towards you. This |
| is fast and very painful, so you will want to block it. Just remember that |
| Block doesn't last forever, so if the Wheel Master charges past you, let go |
| of Block, and then press it again when he comes back. Also be sure you hav
e|
| him targeted with L+R during this time. Block only works if you are facing
|
| the enemy, but L+R keeps you facing the right way. |
| |
| Other than the charge, the fight stays the same as before, so keep up with |
| luck! |
| |
| By the way, you can destroy the wheel and the spindle separately from the
|
| boss, but I don't recommend going out of your way to do so. |
+-----------------------------------------------------------------------------+
As a reward, you will get a Deck Command Slot, which lets you equip anoth
er
battle command, and the Diamond Dust command style, which is an alternat
ive to
Critical Impact, activated by using lots of cold attacks. You will also get the
FAIRY STARS KEYBLADE. I recommend sticking with your old Keyblade
though -
strength is more important than magic for Terra.
Before moving onto the next world, you might want to briefly return to the
Waterside area to try your hand at the Prize Pods. Don't worry about the Hu
ey
Sticker that you are missing - you will need to come back for that.
======================================================
=========================
[WLK:TI] Terra's Story: Interlude
======================================================
=========================
With the Enchanted Dominion clear, you will now have a choice of where t
o go
next. The map points out two major story worlds that you can go to: the Cast
le
of Dreams and the Dwarf Woodlands.
Most likely you will lose at this stage, but it's still fun.
- Play a round on the Command Board (see Section MIN:CB). This optiona
l
mini-game gives you a few abilities that you cannot easily get in other
ways, and it also helps level up whatever abilities you already have.
- Synthesize some new abilities with command melding (see Section COL
:CM). In
addition to upgrading your commands, this gives you some very handy pa
ssive
abilities that cannot be gotten in any other way.
======================================================
=========================
[WLK:T2] Terra's Story: Land of Departure
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| PULSING CRYSTAL: Mountain Path, Near the top exit |
| HI-POTION: Mountain Path, Near the top exit |
| STOP: Mountain Path, Near the bottom exit |
| SOOTHING CRYSTAL: Summit, Near the flags |
+-----------------------------------------------------------------------------+
The only thing to do here is to pick up the chests in areas you explored duri
ng
the tutorial.
======================================================
=========================
[WLK:T3] Terra's Story: Castle of Dreams
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| THUNDERSTORM: The Chateau, Southeast corner |
| PULSING CYSTAL: Palace Courtyard, Northeast corner next to the stairs
|
| WELLSPRING CRYSTAL: Palace Courtyard, Northwest corner past the stair
s |
| SLOW: Palace Courtyard, Southeast corner |
| MAP: Palace Courtyard, West side |
| FLEETING CRYSTAL: Ballroom, Balcony (come through the Antechamber)
|
| STRIKE RAID: Foyer, West side |
| POTION: Foyer, Under the balcony just east of the stairs |
| HI-POTION: Foyer, Northwest corner |
| SOOTHING CRYSTAL: Foyer, Southeast corner of the top balcony
|
| THUNDER: Antechamber, Southeast corner |
+--STICKERS-------------------------------------------------------------------+
| FLYING BALLOON STICKER: Passage, West side high in the air (requires
High |
| Jump) |
| TRAFFIC CONE STICKER: The Chateau, Southeast corner
|
+-----------------------------------------------------------------------------+
| PRIZE PODS: (BIRTHDAY CAKE and CRYSTAL SUGAR)
|
| In the middle of the pool in the Place Courtyard, after clearing a group |
| of Red Hot Chilis. If more Red Hot Chilis appear instead of the Prize |
| Pods, leave the area and come back. |
+-----------------------------------------------------------------------------+
Like the Enchanted Dominion, this world begins with a mandatory battle aga
inst
the Unversed. Once that is taken care of, head southeast towards The Chatea
u to
pick up Thunderstorm and the Traffic Cone Sticker. Then go back north tow
ards
the Palace Courtyard and meet Cinderella by the large staircase.
Your reward for the escort is the extremely useful Counter Hammer ability.
Be
sure to equip this. Now any time you successfully block an attack, you will
be
able to follow it with a strong area-of-effect counter-attack.
With Cinderella safely dancing away, pick up the chests in the Foyer area a
nd
head east to the Antechamber. There is another boss fight in the next room,
so
if you do not already have Cure, now is a good time to pick it up from the
Moogle Store.
| Gravity, Magnet |
| Elemental weaknesses: Violin takes 150% damage from fire |
| Trumpet takes 150% damage from blizzard |
| Elemental resistances: Drum takes 50% damage from thunder |
| Reward: DECK COMMAND SLOT, HP BOOST
|
| |
| This guy is actually easier than the Wheel Master if you know what to do.
|
| As long as he has an instrument alive, he will use the following attacks in |
| order: |
| |
| 1. Activate an instrument. It will move up to you, attack, and then move |
| Square to try to slide you of the way, and hope for the best. It is a |
| nasty attack though, so try to keep your health topped off with Cure |
| or a potion. Even better, try to kill an instrument before this attack |
| is used. (See below.) |
| 4. The Symphony Master himself attacks by shooting beams at you or
|
| swinging his baton. This is easy to dodge unless you are in mid-swing. |
| 5. Repeat from the start until all the instruments are dead. |
| |
| Your main goal at the start of the fight should be to kill the instruments. |
| The simple approach is to run up to the Symphony Master, pick an instrume
nt |
| and then keep attacking it until it drops. And actually, this does pretty |
| well. You will probably get hit a couple times at the start, but that's it. |
| |
| The safe way is to wait for an instrument to come towards you, but then |
| immediately attack it before it reaches you. (If you wait for it to attack |
| first, it will become invincible, and you won't be able to do anything.) |
| Once you have the activated instrument in a combo, it will never recover,
|
| and the Symphony Master won't fight back until you are done. So just keep
|
| swinging until the instrument dies! |
| |
| Once you kill the instruments, the Symphony Master will start alternating
|
| between a jump attack similar to what the Wheel Master did, and other more
|
| direct attacks. The shockwave can be dodged by jumping over it. The other
|
| attacks, including a new one where the Symphony Master throws his baton,
|
| are not too scary either. If you are low on health, play conservatively |
| after the Symphony Master jumps so that you will be ready to dodge his
|
| attack, and then go in swinging again. |
+-----------------------------------------------------------------------------+
When the fight is over, you will also get the STROKE OF MIDNIGHT K
EYBLADE, the
CINDERELLA D-LINK, and access to the ROYAL BOARD. You might also
want to return
to the world quickly and go back to the room where you fought the Sympho
ny
Master (via the Antechamber) to pick up the final chest.
======================================================
=========================
[WLK:T4] Terra's Story: Dwarf Woodlands
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| BALLOON LETTER: Vault, South side just west of the central platform
|
| ETHER: Vault, South side near the east exit |
| POTION: Vault, North side on the ledge |
| FLAME SALVO: Vault, South side on the central platform |
| POTION: Underground Waterway, Southeast corner (past the first locked
|
| grate) |
| BLOCK RECIPE: Underground Waterway, West side (past the second locked
|
| grate) |
| POISON EDGE: Underground Waterway, Northwest corner (past the third l
ocked |
| grate) |
| FIRE: Underground Waterway, Northwest corner (past the third locked gate)
|
| FISSION FIRAGA: Courtyard, Northwest corner on a platform (need High
Jump, |
| Air Slide, Sliding Dash, or Fire Dash) |
| POTION: Courtyard, Northeast corner |
| MAP: Courtyard, Northwest corner on the ground |
| SOOTHING CRYSTAL: Courtyard, Northwest corner on the stairs
|
| HUNGRY CRYSTAL: Flower Glade, Northwest corner
|
+--STICKERS-------------------------------------------------------------------+
| LOUIE STICKER: Underground Waterway, Southwest corner high in the ai
r. Jump |
| from the ledge near the second loom and air slide out to the |
| crown (requires High Jump and Air Slide) |
| BALLOON STICKER: Flower Glade, Northeast corner |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (NUTTY NUT and GASPBERRY)
|
| On the ledge with the chests in the northeast corner of the Underground |
| Waterway area, past the third locked gate. Once you have High Jump, you
|
| can get there directly from the north exit. If you see Red Hot Chilis |
| instead of Prize Pods, you may have to leave the entire world before they |
This world begins with the queen asking Terra to kill Snow White. Even aft
er
seeing the Aurora episode, you don't think Terra would actually do that, do
you? Only one way to find out!
The first room you go into is called the Vault. There are some jugs here that
are constantly changing color. If you hit one of these jugs while it is green,
it will recharge your health; if you hit it while it is blue, it will recharge
your D-Link bar; and if you hit it while it is red, it will explode, damaging
both you and any nearby enemies! Plan accordingly. You will also run acros
s
some nasty Unversed that disguise themselves as treasure chests, so watch o
ut
for those!
To advance, you will have to walk up to the steam jet a little ways to the
right of the entrance. This will propel you up to the north platform and the
exit. There is another steam jet that will propel you up to the central
platform, but it is inactive for now.
The next room has a couple looms (spinning wheels). If you hit one of these
,
it will open up one of the grates for a short time and you will be able to run
through. The first loom opens the route to the second loom, and the second
loom
opens TWO grates (the second grate is in the room behind the first grate). Y
ou
will have to hurry to get all the way through, but you can try as many times
as
you want. If you get through everything, you will get several nice treasures,
including the FIRE spell, and you will also find the world's Prize Pods. With
the Fire spell, you can now go back to the Vault and cast Fire on the engine
next to the inactive steam jet. This will activate the steam jet and let you
get up to the central platform to pick up FLAME SALVO.
Once outside, you can pick up the MAP and then head out to meet Snow Wh
ite.
Once you are ready, head back to the Magic Mirror Chamber and the boss fi
ght
for the world.
======================================================
=========================
[WLK:T5] Terra's Story: Mysterious Tower and Badlands
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| PULSING CRYSTAL: Mysterious Tower, Furthest point from the entrance
|
| BALLOON LETTER: Mysterious Tower, Left of the entrance
|
| CURE: Mysterious Tower, Right of the entrance |
| MAGIC RECIPE: Tower: Entrance, Behind the stairs |
+--STICKERS-------------------------------------------------------------------+
| BALLOON STICKER: Sorcerer's Chamber. Jump from on top of the table.
|
+-----------------------------------------------------------------------------+
Now head to the next world and you will be treated to a more interesting
conversation with Master Xehanort. What parts of his story can you believe,
and
what parts are lies? You'll have to decide that for yourself!
======================================================
=========================
[WLK:T6] Terra's Story: Radiant Garden
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| FIRA: Outer Gardens, Northeast corner of the plaza area |
| PULSING CRYSTAL: Outer Gardens, Southwest corner of the plaza area
|
| POTION: Central Square, Northeast corner |
| HI-POTION: Central Square, Southwest corner |
| ESUNA: Aqueduct, Northeast corner along the outer wall |
| BLACKOUT: Aqueduct, North end on the top level |
| HI-POTION: Aqueduct, South end in a nook off the main bridge |
After a short introduction, you will be deposited in the Central Square for
another fight against the Unversed. This fight is a little harder than normal
though, because of the addition of two new enemies:
- The Chrono Twister looks like a giant hourglass, and is one of the nastiest
enemies in the game. Even at long range, it can stop time for you until you
escape by wiggling the analog stick. Needless to say, this is very bad. The
trick is the Chrono Twister will use this ability only when all of its sand
falls into the bottom half. When that is close to happening, hit it with the
Keyblade to turn it upside-down and reset the timer!
- The red and black balloon monsters (Tank Topplers) are also annoying. If
you
attack them normally, you will not be able to kill them. They will turn
invincible at low health and then roll around before exploding. If that
happens, slide away to avoid getting hit. You can prevent this nuisance
altogether by hitting the Tank Topplers from behind. This will release thei
r
air and make them an easy target.
Once this fight is done, pick up the two chests in the Central Square and hea
d
out to the Castle Town. After a short cutscene with Merlin, be sure to exami
ne
the book in his house to unlock the HUNNY POT BOARD. Now head outsid
e again and
follow the giant Unversed to the north.
The next area is called the Fountain Court, and you will need to jump into th
e
water jets to get propelled upwards towards the exit. To get the chests in the
northeast corner, jump from the central platform on the third level down to
the water jet on the east platform on the second level. This water jet can take
you all the way up to the east platform on the highest level.
Go through one more pretty straightforward room, and then it's time for a bo
ss
fight.
| while this attack happens. (Make sure to face into the center of |
| the room though - Block only defends against frontal attacks.) |
| If you have a high-level Shotlock, you can also use that to give |
| yourself temporary invincibility. |
| Attack 2: The pieces might just do their own thing. The legs stomp around,
|
| and the head and arms fly around. This is a good time to attack. |
| You might take a little damage here or there, but it won't hurt |
| too much. |
| Attack 3: If at least two pieces are alive, they might slowly circle |
| around the room, shooting a constant lightning beam towards the |
| center. This attack looks scary but is actually not too bad. Run |
| to the outside of the room, and attack whichever piece of the |
| Trinity Armor is moving towards you. |
| Attack 4: The head might shoot fireballs or lasers all over the place. I |
| recommend just evading while this happens. This often seems to |
| be followed by attack #1 (where the armor pieces spin around), |
| so be ready. |
| Attack 5: The remaining pieces of the Trinity Armor might fuse together
|
| and do the giant laser again (attack #3 in the first list). If |
| only the head is left during this attack, you can stand directly |
| underneath it and pelt it with magic. The laser will go right |
| over your head! |
| |
| In general, watch out for the spinning attack (#1 in the second list), the |
| giant laser (#3 in the first list), and the fireball/laser sprays (#4 in |
| the second list). The rest you can probably handle without too much danger.
|
| By the way, you have to destroy the head last. It will stop taking damage |
| at some point if the other pieces are left alive, so if that happens, just |
| switch targets. |
| |
| Good luck! You will be doing this fight at least three times throughout the |
After the fight, you will also get a DISNEY TOWN PASS. Then, it's rash
decision time, and you will find yourself needing to rescue Master Xehanort
.
(You don't seriously believe Braig's story, do you?) Anyway, head back to t
he
start room, and out the south exit to reach the Outer Gardens and then Braig.
+--BOSS FIGHT: BRAIG----------------------------------------------------------+
| then blocking. (Make sure you keep him targeted with L+R, so that you are
|
| facing the right direction.) You will reflect Braig's bullets back at him |
| for pretty good damage, and you shouldn't need to worry about attacking
|
| directly. If you do want to do melee attacks, you can walk to the side to |
| avoid Braig's first volley, then slide up next to him to avoid the second. |
| That will leave you in a good position to attack, but the melee method is a |
| it. If you are fast, you can also hit him while he's charging (but not |
| after). |
| |
| Braig will then eventually teleport, stand still for a bit without doing |
| anything, teleport again, and then run around you in a circle, firing as he |
| goes. If you are ready, you can avoid this with Slide, with Block, or just |
| by running out of the way, but if he hits you at the start, he will combo |
| you for a lot of damage. This is Braig's most dangerous move, so play |
After the fight is over, there will be a couple more cutscenes and you will ge
t
the BLACK VOLLEY Shotlock and XEHANORT'S REPORT 2. Be sure to c
ome back to the
world afterwards to grab the two chests in the Purification Facility where yo
u
fought Braig.
======================================================
=========================
[WLK:T7] Terra's Story: Disney Town
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| MAP: Main Plaza, Southwest corner |
| POTION: Main Plaza, Northwest corner |
| ABOUNDING CRYSTAL: Raceway, Northwest corner on the second level
|
| PAYBACK FANG: Raceway, Southeast corner on the bottom level
|
| SLOT EDGE: Raceway, Rooftop (come from Pete's Playground)
|
| PANACEA: Gizmo Gallery, Southwest corner on a platform (must activate t
he |
| machine to get it) |
| ACTION RECIPE: Gizmo Gallery, Northwest corner on a platform (must ac
tivate |
| the machine to get it) |
| CHAOS CRYSTAL: Gizmo Gallery, Northwest corner on a platform (must a
ctivate |
| the machine to get it) |
| THUNDER: Gizmo Gallery, Northwest corner on the bottom level
|
| THUNDER: Gizmo Gallery, Southwest corner on the bottom level
|
| ABSOLUTE ZERO: Gizmo Gallery, Platform north of the elevator (must ac
tivate |
| the machine to get it) |
| MEGA-POTION: Gizmo Gallery, Platform north of the elevator (must activa
te |
| the machine to get it) |
| ZERO GRAVIRA: Pete's Rec Room, Alcove in the top left |
| AERIAL SLAM: Pete's Rec Room, Alcove in the top right |
| BREAK TIME: Pete's Rec Room, Central alcove behind a grate
|
| CHAOS CRYSTAL: Pete's Rec Room, Central alcove above the grate (the on
e |
| near the top exit to the Raceway) |
+--STICKERS-------------------------------------------------------------------+
| PETE STICKER: Gizmo Gallery, Southeast corner in the air. Jump and air
|
| slide from on top of the cogs on the east side. |
| TRAFFIC CONE STICKER: Raceway, Northwest corner on a rooftop. It's
the same |
| place as the Prize Pods (see below). |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: There are prizes from Rumble Racing, Fruitball, Ice C
ream |
| Beat, and the Ice Cream Shop. See the mini-game and |
| collectathon sections of the guide. Also, do a full combo on |
| the mailbox in the northeast section of Main Plaza to get |
| CONFETTI. |
| PRIZE PODS: (PRICKLE PEPPER and TOONBASCO)
|
| Go through the sewers and Pete's Rec Room to the rooftop in the Raceway.
|
| From there, air slide across to a roof that is barely visible to the |
| northwest. The Prize Pods should appear after clearing a group of Blue |
| Sea Salts. |
+-----------------------------------------------------------------------------+
There are also a number of chests to pick up, quite apart from all the
mini-games. Their locations are very similar for each character, so if this is
not your first playthrough and if you remember what to do, feel free to skip
the rest of this section.
Most of these chests are hidden in the sewers. Go to the Main Plaza and ex
amine
the manhole cover to go down. In this area, you will see a giant machine wit
ha
lightning bolt on it and a power gauge. You need to hit it a bunch with
Thunder-based attacks to charge it up. The charge will go back down over t
ime
so you have to be fast, but the game gives you two THUNDER spells in the
same
room to help you out. You can also use the Thunderbolt command style if y
ou
have that already.
Once the machine is going, you can get on an elevator to reach the upper
levels. Jump on the moving hands and gears to move around up here and pic
k up
all the chests (see the list at the start). If you go south from the upper
level, you will also find a whole new area: Pete's Rec Room. Climb the stair
s
and get on the glove to propel yourself out into a giant pinball machine! Be
sure to HOLD the O button down when you use the glove. Holding it is wh
at makes
you go all the way up.
Once in the pinball machine, you can bounce around and pick up lots of Mu
nny.
Use L and R to hit the flippers and try to make it to the various alcoves to
pick up the chests. There is also a set of locked bars. To unlock them, you
need to smash into each of the four bumpers marked with a crown. Each tim
e
you hit one of these bumpers, a light will go on near the bars, and eventually
they will retract. Go wild and have fun here! One of the alcoves in this area
also leads to the rooftops of the Raceway area where you can find yet anothe
r
treasure chest, as well as the Prize Pods for this world. (You will need Air
Slide to be leveled pretty high to get to the Prize Pods though.)
When you complete the world, you will get the TOON BOARD. If you have
already
finished the world with the other two characters, you will also see an extra
cutscene where you are given the amusing but useless Million Dream Award
.
======================================================
=========================
[WLK:T8] Terra's Story: Olympus Coliseum
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| FIRE STRIKE: Coliseum Gates, Northeast corner |
| MEGA ATTACK RECIPE: Coliseum Gates, Nook just west of the north exit
|
| MEGA-POTION: Coliseum Gates, Southwest corner |
| MAP: Vestibule, East Side |
+--STICKERS-------------------------------------------------------------------+
| BALLOON STICKER: Coliseum Gates, Nook just east of the north exit. J
ump and |
| swing in mid-air to get a little higher up. |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Talk to Hercules, and win a round of the "Break the Ur
ns" |
| mini-game after the world is done to get SONIC BLADE. See |
| Section MIN:BU. |
| PRIZE PODS: (NUTTY NUT and THUNDERCRACKER)
|
| In the southeast corner of the Town Near Thebes. |
+-----------------------------------------------------------------------------+
After a brief conversation with young Hercules, head out to the main Olymp
us
Coliseum and speak with Hades to enter the tournament.
With the tournament out of the way, it is onto the boss fight. I recommend
equipping a Shotlock that you have leveled all the way to max, and NOT
equipping Sonic Impact quite yet. Trust me on this last one - Sonic Impact
sacrifices defense for a little offense, and you are going to want good defens
e
right now!
So what was the big fuss, right? Well you're not done yet. With a little help
from our friend Hades, you get another round:
| blocked or interrupted. If you are high enough level, you can take the hit |
| and then heal afterwards, but be sure to avoid the nasty dive bomb at the |
| end. (Mash the Square button so that you counter-attack the final slash.) |
| |
| The easiest way to actually dodge Hero's Pride is to use a high level |
| Shotlock at the same time. Start charging it as soon as you see Zack glow
|
| black, and then unleash before he does. You will do a bunch of damage, and
|
| be invincible throughout. If your Shotlock takes too long to charge or does
|
| not last long enough, pick something else that is leveled up more. |
| |
| The other way to dodge Hero's Pride is to use Slide. Right before Zack |
| disappears, do two quick slides to avoid his initial salvo. He will attack |
| the air for a while, then teleport to you again for another try. You will |
| need to do another few Slides to avoid this. The timing is quite delicate, |
| especially if Slide is not leveled up all the way, but it is absolutely |
| possible. Of course, Shotlocks are much easier! |
| |
| No matter how you survive Hero's Pride, Zack will be exhausted after he
|
| uses it. Take this opportunity to combo him. He will then usually do three |
| or four other attacks before using Hero's Pride again. Counter the other |
| attacks as normal, but if you are doing the Shotlock strategy, get ready to |
| use it as soon as you see Zack charging up. If Zack uses Meteor during this
|
| time, slide out of the way and wait patiently for the next attack. |
| |
| Good luck! If you are having too much trouble, consider leveling up a bit.
|
| This is one of the harder fights in the game. Also, Thunder Surge and Zero
|
| Gravity spells are almost as good here as they are in the first fight. They |
| don't protect you from Hero's Pride, but they do let you pile on the |
| damage! |
+-----------------------------------------------------------------------------+
After the fight is over, you will also get the MARK OF A HERO KEYBLA
DE and the
ZACK D-LINK. You can return to the world and talk to Hercules to try the
"Break
the Urns" mini-game (see Section MIN:BU) and get SONIC BLADE.
======================================================
=========================
[WLK:T9] Terra's Story: Deep Space
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| HIGH JUMP: Turo Prison Block, Middle compartment on the west wall
|
| BRUTAL BLAST: Turo Prison Block, South compartment on the east wall
|
| PULSING CRYSTAL: Turo Prison Block, North compartment on the west wa
ll |
| MEGA-EITHER: Turo Prison Block, Middle compartment on the east wall
|
| MEGA-POTION: Turo Prison Block, South compartment on the west wall
|
| MAP: Turo Transporter, East end |
| HI-POTION: Durgon Transporter, Center |
| ETHER: Ship Corridor, Northeast corner |
| HI-POTION: Ship Corridor, Southeast corner |
| PULSING CRYSTAL: Ship Corridor, South end (must complete the world fi
rst) |
| WARP: Ship Corridor, Southwest end (must complete the world first)
|
| HI-POTION: Control Room, In the big central part |
| HUNGRY CRYSTAL: Ship Hub, Third level east end |
| MEGA-POTION: Ship Hub, Bottom level south end (gravity must be ON)
|
| FLEETING CRYSTAL: Ship Hub, Fourth level east end (gravity must be ON
) |
| THUNDARA: Launch Deck, High platform on the east side |
After the fight, you will be swallowed into a spaceship and then be given a
more traditional Unversed battle. From here, you will be left to explore the
Prison Block. There are five chests in the compartments, but you will need t
o
use the elevators along the walls to reach them. At this stage, the best way t
o
get all the chests is the following:
Once High Jump is leveled up more, you will also be able to get to the
southwest corner more directly. But for now, this is probably your only opti
on.
At the very least, make sure you do get the HIGH JUMP ability before movi
ng on.
You now have a fairly lengthy trek ahead of you. Go out to the next room, u
se
the transporter, and exit to the north to reach the Ship Exterior. You will be
on your bike again here. If you want to kill the enemies, I recommend movin
g to
one of the pillars in the corners. You will latch on automatically and you ca
n
then dive off at high speed into the enemies. Mash X to take them down. It's
quite fun really, and this is the only place in the game where you will be abl
e
to get journal credit for fighting Glidewinders. When you are ready to move
on,
keep heading north.
The next room is called the Launch Deck. First pick up the two chests on th
e
bottom floor, then jump up the blocks to head out the east exit into the
Machinery Bay Access where you can find one more chest. Now head back i
nto the
Launch Deck and use the computer terminal to turn off gravity. Having the
gravity off will make it impossible to go out the east exit or to pick up the
chests I just mentioned, but you can always turn the gravity back off if you
want.
Having gravity off DOES allow you to jump super-high though, and you can
then
make your way up to the west exit. And from there, you can head further up
to
a high platform on the east wall and another chest. Just watch out for turrets
on the way. Avoid them, or destroy them with the Keyblade or by blocking t
heir
lasers back at them. The next room is a tall shaft which you can explore by
again taking advantage of computers to turn gravity on or off. When you are
done, head out the southwest exit. After a couple straightforward rooms, yo
u
will finally reach the boss fight.
| avoid this by backing off, or you can be aggressive and attack as soon |
| as he lands. You will usually stun Experiment 221 after a couple hits |
| and cancel his lightning explosion, but be ready to run if he doesn't |
| get stunned! |
| |
| Between attacks, Experiment 221 flies around quickly, making him hard to
|
| hit. |
| |
| I recommend relying on Blizzard attacks - especially Freeze Raid - for your
|
| offense. Since Freeze Raid is ranged, you can use it to hit Experiment 221
|
| easily during attacks #2 and #3. Furthermore, it is high damage because |
| Terra is good with Keyblade attacks and Experiment 221 is weak against
|
| Blizzard. You might even freeze him if you are lucky! Finally, cold attacks
|
| will make you switch to Diamond Dust, which gives a nice additional dama
ge |
| boost. |
| |
| Of course, Shotlocks are also effective, at least until your Focus Gauge |
| runs out. |
| |
| After a while, Experiment 221 will disappear and take control of the laser |
| cannons. They can fire at you (just keep walking to stay safe), or swing at |
| you if you get close. If you destroy both lasers, Experiment 221 will be |
| stunned for a while and you can unload on him. Otherwise, he will blow up
|
| the lasers by himself after a few salvos of laser fire. When the lasers |
| start glowing white, back off so you don't get hit and stunned. |
| |
| After this, the fight gets a little nastier. Attack #1 will involve three |
| charges instead of two, and there is a completely new attack: |
| |
| 4. Experiment 221 charges up while in the air and fires enormous |
| exploding lightning balls at you. Stay back and then slide in as each |
| ball is fired. If Experiment 221 then immediately starts charging up |
| another ball, keep evading. Otherwise, you should have time for a |
| combo while he recovers. |
| |
| He might also take control of the lasers again at any point. If you can |
| destroy the lasers, that will give you a great opportunity to do some |
| damage. Otherwise, it may be slow going, but if you heal as needed and pla
y|
| safely, you should be fine. |
+-----------------------------------------------------------------------------+
For completing the world, you will get the HYPERDRIVE KEYBLADE,
the EXPERIMENT
626 D-LINK, and the SPACESHIP BOARD. You can also get two more che
sts by
returning to Deep Space and going to the Ship Corridor.
======================================================
=========================
[WLK:T10] Terra's Story: Never Land (and Destiny Islands)
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| HI-POTION: Cove, Northeast corner |
| ETHER: Cove, Southwest corner |
| HI-POTION: Cliff Path, Bottom level on the east side |
| MEGA-POTION: Cliff Path, Central cliff top |
| FIRAGA: Cliff Path, Destroy the rock pile in the northwest corner |
| DARK HAZE: Mermaid Lagoon, Northeast corner in a cave at water level
|
| GEO IMPACT: Mermaid Lagoon, Northwest cliff top (come from the high e
xit in |
| the Cliff Path) |
| ELIXIR: Mermaid Lagoon, East end |
| HI-POTION: Jungle Clearing, Northeast corner |
| SHIMMERING CRYSTAL: Peter's Hideout, Southeast corner (must complet
e the |
| world first) |
| MEGA MAGIC RECIPE: Peter's Hideout, Southeast corner (must complete t
he |
| world first) |
| MAP: Gully, Northwest corner |
| HI-POTION: Gully, Northeast corner |
| MEGALIXIR: Rainbow Falls: Base, West side in the middle of the river
|
| ZERO GRAVIGA: Rainbow Falls: Base, Northeast corner |
Never Land opens with a battle against Unversed as normal. This fight can
be
pretty nasty because there's a big jump in monster level in Never Land, and
also because of the Wild Bruisers. These gorilla Unversed can charge you, c
an
stomp the ground near them for a shockwave, and can shoot earth spikes alo
ng
the ground. These are all very high damage attacks so pay attention to them.
If there is just one Wild Bruiser, you can keep hitting him without letting
him recover, but you will have to deal with three at a time here, so you migh
t
want to play a little more defensively. Blocking and countering the rush
attack is a particularly useful trick. If the monsters seem too strong, now
would be a good time to check out the Mirage Arena. Do a couple rounds the
re,
and your level will catch up.
Anyway, when the fight is done, Terra will once again fall in with the wron
g
crowd and you will have to head to Skull Rock with Captain Hook. On you
r way
north, take a quick detour to the Indian Camp to your left. Jump off the
trampoline here and hit the top of the totem pole to get a Thundaga spell. Th
is
takes a few tries, but keep swinging and you should get it eventually.
When you are ready, head on to the Mermaid Lagoon. If you follow the roa
d
without going in the water, you will wend your way down to the Rainbow Fa
lls:
Base and a couple chests. To go on though, you have to get out onto the cent
er
island in the Mermaid Lagoon (you can just jump into the water and climb u
p
from there) and then jump to the northwest. Be sure to pick up the chest in t
he
northeast corner of the water while you are down there though.
This will get you to the Cliff Path. There is a chest hidden here behind a roc
k
pile in the northwest corner. Just keep hitting it with your Keyblade to
destroy it. Also, if you jump onto the cliff top and then air slide to the
nearby tree top, you will find an exit in the cliff wall. This will take you
to the highest cliff top in the Mermaid Lagoon and another chest.
Once you have everything, keep heading north and you will eventually reac
h
Skull Rock. Instead of going in immediately though, loop past the entrance t
o
the northwest corner. With High Jump equipped, jump up, and you should b
e able
to climb to the high west entrance. That gets you one chest. You can then j
ump
across to the other platform and the other two chests there by using Air Slid
e
twice. Head outside again to find the world's Prize Pods.
| when Peter Pan is doing one of his attacks, and you can try to hit him any |
| remember not to try to block attack #1, you should not have too much |
| trouble. If things are going too slowly, you can also use Ignite to speed |
| things along. This is easy to hit with and it does good damage even if you |
After the fight, you will also get the PETER PAN D-LINK. Head outside, a
nd you
will hear the Lost Boys calling out for help. Run back in for the real "boss"
of Never Land.
You will also get the PIXIE PETAL KEYBLADE, the SKULL BOARD, and
a short but
charming cutscene on Destiny Islands. There you will get the ENDS OF
THE EARTH
KEYBLADE.
When the cutscenes are done, you can come back to Never Land to get the c
hests
in Peter's Hideout. (It's the tree in the Jungle Clearing.)
======================================================
=========================
[WLK:T11] Terra's Story: Badlands and Land of Departure
======================================================
=========================
Master Xehanort is calling Terra... What could that mean? Only one way to
find
out for sure!
Once you go to the Badlands, you will get the DARK IMPULSE COMMA
ND STYLE, and
then it's off to the Land of Departure for a major boss fight.
| do get caught in the combo, keep pushing Square. You may get lucky an
d|
| get a block off midway through. |
| |
| 2. Eraqus does three Keyblade charges, similar to Sonic Blade. This does
|
| a ton of damage, occurs with no warning, and travels a long way, so it |
| is one of the more dangerous attack at this stage. The trick to |
| avoiding the first charge is to constantly be circling Eraqus. That |
| way he will miss you even if your reactions are slow. After that, you |
| should have a chance to line up a block, which will stop Eraqus and |
| give you time to do a combo of your own. If you do get hit by a |
| charge, once again mash Square. Hopefully you will get off a Payback
|
| Fang and then be able to escape. |
| |
| 3. Eraqus yells "Let the darkness die!", and summons ethereal Keyblades
|
| all around him. You really do NOT want to be next to him while this |
| happens. He then sends the Keyblades flying at you. Back off a bunch,
|
| and then block at the last second to reflect the Keyblades back at |
| Eraqus. Hold down Square the whole time to make sure you get |
| everything. (If you are still getting hit, the problem is usually: |
| (a) you are not targeting Eraqus with L+R, or (b) you are not far |
| enough back. Either way, a Keyblade is hitting you from above or |
| behind, and so is not stopped by Block.) |
| |
| Instead of blocking, you can also attack right as the Keyblades are |
| sent out. Any quick-hitting move is effective: Sonic Blade, Geo |
| Impact, Thunder Surge, etc. |
| |
| 4. Eraqus yells "Prepare yourself!" and shoots three light bolts at you. |
| Get up pretty close and block to reflect the bolts back. Do NOT try to |
| go in for a combo afterwards - Eraqus will follow this immediately |
| with another attack. For the first half of the fight, you can safely |
| do Counter Hammer though. (By the way, the reason to go close is |
| because then Eraqus will not have time to defend himself from the |
| bolts you send back.) |
| |
| 5. While you are comboing Eraqus, he might counter with a quick jump
|
| attack. I am not sure if there is any reliable way of avoiding getting |
| hit by this except to not do combos, but fortunately it does not do |
| THAT much damage. |
| |
| 6. Eraqus has a chance to block almost any attack you send at him. |
| |
| If you are high level and are strong enough to play aggressively and win, |
| and keep going. The Dark Impulse finish command makes you invincible by
the |
| way, so you can use that with relative impunity. Just hope that Eraqus |
| doesn't start attack #3 while you do it! |
| |
| After you have reduced him to around 1.5 health bars, Eraqus will start |
| hard to avoid - the best advice I can give is to not hold still at the |
| end of Eraqus's attacks (especially #4 and #9). When in doubt, be |
| sliding. Fortunately, the attack isn't THAT painful. |
| |
| 8. Desperation Move #1: Instead of doing attack #4 after yelling "Prepare
|
| yourself!", Eraqus will now usually (but not always) jump into the air |
| and throw fire pillars onto the ground. This is always accompanied by |
| darkness die!", Eraqus will now shoot lasers from each of the ethereal |
| Keyblades. Keep your distance and stand still. The ring of lasers will |
| eventually start rotating. You then need to walk in the same direction |
| as the ring so that you don't touch a laser. This is a little tricky, |
| but the lasers don't hurt too much even if you mess up. You can try to |
| hit Eraqus after the attack is over, preferably with something fast |
| like Sonic Blade. However, he will often do attack #7 right away. |
| |
| The main problem at this stage is it becomes difficult to actually do |
| damage because Eraqus will now do attacks 1 through 4 pretty rarely. Here
|
| are some options: |
| |
| - You can attack at the end of attacks #8 and #9. This is not fool-proof, |
| but it often works. Fire Surge and Thunder Surge are good methods of
|
| attacking - high damage and fast. |
| - You can do Shotlocks. These are especially easy and effective at the |
| start of attack #9. |
| - The Dark Impulse finish command is always good. One very safe approa
ch |
| if all else fails is to bring lots of ranged spells like Firaga, and |
| constantly pelt Eraqus with them. They do not do much damage but they
|
| are easy to hit with, and they will fill up your Command Gauge so that |
After the fight is over, you get a truly badass cutscene. Remember when Ter
ra
actually believed Braig was strong enough to capture Master Xehanort? Go
od
times, good times. You will also get XEHANORT'S REPORT 8 and the
CHAOS RIPPER
KEYBLADE.
======================================================
=========================
[WLK:T12] Terra's Story: Keyblade Graveyard
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| ELIXIR: Seat of War, Northeast corner |
| MEGA-POTION: Seat of War, Southeast corner |
| MAP: Seat of War, Halfway up the path |
| WINDCUTTER: Twister Trench, Just west of the central pillar |
| MEGA-POTION: Twister Trench, Just north of the central pillar |
| MEGA-ETHER: Twister Trench, North end |
| MEGALIXIR: Twister Trench, Northwest corner |
+--STICKERS-------------------------------------------------------------------+
| TRAFFIC CONE STICKER: Twister Trench, Just west of the central pillar
|
+-----------------------------------------------------------------------------+
Welcome to the final world in Terra's story! The first area is deserted except
for some chests, but the second area is pretty nasty (although if you have
finished another character's story already, you should know what's coming).
There will be a number of whirlwinds flying around here. When you get clos
e,
the whirlwinds will chase after you and swallow you up, forcing you into a
nasty fight against Unversed. The good news is the whirlwinds will not retu
rn
until you leave the world (even if you save and load). Here are the three
different fights you might get in each whirlwind:
stay back if any of the Yellow Mustards are glowing white. You probably
will not be able to get past their attack. In fact, the best option is to
make heavy use of long range spells if you have them. For the third part,
you can tell if a Shoegazer is attacking if it compresses as it hits the
ground. If it's just bouncing up and down without changing appearance, y
ou
can attack safely. Shotlocks and more ranged magic help a lot.
Obviously, you will want to have a healing spell in your command deck for
these
fights unless you are super high level and super confident. If you are having
trouble, you can always level up in the Mirage Arena and come back later.
Remember this spot though. It is the best place in the game to earn CP and t
o
level up commands.
After getting through the Twister Trench, you will come to a save point. Us
e
it! This is the final save point in the game. When you are ready, head onwar
ds.
If you are feeling nervous about the final boss for Terra, you might want to
consider first creating Renewal Block, Once More, Leaf Bracer, and Second
Chance for yourself (see the Command Melding Section, COL:CM). These w
ill help
a lot. Beware: Terra's final boss can be one of the hardest fights in the game!
from KH2 and KH2FM+, it will be time for a sequence of boss fights:
| right next to you, which makes it the hardest to dodge. Just keep moving |
| and stay away from Xehanort, and you will probably be fine. He doesn't hur
t|
| too much anyway. |
| |
| The better target here is Vanitas. He is both more dangerous and easier to |
| a dive bomb. Again, I don't know how to predict this very well, but it |
| doesn't hurt that much and it often misses altogether, so you can just |
| deal with the occasional surprise hit. If you are fast, you should |
| also be able to block it or slide away from it most of the time. |
| |
| As with Xehanort's attacks, you can evade any of these by sliding away.
|
| |
| After you have done a bunch of damage to Vanitas, he will also do a |
| desperation attack where he dives into the ground. He will chase you a bit
|
| from underground before emerging with an explosion, and then maybe dive
|
| back for another try. Just stay back while he does this. |
| |
| Okay, so neither enemy is particular aggressive here. This means that if |
| you are hurting, you should be able to safely back off and heal. Mainly you
|
| just need to be ready to slide away if either of them tries something. |
| |
| As for offense, go after Vanitas, and try to knock him or lure him away |
| from Master Xehanort, where you can bash him in peace. Once you have go
tten |
| him down to about 1.5 health bars, the fight will end. |
+-----------------------------------------------------------------------------+
| wait for him to attack or walk close enough to provoke it. Use Slide to |
| evade, and unless he did attack #5, run up for a couple combos of your own.
|
| Then back off and repeat. Remember: do not try to attack Xehanort right
|
| after a teleport. Wait for him to try something first, then go in. (If |
| Xehanort does do attack #5, you can still hit him, but favor quick attacks |
| that keep you moving like Fire Surge or Thunder Surge). |
| |
| After you do some damage, Xehanort's basic combo gets spiced up. He migh
t |
| teleport again after each swing, making it harder to dodge, and he might |
| put you in a stranglehold at the end. If that happens, just mash X like |
| they suggest. Otherwise, keep going as before. |
| |
| If you need to heal, try to wait for Xehanort to attack first. Unless you |
| have Leaf Bracer, you don't want Xehanort interrupting your heal with an
|
| attack. |
+-----------------------------------------------------------------------------+
| and he can be pretty scary. Here are the basic attacks you are up against: |
| |
| 1. Xehanort will dash along the ground somewhat randomly, trailing dark
|
| energy. This can be blocked, but it won't stop Xehanort, which means |
| he might end up hitting you from behind right after. I recommend just |
| erratic homing pattern. Again, block these. He will stop once you |
| reflect one back into him. If you are getting hit while blocking, you |
| are probably too close. (Block doesn't work if the bolts loop around |
| to hit you in the back.) |
| 5. Xehanort will drag his Keyblade in the ground and pull up rocks all |
| around. This is usually followed immediately by another attack, so |
| block+counter can be a little risky. I recommend sliding away. |
| 6. Xehanort will do a full Dark Impulse combo, complete with finish |
| really outrun him. The trick is to slide directly OVER him. He will |
| emerge during this time, but sliding will make you invincible. |
| 7. Xehanort can heal himself a little bit. Annoying, but not much you can |
| do about it. |
| 8. Xehanort also has a counter-attack similar to Eraqus and Vanitas. He |
Congratulations! If you got this far, you will be rewarded with XEHANORT
'S
REPORT 11 and the end of Terra's story. The ending doesn't resolve much,
but
don't worry: there's time for that later.
To begin the next character's story, create a new game and select a different
character. When you start your new game, don't forget to switch to 333 MH
z
speed again if you want the game to be as smooth as possible. And DO NO
T
OVERWRITE your Terra save game!
*************************************************************
******************
_ __ _ _ _ __ _ _
| |/ /| |_| | =================================================== |
|/ /| |_| |
| /| _ | SECTION 3 [WLK:V] | /| _ |
|\\|||| WALKTHROUGH: VEN'S STORY |\\||||
|_|\_\|_| |_| ==================================================
= |_|\_\|_| |_|
*************************************************************
******************
======================================================
=========================
[WLK:V0] Ven's Story: Land of Departure
======================================================
=========================
As with Terra, the main story begins with Terra and Aqua attempting the Ma
rk of
Mastery test. Right away, there is a problem though:
The main reward for winning this battle is the Fever Pitch command style. A
fter
filling up your Command Gauge with at least one or two uses of a battle
command, you will now switch styles instead of using your basic finisher. A
s
the game goes on, you will find other finish commands and other command
styles
as well. Which finisher you use is chosen in the out-of-combat menu, but w
hich
command style you get is determined by what kinds of battle commands you
used
right before-hand.
Anyway, once the Light Orbs are down, there will be another cutscene and t
hen
off you go! As an additional reward for clearing the Land of Departure, you
will gain access to the KEYBLADE BOARD, which you can try out any tim
e you
like. (See the Command Board Section MIN:CB for more information.) You
will
also get the TERRA and AQUA D-LINKS.
Using D-Links will temporarily change your battle commands and finish c
ommand.
D-Links are actually very strong in the first half of the game, so don't forget
======================================================
=========================
[WLK:V1] Ven's Story: Dwarf Woodlands
======================================================
=========================
With the Land of Departure cleared, you will find yourself in space on your
Keyblade hovercraft. Only one new world will be accessible for now, so hea
d
over there. It is the Dwarf Woodlands. If you have not already read Section
WLK:P2, now would be a good time to take a look. It will help you underst
and
the information I provide for each world:
+--TREASURE CHESTS------------------------------------------------------------
+
| PAYBACK RAID: Mine, North end |
| PANACEA: Mine, East end |
| MINI: Mine, Ledge in the southeast corner (climb up near the south exit)
|
| SOOTHING CRYSTAL: Flower Glade, Southwest corner
|
| SHIMMERING CRYSTAL: Deep Woods, South end
|
| POTION: Deep Woods, Chokepoint between the two open areas
|
| ETHER: Deep Woods, North end |
| FIRE: Cottage Clearing, Northwest corner |
| POISON: Cottage Clearing, Southeast corner down the stream |
| MAP: Cottage Clearing, Northeast corner |
| ATTACK RECIPE: Cottage, Northeast corner |
| POTION: Mountain Trail, Halfway up |
| ETHER: Mountain Trail, Northwest corner |
| POTION: Mountain Trail, Northeast corner on the ledge |
+--STICKERS-------------------------------------------------------------------+
| BALLOON STICKER: Mine, Southwest end |
| ICE CREAM STICKER: Cottage Clearing, Center |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (APPLE PIE and MERRY DAIRY) |
| On the right side of the Mine area (not the Mine Entrance). You have to |
| take down two Monotruckers and then a group of Red Hot Chilis first. If
|
| the Prize Pods don't appear after that, leave the area, come back and try |
| again. |
+-----------------------------------------------------------------------------+
Before you get too far into this world, let me repeat the advice I gave at the
beginning of Terra's story, in case you are still new to Birth by Sleep
gameplay. There are three things you should be using regularly to give yours
elf
an edge in combat:
- Shotlocks. Press L+R. You are vulnerable when charging but other than th
at,
Shotlocks are the strongest and safest attacks in the game.
- D-Links, especially with Aqua so that you can use her Cure ability. Press
You can only use Shotlocks when your Focus Gauge is full, and you can onl
y use
D-Links when your D-Link Gauge is full, but don't worry: these bars both fil
l
up fast. Also, you probably want to level up your D-Links, and you can only
do
that by using them!
This world begins with Ven spying on the seven dwarves. Collect the nearb
y
chests, and then follow the dwarves into their mine. Dopey will stay with yo
u
but the others will run to the back of the mine, and you will need to track
them down:
1. Sneezy is just to the right of the entrance in a box that hops up and down
While you're doing this, be sure to get the chests too. PAYBACK RAID, wh
ich you
will find at the back end of the mine will remain useful through the whole
game. If you ever need to heal, you can step out at any time to the save poin
t
in the previous room. You won't have to recapture the dwarves you've alrea
dy
found.
With that taken care of, head back the way you came. Search the Cottage an
d the
Deep Woods for chests (see above for the exact chest locations), and then s
peak
with Snow White.
| aura that will destroy it instantly. You can also use Square to block |
| attacks from other enemies, but this is less important. The other enemies |
| are too passive to be easily blocked, and there is no special bonus for |
| blocking them anyway. |
| |
| Other than that, the main thing to do is to stay near Snow White and keep
|
| hitting the enemies there to keep them busy. Good luck! |
+-----------------------------------------------------------------------------+
After a short and rather unhelpful cutscene with the seven dwarves, return to
| attacks, but if you are having trouble, one good trick is to buy a couple |
| Strike Raid abilities and rely on those. This boss is very vulnerable to |
| ranged attacks. |
| |
| At the start of the fight, the Mad Treant will attack in more-or-less the |
| following pattern: |
| |
| 1. First he will shake violently and send flying all the fireworks that |
| are hanging on him. This can hurt a lot, so do NOT try to combo him |
| before this attack. Wait for it, and then back off as quickly as |
| possible. Even at 333MHz, the fireworks lag the PSP a bit, so try not |
| to rely too heavily on Dodge Roll. |
| 2. Next, the Mad Treant will jump up into the air three times, landing |
| with a shockwave each time and dropping a few poison apples. This is
|
| the best time to attack. Stay close and do a jumping combo right as |
| the Mad Treant is about to land. During the last jump, I recommend |
| running behind him as he goes up so he lands facing away from you. I
|
| think this may prevent him from countering (see below). Assuming you
|
| get off three combos, you should now have your finish command charge
d |
| up. That makes you invincible, so you might as well use it too. |
| 3. Finally the Mad Treant will dig his roots into the ground and send |
| them up at you periodically. Dodge roll around to stay safe. During |
| this time, the Mad Treant will also get his fireworks and apples back, |
| and he will repeat from attack 1. |
| |
| Sometimes the Mad Treant might also swing his canopy at you or lash out
|
| with roots. He will then continue where he left off in the main attack |
| sequence. |
| |
| After you do a bunch of damage, the Mad Treant will fall over stunned and
|
| drop some health balls. Pick them up and keep hitting him. A little later, |
| he will turn black and go berserk. Back off. The fight will now get a bit |
| harder. First of all, the underground root attack will now be more violent |
| and more erratic. You can still avoid it with Dodge Roll though. Perhaps
|
| most importantly, a new attack is introduced into the rotation after the |
| three jumps: |
| |
| 2.5. The Mad Treant will shoot three meteors out of his trunk into the |
| sky, and these will fall on you. Wait until the shadow of the first |
| one gets close to you, then start dodge rolling to the side to avoid |
| all three meteors. |
| |
| Be patient, avoid each attack like I said, and you should be mostly okay. |
| You can speed things up by using Shotlocks, and if you get in trouble, |
| don't forget to heal with a Potion or with the Aqua D-Link. Good luck! |
+-----------------------------------------------------------------------------+
After the fight is over, you will also get the SNOW WHITE D-LINK and th
e
TREASURE TROVE KEYBLADE. The Deck Command Slot will also let yo
u equip another
command, so be sure to do so.
You can also now come back at any time to pick up the final chest in the Fl
ower
Glade where you met the old woman with the apple.
======================================================
=========================
[WLK:VI] Ven's Story: Interlude
======================================================
=========================
With the Dwarf Woodlands clear, you will now have a choice of where to go
next.
The map points out two major story worlds that you can go to: the Castle of
Dreams and the Enchanted Dominion.
Most likely you will lose at this stage, but it's still fun.
- Play a round on the Command Board (see Section MIN:CB). This optiona
l
mini-game gives you a few abilities that you cannot easily get in other
ways, and it also helps level up whatever abilities you already have.
- Synthesize some new abilities with command melding (see Section COL
:CM). In
addition to upgrading your commands, this gives you some very handy pa
ssive
abilities that cannot be gotten in any other way.
======================================================
=========================
[WLK:V2] Ven's Story: Castle of Dreams
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| MAP: Cinderella's Room, North end on the floor |
| STUN EDGE: Cinderella's Room, Southeast corner on a table (jump on the
ball |
| of yarn, roll to the table, and then jump up from there) |
| MAGIC RECIPE: Cinderella's Room, West end on a table (see previous)
|
| POTION: Mousehole, On a platform between the Dressing Room south exit
and |
| Cinderella's Room |
| THUNDERSTORM: Mousehole, On a beam high above the exit to Cinderel
la's Room |
| (jump from the nearby fork - see below for more info) |
| ETHER: Mousehole, Northeast corner looking down on the exit to Cinderell
a's |
| Room |
| PULSING CRYSTAL: Mousehole, On a platform in the southwest area that
can be |
| reached by knocking down cheese (see below for more info) |
| POTION: Mousehole, Northwest corner on the bottom floor |
| HUNGRY CRYSTAL: Mousehole, Southwest corner on the bottom floor, be
hind the |
| fork |
| ZERO GRAVITY: Wardrobe Room, Southwest corner on a bookshelf (come
from the |
| Mousehole in the center of the south wall) |
| BALLOON LETTER: Wardrobe Room, Northwest corner on a pile of boxes
(jump |
| off the ball of yarn to get up there) |
| BLIZZARD: Wardrobe Room, Northeast corner on the floor |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (CHOCOLATE VALENTINE and WEDDING CAKE)
|
| First go to the southwest corner "room" of the Mousehole - the area |
| directly underneath the spider web and the cheese. The Prize Pods are in |
I will cover the Castle of Dreams next. The exploration here can be a little
confusing, but the combat is much easier than the Enchanted Dominion.
After the initial cutscene, you will find yourself in a rather unusual
position. Oh well... I guess you'll just have to make do. First of all, follow
Jaq through the Mousehole. Once you are inside, climb up to get a chest, an
d
then exit into Cinderella's room.
You will then be given your main mission for the world: finding materials f
or
Cinderella's dress. While you're here, notice the ball of yarn on the floor.
You can jump on these things, roll around on them, and then jump off to get
to
high places throughout the Castle of Dreams. This one can get you STUN
EDGE and
the MAGIC RECIPE from tables in Cinderella's room.
Once you're ready, head back the way you came to get to the Wardrobe Roo
m. This
place is swarming with enemies, but if you take care of the flying creatures,
you can just roll around on the ball of yarn to kill everything else! You can
then pick up three chests (see the list above) and three materials for the
dress:
Keep walking until you reach a fork stuck into the wall. By jumping on the
fork
handle, you can propel yourself up to the next level. From here, you can rea
ch
everything in the Mousehole, but it's a little tricky. First look south. You
will see another fork in the wall and a box of matches. Head over there and h
it
the matches until they get knocked through the wall. Keep going in this
direction, and you will come upon the matches on the other side. Jump onto
them
and then across to reach the spider web. Hit the web with your Keyblade to
knock the cheese off. Now fall down to the bottom level.
There is a chest immediately behind the fork down here, and you can use th
e
cheese you knocked down earlier to jump on top of the two platforms. One
contains a chest and the other contains an exit leading to a high tabletop in
the Wardrobe Room. You can also find the world's Prize Pods down here in
the
northwest corner. Exit to the Dressing Room to find the WHITE BUTTON.
Now retrace your steps back to the second level of the Mousehole where the
first fork handle deposits you, and then head east. Eventually, you will come
Anyway, this is all five materials collected. You will have a short scene wit
h
Jaq, and then you will be tasked with finding some pearls as a final addition
to the dress. Head back to the Wardrobe Room... and surprise, surprise, there
's
a boss waiting for you!
| evade, and you *probably* have time for a full Keyblade combo afterwards.
|
| Sometimes though, Lucifer will squawk a little and then jump really high in
|
| the air. Back off a bit and he will miss you. Now go in for a quick hit, |
| and then press Square to jump on top of him rodeo-style! You will be shown
|
| a sequence of buttons. Take your time to see what each button is, and then
|
| press it. If done right (and it's not too hard as long as you don't rush |
| yourself), Lucifer will crash into a wall, you will get a huge combo on |
| him, and your finish command will be fully charged to boot! |
| |
| So all in all, I recommend playing pretty conservatively until Lucifer |
| opens himself up for a rodeo attack, and then taking advantage. As always,
|
| you can speed things along with a couple Shotlocks if you want. |
+-----------------------------------------------------------------------------+
For completing the world, you will also get the CINDERELLA D-LINK,
the STROKE
OF MIDNIGHT KEYBLADE, and the ROYAL BOARD.
======================================================
=========================
[WLK:V3] Ven's Story: Enchanted Dominion
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| BALLOON LETTER: Gates, Ramparts in the northeast corner (must comple
te the |
| world first) |
| SOOTHING CRYSTAL: Gates, Ramparts west of the north exit (must compl
ete the |
| world first) |
| CURE: Gates, On the ground just north of the north exit |
| WELLSPRING CRYSTAL: Gates, Ramparts in the northeast corner (must c
omplete |
| the world first) |
| ABSOLUTE ZERO: Gates, Ramparts in the southwest corner
|
| HI-POTION: Maleficent's Throne, Northwest corner |
| FLEETING CRYSTAL: Dungeon, West platform |
| TORNADO STRIKE: Dungeon, Southeast platform (need High Jump, Air Sli
de, |
| Sliding Dash, or Fire Dash) |
| WELLSPRING CRYSTAL: Hall (see below) |
| HUNGRY CRYSTAL: Hall (see below) |
| MAGNET: Hall (see below) |
| HI-POTION: Hall (see below) |
| ETHER: Forbidden Mountain, Southwest corner |
| POTION: Waterside, West side (halfway through the room) |
| MAP: Forest Clearing, Southeast corner |
| HI-POTION: Audience Chamber, Northwest corner |
| THUNDER: Audience Chamber, Southeast corner |
| HI-POTION: Hallway, Northeast corner |
| SLEEP: Tower Room, Northwest corner |
+--STICKERS-------------------------------------------------------------------+
| DEWEY STICKER: Audience Chamber, Northeast corner
|
| CONFETTI STICKER: Hall (see below) |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (CHERRYBERRY, JUMBO ALMOND, and FOREST MUFFIN)
|
| In the northeast corner of the Audience Chamber (in one of the arched off
|
| alcoves. |
+-----------------------------------------------------------------------------+
You begin this world in Aurora's Chamber and you will need to make your
way to
Maleficent's castle. The path is pretty straight and there aren't any
surprises, so just keep going until you get there. (Don't forget to pick up the
chest in the Tower Room and to check for Prize Pods in the Audience Cham
ber
though!)
Once you reach Maleficent's Castle, things will become more complicated. F
irst
of all, you will be fighting lots of pig soldiers. In large packs, these guys
can be pretty dangerous. They are aggressive, they have strong melee attacks
,
and they can also pester you from range with arrows. The good news is they
are
completely incapacitated by elemental magic: Fire, Blizzard, and Thunder. S
o if
you are having trouble, be sure to equip those spells.
There are five chests in the Gates area, but three of them are up on the
ramparts and you can't get up there yet. Do be sure to pick up and equip C
URE
from the north corner before continuing on though. Why? Because the next
room
includes a mandatory and prolonged fight against many, many pig soldiers!
With
Cure equipped, you can just step back and heal whenever you get hurt. Don'
t be
afraid to use Shotlocks and D-Links as well, but mainly, you just have to pl
ay
it safe with Cure.
The next room can be pretty confusing. There are lots of walls that pop up
only when you get close, and to get through the room, you will have to use
teleporters. Here's a map of how everything is laid out:
West entrance --- Blue Teleporter --- Orange Teleporter --- Northeast exit
After a cutscene, a new teleporter will open up between the altar and the wes
t
exit, making navigation a little bit easier. Once you get everything, head bac
k
out to the Throne Room. It's time for the world's main boss battle!
| side to avoid this. If you get close to Maleficent during this time, |
| you should be able to get a quick combo off as she disappears again. |
| |
| 2. Swing her staff at you. This can happen after she teleports right next |
| to you or if you hit her too much without letting her teleport. |
| |
| 3. Teleport to the center of the room, chant, and send out rings of dark |
| energy. If you touch one of these rings, you will be stunned for five |
| seconds during which time Maleficent will hit you. |
| |
| But, during this attack, you will also see a circle of light on the |
| floor. Head over there and press Square when prompted (jumping over
|
| Maleficent's rings if needed). This will pop up a little mini-game. |
| Press the highlighted button to start, and then a cursor will move |
| around (either clockwise or counter-clockwise), highlighting each |
| button in turn. Keep pressing the buttons as they are highlighted. If |
| you do it right, you will cancel Maleficent's attack and put her to |
| sleep. Now go in for a combo - you should be able to charge up your |
| Command Gauge completely and use a proper finish command before she
|
| can counter-attack. |
| |
| 4. Teleport to the highest point in the room, turn the screen black, and |
| continuously summon columns of dark energy all around you. Just keep
|
| dodge rolling around to stay safe. |
| |
| The basic idea is this: wait for Maleficent to attack and then dodge it. If |
| she does the lightning attack, you can hit her a couple times as she |
| disappears. If she does the dark ring attack, then you can do a lot of |
| damage while she's asleep. Be patient and you'll get her down safely. |
| |
| Near the end of the fight, Maleficent will sometimes turn into a vortex and
|
| fly around instead of teleporting normally. This damages you if it touches |
| you, so use Dodge Roll to stay out of its way. Otherwise proceed as before.
|
+-----------------------------------------------------------------------------+
For clearing the world, you will also be rewarded with the FAIRY STARS
KEYBLADE.
If you now go back to the Gates, you will find that someone (I wonder who!
)
has destroyed some of the ramparts. In the far northwest corner, and straight
ahead when you enter from the south, you will find places you can climb up.
From there, you should be able to pick up the three remaining chests in the
area. You might also notice some wheels on the ramparts that you can target
but
can't interact with. Don't worry about them for now - they are important onl
y
in Aqua's story.
There's also one extra chest in the Dungeon area, but it is tricky to get right
now. If you have a high level Sliding Dash or Fire Dash command, that shou
ld
help you jump across to it. Otherwise, return with Air Slide or High Jump.
======================================================
=========================
[WLK:V4] Ven's Story: Badlands
======================================================
=========================
Remember the guy who first goaded Ven out onto his journey? Well, Ven d
oes! And
that same guy is waiting for you in the Badlands.
Vanitas is apparently not one for sticking to long drawn-out plans, is he? Bu
t
fortunately for you, Mickey comes to save your butt and it's on to...
| soon as Vanitas does something. Note: If you have already done Aqua's
|
| story, this is very different from how she should fight Vanitas. Not having |
| him. So if you need a breather, get back there, hope Mickey comes with you
|
| (so he doesn't keep attacking Vanitas and trigger a counter-attack), and |
| then just wait until you're ready to go again. |
| |
| That's pretty much it, so good luck! This fight is hard. Don't be afraid to |
| take a break and gain some levels if you are getting frustrated. |
+-----------------------------------------------------------------------------+
After the fight, you will also get the HIGH JUMP ability (don't forget to
equip it!) and the MICKEY D-LINK.
======================================================
=========================
[WLK:V5] Ven's Story: Radiant Garden
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| SOOTHING CRYSTAL: Outer Gardens, Northeast corner of the plaza area
|
| PULSING CRYSTAL: Outer Gardens, Southwest corner of the plaza area
|
| ETHER: Central Square, Northeast corner |
| POTION: Central Square, Southwest corner |
| PANACEA: Aqueduct, Northeast corner along the outer wall |
| FIRA: Aqueduct, North end on the top level |
| HI-POTION: Aqueduct, South end in a nook off the main bridge |
You begin in the Central Square with only one exit open to you. This will ta
ke
you to the Gardens where you will meet a couple new and nasty enemies.
- First of all, there are Mandrakes: green plants that spawn from far away a
nd
shoot projectiles at you along the ground. If these guys are causing you
problems, get close to them with Dodge Roll, and they will pop out of the
ground. After that, they will stop shooting projectiles and you will be able
Anyway, head up to the Front Doors of Ansem's Castle, watch the cutscene,
and
then chase the giant enemy back through the streets of Radiant Garden. Alo
ng
the way, Scrooge McDuck will give you the DISNEY TOWN PASSES, and
if you
examine the book in Merlin's house, you will get the HUNNY POT BOARD
.
The next area is called the Fountain Court, and you will need to jump into th
e
water jets to get propelled upwards towards the exit. To get the chests in the
northeast corner, jump from the central platform on the third level down to
the water jet on the east platform on the second level. This water jet can take
you all the way up to the east platform on the highest level. You will find th
e
COUNTER RUSH ability there, which is very useful. Be sure to equip it!
| while this attack happens. (Make sure to face into the center of |
| the room though - Block only defends against frontal attacks.) |
| If you have a high-level Shotlock, you can also use that to give |
| yourself temporary invincibility. |
| Attack 2: The pieces might just do their own thing. The legs stomp around,
|
| and the head and arms fly around. This is a good time to attack. |
| You might take a little damage here or there, but it won't hurt |
| too much. |
| Attack 3: If at least two pieces are alive, they might slowly circle |
| around the room, shooting a constant lightning beam towards the |
| center. This attack looks scary but is actually not too bad. Run |
| to the outside of the room, and attack whichever piece of the |
| Trinity Armor is moving towards you. |
| Attack 4: The head might shoot fireballs or lasers all over the place. I |
| recommend just evading while this happens. This often seems to |
| be followed by attack #1 (where the armor pieces spin around), |
| so be ready. |
| Attack 5: The remaining pieces of the Trinity Armor might fuse together
|
| and do the giant laser again (attack #3 in the first list). If |
| only the head is left during this attack, you can stand directly |
| underneath it and pelt it with magic. The laser will go right |
| over your head! |
| |
| In general, watch out for the spinning attack (#1 in the second list), the |
| giant laser (#3 in the first list), and the fireball/laser sprays (#4 in |
| the second list). The rest you can probably handle without too much danger.
|
| By the way, you have to destroy the head last. It will stop taking damage |
| at some point if the other pieces are left alive, so if that happens, just |
| switch targets. |
| |
| Good luck! You will be doing this fight at least three times throughout the |
Reunion time! Actually, this reunion doesn't go so well, and you will soon f
ind
yourself running after an angry Terra. Head back to the Central Square, and
you
will be interrupted by a forced battle against more Unversed. There is yet
another new and dangerous enemy here:
- The Chrono Twister looks like a giant hourglass, and is one of the nastiest
enemies in the game. Even at long range, it can stop time for you until you
escape by wiggling the analog stick. Needless to say, this is very bad. The
trick is the Chrono Twister will use this ability only when all of its sand
falls into the bottom half. When that is close to happening, hit it with the
Keyblade to turn it upside-down and reset the timer!
Afterwards, you will get an amusing cutscene with Even and Ienzo (aka Ve
xen and
Zexion), and you will get REVERSAL as a reward. If you equip Reversal, t
hen
pushing Square at the instant you are attacked will cause you to slide behind
Now head out through the south exit to reach the Outer Gardens. After anoth
er
failed conversation with Terra, pick up the chests and then head back to the
Central Square yet again to complete the world and get the FROLIC FLAM
E
KEYBLADE.
======================================================
=========================
[WLK:V6] Ven's Story: Disney Town
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| MAP: Main Plaza, Southwest corner |
| POTION: Main Plaza, Northwest corner |
| SUPERGLIDE: Raceway, Northwest rooftop (get to one rooftop from Pete's
Rec |
| Room and then use Glide or Sliding Dash x2 to get to the next |
| building - see below) |
| REVERSAL SLASH: Raceway, Northeast corner on the top level
|
| SLOT EDGE: Raceway, Rooftop (come from Pete's Rec Room)
|
| SHIMMERING CRYSTAL: Raceway, Northwest corner on the second level
|
| STOP: Raceway, Southeast corner on the bottom level |
| MEGA-ETHER: Gizmo Gallery, Southwest corner on a platform (must activ
ate |
| the machine to get it) |
| MEGA-POTION: Gizmo Gallery, Northwest corner on a platform (must acti
vate |
| the machine to get it) |
| CHAOS CRYSTAL: Gizmo Gallery, Northwest corner on a platform (must a
ctivate |
| the machine to get it) |
| THUNDER: Gizmo Gallery, Northwest corner on the bottom level
|
| THUNDER: Gizmo Gallery, Southwest corner on the bottom level
|
| MEGA-POTION: Gizmo Gallery, Platform north of the elevator (must activa
te |
| the machine to get it) |
| PANACEA: Pete's Rec Room, Alcove in the top left |
| ACTION RECIPE: Pete's Rec Room, Alcove in the top left (same alcove as
the |
| previous chest - check every corner) |
| AERIAL SLAM: Pete's Rec Room, Alcove in the top right |
| BREAK TIME: Pete's Rec Room, Central alcove behind a grate
|
| WELLSPRING CRYSTAL: Pete's Rec Room, Central alcove above the grate
(the |
| one near the top exit to the Raceway) |
+--STICKERS-------------------------------------------------------------------+
| CHIP STICKER: Raceway, Northwest corner |
| MICKEY STICKER: Gizmo Gallery, Center |
| MINNIE STICKER: Pete's Rec Room, Northwest corner |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: There are prizes from Rumble Racing, Fruitball, Ice C
ream |
| Beat, and the Ice Cream Shop. See the mini-game and |
| collectathon sections of the guide. Also, do a full combo on |
| the mailbox in the northeast section of Main Plaza to get |
| CONFETTI. |
| PRIZE PODS: (PRICKLE PEPPER and TOONBASCO)
|
| Go through the sewers and Pete's Rec Room to the rooftop in the Raceway.
|
| From there, air slide (or glide) across to a roof that is barely visible |
| to the northwest. The Prize Pods should appear after clearing a group of |
There are also a number of chests to pick up, quite apart from all the
mini-games. Their locations are very similar for each character, so if this is
not your first playthrough and if you remember what to do, feel free to skip
the rest of this section.
Most of these chests are hidden in the sewers. Go to the Main Plaza and ex
amine
the manhole cover to go down. In this area, you will see a giant machine wit
ha
lightning bolt on it and a power gauge. You need to hit it a bunch with
Thunder-based attacks to charge it up. The charge will go back down over t
ime
so you have to be fast, but the game gives you two THUNDER spells in the
same
room to help you out. You can also use Thunder Roll or the Thunderbolt
Command
Style if you have those already.
Once the machine is going, you can get on an elevator to reach the upper
levels. Jump on the moving hands and gears to move around up here and pic
k up
all the chests (see the list at the start). If you go south from the upper
level, you will also find a whole new area: Pete's Rec Room. Climb the stair
s
and get on the glove to propel yourself out into a giant pinball machine! Be
sure to HOLD the O button down when you use the glove. Holding it is wh
at makes
you go all the way up.
Once in the pinball machine, you can bounce around and pick up lots of Mu
nny.
Use L and R to hit the flippers and try to make it to the various alcoves to
pick up the chests. Be sure to get BOTH chests in the left alcove! There is
also a set of locked bars. To unlock them, you need to smash into each of th
e
four bumpers marked with a crown. Each time you hit one of these bumpers,
a
light will go on near the bars, and eventually they will retract. Go wild and
have fun here! One of the alcoves in this area also leads to the rooftops of
the Raceway area where you can find yet another treasure chest, as well as t
he
Prize Pods for this world.
There is also one chest on a far rooftop that you probably can't get to yet,
but don't forget about it. It has the SUPERGLIDE ability, which is a lot of
fun. Once you get Glide in Never Land, it will be easy to pick this up. You
can
also get it earlier with a high level Air Slide or Sliding Dash / Fire Dash.
Don't worry about it too much though - Never Land isn't too far away. (If y
ou
go the Sliding Dash route, you will need to have TWO such abilities so that
you
can use them both in quick succession.)
When you complete the world, you will get the TOON BOARD. If you have
already
finished the game with the other two characters, you will also see an extra
cutscene where you are given the amusing but useless Million Dream Award
.
======================================================
=========================
[WLK:V7] Ven's Story: Olympus Coliseum
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| FIRE STRIKE: Coliseum Gates, Northeast corner |
| CURA: Coliseum Gates, Nook just west of the north exit |
| MEGA-POTION: Coliseum Gates, Southwest corner |
| MAP: Vestibule, East Side |
+--STICKERS-------------------------------------------------------------------+
| CONFETTI STICKER: Coliseum Gates, Southwest corner
|
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Talk to Hercules, and win a round of the "Break the Ur
ns" |
| mini-game after the world is done to get SONIC BLADE. See |
| Section MIN:BU. |
| PRIZE PODS: (THUNDERCRACKER and COTTON CLOUDCANDY)
|
| In the southeast corner of the Town Near Thebes. You have to clear the
|
| world first though. |
+-----------------------------------------------------------------------------+
Like Disney Town before it, Olympus Coliseum is fairly short and fairly ea
sy
with Ven, as long as you prepare a little bit (more on that later).
You start off in the Town Near Thebes squaring off against some Unversed
with
Hercules and Zack as allies. For the most part, this fight should be pretty
straightforward. Just watch out for the Buckle Bruisers (they look like
Bruisers but they have shields on both arms) and the Jellyshades. The first
guys are immune to most attacks from in front, and they are likely to
counter-attack quickly. Hit them from behind and use ranged attacks if you
have
any equipped. The Jellyshades go down fast enough but they can hit you har
d
with little warning, so watch your health, and think twice before running
head-first into a mob of them.
Once that fight is taken care of, head into the Vestibule and speak with
Hercules to do some training.
| a small urn, and 5 points for destroying a big one. Of course, big urns |
| take multiple hits to destroy. Just run around attacking things. You won't |
| fail. |
+-----------------------------------------------------------------------------+
Now it's time to enter the tournament, right? Nope! For the first time ever,
there is an Olympus Coliseum tournament and you don't compete. Instead, y
ou get
to save the day in town.
| joint attack. Whirl the analog nub and then push X as prompted by the game
|
| for maximum coolness. |
| |
| If you are having trouble, get Thunder Roll or more Magnet spells. |
+-----------------------------------------------------------------------------+
For completing Olympus Coliseum, you will get the MARK OF A HER
O KEYBLADE and
the ZACK D-LINK. You can return to the world and talk to Hercules to do t
he
"Break the Urns" mini-game again (see Section MIN:BU) and get SONIC
BLADE.
Now that you have Air Slide, you can also go back to the Enchanted Domin
ion and
pick up TORNADO STRIKE from the Dungeon if you have not already done
so.
======================================================
=========================
[WLK:V8] Ven's Story: Deep Space
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| ABOUNDING CRYSTAL: Durgon Transporter, Center
|
| HI-POTION: Ship Corridor, South end |
| PULSING CRYSTAL: Ship Corridor, South end |
| MEGA-ETHER: Ship Corridor, Northwest end |
| HI-POTION: Ship Corridor, Northwest end |
| MAP: Control Room, In the big central part |
| THUNDARA: Ship Hub, Third level east end |
| ZERO GRAVIRA: Ship Hub, Bottom level south end (gravity must be ON)
|
| PULSE BOMB: Ship Hub, Fourth level (gravity must be ON) |
| Prize Pods won't appear. Leave the room, come back, and try again. |
+-----------------------------------------------------------------------------+
Deep Space begins with a boss fight right off the bat.
| |
| You have to fight a giant space jellyfish, and the thing with giant space |
| jellyfish is that they live in outer space. And that means you will have to |
| fight on your Keyblade bike. Here are the controls: |
| |
| Triangle: Charge (a dash attack) |
| O: Jump |
| Square: Barrier (similar to Block but it works in all directions) |
| X: Air Gyre (a short range attack) |
| |
| Pretty much the only important ones are Square to protect yourself and X to
|
| attack. |
| |
| So anyway onto the boss. It can attack you either by staying upright and |
| spinning around, or by turning and ramming you with its head. After either
|
| attack, you have time to run up and hit it once, or if you are feeling |
| lucky, twice. After that, back off because the Metamorphosis might do the
|
| spin attack right away. If it does, great: use Barrier and repeat from the |
| start. Otherwise, the Metamorphosis will turn and fly away from you. Chase
|
| after it and keep swinging until it turns again. This means the |
| Metamorphosis is about to do the ramming attack, so block it, and once
|
| again, repeat from the start. |
| |
| Overall, it's a pretty simple pattern and you don't even need to do a full |
| bar of health to win. The one catch is you cannot heal since you don't have
|
| your normal command deck. So if you're low enough level for damage to be
an |
| issue, try to play cautiously. |
+-----------------------------------------------------------------------------+
When the fight is done, you will get an amusing cutscene with Stitch (becau
se
really, EVERY cutscene with Stitch is amusing), and you will be deposited
in
the Ship Corridor area. The first thing you should do is go through the door
behind you to the Durgon Transporter. You will find a chest here, and if you
're
lucky, also the world's Prize Pods.
After that, go back to the Ship Corridor and then head forwards. Some walls
will come down in a trap, leaving you to fight through six groups of Unverse
d.
With so little room to maneuver, things can get a little tricky. Be sure to
pack some healing, and don't hesitate to use D-Links and Shotlocks to give
yourself an edge. Once everything is clear, you will reach the world's first
save point.
The next room is called the Ship Hub, and it is a little interesting. The room
is pretty much one big shaft, and you won't be able to climb up by normal
methods. Fortunately, there are a couple computer terminals, and if you
activate these, you can turn gravity off. You will then be able to jump really
high and climb up to the exit. The only catch is one of the chests here will
float away while gravity is off, so you need to turn it back on temporarily to
Shortly afterwards, you will reach the Launch Deck, another room with a gr
avity
terminal. The first thing you should do is drop down to the terminal, turn off
gravity, jump back up to where you entered, and then jump and air slide acr
oss
the room to the high chest on the east side. Then fall back down, turn gravit
y
off, pick up the two chests on the bottom floor, and climb up to the east exit.
You will reach another save point here, and then it's on to the boss fight: a
rematch against the Metamorphosis.
| it will use only the topmost part of the engine. If the gravity is off, you |
| can just jump up onto a beam and hit him from there. Alternatively, you can
|
| wait for Stitch to start bouncing up and down. When that happens, go up to
|
| Stitch, press Square and then X to pick him up and chuck him at the boss.
|
| This will do a little damage and interrupt the engine-sucking. It can be |
| pretty slow though, so it is usually better to keep gravity off and hit the |
| Metamorphosis yourself. |
| |
| After the initial sequence, the Metamorphosis will do one of the following:
|
| |
| 1. Charge around the room a couple times at a very fast pace. It moves |
| 2. A long extended spin. The Metamorphosis can move towards you while
|
| spinning. |
| 3. Fly towards you with lightning raining down underneath it. |
| |
| The first attack here is a non-threat, but the other two can be dangerous, |
| especially if you are low level. So you have a few options. The first is to |
| go in, Keyblade blazing and hope for attack #1. If that's what happens, |
| you'll do a lot of damage and not get hurt much. If attack #2 or attack #3 |
| happen, do your best to get out of there (jumping out of the way is good, |
| or you can try to get to the other side of the pillar), but probably you |
| are going to get hit. Mash Square to protect yourself from some of the |
| extended spin with Payback Raid. |
| |
| If you are high level or are playing on an easier difficulty setting, this |
| approach works great. If not, you'll need to be more cautious. Poke the |
| Metamorphosis once or twice if you want, but then wait for it do something.
|
| If it does attack #2, use Block and then Counter Rush (push X after |
| blocking). There is some chance this will not interrupt the Metamorphosis,
|
| in which case you want to keep mashing Square for Payback Raid ASAP. If
|
| the Metamorphosis does attack #3, jump away or run around the pillar. If it
|
| does attack #1, you can just go in swinging and eat the low-damage |
| follow-up. |
| |
| No matter what, the Metamorphosis will stick with just one attack for now.
|
| So if it does attack #1, it will keep doing that until it next attaches |
| itself to the engine. Once it turns so it is no longer upright (usually |
| after two attack #1s, one attack #2, or one attack #3, unless you or Stitch |
| interrupt the Metamorphosis early by hitting it), you can attack it again |
| safely. Soon after, it will latch itself onto the engine and the whole |
| sequence will repeat. |
| |
| Later in the fight, the Metamorphosis will get a couple new tricks. First |
| it will turn partially invisible at certain points. This is inconvenient, |
| but doesn't really change much. The Metamorphosis's other trick is it will |
| now shoot a bolt out of its tail before doing a slow charge (attack #2 in |
| the first list). Just dodge the bolt and get ready for the charge. The |
| Metamorphosis will usually be pretty far away, making the dodge pretty
|
| easy. |
| |
| If you are having trouble, ask yourself whether you are dying because you
|
| are taking too much damage or because you are being too slow. If you are
|
| taking too much damage, be less aggressive. It is actually possible to beat |
| getting to the Metamorphosis faster when it starts sucking the engine, and |
======================================================
=========================
[WLK:V9] Ven's Story: Never Land
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| MEGALIXIR: Cove, North end |
| MEGA-POTION: Cove, North end |
| ETHER: Cove, Southwest corner |
| HI-POTION: Cliff Path, Bottom level on the east side |
| FIRAGA: Cliff Path, Central cliff top |
| TREASURE RAID: Cliff Path, Destroy the rock pile in the northwest corner
|
| AEROGA: Mermaid Lagoon, Northeast corner in a cave at water level
|
| BLITZ: Mermaid Lagoon, Northwest cliff top (come from the high exit in th
e |
| Cliff Path) |
| ELIXIR: Mermaid Lagoon, East end |
| HI-POTION: Seacoast, Northeast corner |
| PANACEA: Seacoast, West end |
| BALLOON LETTER: Jungle Clearing, Northeast corner |
| MEGA-ETHER: Peter's Hideout, Southeast corner |
| FLEETING CRYSTAL: Peter's Hideout, Southeast corner |
| MAP: Gully, Northwest corner |
| ABOUNDING CRYSTAL: Gully, Northeast corner |
| MEGALIXIR: Rainbow Falls: Base, Northeast corner |
+--STICKERS-------------------------------------------------------------------+
| RAINBOW STICKER: Rainbow Falls: Base, East side |
| DALE STICKER: Mermaid Lagoon, Northeast corner |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Hit the very top of the totem pole in the Indian Camp t
o get |
| THUNDAGA. |
| PRIZE PODS: (DANCIN' LEMON, HONEYBUNCH, and RAINBOW SYRUP)
|
| In the Mermaid Lagoon on the northwest cliff top. You will have to go to
|
| the Cliff Path, jump on the highest cliff top there, and then go to the |
| top exit to reach these guys. |
+-----------------------------------------------------------------------------+
You begin at the Seacoast. First go through the exit behind you to pick up th
e
chest at the Rainbow Falls: Base area. Then backtrack to the Seacoast, and
go
forward to reach the Mermaid Lagoon. For now, you can only follow the ro
ad
along the cliff and out the exit. Keep going and eventually you will reach a
save point, and then the Indian Camp where you saw the cutscene with Mic
key
and Vanitas earlier.
You will now have a battle against Unversed, which depending on your level
,
might be pretty hard. I was level 18 and my attacks barely damaged the ene
mies.
In the second wave, be sure to run around to where each of the Mandrakes is
hiding so as to force them above ground where they can't hurt you. In the thi
rd
wave, you will have to deal with three Wild Bruisers. These gorilla Unverse
d
can charge you, can stomp the ground near them for a shockwave, and can s
hoot
earth spikes along the ground. These are all very high damage attacks so pay
attention to them. If there is just one Wild Bruiser, you can keep hitting him
without letting him recover, but you will have to play more defensively agai
nst
three at once. Blocking and countering the rush attack is a particularly usefu
l
trick. If the monsters seem too strong, now would be a good time to check o
ut
the Mirage Arena. If you do a couple rounds there, your level will catch up.
Once you are done, you can jump off the trampoline in the Indian Camp to g
et
up near the top of the totem pole. Hit it to get THUNDAGA. Just keep attac
king
while you are at the height of your jump, and you should get high enough aft
er
a few tries.
When you are ready, head back to the Mermaid Lagoon for another cutscen
e and
the GLIDE ability. To continue on from here, you need to get out onto the
center island (you can just jump into the water and climb up from there) and
then jump to the northwest. Be sure to pick up the chest in the northeast
corner of the water while you are down there though.
This will get you to the Cliff Path. There is a chest hidden here behind a roc
k
pile in the northwest corner. Just keep hitting it with your Keyblade to
destroy it. Also, if you jump onto the cliff-top and then air slide or glide to
the nearby tree-top, you will find an exit in the cliff wall. This will take
you to the highest cliff-top in the Mermaid Lagoon where you will find anot
her
chest and the world's Prize Pods.
Once you have everything, head north again and you will reach the Cove, an
d the
world's main boss battle.
| counter ONCE (do not do a full combo), and wait for the next attack. |
| 2. Hook throws one or more explosive presents at you. He will do this if |
| you jump into the water, but usually not while you are on the island. |
| Just dodge the presents as best you can. |
| 3. Hook turns his sword sideways to parry your attacks. Do not attack him
|
| here or he will counter you. Be patient and wait for him to try |
| something else. |
| 4. Hook falls over after you have hit him a bunch. You can now combo hi
m |
| while he gets up. |
| 5. If you push Hook to the edge of the water, he will lose his balance |
| and start teetering. A single hit from your Keyblade will knock him |
| in, and then the crocodile will help you out. |
| 6. If Hook gets knocked into the water or you do a bunch of damage to hi
m|
| in a short time, he will get mad. Steam will come out of his ears, he |
| will stomp, and then come at you with a sword combo. You can hit him
|
| safely while he is steaming and stomping - just be ready to block by |
| the time his combo starts. |
| |
| All in all, it's pretty fun. Play defensively until Hook is vulnerable, and |
| then press your advantage. If you fall into the water, swim around until |
| you reach a place you can stand up underwater. You can then jump out from
|
| there, but watch out for exploding presents and the crocodile in the |
| meantime. |
| |
| If you are having trouble with this fight, try bringing Stop spells. Those |
| work very well here! |
+-----------------------------------------------------------------------------+
For clearing the world, you will also get the PIXIE PETAL KEYBLADE,
the SKULL
BOARD, and the PETER PAN D-LINK. Also, when you get the chance, be
sure to come
back for the last two chests in the Cove. You might also want to pick up
SUPERGLIDE from the high chest in Disney Town if you have not already
done so.
(See Section WLK:V6 for more details.)
======================================================
=========================
[WLK:V10] Ven's Story: Mysterious Tower and Plot Interlude
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| MAGNEGA: Mysterious Tower, Furthest point from the entrance
|
| WELLSPRING CRYSTAL: Mysterious Tower, Left of the entrance
|
| CHAOS CRYSTAL: Mysterious Tower, Right of the entrance
|
| MEGA MAGIC RECIPE: Tower Entrance, Behind the stairs
|
+--STICKERS-------------------------------------------------------------------+
| ICE CREAM STICKER: Mysterious Tower |
+-----------------------------------------------------------------------------+
This world's main purpose is to kick off a fairly lengthy plot interlude. Pick
up the chests in the first two areas, then head up the stairs to meet Master
Yen Sid. Afterwards, you will get the DONALD D-LINK and the GOOFY
D-LINK.
When are you done here, head to the Badlands and then the Land of Departu
re.
The only thing in these worlds is more cutscenes, but at least they are pretty
cool. When everything is said and done, you will get the LOST MEMO
RY KEYBLADE,
and XEHANORT'S REPORT 9.
======================================================
=========================
[WLK:V11] Ven's Story: Keyblade Graveyard
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| ELIXIR: Seat of War, Northeast corner |
| MEGA-POTION: Seat of War, Southeast corner |
| MAP: Seat of War, Halfway up the path |
| WIND RAID: Twister Trench, Just west of the central pillar |
| MEGA-ETHER: Twister Trench, Just north of the central pillar |
| MEGA-POTION: Twister Trench, Northeast corner |
| MEGALIXIR: Twister Trench, Northwest corner |
| ELIXIR: Twister Trench, Just west of the central pillar |
| XEHANORT'S REPORT 12: Seat of War, Northeast corner
|
+--STICKERS-------------------------------------------------------------------+
| ICE CREAM STICKER: Seat of War, Northeast corner |
| ICE CREAM STICKER: Twister Trench, Northeast corner |
+-----------------------------------------------------------------------------+
Welcome to the final world in Ven's story! The first area is deserted except
for some chests, but the second is pretty nasty (although if you have finished
another character's story already, you should know what's coming). There wi
ll
be a number of whirlwinds flying around here. If you get close, the whirlwi
nds
will chase after you and swallow you up, forcing you into a nasty fight again
st
Unversed. The good news is the whirlwinds will not return until you leave t
he
world (even if you save and load). Here are the three different fights you
might get in each whirlwind:
stay back if any of the Yellow Mustards are glowing white. You probably
will not be able to get past their attack. In fact, the best option is to
make heavy use of long range spells if you have them. For the third part,
you can tell if a Shoegazer is attacking if it compresses as it hits the
ground. If it's just bouncing up and down without changing appearance, y
ou
can attack safely. Shotlocks and more ranged magic help a lot.
Obviously, you will want to have a healing spell in your command deck for
these
fights unless you are super high level and super confident. If you are having
trouble, you can always level up in the Mirage Arena and come back later.
By
the way, remember this spot. Once you are strong enough to win these fight
s
comfortably, it is the best place in the game to earn CP and to level up
commands.
After getting through the Twister Trench, you will come to a save point. Us
e
it! This is the final save point in the game. When you are ready, head onwar
ds.
If you are feeling nervous about the final boss for Ven, you might want to
consider first creating Renewal Block, Once More, Leaf Bracer, and Second
Chance for yourself (see the Command Melding Section, COL:CM). These w
ill help
a lot.
from KH2 and KH2FM+, it will be time for a sequence of boss fights:
| projectiles. You can also hit Vanitas while he's doing all this, and |
| it's even possible to interrupt him completely. If you know the attack |
| is coming, the best trick is to start a Shotlock while Vanitas is |
| running towards the Keyblade stream and then to unleash once he gets
|
| on. (After Vanitas actually starts circling you, you probably won't be |
| able to get a proper bead on him.) |
| |
| So how do you know this attack is coming? Well, Vanitas will begin the
|
| fight with it, and he will also usually do it after attack #2 below. |
| |
| 2. Vanitas dives into the ground, moves towards you underground, and the
n|
| emerges directly underneath you in a shower of fire bolts. He might |
| repeat this a few times. I like to dodge roll right over Vanitas while |
| he's underground. This way, you will be invincible when he emerges. |
| (This only works with regular Dodge Roll though - not Thunder Roll.)
|
| You can also just run away, but that's no fun. Mine Square and Mine |
| lightning. This is the same as before. Keep moving and dodge roll when
|
| it happens. |
| |
| 6. And of course, Vanitas wouldn't be Vanitas without his counter. After |
| being hit, he might leave a stationary image and then appear above you |
| to do a dive-bomb attack. |
| |
| One option you have is to deal with this fight pretty much exactly how you
|
| did Vanitas Round 2, although it should be easier now that you are much
|
| stronger. |
| |
| There is a new and better approach you can use this time though. If you are
|
| right up close to Vanitas, he will almost always use his two-hit combo, |
| which can be immediately blocked and countered for high damage. So after
|
| Vanitas finishes attack #1 (and attack #2 if he does it), I like to run |
| right up to him and do Block + Counter Rush as soon as he starts an attack.
|
| Then, instead of trying to do a combo, I just wait for him to attack again, |
| and then repeat. Sometimes he will counter with attack #6, but the beauty
|
| is that can also be blocked, so the same trick works! I know that it's |
| counter-intuitive to stay close to a high-damage boss like Vanitas, but |
| trust me: the fight becomes really easy once you get the pattern down. |
+-----------------------------------------------------------------------------+
After this, Vanitas reveals his true face at last, and it may be a bit of a
shock if you've played the other Kingdom Hearts games before. And then it'
s on
to the true final boss fight for Ven's story!
+--BOSS FIGHT: VANITAS ROUND 4-------------------------------------------
-----+
| HP: 700, Strength: 26, Defense: 15 |
| Status effect vulnerabilities: None |
| Elemental weaknesses: None |
| Elemental resistances: None |
| Reward: None |
| |
| If you thought the last fight was disappointingly similar to the previous |
| battle against Vanitas, then this one should cheer you up. With the X-blade
|
| in hand, Vanitas now unleashes a new fighting style, and the epic level |
| goes through the roof. |
| |
+--PART 1---------------------------------------------------------------------+
| |
| For most of the fight, Vanitas will rely on the following attacks. |
| |
| 1. Vanitas holds the X-blade in the air, charging it up with fire. He |
| then lunges at you, creates a fire blast around him, lunges at you |
| again, and then jumps in the air to shoot a homing blast at you. Dodge |
| roll away from Vanitas to stay safe here. When he jumps up to do the |
| homing blast though, run up close. The blast will go over your head, |
| and you will be free to combo Vanitas when he lands. |
| |
| 2. Vanitas glows blue and charges at you through the air three times in a |
| row. This cannot be blocked, but you can dodge roll out of the way, |
| and then combo him when he lands. |
| |
| 3. Vanitas teleports behind you and does a short combo. He will do this |
| mini-game? Well, you can trigger it by doing Dark Spiral while Vanitas is
|
| in the middle of a Dark Spiral attack himself, or in the middle of a |
| Shotlock. You can also trigger it with a Shotlock if Vanitas is in the |
| middle of ANY attack. I haven't been able to trigger the mini-game at all |
| with Dark Splicer, which makes that command pretty much useless.
|
| |
| So, here's the strategy. Vanitas always begins with a Shotlock. Use Dark |
| Spiral to trigger the mini-game once Vanitas's laser comes out. After that, |
Congratulations! If you got this far, you will be rewarded with XEHANORT
'S
REPORT 10 and the end of Ven's story. The ending doesn't resolve much, b
ut
don't worry: there's time for that later.
To begin the next character's story, create a new game and select a different
character. When you start your new game, don't forget to switch to 333 MH
z
speed again if you want the game to be as smooth as possible. And DO NO
T
OVERWRITE your Ven save game!
*************************************************************
******************
_ __ _ _ _ __ _ _
| |/ /| |_| | =================================================== |
|/ /| |_| |
| /| _ | SECTION 4 [WLK:A] | /| _ |
|\\|||| WALKTHROUGH: AQUA'S STORY |\\||||
|_|\_\|_| |_| ==================================================
= |_|\_\|_| |_|
*************************************************************
******************
======================================================
=========================
[WLK:A0] Aqua's Story: Land of Departure
======================================================
=========================
As with Terra, the main story begins with Terra and Aqua attempting the Ma
rk of
Mastery test. Right away, there is a problem though:
The main reward for winning this battle is the Spellweaver command style.
After
filling up your Command Gauge with at least one or two uses of a battle
command, you will now switch styles instead of using your basic finisher. A
s
the game goes on, you will find other finish commands and other command
styles
as well. Which finisher you use is chosen in the out-of-combat menu, but w
hich
command style you get is determined by what kinds of battle commands you
used
right before-hand.
Anyway, once the Light Orbs are down, there will be another cutscene and t
hen
off you go! As an additional reward for clearing the Land of Departure, you
will gain access to the KEYBLADE BOARD, which you can try out any tim
e you
like. (See the Command Board Section MIN:CB for more information.) You
will
also get the TERRA and AQUA D-LINKS.
Using D-Links will temporarily change your battle commands and finish c
ommand.
D-Links are actually very strong in the first half of the game, so don't forget
to use them! In particular, USING A D-LINK WILL HEAL YOU COMPLE
TELY! Bear this
in mind since the Cure spell can only be attained during the first world via
the Command Board (and it will probably take a few tries). Also, the Ven D
-Link
has Cura as an ability once you level it up all the way.
======================================================
=========================
[WLK:A1] Aqua's Story: Castle of Dreams
======================================================
=========================
With the Land of Departure cleared, you will find yourself in space on your
Keyblade bike. Only one new world will be accessible for now, so head ove
r
there. It is the Castle of Dreams. If you have not already read Section WLK:
P2,
now would be a good time to take a look. It will help you understand the
information I provide for each world:
+--TREASURE CHESTS------------------------------------------------------------
+
| MAGIC RECIPE: The Chateau, Southeast corner |
| HI-POTION: Palace Courtyard, Northwest corner next to the stairs |
Before you get too far into this world, let me repeat the advice I gave at the
beginning of Terra's story, in case you are still new to Birth by Sleep
gameplay. There are three things you should be using regularly to give yours
elf
an edge in combat:
- Shotlocks. Press L+R. You are vulnerable when charging but other than th
at,
Shotlocks are the strongest and safest attacks in the game.
- D-Link. Unlike with other characters, you don't get the immediate bonus
of
healing during D-Links as Aqua, but the Terra and Ven D-Links do beco
me
very strong once you level them up a bit. Press right on the directional
pad to switch to the D-Link menu.
- Spellweaver and/or finish commands. These are activated whenever your
Command Gauge fills up. Which one you get depends on whether you ha
ve been
using battle commands or just attacking.
You can only use Shotlocks when your Focus Gauge is full, and you can onl
y use
D-Links when your D-Link Gauge is full, but don't worry: these bars both fil
l
up fast. Also, you probably want to level up your D-Links, and you can only
do
that by using them!
Anyway, back to the Castle of Dreams! You will start off in the Foyer area.
Head up the stairs to meet Prince Charming and the Tremaine family, and al
so to
get the MAP. Now you need to leave the castle and head off to the Chateau
-
everything is very linear in this world so you shouldn't get lost. Be sure to
pick up chests and loot the Prize Pods as you go. (See the table above for all
the locations.)
Once you get to the house, approach the door and then talk to the Fairy
Godmother again to help Jaq the mouse.
| every nearby enemy much easier to deal with. Once the enemies are slowed,
|
| you want to be spamming magic as much as possible so that you enter the
|
| Spellweaver command style. If you can then build up the Command Gauge
|
| further and do a Spellweaver finish command, you will be able to take out
|
| pretty much everything in sight. (Be sure to move around once the finish
|
| command starts, so that you hit as many creatures as possible.) The main
|
| threats here are the Bruisers (the big fat enemies), so keep an eye out on |
| any of those guys that appear, and in particular watch out for the |
| shockwaves they create when they jump. |
| |
| If at any point, a Square button appears on screen, you can press Square to |
| protect Jaq from an incoming attack. You can often follow this up by |
| pressing X to do a strong counter-attack. Mainly though, you just need to |
| stay near Jaq and constantly be using your strongest magic. If you have |
| trouble, you can always level up a little bit. |
+-----------------------------------------------------------------------------+
With a little more intervention from Aqua, Cinderella will produce her glass
slipper and off she goes. Sadly though, she won't be getting too far. Follow
her back towards the castle for the world's main boss fight.
| from the Command Board mini-game, your best option is to equip a Potion,
or |
| max out your D-Link Gauge so that you can use that. |
| |
| The Cursed Coach will use the following attacks: |
| |
| 1. Spin around rapidly while moving towards you. This attack can do a lot
|
| of damage if it hits you dead-on. But if you block it (push Square as |
| the Cursed Coach gets close), you will knock the Coach over. You can
|
| then do one or two full combos before it gets up. Watch out though: it |
| will flail around a bunch when it does get back up. |
| 2. Walk towards you and attack a few times with its arms. You can (and
|
| should) also use Barrier to block this attack, but the Coach will not |
| be knocked over. |
| 3. Jump around a number of times, creating shockwaves wherever it lands.
|
| Again, use Barrier to protect yourself from the shockwaves. If you get |
| a Barrier off near the Cursed Coach, this will knock it down, just |
| like with the spin attack. |
| 4. Shoot out a number of smaller creatures called Thornbites. These guys
|
| will stick around until you kill them, but they are slow and have no |
| range, so it's easy to stay out of their way. You can try to kill them |
| if you want, but don't lose track of the Cursed Coach, because it is |
| the much bigger threat. |
| 5. Back up a bit, and then try to suck you into its mouth. This attack is |
| repeated three times or until you get swallowed. You can either just |
| stay back with Cartwheel, or you can maneuver behind the Coach while
|
| it does this attack. That will give you time to do a combo while it is |
| facing the wrong direction. Just watch out, because after the third |
| attempt on this attack, the Coach will often suddenly switch to |
| something more dangerous. If you do mess up and get swallowed, mash
X |
| to get out. |
| 6. Fly up in the air and shoot volleys of bombs at the ground. These |
| cannot be blocked. Use Cartwheel and keep moving to stay safe. |
| |
| This is a fight that rewards patience. It is safe to attack if the Cursed |
| Coach starts rolling around randomly like it does at the start of the |
| fight, if you got behind it while it is trying to swallow you, or if you |
| knock it over. That's pretty much it. In all other situations, you should |
| back off and wait for the Cursed Coach to make the first move. Evade the
|
| attacks and counter as described above. |
| |
| If you are having trouble, remember to bring some form of healing. Also,
|
| don't be ashamed to level up more. That always helps a lot. |
+-----------------------------------------------------------------------------+
As a reward, you will get a Deck Command Slot, which lets you equip anoth
er
battle command, and your maximum HP will go up. You will also get the
STROKE OF
MIDNIGHT KEYBLADE, the CINDERELLA D-LINK, and the ROYAL
BOARD.
======================================================
=========================
[WLK:AI] Aqua's Story: Interlude
======================================================
=========================
With the Enchanted Dominion clear, you will now have a choice of where t
o go
next. The map points out two major story worlds that you can go to: the Dwa
rf
Woodlands and the Enchanted Dominion.
Most likely you will lose at this stage, but it's still fun.
- Play a round on the Command Board (see Section MIN:CB). This optiona
l
mini-game gives you a few abilities that you cannot easily get in other
ways, and it also helps level up whatever abilities you already have.
- Synthesize some new abilities with command melding (see Section COL
:CM). In
addition to upgrading your commands, this gives you some very handy pa
ssive
abilities that cannot be gotten in any other way.
======================================================
=========================
[WLK:A2] Aqua's Story: Land of Departure
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| SHIMMERING CRYSTAL: Mountain Path, Near the top exit
|
| HI-POTION: Mountain Path, Near the top exit |
| BIND: Mountain Path, Near the bottom exit |
| FLEETING CRYSTAL: Summit, Near the flags |
+-----------------------------------------------------------------------------+
The only thing to do here is to pick up the chests in areas you explored duri
ng
the prologue.
======================================================
=========================
[WLK:A3] Aqua's Story: Dwarf Woodlands
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| BALLOON LETTER: Vault, South side just west of the central platform
|
| POTION: Vault, South side near the east exit |
| SHIMMERING CRYSTAL: Vault, North side on the ledge
|
| MAGNET: Vault, South side on the central platform |
| SHIMMERING CRYSTAL: Underground Waterway, South end (past the firs
t locked |
| grate) |
| FLEETING CRYSTAL: Underground Waterway, West side (past the second
locked |
| grate) |
| FIRE: Underground Waterway, Northwest corner (past the third locked grate
) |
| FISSION FIRAGA: Courtyard, Northwest corner on a platform (need High
Jump, |
| Air Slide, Sliding Dash, or Fire Dash) |
| POTION: Courtyard, Northeast corner |
| MAP: Courtyard, Northwest corner on the ground |
| FLEETING CRYSTAL: Courtyard, Northwest corner on the stairs
|
| HUNGRY CRYSTAL: Flower Glade, Northwest corner
|
| HI-POTION: Deep Woods, South end |
| ETHER: Deep Woods, North end |
| POTION: Deep Woods, North end |
| PAYBACK SURGE: Cottage Clearing, Northwest corner |
The Dwarf Woodlands start with you meeting the sleeping Snow White. You
r job is
to head to the queen's castle and look for help. Once again, this world is
pretty linear, so just follow the path through the woods. In the Courtyard
area, there is a chest on a high platform in the northwest corner. If you have
a high level Sliding Dash or Fire Dash command, you can get it now: jump
on top
of the wall in the middle of the courtyard, and then jump out to the chest. If
you don't have Sliding Dash or don't want to worry about the chest for now,
just remember it is here. You can come back later with High Jump and/or Ai
r
Slide.
The next area is called the Underground Waterway, and it is much more
interesting (unless of course you remember it from Terra's story). First notic
e
there are jugs that are constantly changing color. If you hit them while they
are green, they will recharge your health; if you hit them while they are blue
,
they will recharge your D-Link bar; and if you hit them while they are red,
they will explode, damaging both you and any nearby enemies! Plan accordi
ngly.
There are also a couple looms (spinning wheels). If you hit one of these, it
will open up one of the grates for a short time and you will be able to run
through. The first loom opens the route to the second loom, and the second
loom
opens TWO grates (the second grate is in the room behind the first grate). Y
ou
will have to hurry to get all the way through, but you can try as many times
as
you want. If you get through everything, you will get the FIRE spell, which
will be handy in the next room.
This next room is the Vault, and you will start on a high ledge. If you fall
off and want to get back, you will have to find a steam jet on the north side
of the room to propel you up. There is also a platform in the center of the
room, but the steam jet leading up to it is dormant. You need to first find the
steam jet (next to a furnace) just west of this platform. Hit the furnace with
the Fire spell you got in the previous room, and then the steam jet will come
Once that is taken care of, head on and you will reach the boss for the world
.
You will also get the TREASURE TROVE KEYBLADE and the SNOW W
HITE D-LINK for
clearing the world.
======================================================
=========================
[WLK:A4] Aqua's Story: Enchanted Dominion
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| MAP: Dungeon Cell, Southeast corner |
| ABSOLUTE ZERO: Gates, Ramparts in the northeast corner |
| Clearing, the Prize Pods should be in the nook immediately on your left |
| as you enter. |
+-----------------------------------------------------------------------------+
You begin outside Maleficent's dark and foreboding castle, and Aqua - being
the
brave hero type - wants to explore. Lucky you! Head up the bridge to reach
the
Gates. Unfortunately, most of the ramparts here are inaccessible right now,
but
do be sure to pick up and equip CURE from the chest near the north exit.
Here and elsewhere in the castle, you will be fighting lots of pig soldiers. In
large packs, these guys can be pretty dangerous. They are aggressive, they h
ave
strong melee attacks, and they can also pester you from range with arrows.
The
good news is they are completely incapacitated by elemental magic: Fire,
Blizzard, and Thunder. So if you are having trouble, be sure to equip those
spells.
Anyway, head inside and you will get unceremoniously booted down to the j
ail
area. From there, your goal will just be to escape. It's pretty linear, so you
shouldn't have much trouble finding your way. The first real challenge is in
the Altar Room, where you will have to fight a bunch of pig soldiers. Try to
pick off enemies that are away from the main group - the main danger is get
ting
surrounded. If you get badly wounded, back off and cast Cure. The room is
huge,
so you should have no trouble finding a place to rest if you need time to
regain your Cure cooldown.
After the fight, you can take the exit in the northeast corner or in the south
wall to reach the upper platform of the Dungeon, where you can get one of t
he
two chests. The other chest requires jumping a long way, which you might n
ot be
able to do yet, even with Barrier Surge. If you are having trouble, just come
back later.
When you are ready, go out the west exit from the Hall, and then head on pa
st
Maleficent's Throne to get outside.
| up. From there, you will find a wheel tucked into a corner. Smack it with |
| your Keyblade to open one of the gates blocking your way. There are two
|
| gates altogether, so you will need to do whole this sequence twice. |
| |
| One catch is that if you don't push X in time after pushing Square, more |
| pig soldiers will appear, and you will have to kill them before trying |
| again. So be ready to push X after pushing Square! Also, if all the enemies
|
| are dead on the ground, but Philip is still just following you, try walking |
| near the enemies on the edges of the ramparts. Some of them will jump dow
n, |
| and killing them will let you move on. |
+-----------------------------------------------------------------------------+
Now just keep heading onwards through the forest until you reach the Bridg
e,
and the world's main boss fight.
+--BOSS FIGHT: DRAGON MALEFICENT--------------------------------------
--------+
| HP: 600, Strength: 11, Defense: 4 |
| Status effect vulnerabilities: None |
| Elemental weaknesses: None |
| Elemental resistances: None |
| Reward: HP BOOST, FIRESTORM COMMAND STYLE
|
| |
| This fight can be pretty tricky if you don't know what you're doing. At |
| first, Maleficent will just stay on one end of the bridge, and use the |
| following attacks: |
| |
| 1. Breathe green fire, covering the entire bridge in front of her. Except |
| in one important case (see below), the only way to dodge this is to |
| run past Maleficent so you are behind her head. Just wait there until |
| the fire disappears. While you wait, you can pelt her with Shotlocks |
| and/or ranged spells. |
| 2. Biting attacks directly ahead of her. Stay back until she is done and |
| then you can hit her a couple times. |
| 3. Stomp on the ground, once with each front foot, causing shockwaves.
|
| This attack will be repeated three or four times without much pause, |
| and then unless you daze her, Maleficent will always follow up with |
| attack #4. You can combo Maleficent during this time, but try to time |
| it so that you are in the air while she is stomping. |
| 4. Maleficent rears up on her hind legs, then comes crashing back down.
|
| This can hit you if you are anywhere near her, even if you are in the |
| air. Either stay back or use Barrier. One of two things could happen |
| next. Maleficent could stop and pause, in which case her next attack |
| could be anything. More often though, she will repeat this attack |
| three to four times and then breathe fire (similar to attack #1, but |
| covering a little more range and lasting longer.) If Maleficent does |
| repeat the rearing attack, you will also hear Philip calling to you. |
| Run behind him, and he will protect you from the fire breath. You will |
| then be able to do the good old Philip combo where you push Square +
X|
| for a free hit on Maleficent. This stuns her too, so you should have |
| time to follow it with a regular combo. |
| |
| If you don't know what attack is coming next during this phase, you should
|
| stay close to Maleficent, and be ready to duck behind her. Once she commit
s|
| to attack #3 or attack #4 though, it becomes more predictable. Get in what
|
| hits you can, and then be ready to hide behind Philip. If you are having a |
| lot of trouble, you can do this entire section of the fight behind |
| Maleficent's head, pelting her with ranged spells from a safe distance. You
|
| can also be patient and attack only with the Philip combo. |
| |
| Eventually, Maleficent will switch her strategy and fly into the air. She |
| will (slowly) charge across the bridge, land on the other side, rear up |
| once, and then if you are in front of here, she will cover the whole bridge |
| with green fire. And then she will repeat. What you need to do is stay |
| close to Philip. As Maleficent begins her charge, you will get the option |
| of doing the Square + X combo to get catapulted onto her back. You can
|
| actually combo her from up there, but don't get fancy with deck commands -
|
| you don't want to fall off too soon. Once you do fall off, run to the end |
| of the bridge that Maleficent is at. You want to be a bit behind her when |
| she lands, protecting yourself with Barrier. Get a couple hits in, and then |
| everything will repeat. |
| |
| There shouldn't be any real surprises during this part - just be careful |
| you don't end up far away from Maleficent when she lands. If that happens,
|
| you will have nowhere to go when she breathes fire. |
+-----------------------------------------------------------------------------+
======================================================
=========================
[WLK:A5] Aqua's Story: Radiant Garden
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| POTION: Central Square, Northeast corner |
| ETHER: Central Square, Southwest corner |
| HI-POTION: Aqueduct, Northeast corner along the outer wall |
| THUNDARA: Aqueduct, North end on the top level |
| HI-POTION: Aqueduct, South end in a nook off the main bridge |
- First of all, there are Mandrakes: green plants that spawn from far away a
nd
shoot projectiles at you along the ground. If these guys are causing you
problems, get close to them with Cartwheel, and they will pop out of the
ground. After that, they will stop shooting projectiles and you will be able
- The red and black balloon monsters (Tank Topplers) are also annoying. If
you
attack them normally, you will not be able to kill them. They will turn
invincible at low health and then roll around before exploding. If that
happens, cartwheel away to avoid getting hit. You can prevent this nuisan
ce
altogether by hitting the Tank Topplers from behind. This will release thei
r
air and make them an easy target.
Anyway, head up to the Front Doors of Ansem's Castle, and you will meet
Mickey
Mouse and a young Kairi. You will have to beat a group of Unversed here, b
ut
with Mickey's help, you shouldn't have too much trouble even if you are lo
w
level. Afterwards, you will get the MICKEY D-LINK and the DESTINY
'S EMBRACE
KEYBLADE.
Now follow the giant Unversed out to the Gardens and then through the new
exit
to reach a boss fight.
| at some point if the other pieces are left alive, so if that happens, just |
| switch targets. |
| |
| Good luck! You will be doing this fight at least three times throughout the |
After the fight, you will also get a DISNEY TOWN PASS. You can't go bac
k the
way you came, but there's another exit taking you to the Aqueduct and then
to
the Fountain Court. There are some chests here on a platform in the northeas
t
corner. To get to them, jump from the central platform on the third level do
wn
to the water jet on the east platform on the second level. The water jet will
propel you all the way up to the east platform on the highest level. One mor
e
jump will get you to the chests. Make sure you equip the COUNTER BLAST
ability
you find there - it is one of the most important abilities in the game.
In the next area, you will meet Merlin. Go into his house and examine the b
ook
to get the HUNNY POT BOARD. Once you are ready, keep going and you wi
ll find
yourself back in the Central Square where another boss will be waiting for y
ou.
| the way if he dodges or disappears to do the dive bomb, and then get ready
|
| for the next attack! |
| |
| The timing will probably take a little while to learn, but this method is |
| both fast and safe once you get the hang of it. One warning though: if you
|
| get hit, be careful when healing yourself. As above, cartwheel around until
|
| Vanitas attacks, THEN heal. You do not want your Cure spell to get |
+--TREASURE CHESTS------------------------------------------------------------
+
| MAP: Main Plaza, Southwest corner |
| POTION: Main Plaza, Northwest corner |
| ABOUNDING CRYSTAL: Raceway, Northwest corner on the second level
|
| FIRA: Raceway, Southeast corner on the bottom level |
| SLOT EDGE: Raceway, Rooftop (come from Pete's Rec Room)
|
| HUNGRY CRYSTAL: Gizmo Gallery, Southwest corner on a platform (must
|
| activate the machine to get it) |
| MEGA-POTION: Gizmo Gallery, Northwest corner on a platform (must acti
vate |
| the machine to get it) |
| CHAOS CRYSTAL: Gizmo Gallery, Northwest corner on a platform (must a
ctivate |
| the machine to get it) |
| THUNDER: Gizmo Gallery, Northwest corner on the bottom level
|
| THUNDER: Gizmo Gallery Southwest corner on the bottom level
|
| PULSING CRYSTAL: Gizmo Gallery, Platform north of the elevator (must
|
| activate the machine to get it) |
| MEGA-POTION: Gizmo Gallery, Platform north of the elevator (must activa
te |
| the machine to get it) |
| PANACEA: Pete's Rec Room, Alcove in the top left |
| ACTION RECIPE: Pete's Rec Room, Alcove in the top left (same alcove as
the |
| previous chest - check every corner) |
| AERIAL SLAM: Pete's Rec Room, Alcove in the top right |
| BREAK TIME: Pete's Rec Room, Central alcove behind a grate
|
| SOOTHING CRYSTAL: Pete's Rec Room, Central alcove above the grate (t
he one |
| near the top exit to the Raceway) |
+--STICKERS-------------------------------------------------------------------+
| MINNIE STICKER: Main Plaza, Center high in the air. Double-jump from j
ust |
| north of the central building (requires Doubleflight). |
| DAISY STICKER: Raceway, High in the air above the bridge. One option is
to |
| double-jump from the north platform and Sliding Dash over to |
| the sticker. Another option is to fall from the rooftop |
| accessible via Pete's Rec Room. If you fall and miss the |
| sticker, you can let yourself get killed to warp back up to |
| the roof for another try. |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: There are prizes from Rumble Racing, Fruitball, Ice C
ream |
| Beat, and the Ice Cream Shop. See the mini-game and |
| collectathon sections of the guide. Also, do a full combo on |
| the mailbox in the northeast section of Main Plaza to get |
| CONFETTI. |
| PRIZE PODS: (PRICKLE PEPPER and TOONBASCO)
|
| In the corner straight ahead and to the left as you enter the Raceway |
| from where Chip and Dale are. The Prize Pods should appear after clearin
g|
| a group of four Blue Sea Salts. |
+-----------------------------------------------------------------------------+
There are also a number of chests to pick up, quite apart from all the
mini-games. Their locations are very similar for each character, so if this is
not your first playthrough and if you remember what to do, feel free to skip
the rest of this section.
Most of these chests are hidden in the sewers. Go to the Main Plaza and ex
amine
the manhole cover to go down. In this area, you will see a giant machine wit
ha
lightning bolt on it and a power gauge. You need to hit it a bunch with
Thunder-based attacks to charge it up. The charge will go back down over t
ime
so you have to be fast, but the game gives you two Thunder spells in the sa
me
room to help you out. You can also use the Thunderbolt Command Style.
Once the machine is going, you can get on an elevator to reach the upper
levels. Jump on the moving hands and gears to move around up here and pic
k up
all the chests (see the list at the start). If you go south from the upper
level, you will also find a whole new area: Pete's Rec Room. Climb the stair
s
and get on the glove to propel yourself out into a giant pinball machine! Be
sure to HOLD the O button down when you use the glove. Holding it is wh
at makes
you go all the way up.
Once in the pinball machine, you can bounce around and pick up lots of Mu
nny.
Use L and R to hit the flippers and try to make it to the various alcoves to
pick up the chests. Be sure to get BOTH chests in the left alcove! There is
also a set of locked bars. To unlock them, you need to smash into each of th
e
four bumpers marked with a crown. Each time you hit one of these bumpers,
a
light will go on near the bars, and eventually they will retract. Go wild and
have fun here! One of the alcoves in this area also leads to the rooftops of
the Raceway area where you can find yet another treasure chest.
When you complete the world, you will get the TOON BOARD. If you have
already
finished the game with the other two characters, you will also see an extra
cutscene where you are given the amusing but useless Million Dream Award
.
======================================================
=========================
[WLK:A7] Aqua's Story: Olympus Coliseum
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| FIRE STRIKE: Coliseum Gates, Northeast corner |
| CURA: Coliseum Gates, Nook just west of the north exit |
| MEGA-POTION: Coliseum Gates, Southwest corner |
| MAP: Vestibule, East Side |
+--STICKERS-------------------------------------------------------------------+
| FIREWORKS STICKER: Coliseum Gates, Southeast corner (requires High
Jump) |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Talk to Hercules, and win a round of the "Break the Ur
ns" |
| mini-game after the world is done to get SONIC BLADE. See |
| Section MIN:BU. |
| PRIZE PODS: (THUNDERCRACKER, COTTON CLOUDCANDY, and HERO
IC ORANGE) |
| In the southeast corner of the Town Near Thebes. You have to clear the
|
| world first though. |
+-----------------------------------------------------------------------------+
Once the Unversed are taken care of, Phil will fast-talk you into entering the
Coliseum games. Go speak with him in the Vestibule to get started.
| (40 seconds) |
| Round 5: 3 Hareraisers (15 seconds) |
| Round 6: 3 Mandrakes and 2 Axe Flappers (50 seconds) |
| Round 7: 3 Buckle Bruisers (50 seconds) |
| Round 8: 1 Chrono Twisters, 2 Red Hot Chilis, and 2 Blue Sea Salts |
| (50 seconds) |
| Round 9: 6 Shoegazers (40 seconds) |
| Round 10: 30 Jellyshades (40 seconds) |
| |
| The best thing you can do here is to set up your command deck so that you
|
| have one healing spell and a bunch of strong offensive magic. Now might be
|
| a good time to pick up Fission Firaga from the Dwarf Woodlands and Ice
|
| Barrage from the Enchanted Dominion. You will need Sliding Dash, Fire D
ash, |
| or Air Slide to reach both of these chests. They are very nice commands
|
| though, and they will let you clean up in the tournament! |
| |
| Other good abilities include Magnet spells, Aero spells, and Surge attacks.
|
| The time limits are much more generous here than they were for Terra, so a
s|
| long as you deal decent damage, you should be okay for rounds 1-9. |
| |
| Round 10 is a little different. The Jellyshades go down immediately to any
|
| attack, but they do hit pretty hard, and you might actually be in danger of |
| dying. Cartwheel away at the beginning of the round, and then use |
| area-of-effect spells to wipe out the Jellyshades from a distance. Magnet |
After another cutscene, it is time to face Zack. If you have played Terra's
story already, you might be getting nervous, but don't worry: you only have
to
fight the easy form.
| Jump: Zack jumps up into the air and lands with a shockwave. Unlike whe
n |
| Terra fights Zack, this CAN be blocked. |
| |
| Since literally every single one of Zack's attacks can be blocked, one |
| option is to stay right next to him, press Square to block, and then hit |
| him back with Counter Blast and a follow-up combo. Just be aware that Zac
k |
| is invulnerable while attacking, so if he does not flinch after hitting |
| your Barrier, it is NOT yet safe to counter. Keep Barrier going until Zack |
| are both slow and both will miss you down there, so you can use this time
|
| to hit his ankles with impunity. He will then start stomping again, so |
| repeat until dead. While he is stomping, you can either keep hitting him or |
| That's it! He won't be able to recover and fight back... unless of course |
| he does attack #3. If you see him glow red, back off and stay out of range |
| until he's done. Then go back to hitting him until he glows red again, or |
| dies. Compared to some of the other bosses in this game, it's a pretty easy |
| pattern. |
| |
| If you have trouble setting up the infinite combo, don't worry about it too |
| much. The traditional dodge/counter strategy works just fine: wait for |
| Hades to attack, counter with a single combo, and repeat. |
+-----------------------------------------------------------------------------+
You will also get the MARK OF A HERO KEYBLADE and the ZACK D-LI
NK. Furthermore,
you can return and talk to Hercules to try the "Break the Urns" mini-game (s
ee
Section MIN:BU) and get SONIC BLADE.
======================================================
=========================
[WLK:A8] Aqua's Story: Deep Space
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| TELEPORT: Turo Prison Block, North compartment on the east wall
|
| BLITZ: Turo Prison Block, High north compartment on the west wall
|
| ABOUNDING CRYSTAL: Turo Prison Block, Low north compartment on th
e west |
| wall |
| MEGA-POTION: Turo Prison Block, South compartment on the east wall
|
| MAP: Turo Transporter, East end |
| HI-POTION: Durgon Transporter, Center |
| ETHER: Control Room, In the big central part |
| BALLOON LETTER: Control Room, South end |
| FIRE SURGE: Ship Hub, Bottom level south end (gravity must be ON)
|
| PRISM RAIN: Ship Hub, Fourth level east end (gravity must be ON)
|
| ZERO GRAVIRA: Launch Deck, High platform on the east side
|
| HUNGRY CRYSTAL: Launch Deck, Southeast corner (gravity must be ON)
|
| MEGA-ETHER: Launch Deck, Northeast corner (gravity must be ON)
|
| MEGA ATTACK RECIPE: Machinery Bay Access, Southeast corner
|
+--STICKERS-------------------------------------------------------------------+
| DALE STICKER: Turo Prison Block, South compartment on the east wall
|
| UFO STICKER: Ship Hub, Center a little above the second gravity console.
|
| Go up a bit from there and then jump towards the center. |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (BALLOON MELON, CREAM FLUFF, and FIZZY TIZZY)
|
| At the south end of the Turo Prison Block. |
+-----------------------------------------------------------------------------+
Deep Space opens with a short battle against the Unversed. As always, if the
se
enemies seem too hard, don't forget that you can level up at the Mirage Aren
a.
Afterwards, the Grand Councilwoman will ask you to find Stitch and Docto
r Jumba
for her. When you are ready, move out along the one possible path, and you
will
eventually reach the Ship Exterior.
Air Slide is one of the most useful abilities in the game, so be sure to equip
it!
Now head back to the Durgon Transporter, and defeat enemies until the roo
m is
clear. Once everything is dead, you should be able to use the transporter in
the center of the room to reach Turo. In the next room here, you will meet
Stitch again and have another fight against the Unversed.
After the fight is over, you will once again be taken back to the Control Ro
om
to speak with the Grand Councilwoman. You can proceed via the southeast e
xit.
First though, you might want to head back to the Turo Prison Block. There a
re
Prize Pods at the far south end, and also several chests hidden in the
compartments. You can get to these using the various elevators. Unless you
have
already leveled up Air Slide, the easiest way to get into the east-side
compartments is to climb up on the west wall, go to the southwest corner, a
nd
then jump from there onto the far southeast platform.
By the way, I recommend NOT equipping Teleport when you get it. Like Ve
n's
Reversal ability, it will sometimes trigger when you mean to Barrier/Block,
and
it is really much worse. It is kind of fun though, so it's up to you.
When you do head onwards from the Control Room, you will reach the Shi
p Hub.
This room is pretty much one big shaft, and you won't be able to climb up b
y
normal methods. Fortunately, there are a couple computer terminals, and if
you
activate these, you can turn gravity off in the room. You will then be able to
jump really high and climb up to the exit. The only catch is the chests will
float away while gravity is off, so you need to turn gravity back on to pick
them up.
| You can block this attack with Barrier, and the bullets will reflect |
| back into Gantu. If you do this for anything other than the fifth |
| bullet, you will get hit by the followup though. Usually it is better |
| to just run right at Gantu and start swinging away. He won't be able |
| to hit you when you are that close. After he is done shooting, Gantu |
| will walk around for a few seconds without attacking, giving you time |
| and it has high range, so the best way to avoid getting hit is to not |
| be near Gantu unless you know he's busy doing other things. |
| |
| Sometimes, you will also see Stitch jumping up and down. Run over to him,
|
| push Square and then X to throw him onto Gantu. This will distract Gantu,
|
| and leave him vulnerable for a combo or two. |
| |
| If you can beat the regular Unversed in Deep Space, this guy probably won'
t|
| be too hard no matter what you do. But if you want to play it smart, the |
| trick is to hit Gantu during attacks #1 and #2 or when he is stunned by |
| Stitch. The Mine spells are particularly effective. The rest of the time, |
| hang back and wait for Gantu to make a move. He telegraphs his attacks wa
y |
| in advance, so you shouldn't have trouble once you learn how to deal with
|
| each one. |
+-----------------------------------------------------------------------------+
For completing the world, you will get the HYPERDRIVE KEYBLADE,
the EXPERIMENT
626 D-LINK, and the SPACESHIP BOARD. You can also get four more che
sts by
returning to Deep Space and going back to the Launch Deck. There is a high
chest on the east side that you need to turn gravity off to reach, and there is
also a door lower down on the east side leading to a chest in the Machinery
Bay
Access. The gravity must be on to go through that door though.
======================================================
=========================
[WLK:A9] Aqua's Story: Never Land (and Destiny Islands)
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| FIRAGA BURST: Mermaid Lagoon, Northeast corner in a cave at water leve
l |
| ELIXIR: Mermaid Lagoon, East end |
| HI-POTION: Seacoast, Northeast corner |
| ETHER: Seacoast, West end |
| HI-POTION: Jungle Clearing, Northeast corner |
| MINE SHIELD: Peter's Hideout, Southeast corner |
| ELIXIR: Peter's Hideout, Southeast corner |
| MAP: Gully, Northwest corner |
| MEGA-POTION: Gully, Northeast corner |
| PANACEA: Rainbow Falls: Base, West side in the middle of the river
|
| FLEETING CRYSTAL: Rainbow Falls: Base, Northeast corner
|
| TIME SPLICER: Rainbow Falls: Ascent, West side on the top route
|
| THUNDAGA: Rainbow Falls: Ascent, West side on the bottom platform
|
| CHAOS CRYSTAL: Rainbow Falls: Ascent, West side on the bottom platfor
m |
| FIRAGA: Rainbow Falls: Ascent, East side on the top route |
| MEGA-ETHER: Rainbow Falls: Crest, Northwest corner |
+--STICKERS-------------------------------------------------------------------+
| RAINBOW STICKER: Mermaid Lagoon, Southeast corner. Jump from the ne
arby |
| island and air slide over. |
| CHIP STICKER: Rainbow Falls: Ascent, West side on the top route. Get to
the |
| last ledge and then drop off. |
| FIREWORKS STICKER: Jungle Clearing, Center. Double-jump from just no
rth of |
| the tree (requires Doubleflight). |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Hit the very top of the totem pole in the Indian Camp t
o get |
| THUNDAGA. |
| PRIZE PODS: (DANCIN' LEMON, RAINBOW SYRUP, and MERMAID SALT)
|
| At the northern end of the Indian Camp. They only appear after you have
|
| cleared the world. |
+-----------------------------------------------------------------------------+
Aqua's Never Land is pretty unique among all major Birth by Sleep worlds i
n
that you do not need to kill a single Unversed to complete it. Pretty cool,
huh?
You begin in the Indian Camp with a treasure map. You can jump off the
trampoline here to get up near the top of the totem pole. Hit it a few times to
get THUNDAGA. Unfortunately, this can be pretty tricky with Aqua. If you
are
having trouble, don't worry about it - there's a Thundaga in a Never Land ch
est
anyway.
When you are ready, head north to the Jungle Clearing and be sure to enter
Peter's Hideout (the big tree in the middle) to get a couple chests. Next is
the Mermaid Lagoon. There is an easy-to-forget chest here in a cave in the
northeast corner. Jump into the water to get to it. Once you are ready, go out
to the south and keep going until Peter asks you and the lost boys to climb u
p
the mountain. He will make a bunch of booster orbs appear, and you will be
able to jump into these to get boosted into the air. Follow them up to the
Rainbow Falls: Ascent area.
This place is more interesting. You can fall off at any point, in which case
you'll end up back at the start. Your eventual goal is an exit on the west
side, and there are two routes to get there. You can either keep going straigh
t
forward (the bottom route), or before you reach the first booster orb, you ca
n
loop around back to find another booster orb behind you (the top route). The
re
are a couple chests available only via the top route, so I recommend that way
.
Eventually the route will end with seemingly nowhere to go. Just drop off th
e
platform you are on (picking up the Chip sticker as you fall), and you shoul
d
end up on a low platform on the west side with a couple chests. If you miss
the
jump, that's okay! Take the bottom route, and you will be able to see this
lower platform and jump to it.
From here, climb up, jump and air slide to the west and you will reach the e
nd.
The final part requires you to jump into three booster orbs in a row without
landing. It can be a little tricky, but you can try as much as you want, so you
should be able to get it eventually. Keep going from here, and you will com
e
back to the place you started! Stupid Peter. At least you get the cool
DOUBLEFLIGHT ability for all your hard work.
When you are ready, head west to the Indian Camp to meet an old "friend".
| while, which means his standard two-hit combo will shoot out a heat-seekin
g|
| sonic blast at the end. The sonic blast doesn't hurt too much, but it can |
| be a nuisance. |
| |
| The strategy here is pretty much the same as before. Dodge Vanitas's |
| attacks with Cartwheel, and then unload on him with quick offensive spells.
|
| He is no longer susceptible to Magnet, but most other magic works. Ignite
|
| is still particularly good. |
| |
| Overall, this fight is very similar to the previous one. Good luck! |
+-----------------------------------------------------------------------------+
For completing the world, you will get the PETER PAN D-LINK, the S
KULL BOARD,
and the PIXIE PETAL KEYBLADE. You will then get an amusing cutscene
on Destiny
Islands where Aqua meets Sora and Riku from the main Kingdom Hearts ser
ies.
There you will get the STORMFALL KEYBLADE.
======================================================
=========================
[WLK:A10] Aqua's Story: Mysterious Tower
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| MAGNEGA: Mysterious Tower, Furthest point from the entrance
|
| SHIMMERING CRYSTAL: Mysterious Tower, Left of the entrance
|
| MEGALIXIR: Mysterious Tower, Right of the entrance |
| MEGA MAGIC RECIPE: Tower Entrance, Behind the stairs
|
+--STICKERS-------------------------------------------------------------------+
| DONALD STICKER: Tower Entrance, High in the air near the doors leading
|
| outside (requires Doubleflight) |
+-----------------------------------------------------------------------------+
Not much to do here. Pick up the chests and then head up the stairs to meet
Master Yen Sid. Afterwards, you will get the DONALD D-LINK, the GO
OFY D-LINK,
and XEHANORT'S REPORT 4.
======================================================
=========================
[WLK:A11] Aqua's Story: Keyblade Graveyard
======================================================
=========================
+--TREASURE CHESTS------------------------------------------------------------
+
| ELIXIR: Seat of War, Northeast corner |
| MEGA-POTION: Seat of War, Southeast corner |
| MAP: Seat of War, Halfway up the path |
| AEROGA: Twister Trench, Just west of the central pillar |
| MEGA-ETHER: Twister Trench, Just north of the central pillar |
| MEGA-POTION: Twister Trench, Northeast corner |
| MEGALIXIR: Twister Trench, Northwest corner |
+--STICKERS-------------------------------------------------------------------+
| FLOWER STICKER: Seat of War, Halfway up the path high in the air (requ
ires |
| Doubleflight) |
| BUBBLE STICKER: Fissure, High in the air near the north exit (requires
|
| Doubleflight) |
+-----------------------------------------------------------------------------+
Welcome to the final world in Aqua's story! The first area is deserted except
for some chests, but the second is pretty nasty (although if you have finished
another character's story already, you should know what's coming). There wi
ll
be a number of whirlwinds flying around here. If you get close, the whirlwi
nds
will chase after you and swallow you up, forcing you into a nasty fight again
st
Unversed. The good news is the whirlwinds will not return until you leave t
he
world (even if you save and load). Here are the three different fights you
might get in each whirlwind:
stay back if any of the Yellow Mustards are glowing white. You probably
will not be able to get past their attack. In fact, the best option is to
make heavy use of long range spells if you have them. For the third part,
you can tell if a Shoegazer is attacking if it compresses as it hits the
ground. If it's just bouncing up and down without changing appearance, y
ou
can attack safely. Shotlocks and more ranged magic help a lot.
Obviously, you will want to have a healing spell in your command deck for
these
fights unless you are super high level and super confident. If you are having
trouble, you can always level up in the Mirage Arena and come back later.
By
the way, remember this spot. Once you are strong enough to win these fight
s
comfortably, it is the best place in the game to earn CP and to level up
commands.
After getting through the Twister Trench, you will come to a save point. Us
e
it! This is the final save point in the game. When you are ready, head onwar
ds.
If you are feeling nervous about the final boss for Aqua, you might want to
consider first creating Renewal Barrier, Once More, Leaf Bracer, and Secon
d
Chance for yourself (see the Command Melding Section, COL:CM). These w
ill help
a lot.
from KH2 and KH2FM+, it will be time for a sequence of boss fights:
| bosses, so get ready. Braig moves fast, he has a complicated pattern, and |
| he does not leave you many openings to attack. The good news is there is
|
| very little randomness, so once you learn what he's doing, the fight |
| becomes a lot easier. |
| |
| Braig will always cycle through the following attacks in order: |
| |
| 1. Braig teleports directly in front of you and charges at you while also |
| shooting lasers in a cone ahead of him. You can block the lasers with |
| Barrier but not the charge itself, and Braig will repeat this a bunch |
| of times until you hit him. What you want to do is target Braig with |
| L+R before he disappears, and then as soon as he reappears in front of |
| you, attack him. The timing is delicate but you take no damage and get |
| to react. You also want to not be right up against the edge of the |
| map, or Braig might run into you during the attack. |
| |
| 4. After attack #3, Braig will immediately begin charging up a powerful
|
| dark shot. This takes a while though, and you can hit him safely while |
| he does it. So as soon as attack #3 is done, just run up to Braig and |
| swing away. I recommend dodging the attack by jumping while right nex
t|
| to him, or by using a proper finish command. Cartwheel is pretty |
| tricky to time right. |
| |
| 5. This is the same as attack #2, except Braig will do whichever version |
| afterward though. |
| |
| 7. Braig quickly powers up, and then shoots a bunch of lasers randomly
|
| around the area. Barrier and Counter Blast work well here. After doing |
| that, Braig teleports around like a spaz before settling in the air in |
| the middle of the arena. He will then shoot dark lasers all around. |
| Avoid them by just running around the edge of the arena. As long as |
| you don't stop, you should be fine. Watch out though: the lasers stay |
| on the ground for a while and hurt you if you get close. |
| |
| After all that, Braig will repeat from attack #1 until dead. So as you can |
| see, the pattern is complicated but it is also pretty deterministic. Learn |
| what he's doing and how to counter each attack, and then you should be
|
| fine. Good luck! |
+-----------------------------------------------------------------------------+
| combos if you are low health, and if you see the attack coming, use |
| Barrier or Cartwheel. |
| |
| 3. Jump and lightning spray. This is the same as before. Keep moving and
|
| use Cartwheel to avoid it. |
| |
| 4. Fly around on the ground, stabbing anything in his path. This attack |
| replaces Vanitas's traditional fireball and will only be used at long |
| range. You should respond with Barrier + Counter Blast, but the attack |
| is very sudden and you might get hit before you are ready. Just keep |
| trying to block: you'll get it off sooner or later. |
| |
| 5. Submerge into the ground, chase you around, and re-emerge with a
|
| fireball spray. This is pretty much the same as before. If you have |
| regular Cartwheel equipped, I recommend cartwheeling directly over
|
| Vanitas while he is underground. Otherwise, run away. Seeker Mine
|
| makes for an amazing trap here if you have that. |
| |
| 6. The most exciting attack is Vanitas will sometimes yell and teleport |
| to the middle of the arena to charge up. He will then jump and land |
| with a huge explosion along the ground. The best thing to do here is |
| to use a Shotlock. You will have lots of time to charge it up, it will |
| do a ton of damage, and it will keep you safe. If your Focus Gauge is |
| empty and Mickey is not bailing you out with an aura attack, back off, |
| and then do a cartwheel as the X reaches you along the ground. The |
| whole stage gets hit pretty much, but the cartwheel will make you |
| invincible at the right time. |
| |
| Although many of these attacks are straight from Vanitas Round 2, I still |
Congratulations! If you got this far, you will be rewarded with XEHANORT
'S
REPORT 7 and the end of Aqua's story. The ending doesn't resolve much, b
ut
don't worry: there's time for that later.
To begin the next character's story, create a new game and select a different
character. When you start your new game, don't forget to switch to 333 MH
z
speed again if you want the game to be as smooth as possible. And DO NO
T
OVERWRITE your Aqua save game!
*************************************************************
******************
_ __ _ _ _ __ _ _
| |/ /| |_| | =================================================== |
|/ /| |_| |
| /| _ | SECTION 4 [WLK:F] | /| _ |
|\\|||| WALKTHROUGH: FINAL EPISODE AND BEYOND |\\|
|||
|_|\_\|_| |_| ==================================================
= |_|\_\|_| |_|
*************************************************************
******************
So you have completed all three stories, and you are looking for some closu
re?
Then this section is for you! To unlock the Final Episode, you need to find a
ll
of Xehanort's reports, and win the game with each character. If you do
everything right, you will have the option of creating a new save for the Fina
l
Episode. Make sure you don't overwrite another save you want to keep! Plea
se
see Section COL:XR for information on where to find all the reports.
If you want, you can go to most of the same old worlds in the Final Episode.
Only the Radiant Garden and Keyblade Graveyard are different from before.
WARNING: I recommend NOT using this file for much other than the final
battle
in Radiant Garden. There are things you cannot do from this file, and
if you make progress here, it does not go back to your main file. On
the other hand, progress from your main file can easily be transferred
to the Final Episode: just beat the final boss again with Aqua.
======================================================
=========================
[WLK:F1] Final Episode and Beyond: Radiant Garden
======================================================
=========================
You will get the BRIGHTCREST KEYBLADE as soon as you begin the Fina
l Episode.
When you are ready for the final boss fight, go to Radiant Garden. There is
no
exploring here - it is just battle time!
| ground. He will usually shoot two or three times with short pauses |
| between each volley. Avoid these with Cartwheel or just by running out
|
| of the way. (Barrier doesn't work.) |
| |
| 4. If you are very nearby, the Guardian might swing at you with its arms. |
| You can use Cartwheel or Barrier to avoid this attack. If you respond |
| with Counter Blast, the Guardian may swing again and hit you. It |
| doesn't hurt that much though. |
| |
| 5. The screen goes dark and the Guardian leaps high into the air. You |
| will then see a puddle appear below you and hear a sound. Cartwheel |
| immediately to avoid the Guardian leaping at you from the puddle. You
|
| will have to do this eight times! If you do get hit, it looks pretty |
| scary, but it isn't all that powerful. The other piece of good news is |
| there is time for one safe combo as soon as the screen goes dark. (You |
| have to be fast though.) There is also time for a couple combos after |
| the attack is done. |
| |
| Unlike the other "final" bosses in this game, Master Xehanort is pretty |
| vulnerable to regular combos here. Dodge an attack, then go in and hit him.
|
| There is some chance he will swing back with attack #4, but usually you
|
| will see the Guardian get stunned, and you will then have time for a full |
| combo. |
| |
| You can also use Shotlocks WHILE Master Xehanort is attacking, but do not
|
| use them while he is idle. He will immediately send out a shadowy arm,
|
| hitting you and canceling your attack. |
| |
| Later in the fight, the Guardian gets a new attack which is pretty cool: |
| |
| 6. Xehanort moves towards you slowly, then the Guardian leaves Xehanort
|
| and dives at you. You CAN avoid this with Barrier or Cartwheel, but I |
======================================================
=========================
[WLK:F2] Final Episode and Beyond: Vanitas's Lingering Spirit
======================================================
=========================
After you have beaten Master Xehanort in the Final Episode, another much
harder
secret boss becomes available in the three story modes. Load up any charact
er
and go to the Keyblade Graveyard from the world map. You can now land in
the
Badlands. Go there and walk up to the floating emblem for a new and very
hard
optional boss fight!
| following: |
| |
| - Get Once More and Second Chance. Renewal Block and Renewal Barrier
are |
| always useful too, but they are hard to rely on. (See Section COL:CM |
| Once More+Second Chance, Potions give you the most healing per slot o
ut |
| of all the item choices. I used 20 Potions in 4 slots. If you are |
| playing Ven, you can use Faith or Salvation instead. |
| - Decide on an offensive strategy and fill the rest of your deck with |
| appropriate commands. See below for my recommendation with each of t
he |
| three characters. |
| - You might want to fill one slot with ice cream as well. You can use |
| this to safely recover if you switch into a bad command style. |
| |
| VANITAS'S ATTACKS: |
| |
| The next step is learning how to stay alive! You will be relying mostly on |
| Slide/Dodge Roll/Cartwheel, but the more you know about what to expect,
the |
| better. Most of these attacks are variations on things you have seen |
| before, but they are stronger now, and less predictable. |
| |
| 1. Vanitas hides within a black orb, and sends out seven images to swing
|
| at you, one at a time. If any of these images hit you, you will be |
| temporarily blinded. Afterwards, Vanitas will speed towards you for a |
| doing so will cancel the attack. Since Vanitas will start every fight |
| with this, and since it is a nuisance to dodge, you might want to |
| experiment with being aggressive at the start of the fight. |
| |
| 2. Vanitas runs towards you, swings once, and then shoots out a sonic |
| blast. This is the same traditional combo he has always used, although |
| the sonic blast will now confuse you if it hits you. (This means your |
| movement controls will be temporarily reversed.) |
| |
| The first swing here can be blocked, but later ones cannot. |
| Unfortunately, I do not think it is easy to tell this attack apart |
| from attack #3, so I recommend just dodging with Square when he gets
|
| close. |
| |
| 3. Vanitas yells, charges up his Keyblade with fire, and then does the |
| same multi-hit combo that he did in the final battle against Ven. This |
| attack cannot be blocked, so you will want to dodge it with Slide/ |
| Dodge Roll/Cartwheel. If Vanitas continues this attack to the end, you |
| can dodge under the final fiery X projectile, and hit him when he |
| lands. He often stops midway through and switches attacks however. (I
|
| suspect this might depend on where you are standing.) |
| |
| 4. Vanitas teleports and then shoots a slow fireball that splits into |
| five and then quickly homes in on you. This can be stopped with |
| Barrier but Terra and Ven's Block ability is less reliable. Dodging |
| with Slide/Dodge Roll/Cartwheel is good. |
| |
| 5. Vanitas teleports, jumps into the air and pelts the ground where you |
| are with dark lightning. Dodge with Square. |
| |
| 6. Vanitas glows blue, and charges towards you in the air up to three |
| times in a row. This cannot be blocked, so dodge with Square. |
| |
| 7. Vanitas teleports near you, dashes around you as a black streak, and |
| two rows of images converge on you from either side while the screen
|
| goes dark. If you get hit, you will be temporarily blinded. As always, |
| avoid this with the Square dodge moves. |
| |
| 8. Vanitas teleports next to you in the air and swings at you. He can do |
| this once as a counter-attack, or repeatedly as a regular attack. If |
| you know this attack is coming (for example after Vanitas has already |
| swung once, and it was not a counter to one of your attacks), you can |
| block him, and then hit him back. Otherwise, you should be using |
| Slide/Dodge Roll/Cartwheel by reflex whenever you lose track of |
| Vanitas, and that will keep you safe. |
| |
| 9. Vanitas charges up a Shotlock and shoots a slow-moving and short rang
e|
| laser at you, like he did at the end of Ven's story. This is one of |
| the few times where Vanitas will not randomly counter-attack you, so |
| this is a good time to go on the offensive. (More on that later.) |
| |
| 10. Vanitas submerges underground, moves towards you very quickly, and
|
| then emerges in a shower of flames. With Terra, you want to slide |
| directly over Vanitas so that he emerges while you are invincible. |
| Aqua and Ven have shorter distance on their dodges however, and this
|
| is less reliable. You still want to roll/cartwheel once Vanitas gets |
| close, but the timing is very delicate. If you succeed, Vanitas will |
| not attack for a second, giving you time to heal yourself or to drop |
| some mines. (More on that later.) |
| |
| 11. After you hit him, Vanitas might leave an image behind and |
| immediately dive bomb you with an ice attack. This is the same |
| counter-attack that always made him so annoying before, although it's |
| stronger now. He will also sometimes appear next to you and do a dash
|
| attack instead. Both attacks can be easily dodged with Square, but |
| they make it very difficult to combo Vanitas. As in the past, do not |
| expect to ever complete a combo. |
| |
| 12. If you cast any Cure spell (including Friend Cure/Cura/Curaga, but |
| NOT including Potions and other items), Vanitas will heal himself in |
| response. This can be circumvented by hiding behind a rock so that |
| Vanitas cannot see you heal. It's easier just to use Potions though. |
| |
| 13. If you shoot a projectile at Vanitas (e.g. a Blizzard spell), he will |
| usually side-step it, and counter with one of his various teleporting |
| attacks. |
| |
| FIGHTING BACK: |
| |
| If you read through all of the above, the main thing you will notice is |
| that Vanitas leaves very few openings to attack. He also is quite resistant |
| to Shotlocks, so you will need to find some creative ways of fighting back.
|
| The specifics of what to do now varies by character: |
| |
| TERRA'S STRATEGY: |
| Terra is all about physical damage, and your main goal should be to set |
| damage, but it will stun him and it will fill up your Command Gauge. If |
| Vanitas does not teleport away immediately, you should be able to get off
|
| one or two melee swings. Otherwise, slide away. Repeat until you have
|
| filled up the Command Gauge, and then unleash your finish command.
|
| |
| When Vanitas does his Shotlock, try to get behind him and use Ars Solum.
|
| That can do a ton of damage if you get it right. |
| |
| VEN'S STRATEGY: |
| Ven's damage comes entirely from one ability: Tornado. If you can hit |
| Vanitas with it, you will be amazed at how powerful it is. With a spell |
| this slow, the main catch however is hitting him. Here are some good |
| tricks: |
| |
| - Lay a trap with Mine Square or Mine Shield, lure Vanitas into it, and |
| cast Tornado while he is in the air. You might get counter-attacked |
| this way, but if Vanitas doesn't teleport away, he is easy pickings. |
| - If Vanitas does attack #3, and shoots the flaming X projectile, you |
| can roll up to him as he lands, and cast Tornado right next to him. |
| - If Vanitas does a Shotlock, he will be holding still, and will be |
| vulnerable. |
| |
| AQUA'S STRATEGY: |
| Aqua relies on Seeker Mine not just to stun Vanitas, but actually do the |
| damage. Mainly, your goal will be to leave Seeker Mine traps, and just |
| keep luring Vanitas into them to slowly whittle away his health. Once you
|
| switch into Spellweaver form though, be careful to NOT hit Vanitas with
|
| your Keyblade until you revert. (In particular, do NOT use Counter |
| Blast.) Keyblade attacks will give you Ghost Drive, which is very bad |
| Vanitas. As long as you stay there, Vanitas won't be able to reach you, |
| even with counter-attacks! So you can just sit there and shoot Strike |
| Raids through the boulder into Vanitas dies. This ruins a perfectly good |
After you have defeated Vanitas's Lingering Spirit, a new enemy will be
revealed in the Land of Departure. Head over there in any save game, and ge
t
ready for the ultimate challenge!
| be mashing Square as fast as you can. If you attack him while this is |
| happening, he will go back to his regular routine while the orbs are |
| shooting at you, so DON'T. Sometimes a few of the orbs will hang |
| around; when you stop moving they will shoot at you. The best way to
|
| handle this is to get far away from MF and get a Curaga spell ready. |
| 9. He summons 4 clones of himself and they all chase you. They all share
|
| the same attacks and if you let them hit you it can be deadly. The |
| best way to deal with them is to use Fire Surge or Thunder Surge. |
| 10. He cloaks himself in a field of fire, teleports behind you and charges |
| at you. This happens 6 times. |
| 11. He casts stop on you and rewinds time to heal himself. |
| 12. He can block your attacks with Restore Barrier and heal himself. This
|
| means if you use shotlocks, keep the number under 5 or he will likely |
| block the rest of your attack. |
| 13. He summons a meteor that crashes into the ground. |
| 14. He casts a spell similar to Mega Flare. |
| 15. He uses a spell called Doom (the white lines) and you have to mash X
|
| to get out of it. |
| 16. When he gets to about half health, he will start turning invisible. He |
| will continue using all of the attacks above during this time, and he |
| is able to use multiple attacks at once, for example he can cast |
| Tornado while cloaked in fire. |
| |
| Him having all those attacks sounds quite intimidating, and it is, but the |
| good thing is most of these attacks can be avoided by simply mashing |
| damage, and this works well, but when I first started fighting this guy I |
| came up with the Mine Square strategy. Mines do not hurt the Mysterious
|
| Figure, but they DO fill your Commands Gauge. If you can get him to run
|
| into enough mines, you can unleash a finish command on him. I wouldn't
|
| recommend trying this strategy unless you have your character's 'Ultimate'
|
| finisher. If your command meter starts going down you can use Zero Gravig
a, |
| with its long reach, to give it a boost during one of MF's safer attacks. |
| Mines will also make MF and his clones jump over them, and you can use th
is |
| to your advantage. It will give you a bit of control over the fight if you |
| can make them jump over the mines. You can also wait for the right moment
|
| and use a quick 5-or-below hit Shotlock. If you're able to fully charge |
| your shotlock, there's a high chance MF will just block half of your attack |
*************************************************************
******************
_ __ _ _ _ __ _ _
| |/ /| |_| | =================================================== |
|/ /| |_| |
| /| _ | SECTION 6 [MIR] | /| _ |
|\\|||| MIRAGE ARENA |\\||||
|_|\_\|_| |_| ==================================================
= |_|\_\|_| |_|
*************************************************************
******************
======================================================
=========================
[MIR:IN] Mirage Arena: Introduction
======================================================
=========================
The Mirage Arena is a large and challenging venue for coliseum-style battle
s
and other mini-games. It is also the only place in Birth by Sleep that support
s
multi-player.
You can participate independently with each of the three characters, starting
as soon as you have completed the first real world. Finishing the arena with
one character could easily take 10+ hours, so if you are going for 100%
completion, you might want to get started early! Beware though: the later ar
ena
matches are the hardest parts of the game other than the secret bosses unloc
ked
after completing the Final Episode.
There are two main goals in the Mirage Arena. The first is to collect medals.
You will get these for competing in any event, and they can be used to purc
hase
rewards:
+==========================+========+===========+=
=============+
| | | | RECOMMENDED |
| ITEM | MEDALS | ARENA LVL | FOR REPORTS? |
+==========================+========+===========+=
=============+
| GROUP CURE | 180 | - | Yes |
| GROUP CURA | 360 | 5 | Yes |
| GROUP CURAGA | 500 | 10 | Yes |
| GROUP ESUNA | 360 | 5 | Yes |
| CONFETTI | 150 | - | No |
| FIREWORKS | 400 | 5 | Aqua only |
| TAUNT | 100 | - | Yes |
| VICTORY POSE | 100 | - | Yes |
| VANISH | 750 | 5 | Yes |
| TRINITY LIMIT | 1400 | - | Yes |
| VOLTAGE STACK | 1800 | 5 | Yes |
| UNISON RUSH | 3000 | 10 | Yes |
| ZANTETSUKEN (Terra only) | 1000 | 8 | No |
| FLAME SALVO (Aqua only) | 900 | 5 | Yes |
| PHOTON CHARGE | 1600 | 10 | No |
| BIO BARRAGE | 2500 | 15 | See below |
| RISKY TICKET | 150 | - | No |
| SENTINEL TICKET | 200 | - | No |
| RINGER TICKET | 250 | 5 | No |
| THREAT TICKET | 400 | 5 | No |
| TREASURE TICKET | 600 | 5 | No |
| CHILL TICKET | 550 | 5 | No |
| SHIMMERING CRYSTAL | 300 | - | No |
| FLEETING CRYSTAL | 350 | - | No |
| PULSING CRYSTAL | 300 | - | No |
| WELLSPRING CRYSTAL | 300 | - | No |
| SOOTHING CRYSTAL | 400 | - | No |
| HUNGRY CRYSTAL | 350 | - | No |
| ABOUNDING CRYSTAL | 400 | - | No |
| CHAOS CRYSTAL | 500 | 10 | No |
| SECRET GEM | 1500 | 15 | No |
| GIGA MAGIC RECIPE | 2000 | 10 | No |
| GIGA ATTACK RECIPE | 2000 | 10 | No |
+--------------------------+--------+-----------+--------------+
The other main goal of the Mirage Arena is to increase your arena level. As
shown in the above table, this is required to purchase certain items. It is
also needed to unlock certain arena matches. Here are the 29 requirements y
ou
need to meet in order to level all the way up:
+----------------------------------------------------------------------+
| - Gain 300 / 1000 / 3333 / 5555 / 7777 / 9999 Medals (6 level ups) |
| - Complete each of the first 12 Arena Matches (12 level ups) |
| - Complete 5 laps of Country Chase in 2:30 (1 level up) |
| - Complete 5 laps of Disney Drive in 5:00 (1 level up) |
| - Complete 5 laps of Grand Spree in 5:00 (1 level up) |
| - Complete 5 laps of Castle Circuit in 5:30 (1 level up) |
| - Win each of the 7 Command Boards (7 level ups) |
+----------------------------------------------------------------------+
Note that the Rumble Racing and Command Board requirements can only be
achieved
in the Mirage Arena, but you have to play Rumble Racing in Disney Town a
s well
to unlock it here.
If you are shooting for Level 30, the toughest requirement to get is 9999
Arena Medals. You will have to redo events a fair amount in order to get tha
t
high. Fortunately, if you spend medals, they will still count towards your
total, so there is no need to save up.
TIP: You get 15% more medals in the Arena Matches if you have multiple p
layers,
OR if you trick the game into thinking you do by using Group Cure
abilities! So when you are doing arena matches, ALWAYS bring along
Group
Cure or an upgraded equivalent!
TIP #2: If you are grinding for arena medals, make a couple elite commands
like
Mega Flare and do the hardest match that is trivialized by these
commands. AND DO NOT FORGET TO BRING GROUP CURE/CU
RA/CURAGA! If you
want a break, the Secret Command Board is also pretty efficient.
======================================================
=========================
[MIR:AM] Mirage Arena: Arena Matches
======================================================
=========================
The main events for the Mirage Arena are arena matches. Here you will be p
itted
against a large number of Unversed over several rounds, usually culminating
in
a boss fight of some sort. In this section, I will go over how to unlock each
arena match, what you will have to fight there, what the rewards are, and h
ow
to deal with the bosses. These matches can be pretty challenging, you can't
pause in the middle of them, and if you die, you have to start from the
beginning... So get ready!
(If you want information on the other Mirage Arena events, please see inste
ad
the Mini-Games section of the walkthrough: MIN)
| random attack from the list below. Unless you are over-leveled, I strongly
|
| recommend standing back until he starts an attack, and then countering. If
|
| you try to be too aggressive, you will have problems with attack #3 below.
|
| And you will be fighting much harder versions of this same guy later, so |
| it's worth building up the right habits now. Anyway, here's the list of |
| attacks: |
| |
| 1. The Iron Imprisoner shoots lasers from the base of his cauldron to the |
| ground all around him, and slowly moves around. Should you get too
|
| close, all the lasers will focus on you. If you have High Jump and Air |
| Slide, this is a great time to attack him. Jump over his lasers, combo |
| him, and then air slide to back out again without getting hit. If you |
| are fast, you can do two or three full combos this way without risking |
| any damage. |
| |
| If you do not have High Jump and Air Slide, you may not be able to |
| avoid the lasers on the way out. You can either try anyway and take |
| the damage or you can rely on ranged attacks (e.g. Shotlocks). |
| |
| 2. The Iron Imprisoner moves towards you and then swings his whole body
|
| at you as a melee attack. This is normally repeated several times. You |
| can block this and counter (press X after blocking, assuming you have |
| the relevant ability). Even if you do not have the counter ability for |
| your character yet, you should still have time for a full combo. Just |
| back off after you do your combo, because Block won't work on the next
|
| swing if you are too close. And as I said before, it's good to keep |
| your distance anyway. |
| |
| 3. The Iron Imprisoner lights himself on fire and quickly spins towards |
| you along the ground. After a while, he will try jumping into the air |
| three times and pounding the ground near you. Use Dodge Roll, Slide,
|
| or Cartwheel to dodge to the side whenever he comes at you. If you get |
| hit once, it can be difficult to recover even if you mash Square for a |
| counter-attack. If you are having trouble here, it means you are |
| probably being too aggressive. Back off between attacks, so you have |
| and it won't get high enough. Another good option is to use Slide, |
| Dodge Roll, or Cartwheel right as the cage reaches you. (Again, do NOT
|
| use the offensive versions of these abilities.) If you are fast, there |
| is also time to hit the Iron Imprisoner before the cage is ready. |
| |
| 5. The Iron Imprisoner disappears completely underground. After a couple
|
| seconds, the screen will shake and he will emerge directly under you |
| for damage. Use Slide, Dodge Roll, Cartwheel, or Air Slide when the |
| screen shakes so that you will be invincible when he comes up. The |
| Iron Imprisoner will immediately do another attack after this so keep |
| moving away from him, and get ready. |
| |
| You want to hit the Iron Imprisoner while he is doing attack #1, attack #2 |
| and maybe at the start of attack #4. Just dodge everything else. Try to |
| stay back between attacks, so that you have time to react. |
| |
| By the way, if you ever manage to get the Iron Imprisoner in a combo while
|
| in the Blade Charge style, keep attacking! He will not be able to hit you |
| back. |
+-----------------------------------------------------------------------------+
| choose a finish command that can use Munny for leveling up (for example,
|
| Gold Rush or Surprise 1). |
+-----------------------------------------------------------------------------+
| can get the pattern down, it will help for Iron Imprisoner III and IV. |
| |
| 4,5. The cage and underground attacks are the same as before. |
+-----------------------------------------------------------------------------+
| are strong enough to sleep-walk through the rest of the arena match. The |
| you can block this when the Mimic Master comes near you, and then
|
| respond with Counter Blast. Terra and Ven have it worse though - the |
| has reasonably high health, he will summon a single clone. You should be
|
| able to defeat it pretty easily by waiting for an attack, blocking and then |
| countering... or just by mashing the attack button. |
| |
| Later in the fight though, the Mimic Master will summon two clones and a
|
| bunch of cards. The two clones will be constantly attacking and whenever
|
| you kill one, one of the cards will turn into a new clone to take its |
| place. This means you are going to be under heavy attack for quite a while,
|
| and it is very easy to slip up and die. If possible, you want to take out a |
| bunch of the cards with strong area-of-effect attacks before they can |
| become full-fledged clones, but this can be difficult. There are a few |
| things you can try here: |
| - If you have Vanish, that will make things much easier. |
| - If you are playing Aqua, the clones will rely mostly on ranged attacks |
| which you can block easily. Go next to some cards, use Barrier on any |
| projectiles, and then use Counter Blast to take out the card. Repeat as |
| necessary. |
| - With Terra and Ven, I like going to a corner, blocking + countering the |
| first melee attack that comes my way, then running off again. If I ever |
| get some distance between me and the clones, THEN I try a quick |
| area-of-effect attack to take down some cards. Otherwise, I move to the |
| next corner. Slow but steady. Mine spells are also helpful here. |
| - If you have a high-level Shotlock, you can also try using that. You |
| might have trouble charging it up, but if you succeed, it will help a |
| bunch. |
| - If you are high enough level, you can also just button mash your way |
| much. Attack the Mimic Master after he finishes any attack, and if you can
|
| get off a style change - especially to a second-level style, things should |
| become a lot easier. |
| |
| Once the Mimic Master gets down to a few bars of health though, you shoul
d |
| start being careful. Use Shotlocks, use ranged attacks, use style changes, |
| and try to hit the Mimic Master while he is doing the rotating beam attack.
|
| Just do not be near him when he starts something new, in case it's the |
| mimic attack. I don't think he does the same attack twice in a row though, |
| so if you do avoid the mimic attack, you can hit him then. And if you get |
| hit by the mimic attack despite your best efforts, then good luck! |
+-----------------------------------------------------------------------------+
| I find his attack pattern a little easier to deal with this time around. |
| Here is what he can do: |
| |
| 1. The Iron Imprisoner's melee attack is now four swings long. You should
|
| still block it, and counter when you can. This will stun the Iron |
| Imprisoner, leaving time for a full combo afterwards. |
| |
| 2. The fire spin is faster than before, but it is actually less of a |
| problem. First of all, the Iron Imprisoner won't chase you as closely; |
| he will just repeatedly dash across the arena. So even if you get hit |
| once, you can still slide/dodge roll/cartwheel to the side (as always, |
| do NOT use the magic versions of these abilities like Thunder Roll or |
| Firewheel) to avoid getting hit later. Also, there is no jump attack |
| at the end of the spin. As before, the best way to avoid the initial |
| hit by this is to stand back from the Iron Imprisoner between attacks, |
| especially when he emerges from underground. |
| |
| 3,4. The cage and underground attacks are the same as before. |
| |
| 5. Once you have done a bunch of damage, the Iron Imprisoner will |
| style, start a combo and then keep hitting. The Iron Imprisoner will not |
| recover until you get to the finish command. |
+-----------------------------------------------------------------------------+
| Chilis |
| 3 Wild Bruisers, 2 Tank Topplers, and 4 Red Hot Chilis |
| |
+--Round 8 (Boss): ICE COLOSSUS----------------------------------------------
-+
| HP: 1600, Strength: 30, Defense: 16 |
| Status effect vulnerabilities: Ignite |
| Elemental weaknesses: 125% damage from fire |
| Elemental resistances: 50% damage from blizzard, 75% damage from thunde
r |
| and dark |
| |
| See full description in Section WLK:A7. Not much has changed this time
|
| around except the boss's stats and the fact that Hades isn't there. After |
| Round 4, this should be a piece of cake. |
+-----------------------------------------------------------------------------+
| damage, the main thing that has changed this time around is that the arena
|
| is smaller. The same strategy applies though. |
+-----------------------------------------------------------------------------+
+--ARENA MATCH #12: KEEPERS OF THE ARENA---------------------------
-----------+
| |
| How to unlock: Reach Arena Level 20 |
| Battle level: 5 stars |
| General reward: 500 Arena Medals |
| Terra reward: ULTIMA CANNON |
| Ven reward: MULTIVORTEX |
| Aqua reward: LIGHTBLOOM |
| Location: Mirage Arena |
| |
| Round 1: 3 Axe Flappers and 3 Floods |
| 3 Buckle Bruisers and 3 Mandrakes |
| 3 Axe Flappers, 2 Mandrakes, and 3 Floods |
| 3 Buckle Bruisers, 3 Axe Flappers, and 3 Mandrakes |
| |
| Round 2: 6 Monotruckers and 3 Archravens |
| 3 Monotruckers and 3 Blue Sea Salts |
| 4 Wild Bruisers and 4 Archravens |
| 5 Monotruckers and 3 Blue Sea Salts |
| |
| Round 3: 2 Chrono Twisters and 6 Tank Topplers |
| 3 Tank Topplers and 3 Mandrakes |
| 1 Chrono Twister, 3 Buckle Bruisers, and 3 Mandrakes |
| 1 Chrono Twister, 4 Tank Topplers, and 4 Buckle Bruisers |
| |
+--Round 4 (Mini-boss): IRON IMPRISONER III-------------------------------
----+
| HP: 1300, Strength: 36, Defense: 19 |
| Status effect vulnerabilities: None |
| Elemental weaknesses: None |
| Elemental resistances: None |
| |
| See full description in Arena Match #9. Not much has changed this time
|
| around except the boss's stats. |
+-----------------------------------------------------------------------------+
| |
| Round 5: 6 Triple Wreckers and 3 Bruisers |
| 3 Scrappers and 3 Blue Sea Salts |
| 3 Bruisers and 4 Scrappers |
| 4 Bruisers, 3 Scrappers, and 3 Blue Sea Salts |
| |
| Round 6: 4 Thornbites and 2 Axe Flappers |
| 3 Tank Topplers and 3 Yellow Mustards |
| 1 Tank Toppler, 4 Axe Flappers, and 4 Yellow Mustards |
| 4 Tank Topplers, 2 Yellow Mustards, 2 Thornbites, and 1 Axe |
| Flapper |
| |
| Round 7: 3 Triple Wreckers and 5 Mandrakes |
| 3 Buckle Bruisers and 4 Scrappers |
| 1 Triple Wrecker, 3 Mandrakes, and 3 Scrappers |
| 4 Triple Wreckers and 4 Buckle Bruisers |
| |
| Round 8: 3 Sonic Blasters, 3 Yellow Mustards, and 1 Mandrake |
| 4 Yellow Mustards and 5 Mandrakes |
| 3 Wild Bruisers, 3 Sonic Blasters, and 1 Mandrake |
| 4 Wild Bruisers and 5 Mandrakes |
| |
+--Round 9 (Boss): IRON IMPRISONER IV--------------------------------------
---+
| HP: 1500, Strength: 36, Defense: 19 |
| Status effect vulnerabilities: None |
| Elemental weaknesses: None |
| Elemental resistances: None |
| |
| First thing's first. This is one of the hardest bosses in the game, and it |
| takes quite a while to reach him. That means you should prepare well! I |
| most part, you should be relying on Shotlocks for damage. Staying alive
|
| enough to use them is already pretty challenging. |
| |
| Here are the attacks you will see: |
| |
| 1,2,3: The cage, underground, and fire spin attacks are pretty much the |
| same as before. As with Iron Imprisoner III, the best times to do |
| Shotlocks are right after a fire spin or right after the cage has |
| been summoned. |
| |
| 4. The Iron Imprisoner glows black, summons explosions around himself,
|
| and then goes berserk on you with an exploding melee combo. This is
|
| like the Iron Imprisoner III attack, except this time it will happen |
| at any health (in fact it's usually the first attack you'll see) and |
| more importantly, a counter-attack will NOT stun the Iron Prisoner 4. |
| Block the first hit as normal, counter once, and then hold still to |
| avoid subsequent hits. Many deck commands are fine, but do NOT do a
|
| regular combo. As always, mash Square if you get hit. |
| |
| As soon as the Iron Imprisoner finishes this attack, immediately start |
| sliding / dodge rolling / cartwheeling away. He might do a fire spin, |
| and you will be in a vulnerable position. |
| |
| 5. The Iron Imprisoner teleports somewhere and draws you in towards him.
|
| He then teleports somewhere else and repeats, leaving behind a big |
| explosion. You can avoid both the initial draw attack and the final |
| explosion attack with Slide/Dodge Roll/Cartwheel, so mash on Square
|
| when this happens. This attack isn't particularly dangerous, but there |
| isn't much time to counter either. |
| |
| 6. The entire screen goes red, and flaming pieces of wall start flying |
| around. Just keep pressing Slide/Dodge Roll/Cartwheel to avoid as much
|
| damage as possible. Fortunately, the Iron Imprisoner disappears during |
| defense. You can chip away a little while he summons his cage, when he
|
| comes up to combo you, or at any point with a Mine spell. However, these
|
| methods are slow and dangerous. You REALLY want to use Shotlocks.
|
| |
| Any time the Iron Imprisoner summons the cage and any time he finishes a
|
| fire spin, charge up a Shotlock and let it rip. With Damage Syphon |
| equipped, your Focus gauge should almost always be full. It's just a matter
|
| of surviving from one Shotlock to the next. As always, the main threat is |
| the fire spin, so as much as possible, keep your distance from the Iron |
| Imprisoner, and mash Square for Slide/Dodge Roll/Cartwheel. |
| |
| Good luck! If you are having trouble, remember there is no shame in gainin
g|
| some levels. Fighting through 20 minutes of arena only to get one-shotted
|
| here is not much fun. |
+-----------------------------------------------------------------------------+
*************************************************************
******************
_ __ _ _ _ __ _ _
| |/ /| |_| | =================================================== |
|/ /| |_| |
| /| _ | SECTION 7 [MIN] | /| _ |
|\\|||| WALKTHROUGH: MINI-GAMES |\\||||
|_|\_\|_| |_| ==================================================
= |_|\_\|_| |_|
*************************************************************
******************
======================================================
=========================
[MIN:CB] Mini-games: Command Board
======================================================
=========================
HOW TO PLAY: Select Command Board from the Pause menu while you are
at a save
point, or while you are in outer space between worlds.
The Command Board is the most fully developed mini-game in Birth By Sl
eep. You
can play it any time for free, earning a few new commands and also leveling
up
the commands you already have. Here is the list of otherwise-difficult prizes
- PETE D-LINK (You have a random chance of winning this after any gam
e in
which Captain Dark or Captain Justice appeared at a special square,
either for you or for an opponent)
- RAGNAROK (Keyblade Board and Secret Board)
- FOCUS BLOCK (Terra/Ven only, Royal Board)
- FOCUS BARRIER (Aqua only, Royal Board)
- METEOR SHOWER (Royal Board)
- LIGHTNING RAY (Keyblade Board and Secret Board)
- PHOTON CHARGE (Skull Board)
Most of these can be gotten only if you play from the Pause menu, as oppose
d to
playing from within the Mirage Arena.
The basic idea of the game is pretty similar to Monopoly. On your turn, you
roll a die and move around a board. When you land on an empty panel, you
can
buy it with GP (the equivalent of Monopoly money) and a card (more on tha
t
later). Then, anyone who lands on your panel later in the game will have to
pay you a GP tax. You also get a big GP bonus for touching each of four
checkpoint panels and then returning to the start. To win, you must return to
the start with total GP above some threshold chosen at the beginning of the
game. This total includes GP you spend buying panels, so there's no reason
to
hold back on buying.
Now, as I mentioned above, this game also has cards. You start off with five
cards, and you will get more each time you pass either a checkpoint or the
start panel after going through all four checkpoints. Remember you have to
spend one card (of your choosing) to buy any panel you land on. They have
another use as well though. On your turn, you can also just play cards for a
set bonus. Here is the list of options:
STUN (1 Attack Card): A player of your choosing loses their next turn.
NAVIGATOR (2 Attack Cards): Allows you to go any direction you want t
his
turn. While you can always turn when you reach an intersection, you cann
ot
normally go back the way you came. This ability changes that.
DOUBLE TOLL (3 Attack Cards): For the next five turns, anyone who lan
ds on
one of your squares must pay you double.
TWO DICE (1 Magic Card): This turn, you will roll two dice instead of on
e
when deciding how far to move.
THREE DICE (2 Magic Cards): This turn, you will roll three dice instead o
f
one when deciding how far to move.
GP PROTECTOR (1 Crown Card): The next time you would be penalized
GP (e.g.
for landing on an opponent's square), you will be immune.
CONFUSE (2 Crown Cards): For the next three turns, opponents will not g
et to
choose their direction when they hit intersections. Instead, it will be
chosen randomly.
GP MAGNET (1 Attack Card, 1 Magic Card, 1 Crown Card): You gain 15
0 GP for
each square owned by an opponent.
JOKER'S FORTUNE (1 Joker Card): Randomly get one of the above bonus
es. There
is also a chance you will get a free panel.
GOLDEN FORTUNE (3 Joker Cards): Randomly get one of the above bon
uses. There
is also a chance you will get all the panels in a zone for free.
Joker cards are special cards that can only be gotten from passing checkpoin
ts
or the start panel (i.e. you will never start with them). They cannot be used
for buying panels, but they do give the best bonuses in this list above.
So how do rewards work? Well, if you look at your cards, you will see that
each
one corresponds to one of your deck commands. When you use a card to buy
a
panel, you will gain experience for that command. There are also certain em
pty
panels that have a yellow mark on them. For these panels, there is a comma
nd
pre-supplied. So if you buy the panel, you will not need to provide your own
card. Instead, you will be given its command for free when the game ends. T
his
is how you get most of the unique Command Board rewards.
Okay, got all that? If so, you are more than ready to play the Command Boa
rd!
Here are some additional tips for whenever you want to do more reading:
- There are a total of seven Command Boards, each with a different layout
and
with different rewards. You can unlock the first six by progressing
through the game, and you can unlock the seventh by winning on each of
the
other boards (either in the Miraga Arena or from the pause menu).
- When you start a Command Board, you can choose the GP goal from seve
ral
options. I recommend going low. There are lots of Command Boards to pl
ay.
No need to spend tons of time on just one unless you really want to.
- Wondering what commands can be won off the Command Board? See th
e maps
below. I mark each special panel with a number and then list below which
- Some black panels (marked ~ in the maps below) cannot be bought and ju
st
take away GP when you land on them. Usually there is a Prize Cube near
them. If you walk on one of these, it will follow under you when you wal
k
on ~ squares, keeping you safe. The Prize Cubes also have numbers on th
em.
Every time one moves, its number goes down. If you bring it down to 0,
you
get a pretty big bonus.
- Each board also has special panels (marked S in the maps below), landin
g on
which will give you a bonus unique to the board. After completing Disne
y
Town, the special panels will sometimes be either CAPTAIN JUSTICE o
r
CAPTAIN DARK instead of the normal bonus. Captain Justice will give
you a
GP bonus each turn for several turns, and Captain Dark will give you a G
P
penalty each turn for several turns. Either of these guys will also
sometimes choose to buy the panel right behind you on your behalf. Capt
ain
Justice does this at a discount, but Captain Dark does it at a huge
penalty!
If you walk past someone with Captain Justice or Captain Dark, you will
steal the bonus (for better or for worse). This is really important - both
Captain Justice and Captain Dark are extremely powerful and can easily
decide an entire game. Be very careful where you walk when one is out!
- If you purchase two or more panels adjacent to each other, each with a ca
rd
of the same type (e.g. magic cards), then they will form a chain and their
value will increase by 10%. Not too important, but if you get the chance,
it's a nice bonus to take.
--COMMAND BOARDS-------------------------------------------------------------
--
I will draw each Command Board and show what commands can be obtained
, and
where. Here's how to read the pictures:
B: Beginning panel
.: Regular panel
~: Penalty panel
P: Prize Cube (used for staying above penalty panels)
X: Checkpoint
S: Special panel
Number: A panel with a new purchasable command
--KEYBLADE BOARD--------------------------------------------------------------
-
+---+---+---+---+
|~|~|P|X|
+---+---+---+ +---+---+---+---+
|1|.|2| |~| |.|
+---+---+---+ +---+ +---+---+---+---+---+---+---+
| . | | . |=======| 3 | |B|.|5|*|P|S|X|
+---+---+---+ +---+ +---+---+---+---+---+---+---+
|X|.|S| |.| |.| |~| |~|
+---+---+---+ +---+---+---+---+ +---+---+---+
|X|.|.|4| |~|~|~|
+---+---+---+---+ +---+---+---+
If your goal is to get Ragnarok, you can use Keyblade Glider to get to it.
--ROYAL BOARD------------------------------------------------------------------
+---+ +---+
| X |===============| S |
+---+---+---+---+---+---+ +---+
|X|P|~|3|~|P| |.|
+---+---+---+---+---+---+---+ +---+
|.|.| |~| |~| |.|
+---+---+---+ +---+---+---+ +---+
|1|2| |~|S|~| |.|
+---+---+---+ +---+---+---+ +---+---+---+ +---+
|.|.| | |P|~|~| |4|
+---+---+ | +---+---+---+---+ +---+
|.| | |.|5| |~| |.|
+---+---+---+---+---+---+---+---+---+---+ +---+---+---+
|X|.|.|*|.|.|B|.|.| |~|.|.|
+---+---+---+---+---+---+---+---+---+ +---+---+---+
--SPACESHIP BOARD--------------------------------------------------------------
+---+---+---+ +---+---+---+---+---+
|1|.|.| |.|.|.|2|X|
+---+---+---+---+---+---+---+---+---+---+ +---+---+
|.|.| |.|S|.| | . |=======| S | 6 |
+---+---+ +---+---+---+ +---+---+ +---+---+
|.| | |.|.| |
+---+ +---+---+---+ +---+---+ |
|.| |~|3|X| |.| |
+---+---+---+---+---+---+---+---+---+ |
|X|P|~|~| |P|~|~|B| |
+---+---+---+---+---+---+---+---+---+ |
|.| |~|4|~| |.| |
+---+ +---+---+---+ +---+---+ |
|.| | |.|.| |
+---+---+ +---+---+---+ +---+---+ +---+---+
|.|S| |*|.|.| | . |=======| . | 7 |
+---+---+---+---+---+---+---+---+---+---+ +---+---+
|.|.|.| |5|S|.|.|X|
+---+---+---+ +---+---+---+---+---+
SPECIAL. Gigawatt Jolt: At the end of each turn, you will steal about 200
GP
from all characters within 3 squares of you. The electric spark lasts
through 4 of your turns.
1. FIRAGA
2. IGNITE or BLACKOUT
3. LIGHTNING RAY (Becomes ZERO GRAVIGA if Lightning Ray is own
ed)
4. THUNDAGA or SONIC BLADE
5. THUNDARA or AERORA
6. COLLISION MAGNET (Disappears if Collision Magnet is owned)
7. LIMIT STORM for Terra, MINI for everyone else (Becomes MINI for Te
rra as
well if Limit Storm is owned)
Arena reward 3. ZERO GRAVIGA
--TOON BOARD-------------------------------------------------------------------
+---+---+---+
|3|4|5|
+---+---+---+---+---+
|.|X| |.|.|
+---+---+ +---+---+
|.| |.|
+---+---+---+---+---+---+---+
|.|2|~|~|P|.|S|
+---+---+---+---+---+---+---+
|.| |6|
+---+---+---+---+---+---+---+---+---+
|.|.|P|~|~|~|~|X|.|
+---+---+---+---+---+---+---+---+---+
|S| |.|
+---+---+---+---+---+---+---+---+---+
|1|.|.|.|B|.|.|.|.|
+---+---+---+---+---+---+---+---+---+
|P| | | |S|
+---+ | | +---+
|~| | | |.|
+---+---+---+ +---+---+---+
|~|S|X| |X|7|.|
+---+---+---+ +---+---+---+
|.| |.|
+---+---+---+---+---+
|.|.|*|.|.|
+---+---+---+---+---+
SPECIAL. Fantasia: Get 150 GP plus 150 for each panel you own.
1. BINDING STRIKE (Becomes CONFUSION STRIKE after Binding Strike
is obtained)
2. BLIZZARD
3. BLIZZARA
4. DEEP FREEZE (Becomes FREEZE RAID after Deep Freeze is obtained)
5. BLIZZARD EDGE (Disappears after Blizzard Edge is obtained)
6. CURE or ZERO GRAVIRA
7. BIND, BLACKOUT, or STOPRA
--SKULL BOARD--------------------------------------------------------------
+---+---+---+---+---+---+---+---+
|1|.|~|~|P|~|~|.|
+---+---+---+---+---+---+---+---+---+---+
|X|.| | |.|S|
+---+---+---+ | +---+---+---+
|.|.| | |.|.|
+---+---+ | +---+---+
|.| | |*|
+---+ +---+---+---+---+ +---+
|S| |.|.|.|.| |.|
+---+ +---+---+---+ +---+---+---+---+ +---+
| |.|.|.| |.| |2| |.|
| +---+---+---+ +---+ +---+ +---+
| | X | | . |---| B | |3| |.|
| +---+---+---+ +---+---+---+---+ +---+
| |4|.|.| |.|.|.|.| |X|
| +---+---+---+ +---+---+---+---+ +---+
| | |.|
+---+ | +---+
|*| | |.|
+---+---+ +---+ +---+ +---+---+---+
|~|~| | 5 |---| X | |.|.|7|
+---+---+ +---+ +---+ +---+---+---+
|~| |.| |.| |.|
+---+---+---+---+---+---+---+---+---+
|~|~|~|P|S|.|.|6|.|
+---+---+---+---+---+---+---+---+---+
SPECIAL. Pixie Dust: Move a player of your choice to any panel on the boa
rd.
The player is immediately affected by whatever panel he lands on.
1. AERO or QUICK BLITZ
2. MUNNY MAGNET for Aqua, POISON EDGE for everyone else (Bec
omes POISON EDGE
for Aqua as well if Munny Magnet is owned)
3. BINDING STRIKE
4. PHOTON CHARGE (Becomes MAGNEGA if Photon Charge is owned)
5. AERIAL SLAM or BLITZ
6. FIRAGA or MINE SQUARE
7. AERORA or ZERO GRAVIRA
Pixie Dust and Peter Pan's aggressive use of extra dice abilities makes this b
y
far the hardest board to win. It helps to buy an expensive panel early so that
you can warp people to it. Also, the computer is terrible with Pixie Dust and
+---+---+---+---+---+---+---+---+
|~|~|~|P|.|.|S|X|
+---+---+---+---+---+---+---+---+
|~| |~|
+---+---+---+---+---+ +---+---+
|~|X|1|2|3| |~|~|
+---+---+---+---+---+---+---+---+
|.| |4|P|~|
+---+---+ +---+---+---+---+
|.|.| |~|.|
+---+---+ +---+---+
|S| |.|
+---+ +---+
| . |=======================| . |
+---+ +---+
|.| |S|
+---+---+ +---+---+
|X|*| |.|X|
+---+---+---+---+---+---+---+---+
|.|.|.|B|.|.|
+---+---+---+---+---+---+
SPECIAL. Hunny Hunt: Hunny pots drop on the stage, one on you, and a f
ew
elsewhere. Honey pots give +500GP when you touch them unless they
--SECRET BOARD-----------------------------------------------------------------
This board is not unlocked by playing through the story. Instead, you need t
o
play on each of the other six boards and win.
+---+---+---+---+---+---+---+---+
|~|~|~|~|.|~|~|~|
+---+---+---+---+---+---+---+---+
|P| | |~|
+---+---+---+ +---+ +---+
|~|P|X| |1| |~|
+---+---+---+---+---+---+---+ +---+
|~| |X|.|.|S| |~|
+---+ +---+---+---+---+ +---+
|~| |.| | |~|
+---+ +---+ | +---+ +---+---+---+
|~| |.| | |P| |.|.|X|
+---+ +---+---+ +---+ +---+---+---+---+---+---+
| . |---| 2 | S |-------| * |---| 3 | . | . | . | | . |
+---+ +---+---+ +---+ +---+---+---+---+---+---+
|~| | |4| |.|.|
+---+ +---+ +---+ +---+---+
|~| |5| | |.|
+---+---+---+---+---+---+---+---+ +---+ +---+---+
| ~ | ~ | ~ | ~ | ~ | P | . | 6 |---| S |---| 7 | . |
+---+---+---+---+---+---+---+---+ +---+ +---+---+
|.| | |.|
+---+---+ +---+ +---+---+
|.|.| |8| |.|.|
+---+---+---+---+---+---+---+---+---+---+
|.| |.|.|.|.|.| |9|.|
+---+---+---+---+---+---+---+---+---+---+
|X|.|.| |.|0| |.|
+---+---+---+ +---+---+---+---+
|.|.|B|
+---+---+---+
Use Keyblade Glider to seek out checkpoints and you should dominate. The
AI is
not very good at this board.
======================================================
=========================
[MIN:RR] Mini-games: Rumble Racing
======================================================
=========================
Your main goal here is to follow the course, going through as many booster
rings as possible, and avoiding as many tornados as possible. There are one
or
two shortcuts in each course that can be reached only with booster rings -
these are very handy and I will mention exactly where they are below.
- The game cheats to help the racers who are behind. If you are ahead, expe
ct
your opponents to catch up sooner or later, and if you are behind, don't
give up right away. The cheating is not ridiculous though - I can usually
build up a sizable lead during the last lap.
- If you are playing in the Mirage Arena, your main goal is to beat certain
times. If you are having trouble, you might want to decrease the number o
f
racers to 2. This will decrease the number of medals you earn, but it will
mean fewer people smacking you around.
- If you see "Danger" or "Locked On" at the bottom of your screen, press
Triangle to defend yourself.
- Scattered throughout the courses are shields. If you pick these up, you
will be immune to other racers and even to tornados. These are very usefu
l,
especially at the end of each race.
There are four courses altogether, and winning one course unlocks the next.
Here are some tips specific to each course:
| floating in the sky. If you aim well, you should be able to go through |
| both. Not too important, but fun. The next booster ring is the one that |
| actually matters. It is on the right side of the track and it will propel |
| you up onto a ledge. Slow down and do a sharp right turn for another |
| shortcut. If you do it correctly, you will go straight into another |
| booster as you land, and then a little ways on, you will find a shield |
| inside the tunnel. This can get you a pretty comfortable lead at the end of |
| each lap. |
| |
+-ROUND 3: GRAND SPREE------------------------------------------------------
--+
| |
| Reward for first-place finish: AERORA |
| |
| The only real shortcut here is after the final tunnel. It will propel you |
| up to a little canyon similar to the previous two courses. When you get |
| out, you will be right next to a whirlwind though, so do a sharp turn back |
| onto the course, and be ready to evade. The other booster rings are also |
| useful though, and be sure to pick up any shields you can. There are a |
| couple nasty tornados here and the other racers are always going to be |
| jockeying for position. |
| |
+-ROUND 4: CASTLE CIRCUIT--------------------------------------------------
---+
| |
| Reward for first-place finish: VICTORY LINE KEYBLADE
|
| |
| The final course is where Rumble Racing is at its best: confusing, tricky, |
| and lots of things to learn before you master the course! |
| |
| - You will go over a jump onto some grass near the beginning. Take a |
| sharp left and an archway will come up on your right. Turn into the |
| archway slightly too early so that you actually ram into the right |
| side a little. You can then slide off into the archway and you will |
| immediately hit a ramp taking you into a secret underground entrance. |
| If you miss this, you will have to loop around a bunch before making it |
| underground. |
| - You will now be directed either left or right randomly. Either way, you |
| will be on a narrow bridge, which you do NOT want to fall off. The |
| bottom route is totally separate and much slower. If you get directed |
| right, just keep going straight until you reach the wall, and then hug |
| that wall the rest of the way. If you get directed left, there is no |
| wall to hug. You can either take the jump which will send you to the |
| other bridge (safe but slow) or you can try to navigate your own bridge |
| with no walls. I recommend taking the jump, but it's up to you. |
| - From here, it is just a matter of picking up as many boosters as you |
| can for the rest of the lap. |
| |
| Good luck! |
| |
+-----------------------------------------------------------------------------+
If you win a course multiple times, you will get a HI-POTION for each vict
ory
after the first.
======================================================
=========================
[MIN:IB] Mini-games: Ice Cream Beat
======================================================
=========================
HOW TO PLAY: Talk to Dewey (the blue duck) in the Main Plaza of Disn
ey Town.
This mini-game was crazy hard in the Japanese version of the game, and al
though
it has been nerfed some, you should still expect a challenge. I really enjoyed
Ice Cream Beat though, and it's very satisfying in the end. You also get a ve
ry
nice reward: the FROZEN FORTUNE Command Style. (Unlike other comma
nd styles,
this can ONLY be triggered by ice cream purchased from the Ice Cream Sho
p. See
Section COL:IS.)
Huey, Dewey and Louie will clap out a rhythm, and then you need to repeat i
t.
In theory, all you need to do is go to a duck when the circle surrounding him
is about to disappear and then press X. You will get a "Good" or "Excellent"
message if you time it right. Otherwise, you will get a "Bad" message. The
problem is things get really fast in the later rounds, and you can only mess u
p
a few times in each song. To have a chance, you will probably need to rely
on
the beat in the background music, and also old-fashioned memorization to
know
where you should be in advance.
Good notes give you 20 points, Excellent notes give you 40 points, and whil
e
you have a combo of 20+, these points are doubled. In practice, the key to
success is to build a long combo, which means avoiding any Bad notes. The
bonus
for getting an Excellent over Good is nice, but it isn't that important. You
also get points for having a high tower at the end, and for repeated notes
(where you need to mash the X button), but these are minor, and not worth
worrying about too much.
Altogether, there are ten rounds. For each round, I will list how to unlock it,
what the reward is for completing it with a Fantastic grade, and the exact
sequence of notes you will have to play. If I write L,U, or R, that means you
need to play a note in the left, up, or right positions. If one of these
letters is followed by a *, then it is a repeated note, and you should just
mash X until you have to stop. Finally, I also list .'s, which indicate pauses.
LL would mean two notes immediately after each other, whereas L...L woul
d give
you some time in between.
Good luck and have fun!
======================================================
=========================
[MIN:FB] Mini-games: Fruitball
======================================================
=========================
HOW TO PLAY: Talk to Horace the cow in the Fruitball Court of Disney
Town.
to these.
- Sometimes one or more nets will appear in the middle of the court, and
these will bounce fruits back. Do NOT keep hitting fruits into the nets
if they are there. If the nets are low, focus on the Triangle + X combo to
get over them. If they are high and are blocking off a whole side of the
court, forget about that side and focus on the other one.
There are three rounds altogether, and winning one round unlocks the next.
+------------------------------------------+
| ROUND 1: Vs two Bruisers |
| Reward for winning: BALLOON LETTER |
+------------------------------------------+
| ROUND 2: Vs Chip and Dale |
| Reward for winning: MAGNERA |
+------------------------------------------+
| ROUND 3: Vs Captain Justice/Captain Dark |
| Reward for winning: CHAOS SNAKE |
+------------------------------------------+
If you win a round more than once, you will get a BALLOON LETTER for
each
subsequent win. In Aqua's story, there is also one additional round you have
to
do at the start vs three Shoegazers.
======================================================
=========================
[MIN:BU] Mini-games: Break the Urns
======================================================
=========================
In this game, your goal is to earn more points than Hercules by destroying
urns. Each little urn is worth 1 point, and each big urn is worth 5 points.
The obvious thing to do is to just go and attack urns directly, but this isn't
very effective by itself. Big urns take multiple hits, and Hercules will rake
up points faster than you. To win, you are going to want to use barrels:
Regular barrel: If you see a barrel without stars on it, you can hit it a
few times to send it rolling. Jump on top and then move around to instant
ly
destroy everything you hit.
Exploding barrel: If you see a barrel with stars on it, you can hit it a few
times to send it flying. It will explode where it lands, destroying all
nearby urns, and stunning you or Hercules if either of you is nearby. Whe
n
hitting one of these guys, you should either aim at a clump of urns, or aim
at Hercules.
If you always prioritize the barrels, then you should have no trouble winning
.
Magnet and other area-of-effect spells can also be very effective, but be
careful about switching command styles. Different styles often have slower
combos, and that can be a problem.
The first time you win, you will get SONIC BLADE. If you play again, you
will
get a PANACEA each time you win.
*************************************************************
******************
_ __ _ _ _ __ _ _
| |/ /| |_| | =================================================== |
|/ /| |_| |
| /| _ | SECTION 8 [COL] | /| _ |
|\\|||| COLLECTATHONS |\\||||
|_|\_\|_| |_| ==================================================
= |_|\_\|_| |_|
*************************************************************
******************
======================================================
=========================
[COL:XR] Collectathons: Xehanort's Reports
======================================================
=========================
To unlock the Final Episode, you need to find all the Xehanort Reports and
get
them added to the Trinity Report. For your convenience, I am listing all thei
r
locations here:
Letter: Ven gets this automatically after leaving the Land of Departure.
1: Ven can get this in a chest in the Launch Deck area of Deep Space.
2: Terra gets this automatically after completing Radiant Garden.
3: Aqua can get this in a chest in Merlin's House in Radiant Garden.
4: Aqua gets this automatically right before unlocking the Keyblade
Graveyard.
5: Terra can get this by clearing Arena Match #5 (Sinister Sentinel) in the
Mirage Arena.
6: Aqua gets this automatically after completing the Enchanted Dominion.
7: Aqua gets this automatically at the end of her story.
8: Terra gets this automatically right before unlocking the Keyblade
Graveyard.
9: Ven gets this automatically right before unlocking the Keyblade Gravey
ard.
10: Ven gets this automatically at the end of his story.
11: Terra gets this automatically at the end of his story.
12: Ven can get this in a chest in the Seat of War area of the Keyblade
Graveyard.
If you missed one of these reports during your initial playthrough, don't
worry: you can still go back and pick it up.
======================================================
=========================
[COL:CM] Collectathons: Command Melding
======================================================
=========================
A big part of character growth in Birth by Sleep comes from command meld
ing.
You can access this any time you want from the Command Decks menu. If y
ou are
going for 100% completion and are trying to figure out what you're missing,
see
the Command List section (COL:CL).
Basically, you use up two commands, and you will get a new and stronger
command
for your troubles. You can also optionally use a crystal, in which case you
will get a secondary ability attached to your new command (e.g. Treasure
Magnet, Once More, or HP Boost). Once you level up your new command t
o max, you
will learn that secondary ability permanently. Unless you have the appropria
te
recipe item though, you will not know what command and what secondary ab
ility
you are getting until after the command melding is complete. If you want to
know what to expect, or if you want to make one specific command, then th
e
reference in this section should be helpful.
For each command that can be melded, I will list the following:
An ingredient can only be used for command melding once you have leveled
it up
a certain amount, and action commands (e.g. Block, Air Slide, Glide, etc.) c
an
only be used as an ingredient if you have two copies of that command.
+====================+===================+============
=======================+
| ATTACK COMMAND | 1ST INGREDIENT | 2ND INGREDIENT |T
YP| WHO | % |
+====================+===================+============
=======+===+=====+=====+
| Blitz | Quick Blitz | Slot Edge | O | TVA | 90 |
| | Barrier Surge | Wishing Edge | P | ..A | 90 |
| | Stun Edge | Slot Edge | K | TVA | 90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Meteor Crash | Blitz | Quake | N | T.. | 100 |
| | Fire Strike | Brutal Blast | D | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Magic Hour | Blitz | Zero Graviga | O | ..A | 90 |
| | Barrier Surge | Aeroga | N | ..A | 90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Fire Dash | Sliding Dash | Fire | D | TVA | 100 |
| | Sliding Dash | Fira | C | TVA | 100 |
| | Confusion Strike | Fire | D | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Dark Haze | Fire Dash | Zero Gravira | D | T.. | 100 |
| | Fire Dash | Blackout | A | T.. | 100 |
| | Fire Surge | Zero Gravity | C | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Sonic Blade | Blitz | Dark Haze | D | T.. | 90 |
| | Blitz | Air Slide | N | TVA | 90 |
| | Fire Dash | Thunder Surge | K | TVA | 90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Chaos Blade | Dark Haze | Sonic Blade | B | T.. | 90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Zantetsuken | Dark Haze | Stopga | B | T.. | 80 |
| | Sonic Blade | Stopga | F | T.. | 80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Strike Raid | Quick Blitz | Sliding Dash | O | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Freeze Raid | Strike Raid | Blizzara | I | TVA | 100 |
| | Blizzard Edge | Binding Strike | K | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Treasure Raid | Strike Raid | Slot Edge | O | .V. | 100 |
| | Slot Edge | Magnet | D | .V. | 100 |
| | Slot Edge | Magnera | K | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Spark Raid | Freeze Raid | Magnega | J | .V. | 100 |
| | Treasure Raid | Magnega | N | .V. | 100 |
| | Thunder Surge | Dodge Roll | P | .V. | 20 |
| | Thundaga | Dodge Roll | L | .V. | 20 |
| | Dodge Roll | Stun Block | L | .V. | 20 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Wind Raid | Freeze Raid | Aeroga | B | .V. | 100 |
| | Treasure Raid | Aeroga | F | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Fire Surge | Fire Dash | Ignite | D | TVA | 100 |
| | Fire Strike | Fira | A | TVA | 100 |
| | Confusion Strike | Fira | O | TVA | 100 |
| | Binding Strike | Fira | K | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Barrier Surge | Fire Dash | Barrier | D | ..A | 100 |
| | Stun Edge | Barrier | K | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Thunder Surge | Fire Dash | Thundara | D | TVA | 100 |
| | Freeze Raid | Thundara | G | TVA | 100 |
| | Stun Edge | Thundara | I | TVA | 100 |
| | Confusion Strike | Thundara | I | TVA | 95 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Aerial Slam | Fire Dash | High Jump | A | TVA | 100 |
| | Fire Surge | Aero | D | TVA | 100 |
| | Fire Strike | Aerora | C | TVA | 90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Ars Solum | Dark Haze | Sonic Blade | B | T.. | 20 |
| | Dark Haze | Stopga | B | T.. | 20 |
| | Sonic Blade | Stopga | F | T.. | 20 |
| | Sliding Dash | Thunder | K | T.. | 5 |
| | Strike Raid | Thunder | L | T.. | 5 |
| | Strike Raid | Thundara | K | T.. | 5 |
| | Confusion Strike | Thundara | I | T.. | 5 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Ars Arcanum | Blitz | Aerial Slam | F | .V. | 100 |
| | Quick Blitz | Slot Edge | O | .V. | 10 |
| | Fire Strike | Aerora | C | .V. | 10 |
| | Quick Blitz | Blizzard | G | .V. | 5 |
| | Quick Blitz | Blizzara | H | .V. | 5 |
| | Sliding Dash | Blizzard | E | .V. | 5 |
| | Sliding Dash | Blizzara | G | .V. | 5 |
| | Poison Edge | Cura | P | .V. | 5 |
| | Blizzard Edge | Cura | G | .V. | 5 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Time Splicer | Aerial Slam | Stopga | F | .VA | 100 |
| | Stopga | Barrier | C | ..A | 20 |
| | Barrier Surge | Wishing Edge | P | ..A | 10 |
| | Stun Edge | Slot Edge | K | .VA | 10 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Poison Edge | Quick Blitz | Poison | O | TVA | 95 |
| | Sliding Dash | Poison | K | TVA | 95 |
| | Strike Raid | Poison | D | TVA | 95 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Wishing Edge | Strike Raid | Barrier Surge | O | ..A | 100 |
| | Barrier Surge | Stun Edge | K | ..A | 100 |
| | Stun Edge | Binding Strike | J | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Blizzard Edge | Quick Blitz | Blizzard | G | TVA | 95 |
| | Quick Blitz | Blizzara | H | TVA | 95 |
| | Sliding Dash | Blizzard | E | TVA | 95 |
| | Sliding Dash | Blizzara | G | TVA | 95 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Stun Edge | Sliding Dash | Thunder | K | TVA | 95 |
| | Strike Raid | Thunder | L | TVA | 95 |
| | Strike Raid | Thundara | K | TVA | 95 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Slot Edge | Wishing Edge | Cure | O | ..A | 100 |
| | Poison Edge | Cura | P | TVA | 95 |
| | Blizzard Edge | Cura | G | TVA | 95 |
| | Curaga | Renewal Block | N | TV. | 90 |
| | Curaga | Focus Block | P | TV. | 90 |
| | Curaga | Renewal Barrier | N | ..A | 90 |
| | Curaga | Focus Barrier | P | ..A | 90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Fire Strike | Poison Edge | Fira | D | TVA | 100 |
| | Wishing Edge | Ignite | A | ..A | 100 |
| | Stun Edge | Fire | K | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Confusion Strike | Quick Blitz | Confuse | O | TVA | 100 |
| | Sliding Dash | Zero Gravity | K | TVA | 100 |
| | Strike Raid | Confuse | G | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Binding Strike | Quick Blitz | Bind | K | TVA | 100 |
| | Strike Raid | Bind | O | TVA | 100 |
| | Stun Edge | Zero Gravity | I | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Brutal Blast | Stun Edge | Mine Shield | O | T.. | 70 |
| | Binding Strike | Mine Square | L | T.. | 70 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Tornado Strike | Confusion Strike | Aeroga | G | .V. | 100 |
| | Binding Strike | Aeroga | F | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Magnet Spiral | Binding Strike | Collision Magnet | K | TVA | 100 |
| | Binding Strike | Magnega | J | TVA | 100 |
| | Quick Blitz | Magnera | K | TVA | 20 |
| | Stun Edge | Magnera | L | TVA | 20 |
| | Zero Gravira | Magnet | I | TVA | 20 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Windcutter | Binding Strike | Aeroga | F | T.. | 100 |
| | Confusion Strike | Aeroga | G | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Limit Storm | Brutal Blast | Confusion Strike | G | T.. | 100 |
| | Brutal Blast | Binding Strike | D | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Salvation | Wind Raid | Curaga | N | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Collision Magnet | Quick Blitz | Magnera | K | TVA | 80 |
| | Stun Edge | Magnera | L | TVA | 80 |
| | Zero Gravira | Magnet | I | TVA | 80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Geo Impact | Brutal Blast | Brutal Blast | N | T.. | 70 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Sacrifice | Dark Haze | Warp | B | T.. | 100 |
| | Poison Edge | Warp | D | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Break Time | Curaga | Renewal Block | N | TV. | 10 |
| | Curaga | Renewal Barrier | N | ..A | 10 |
| | Curaga | Focus Block | P | TV. | 10 |
| | Curaga | Focus Barrier | P | ..A | 10 |
+--------------------+-------------------+-------------------+---+-----+-----+
+====================+===================+============
=======================+
| MAGIC COMMAND | 1ST INGREDIENT | 2ND INGREDIENT |T
YP| WHO | % |
+====================+===================+============
=======+===+=====+=====+
| Fira | Fire Dash | Fire | D | TVA | 100 |
| | Fire Strike | Fire | D | TVA | 100 |
| | Fire | Fire | A | TVA | 100 |
| | Fire | Ignite | C | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Firaga | Fire Dash | Fira | D | TVA | 90 |
| | Fire | Fira | A | TVA | 90 |
| | Fira | Fira | B | TVA | 90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Dark Firaga | Dark Haze | Firaga | D | T.. | 100 |
| | Firaga | Blackout | B | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Fission Firaga | Fira | Aeroga | A | TVA | 80 |
| | Firaga | Aerora | A | TVA | 80 |
| | Firaga | Aeroga | B | TVA | 80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Triple Firaga | Fira | Firaga | A | ..A | 95 |
| | Blitz | Firaga | D | ..A | 90 |
| | Firaga | Firaga | B | ..A | 90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Crawling Fire | Firaga | Slow | A | TVA | 80 |
| | Firaga | Stopra | D | TVA | 80 |
| | Firaga | Stopga | B | TVA | 80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Blizzara | Strike Raid | Blizzard | G | TVA | 100 |
| | Blizzard Edge | Blizzard | G | TVA | 100 |
| | Blizzard | Blizzard | E | TVA | 100 |
| | Blizzard | Aero | H | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Blizzaga | Blizzard Edge | Blizzara | G | TVA | 100 |
| | Blizzard | Blizzara | E | TVA | 100 |
| | Blizzara | Blizzara | F | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Triple Blizzaga | Blitz | Blizzaga | G | ..A | 100 |
| | Blizzara | Blizzaga | E | ..A | 100 |
| | Blizzaga | Blizzaga | F | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Thundara | Stun Edge | Thunder | K | TVA | 100 |
| | Thunder | Thunder | I | TVA | 100 |
| | Zero Gravity | Magnet | L | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Thundaga | Binding Strike | Thundara | K | TVA | 90 |
| | Thunder | Thundara | I | TVA | 90 |
| | Thundara | Thundara | J | TVA | 90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Thundaga Shot | Strike Raid | Thundaga | I | ..A | 85 |
| | Freeze Raid | Thundaga | E | ..A | 85 |
| | Firaga | Thundaga | A | ..A | 85 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Cura | Thunder | Cure | I | TVA | 100 |
| | Cure | Cure | M | TVA | 100 |
| | Cure | Aero | O | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Curaga | Cure | Cura | M | TVA | 100 |
| | Cura | Cura | N | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Mine Shield | Fira | Zero Gravity | A | TVA | 100 |
| | Fira | Block | C | TV. | 100 |
| | Ignite | Stop | D | TVA | 100 |
| | Stopra | Block | M | TV. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Mine Square | Fira | Stop | A | TVA | 100 |
| | Fira | Barrier | C | ..A | 100 |
| | Aerora | Ignite | D | TVA | 100 |
| | Stopra | Barrier | M | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Seeker Mine | Mine Shield | Mine Square | B | ..A | 100 |
| | Mine Shield | Magnega | C | ..A | 100 |
| | Mine Square | Magnega | D | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Zero Gravira | Thunder | Zero Gravity | I | TVA | 90 |
| | Zero Gravity | Zero Gravity | M | TVA | 90 |
| | Magnet | Aero | P | TVA | 90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Zero Graviga | Thundara | Zero Gravira | I | TVA | 80 |
| | Zero Gravity | Zero Gravira | M | TVA | 80 |
| | Zero Gravira | Zero Gravira | N | TVA | 80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Magnera | Stun Edge | Magnet | K | TVA | 100 |
| | Thunder | Magnet | I | TVA | 100 |
| | Magnet | Magnet | M | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Magnega | Magnet | Magnera | I | TVA | 100 |
| | Magnera | Magnera | J | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Munny Magnet | Wishing Edge | Magnera | K | ..A | 100 |
| | Thundara | Magnera | I | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Energy Magnet | Cure | Magnera | M | ..A | 100 |
| | Cura | Magnera | N | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| D-Link Magnet | Zero Gravira | Magnera | L | ..A | 100 |
| | Magnera | Stopra | I | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Aerora | Quick Blitz | Aero | G | TVA | 95 |
| | Thunder | Aero | I | TVA | 95 |
| | Aero | Aero | E | TVA | 95 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Aeroga | Quick Blitz | Aerora | O | TVA | 90 |
| | Aero | Aerora | M | TVA | 90 |
| | Aerora | Aerora | N | TVA | 90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Warp | Thundara | Zero Gravira | I | T.. | 20 |
| | Zero Gravity | Zero Gravira | M | T.. | 20 |
| | Zero Gravira | Zero Gravira | N | T.. | 20 |
| | Thunder | Zero Gravity | I | T.. | 10 |
| | Magnet | Aero | P | T.. | 10 |
| | Zero Gravity | Zero Gravity | M | T.. | 10 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Faith | Wind Raid | Break Time | N | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Deep Freeze | Freeze Raid | Blizzaga | G | TVA | 100 |
| | Binding Strike | Blizzaga | H | TVA | 100 |
| | Blizzaga | Triple Blizzaga | F | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Glacier | Blizzaga | Deep Freeze | E | ..A | 100 |
| | Triple Blizzaga | Deep Freeze | F | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Ice Barrage | Blizzaga | Mine Shield | F | ..A | 100 |
| | Blizzaga | Mine Square | H | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Firaga Burst | Fira | Aeroga | A | ..A | 20 |
| | Firaga | Aerora | A | ..A | 20 |
| | Firaga | Aeroga | B | ..A | 20 |
| | Firaga | Slow | A | ..A | 20 |
| | Firaga | Stopra | D | ..A | 20 |
| | Firaga | Stopga | B | ..A | 20 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Raging Storm | Fission Firaga | Firaga Burst | B | ..A | 100 |
| | Blitz | Firaga | D | ..A | 10 |
| | Fire Dash | Fira | D | ..A | 10 |
| | Fire Surge | Cartwheel | C | ..A | 10 |
| | Fire | Fira | A | ..A | 10 |
| | Fira | Fira | B | ..A | 10 |
| | Fira | Firaga | A | ..A | 10 |
| | Firaga | Firaga | B | ..A | 10 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Mega Flare | Fission Firaga | Crawling Fire | B | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Quake | Brutal Blast | Zero Graviga | B | T.. | 90 |
| | Brutal Blast | Magnega | C | T.. | 90 |
| | Stun Edge | Mine Shield | O | T.. | 30 |
| | Binding Strike | Mine Square | L | T.. | 30 |
| | Brutal Blast | Brutal Blast | N | T.. | 30 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Meteor | Geo Impact | Quake | B | T.. | 100 |
| | Brutal Blast | Zero Graviga | B | T.. | 10 |
| | Brutal Blast | Magnega | C | T.. | 10 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Tornado | Magnega | Aeroga | N | .V. | 100 |
| | Quick Blitz | Aerora | O | .V. | 10 |
| | Aero | Aerora | M | .V. | 10 |
| | Aerora | Aerora | N | .V. | 10 |
| | Quick Blitz | Aero | G | .V. | 5 |
| | Thunder | Aero | I | .V. | 5 |
| | Aero | Aero | E | .V. | 5 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Transcendence | Magnet Spiral | Zero Graviga | J | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Mini | Magnera | Warp | N | T.. | 100 |
| | Magnega | Magnega | J | TVA | 100 |
| | Magnega | Bind | I | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Blackout | Zero Gravity | Confuse | M | TVA | 100 |
| | Zero Gravira | Confuse | N | TVA | 100 |
| | Zero Gravira | Poison | P | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Ignite | Fire | Bind | A | TVA | 100 |
| | Fira | Bind | C | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Stopra | Slow | Slow | L | TVA | 100 |
| | Slow | Stop | K | TVA | 100 |
| | Stop | Stop | I | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Stopga | Stop | Stopra | I | TVA | 100 |
| | Stopra | Stopra | J | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
+====================+===================+============
=======================+
| ACTION COMMAND | 1ST INGREDIENT | 2ND INGREDIENT |T
YP| WHO | % |
+====================+===================+============
=======+===+=====+=====+
| Homing Slide | Sliding Dash | Magnera | P | .VA | 100 |
| | Sliding Dash | Air Slide | C | .VA | 100 |
| | Magnet | Air Slide | L | .VA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Thunder Roll | Thunder Surge | Dodge Roll | P | .V. | 80 |
| | Thundaga | Dodge Roll | L | .V. | 80 |
| | Stun Block | Dodge Roll | L | .V. | 80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Firewheel | Firaga | Cartwheel | B | ..A | 100 |
| | Fission Firaga | Cartwheel | B | ..A | 100 |
| | Fire Surge | Cartwheel | C | ..A | 90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Ice Slide | Blizzard Edge | Air Slide | F | TVA | 100 |
| | Blizzaga | Air Slide | H | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Fire Glide | Fire Surge | Glide | C | .V. | 100 |
| | Firaga | Glide | B | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Renewal Block | Curaga | Block | P | TV. | 100 |
| | Esuna | Block | C | TV. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Stun Block | Stun Edge | Block | L | TV. | 100 |
| | Thundaga | Block | I | TV. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Poison Block | Poison Edge | Block | H | TV. | 80 |
| | Poison | Block | P | TV. | 80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Renewal Barrier | Curaga | Barrier | P | ..A | 100 |
| | Esuna | Barrier | N | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Confuse Barrier | Confusion Strike | Barrier | C | ..A | 100 |
| | Confuse | Barrier | L | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Stop Barrier | Stopga | Barrier | C | ..A | 80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Payback Fang | Sliding Dash | Counter Hammer | P | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Payback Raid | Sliding Dash | Strike Raid | P | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Payback Surge | Sliding Dash | Fire Surge | C | ..A | 100 |
| | Sliding Dash | Thunder Surge | L | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
+====================+===================+============
=======================+
| SHOTLOCK COMMAND | 1ST INGREDIENT | 2ND INGREDIENT
|TYP| WHO | % |
+====================+===================+============
=======+===+=====+=====+
| Lightning Ray | Blitz | Dark Haze | - | T.. | 10 |
| | Blitz | Air Slide | - | TVA | 10 |
| | Fire Dash | Thunder Surge | - | TVA | 10 |
| | Binding Strike | Thundara | - | TVA | 10 |
| | Thunder | Thundara | - | TVA | 10 |
| | Thundara | Thundara | - | TVA | 10 |
| | Aeroga | Barrier Surge | - | ..A | 10 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Meteor Shower | Strike Raid | Thundaga | - | ..A | 15 |
| | Freeze Raid | Thundaga | - | ..A | 15 |
| | Firaga | Thundaga | - | ..A | 15 |
| | Blitz | Zero Graviga | - | ..A | 10 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Bio Barrage | Poison Edge | Block | - | TV. | 20 |
| | Poison | Block | - | TV. | 20 |
| | Quick Blitz | Poison | - | TVA | 5 |
| | Sliding Dash | Poison | - | TVA | 5 |
| | Strike Raid | Poison | - | TVA | 5 |
+--------------------+-------------------+-------------------+---+-----+-----+
And now here is the list of what each command melding type will give you
when
paired with each kind of crystal. Chaos Crystals act like a random crystal, a
nd
Magic Gems act like a random crystal but start the command at maximum le
vel.
(See the next section for information on how to find each crystal, and see th
e
section after that for a list of one possible recipe for each ability.)
==+===========+==========+==========+==========+======
====+==========+=========
| Shimmering| Fleeting | Pulsing |Wellspring| Soothing | Hungry |Abound
ing
==+===========+==========+==========+==========+======
====+==========+=========
A | Fire | Magic | Leaf | Air Combo| HP Boost | HP Prize | Link Prz
| Boost | Haste | Bracer | Plus | | Plus | Plus
--+-----------+----------+----------+----------+----------+----------+---------
B | Fire | Reload | Finish | Once | Damage | HP Prize | EXP
| Boost | Boost | Boost | More | Syphon | Plus | Chance
--+-----------+----------+----------+----------+----------+----------+---------
C | Fire | Attack | Finish | Combo | HP Boost | HP Prize | Link Prz
| Screen | Haste | Boost | Plus | | Plus | Plus
--+-----------+----------+----------+----------+----------+----------+---------
D | Fire | Attack | Leaf | Combo | HP Boost | HP Prize | Link Prz
| Screen | Haste | Bracer | Plus | | Plus | Plus
--+-----------+----------+----------+----------+----------+----------+---------
E | Blizzard | Magic | Leaf | Combo | Item | HP Prize | Lucky
| Boost | Haste | Bracer | Plus | Boost | Plus | Strike
--+-----------+----------+----------+----------+----------+----------+---------
F | Blizzard | Reload | Second | Air Combo| Damage | HP Prize | Lucky
| Boost | Boost | Chance | Plus | Syphon | Plus | Strike
--+-----------+----------+----------+----------+----------+----------+---------
G | Blizzard | Attack | Leaf | Air Combo| Item | HP Prize | Luck
| Screen | Haste | Bracer | Plus | Boost | Plus | Boost
--+-----------+----------+----------+----------+----------+----------+---------
H | Blizzard | Magic | Combo F | Air Combo| Item | HP Prize | EXP
| Screen | Haste | Boost | Plus | Boost | Plus | Walker
--+-----------+----------+----------+----------+----------+----------+---------
I | Thunder | Magic | Combo F | Air Combo| HP Boost | Treasure | Link
Prz
| Boost | Haste | Boost | Plus | | Magnet | Plus
--+-----------+----------+----------+----------+----------+----------+---------
J | Thunder | Reload | Combo F | Once | Defender | Treasure | EXP
| Boost | Boost | Boost | More | | Magnet | Chance
--+-----------+----------+----------+----------+----------+----------+---------
K | Thunder | Attack | Finish | Combo | HP Boost | Treasure | Link Prz
| Screen | Haste | Boost | Plus | | Magnet | Plus
--+-----------+----------+----------+----------+----------+----------+---------
L | Thunder | Attack | Finish | Combo | HP Boost | Treasure | Lucky
| Screen | Haste | Boost | Plus | | Magnet | Strike
--+-----------+----------+----------+----------+----------+----------+---------
M | Cure | Magic | Combo F | Combo | Item | Treasure | Lucky
| Boost | Haste | Boost | Plus | Boost | Magnet | Strike
--+-----------+----------+----------+----------+----------+----------+---------
N | Cure | Reload | Second | Combo | Defender | Treasure | Lucky
| Boost | Boost | Chance | Plus | | Magnet | Strike
--+-----------+----------+----------+----------+----------+----------+---------
O | Dark | Attack | Finish | Air Combo| Item | Treasure | Lucky
| Screen | Haste | Boost | Plus | Boost | Magnet | Strike
--+-----------+----------+----------+----------+----------+----------+---------
P | Dark | Magic | Combo F | Air Combo| Item | Treasure | EXP
| Screen | Haste | Boost | Plus | Boost | Magnet | Walker
--+-----------+----------+----------+----------+----------+----------+---------
======================================================
=========================
[COL:CR] Collectathons: Crystals
======================================================
=========================
Here is a list of what enemies you can kill to get each type of crystal. You
can fight them anywhere you want EXCEPT the Mirage Arena - no items ar
e dropped
there.
+==============+=====================+=============
===============+
| Crystal type | Enemy | World |
+==============+=====================+=============
===============+
| Shimmering | 12%: Blobmob | Deep Space |
| | 6%: Blue Sea Salt | Radiant Garden |
| | 6%: Yellow Mustard | Never Land |
| | 5%: Red Hot Chili | Enchanted Dominion |
| | 5%: Spiderchest | Dwarf Woodland |
+--------------+---------------------+----------------------------+
| Fleeting | 12%: Chrono Twister | Radiant Garden |
| | 11%: Sonic Blaster | Deep Space |
| | 11%: Thornbite | Enchanted Dominion |
| | 4%: Shoegazer | Castle of Dreams |
+--------------+---------------------+----------------------------+
| Pulsing | 22%: Buckle Bruiser | Olympus Coliseum |
| | 22%: Wild Bruiser | Never Land |
| | 10%: Bruiser | Enchanted Dominion |
| | 7%: Tank Toppler | Radiant Garden |
+--------------+---------------------+----------------------------+
| Wellspring | 11%: Triple Wrecker | Never Land |
| | 3%: Scrapper | Enchanted Dominion |
+--------------+---------------------+----------------------------+
| Soothing | 4%: Flood | Castle of Dreams |
| | 3%: Jellyshade | Deep Space |
+--------------+---------------------+----------------------------+
| Hungry | 10%: Bruiser | Enchanted Dominion |
| | 7%: Vile Phial | Deep Space |
| | 4%: Monotrucker | Dwarf Woodlands (Ven only) |
| | 3%: Hareraiser | Castle of Dreams |
+--------------+---------------------+----------------------------+
| Abounding | 14%: Axe Flapper | N/A |
| | 8%: Mandrake | Radiant Garden |
+--------------+---------------------+----------------------------+
| Chaos | 0.3%: Archraven | Radiant Garden |
+--------------+---------------------+----------------------------+
Magic Gems cannot be obtained from defeating regular enemies. You will h
ave to
buy them from the Mirage Arena if you really want them.
======================================================
=========================
[COL:CL] Collectathons: Command List
======================================================
=========================
In this section, I list all commands in the game, along with who can get them
,
and some basic notes on where to get them. They are listed in the same orde
r
as in-game, so you should be able to use this to see what you are missing fr
om
the Reports.
+==================+=====+============================
========================+
| ATTACK COMMAND | WHO | WHERE TO GET IT
|
+==================+=====+============================
========================+
| Quick Blitz | TVA | Begin with it |
| Blitz | TVA | Chest (Ven/Aqua) or Shop/Melding (Terra) |
| Meteor Crash | T.. | Melding |
| Magic Hour | ..A | Melding |
| Sliding Dash | TVA | Begin with it (Terra) or Shop (Ven/Aqua) |
| Fire Dash | TVA | Rumble Racing reward |
| Dark Haze | T.. | Chest |
| Sonic Blade | TVA | Break the Urns reward |
| Chaos Blade | T.. | Melding |
| Zantetsuken | T.. | Shop/Melding |
| Strike Raid | TVA | Begin with it (Ven) or chest (Terra/Aqua) |
| Freeze Raid | TVA | Chest (Ven) or Ice Cream Beat reward |
| Treasure Raid | .V. | Chest |
| Spark Raid | .V. | Melding |
| Wind Raid | .V. | Chest |
| Fire Surge | TVA | Chest (Ven/Aqua) or Shop/Melding (Terra) |
| Barrier Surge | ..A | Chest |
| Thunder Surge | TVA | Chest (Terra) or Melding (Ven/Aqua) |
| Aerial Slam | TVA | Chest |
| Ars Solum | T.. | Chest |
| Ars Arcanum | .V. | Melding |
| Time Splicer | .VA | Chest (Aqua) or Melding (Ven) |
| Poison Edge | TVA | Chest (Terra) or Shop/Melding (Ven/Aqua) |
+==================+=====+============================
========================+
| MAGIC COMMAND | WHO | WHERE TO GET IT
|
+==================+=====+============================
========================+
| Fire | TVA | Chest |
| Fira | TVA | Chest |
| Firaga | TVA | Chest |
| Dark Firaga | T.. | Melding |
| Fission Firaga | TVA | Chest (Terra/Aqua) or Melding (Ven) |
| Triple Firaga | ..A | Melding |
| Crawling Fire | TVA | Melding |
| Blizzard | TVA | Begin with it (Aqua) or Chest (Terra/Ven) |
| Blizzara | TVA | Ice Cream Beat reward or Shop/Melding |
| Blizzaga | TVA | Ice Cream Beat reward or Shop/Melding |
| Triple Blizzaga | ..A | Melding |
| Thunder | TVA | Begin with it (Aqua) or Chest (Terra/Ven) |
| Thundara | TVA | Chest |
| Thundaga | TVA | Hit the totem pole top in Never Land |
| Thundaga Shot | ..A | Melding |
| Cure | TVA | Chest |
| Cura | TVA | Chest (Ven/Aqua) or Shop/Melding (Terra) |
| Curaga | TVA | Shop/Melding |
| Esuna | TVA | Chest (Terra) or Shop (Ven/Aqua) |
| Mine Shield | TVA | Chest (Ven/Aqua) or Shop/Melding (Terra) |
+==================+=====+============================
========================+
| FRIEND COMMAND | WHO | WHERE TO GET IT
|
+==================+=====+============================
========================+
| Group Cure | TVA | Arena Shop |
| Group Cura | TVA | Arena Shop |
| Group Curaga | TVA | Arena Shop |
| Group Esuna | TVA | Arena Shop |
| Confetti | TVA | Hit the mailbox in Disney Town |
| Fireworks | TVA | Crown Stickers (Terra/Ven) or Arena Shop (Aqua)
|
| Taunt | TVA | Arena Shop |
| Victory Pose | TVA | Arena Shop |
| Vanish | TVA | Arena Shop |
| Trinity Limit | TVA | Arena Shop |
| Unison Rush | TVA | Arena Shop |
| Voltage Stack | TVA | Arena Shop |
+------------------+-----+----------------------------------------------------+
+==================+=====+============================
========================+
| MOVEMENT COMMAND | WHO | WHERE TO GET IT
|
+==================+=====+============================
========================+
| Jump | TVA | Begin with it |
| High Jump | TVA | Chest (Terra) or Main story (Ven/Aqua) |
| Dodge Roll | .V. | Begin with it |
| Thunder Roll | .V. | Melding |
| Cartwheel | ..A | Begin with it |
| Firewheel | ..A | Melding |
| Air Slide | TVA | Main story |
| Ice Slide | TVA | Melding |
| Sonic Impact | T.. | Main story |
| Slide | T.. | Begin with it |
| Reversal | .V. | Main story |
| Glide | .V. | Main story |
| Superglide | .V. | Chest |
| Fire Glide | .V. | Melding |
| Homing Slide | .VA | Melding |
| Teleport | ..A | Chest |
| Doubleflight | ..A | Main story |
+------------------+-----+----------------------------------------------------+
+==================+=====+============================
========================+
| DEFENSE COMMAND | WHO | WHERE TO GET IT
|
+==================+=====+============================
========================+
| Block | TV. | Begin with it |
| Renewal Block | TV. | Melding |
| Charge Block | TV. | Royal Command Board |
| Stun Block | TV. | Shop/melding |
| Poison Block | TV. | Melding |
| Barrier | ..A | Begin with it |
| Renewal Barrier | ..A | Melding |
| Charge Barrier | ..A | Royal Command Board |
| Confuse Barrier | ..A | Shop/melding |
| Stop Barrier | ..A | Melding |
+------------------+-----+----------------------------------------------------+
+==================+=====+============================
========================+
| REPRISAL COMMAND | WHO | WHERE TO GET IT
|
+==================+=====+============================
========================+
| Counter Hammer | T.. | Main story |
| Payback Fang | T.. | Chest |
| Counter Rush | .V. | Chest |
| Reversal Slash | .V. | Chest |
| Payback Raid | .V. | Chest |
| Counter Blast | ..A | Chest |
| Payback Surge | ..A | Chest |
+------------------+-----+----------------------------------------------------+
+==================+=====+============================
========================+
| SHOTLOCK COMMAND | WHO | WHERE TO GET IT
|
+==================+=====+============================
========================+
| Meteor Shower | TVA | Royal Command Board |
| Flame Salvo | TVA | Begin with it (Ven), Chest (Terra), or Arena (Aqua
)|
| Chaos Snake | TVA | Fruitball reward |
| Bubble Blaster | ..A | Begin with it |
| Dark Volley | T.. | Main story |
| Ragnarok | TVA | Keyblade/Secret Command Board |
| Thunderstorm | TVA | Chest |
| Bio Barrage | TVA | Arena Shop |
| Pulse Bomb | .V. | Chest |
| Prism Rain | ..A | Chest |
| Photon Charge | TVA | Arena Shop |
| Absolute Zero | TVA | Chest |
| Lightning Ray | TVA | Spaceship/Secret Command Board |
| Sonic Shadow | T.. | Begin with it |
| Ultima Cannon | T.. | Arena Match reward |
| Multivortex | .V. | Arena Match reward |
| Lightbloom | ..A | Arena Match reward |
+------------------+-----+----------------------------------------------------+
The following list is in the same order as the Abilities section of your main
menu. The list in your Reports section is in a different order! The Copies
column tells you how many different copies of the ability you can make and
use.
(The more you use, the better!)
+==================+========+=========================
========================+
| ABILITY | COPIES | ONE POSSIBLE RECIPE |
+==================+========+=========================
========================+
| Treasure Magnet | 5 | Quick Blitz + Sliding Dash + Hungry Crystal |
| HP Prize Plus | 3 | Fire + Fire + Hungry Crystal |
| Link Prize Plus | 3 | Fire + Fire + Abounding Crystal |
| Lucky Strike | 5 | Quick Blitz + Sliding Dash + Abounding Crystal |
+------------------+--------+-------------------------------------------------+
| HP Boost | 3 | Fire + Fire + Soothing Crystal |
| Fire Boost | 3 | Fire + Fire + Shimmering Crystal |
| Blizzard Boost | 3 | Blizzard + Blizzard + Shimmering Crystal |
| Thunder Boost | 3 | Thunder + Thunder + Shimmering Crystal |
| Cure Boost | 3 | Cure + Cure + Shimmering Crystal |
| Item Boost | 3 | Quick Blitz + Sliding Dash + Soothing Crystal |
| Attack Haste | 5 | Quick Blitz + Sliding Dash + Fleeting Crystal |
| Magic Haste | 5 | Fire + Fire + Fleeting Crystal |
| Combo F Boost | 2 | Thunder + Thunder + Pulsing Crystal |
| Finish Boost | 2 | Quick Blitz + Sliding Dash + Pulsing Crystal |
| Fire Screen | 2 | Sliding Dash + Fire + Shimmering Crystal |
| Blizzard Screen | 2 | Quick Blitz + Blizzard + Shimmering Crystal |
| Thunder Screen | 2 | Strike Raid + Thunder + Shimmering Crystal |
| Dark Screen | 2 | Quick Blitz + Sliding Dash + Shimmering Crystal |
Finally, here are a few other things that you might miss that don't fall into
the above charts:
======================================================
=========================
[COL:HC] Collectathons: Hit Counts
======================================================
=========================
To complete your Reports section, you will also need to use every Shotlock
and
every D-Link finish command at least once to register a hit count. The
Shotlocks are listed in the same order as in the command list, so you can use
the chart in the previous section to figure out which Shotlocks if any you are
missing. To see which D-Links you are missing, use the following chart:
+==============================+=====+
| D-LINK FINISH COMMAND | WHO |
+==============================+=====+
| Ventus / Finish | T.A |
| Aqua / Finish | TV. |
| Terra / Finish | .VA |
| Mickey / Lightcharge | .VA |
| Donald / Donald Flare | .VA |
| Goofy / Goofy Spin | .VA |
| Snow White / Sweet Memory | .VA |
| Cinderella / Dream Sparkle | TVA |
| Maleficent / Thunderchaser | T.. |
| Zack / Hero's Entrance | TVA |
| Experiment 626 / Random Beam | TVA |
| Peter Pan / Swordbill | TVA |
| Pete / Fruit Shot | TVA |
| Ventus / Air Dive | T.A |
| Aqua / Magic Volley | TV. |
| Terra / Landbreaker | .VA |
| Mickey / Faithcharge | .VA |
| Donald / Cosmic Donald | .VA |
| Goofy / Goofy Turbo | .VA |
| Snow White / Sweet Seven | .VA |
| Cinderella / Miracle Dance | TVA |
| Maleficent / Dragonfire | T.. |
| Zack / Hero's Pride | TVA |
| Experiment 626 / Ohana Beat | TVA |
| Peter Pan / Barrell Roll | TVA |
| Pete / Rumble Rave | TVA |
+------------------------------+-----+
The only D-Link you might not even have is Pete. To earn that, you need to
play
the Command Board. See Section MIN:CB.
======================================================
=========================
[COL:KB] Collectathons: Keyblades
======================================================
=========================
In this section, I list all Keyblade stats and where they can be found. The
columns mean the following:
+====================+===+===+===+====+=====+=====+===
========================+
| | | | |CRIT| CRIT| | |
| KEYBLADE |STR|MAG|LEN|RATE| DMG | WHO | LOCATION
|
+====================+===+===+===+====+=====+=====+===
========================+
| Earthshaker | 3 | 1 | S | 25%| x1.2| T.. | Terra's starting weapon |
| Wayward Wind | 3 | 1 | S | 50%|x1.35| .V. | Ven's starting weapon |
| Rainfell | 2 | 2 | S | 25%| x1.2| ..A | Aqua's starting weapon |
| Treasure Trove | 3 | 2 | S | 25%| x1.2| TVA | Clear Dwarf Woodlands |
======================================================
=========================
[COL:ST] Collectathons: Stickers
======================================================
=========================
During the game, you will run across some golden crowns. Be sure to pick
them
up! They are stickers.
In your Reports, you can select Arrange Stickers to place any stickers you h
ave
found onto a picture. Placing a sticker will give you 7 points if it is in a
good position, and 5 points otherwise. You can always move stickers later,
so
be sure to experiment in order to find a good placement. As your total points
+========+====================+====================+
====================+
| POINTS | TERRA'S PRIZE | VEN'S PRIZE | AQUA'S PRIZE
|
+========+====================+====================+
====================+
| 20 | PULSING CRYSTAL | WELLSPRING CRYSTAL | IGNITE
|
| 40 | FIREWORKS | HUNGRY CRYSTAL | SHIMMERING
CRYSTAL |
| 60 | LIMIT STORM | FIREWORKS | STOP BARRIER |
+--------+--------------------+--------------------+--------------------+
======================================================
=========================
[COL:IS] Collectathons: Ice Cream Shop
======================================================
=========================
You can visit the Ice Cream Shop by talking to Huey (the red duck) in the
Main
Plaza of Disney Town.
The shop has several recipes, and your goal is to collect all the ingredients.
You can get them from hitting Prize Pods, and I have details within the
walkthrough for each world about where to find the Prize Pods. (Use the cha
rts
below to figure out which world you need to go to for a specific ingredient.)
Once you have all the ingredients for a specific recipe, you will get some fre
e
copies of the ice cream that is made, and you will then be able to buy that
flavor for a little bit of Munny in the future.
Each flavor is an item that you can use to instantly transform you into a
certain command style, or to fill up your Command Gauge if you are already
in
that style. Once you unlock Frozen Fortune from Ice Cream Beat, there is al
so a
chance you will switch into that every time you use an ice cream flavor. Thi
s
is the ONLY way to get into Frozen Fortune, and there is a trophy for doing
so
thirty times!
However, the main prize from the Ice Cream Shop is that if you complete ev
ery
recipe, you will earn the SWEETSTACK KEYBLADE, one of the strongest
weapons in
the game.
Anyway, here is the full list of flavors for each character, and how to make
them.
+================+========================+===========
=========+==============+
| TERRA FLAVOR | INGREDIENTS | WORLDS | CO
MMAND STYLE|
+================+========================+===========
=========+==============+
| VANILLA GLITZ | 1 Bijou Bean | Enchanted Dominion | Critical
|
| | 3 Crystal Sugars | Castle of Dreams | Impact |
| | 1 Golden Jam | Never Land | |
+----------------+------------------------+--------------------+--------------+
| BUENO VOLCANO | 5 Prickle Peppers | Disney Town | Firestorm
|
| | 3 Toonbascos | Disney Town | |
+----------------+------------------------+--------------------+--------------+
| SNOW BEAR | 3 Open Sesames | Mirage Arena | Diamond Dus
t|
| | 5 Soy Milks | Radiant Garden | |
+----------------+------------------------+--------------------+--------------+
| SPARK LEMON | 3 Dancin' Lemons | Never Land OR | Thunderbo
lt |
| | | Mirage Arena | |
| | 2 Rocket Sodas | Radiant Garden | |
| | 4 Thundercrackers | Olympus Coliseum | |
+----------------+------------------------+--------------------+--------------+
| ROYALBERRY | 8 Birthday Cakes | Castle of Dreams | Bladecharg
e |
| | 7 Gaspberries | Dwarf Woodlands | |
| | 10 Nebula Nectars | Radiant Garden | |
| | 7 Rose Honeys | Enchanted Dominion | |
+----------------+------------------------+--------------------+--------------+
| ROCKIN' CRUNCH | 15 Galactic Caramels | Deep Space | Rockbreak
er |
| | 12 Nutty Nuts | Dwarf Woodlands OR | |
| | | Olympus Coliseum | |
+----------------+------------------------+--------------------+--------------+
| BIG BAD PETE | 20 Bizarro Beans | Deep Space | Dark Impulse
|
| | 20 Whipped Dreams | Never Land | |
+----------------+------------------------+--------------------+--------------+
+================+========================+===========
=========+==============+
| VEN FLAVOR | INGREDIENTS | WORLDS | COM
MAND STYLE|
+================+========================+===========
=========+==============+
| HONEYBUNNY | 2 Apple Pies | Dwarf Woodlands | Fever Pitch
|
| | 3 Honeybunches | Never Land | |
+----------------+------------------------+--------------------+--------------+
| BUENO VOLCANO | 5 Prickle Peppers | Disney Town | Firestorm
|
| | 3 Toonbascos | Disney Town | |
+----------------+------------------------+--------------------+--------------+
| SNOW BEAR | 3 Open Sesames | Mirage Arena | Diamond Dus
t|
| | 5 Soy Milks | Radiant Garden | |
+----------------+------------------------+--------------------+--------------+
| SPARK LEMON | 3 Dancin' Lemons | Never Land OR | Thunderbo
lt |
| | | Mirage Arena | |
| | 2 Rocket Sodas | Radiant Garden | |
| | 4 Thundercrackers | Olympus Coliseum | |
+----------------+------------------------+--------------------+--------------+
| GOOFY PARFAIT | 5 Chocolate Valentines | Castle of Dreams | Cyclone
|
| | 10 Forest Muffins | Enchanted Dominion | |
| | 6 Jumbo Almonds | Enchanted Dominion | |
| | 7 Moogle Coffees | Radiant Garden | |
+----------------+------------------------+--------------------+--------------+
| MILKY WAY | 14 Cotton Cloudcandies | Olympus Coliseum | Sky Cli
mber |
| | 10 Cream Fluffs | Deep Space | |
| | 8 Rainbow Syrups | Never Land | |
+----------------+------------------------+--------------------+--------------+
| DOUBLE CRUNCH | 9 Cherryberries | Enchanted Dominion | Wingbla
de |
| | 5 Merry Dairies | Dwarf Woodlands | |
| | 15 Star Syrups | Deep Space | |
| | 14 Wedding Cakes | Castle of Dreams | |
+----------------+------------------------+--------------------+--------------+
+================+========================+===========
=========+==============+
| AQUA FLAVOR | INGREDIENTS | WORLDS | CO
MMAND STYLE|
+================+========================+===========
=========+==============+
| FABRACADABRA | 2 Balloon Melons | Deep Space | Spellweav
er |
| | 2 Heroic Oranges | Olympus Coliseum | |
| | 1 Peach Fantasy | Dwarf Woodlands | |
+----------------+------------------------+--------------------+--------------+
| BUENO VOLCANO | 5 Prickle Peppers | Disney Town | Firestorm
|
| | 3 Toonbascos | Disney Town | |
+----------------+------------------------+--------------------+--------------+
| SNOW BEAR | 3 Open Sesames | Mirage Arena | Diamond Dus
t|
| | 5 Soy Milks | Radiant Garden | |
+----------------+------------------------+--------------------+--------------+
| SPARK LEMON | 3 Dancin' Lemons | Never Land OR | Thunderbo
lt |
| | | Mirage Arena | |
| | 2 Rocket Sodas | Radiant Garden | |
| | 4 Thundercrackers | Olympus Coliseum | |
+----------------+------------------------+--------------------+--------------+
| ROYALBERRY | 8 Birthday Cakes | Castle of Dreams | Bladecharg
e |
| | 7 Gaspberries | Dwarf Woodlands | |
| | 10 Nebula Nectars | Radiant Garden | |
| | 7 Rose Honeys | Enchanted Dominion | |
+----------------+------------------------+--------------------+--------------+
| MILKY WAY | 14 Cotton Cloudcandies | Olympus Coliseum | Sky Cli
mber |
| | 10 Cream Fluffs | Deep Space | |
| | 8 Rainbow Syrups | Never Land | |
+----------------+------------------------+--------------------+--------------+
| DONALD FIZZ | 8 Crystal Sodas | Castle of Dreams | Ghost Drive
|
| | 15 Fizzy Tizzies | Deep Space | |
| | 13 Mermaid Salts | Never Land | |
| | 8 Sky Blue Mousses | Enchanted Dominion | |
+----------------+------------------------+--------------------+--------------+
======================================================
=========================
[COL:FC] Collectathons: Finish Commands
======================================================
=========================
When you charge up your Command Gauge, you will either switch command
styles or
you will do a special finish command. As the game progresses, you will unl
ock
new finish commands which you can then equip in the menu. In this section,
I
will list all the options, and what you have to do to get them.
Note: You can only make progress towards learning a new finish command i
f one
of its prerequisites is equipped. So for example, picking up Munny will
only help you learn Surprise 1 if Gold Rush is equipped.
+==================+================================+=
========================+
| TERRA FINISHER | HOW TO GAIN EXPERIENCE | PREREQUIS
ITE FINISHER |
+==================+================================+=
========================+
| Finish | N/A | N/A |
+------------------+--------------------------------+-------------------------+
| Heat Slash 1 | Activate Firestorm 8 times | Finish |
| Rising Rock 1 | Earn 2000 CP | Finish |
| Gold Rush | Earn 1000 Munny | Finish |
+------------------+--------------------------------+-------------------------+
| Ramuh's Judgment | Activate Thunderbolt 12 times | Rising Rock 1 |
+==================+================================+=
========================+
| VEN FINISHER | HOW TO GAIN EXPERIENCE | PREREQUISI
TE FINISHER |
+==================+================================+=
========================+
| Finish | N/A | N/A |
+------------------+--------------------------------+-------------------------+
| Heat Slash 1 | Activate Firestorm 8 times | Finish |
| Air Flair 1 | Earn 2000 CP | Finish |
| Gold Rush | Earn 1000 Munny | Finish |
+------------------+--------------------------------+-------------------------+
| Ramuh's Judgment | Activate Thunderbolt 12 times | Air Flair 1 |
| Air Flair 2 | Earn 4000 CP | Air Flair 1 |
| Twisted Hours | Walk 7000 steps | Air Flair 1, Gold Rush |
| Surprise! 1 | Earn 1400 Munny | Gold Rush |
+------------------+--------------------------------+-------------------------+
| Air Flair 3 | Walk 4500 steps | Air Flair 2 |
| Heal Strike | Survive lethal damage with Once| Air Flair 2 |
| | More,Second Chance 5 times | |
| Surprise! 2 | Earn 5200 Munny | Twisted Hours,Surprise 1|
+------------------+--------------------------------+-------------------------+
| Air Flair 4 | Walk 7000 steps | Air Flair 3 |
| Explosion | Earn 6400 CP | Air Flair 3 |
| Celebration | Earn 7000 Munny | Surprise! 2 |
+------------------+--------------------------------+-------------------------+
| Stratosphere | Kill 800 enemies | Air Flair 4 |
+------------------+--------------------------------+-------------------------+
+==================+================================+=
========================+
| AQUA FINISHER | HOW TO GAIN EXPERIENCE | PREREQUIS
ITE FINISHER |
+==================+================================+=
========================+
| Finish | N/A | N/A |
+------------------+--------------------------------+-------------------------+
| Heat Slash 1 | Activate Firestorm 8 times | Finish |
| Magic Pulse 1 | Earn 2000 CP | Finish |
| Gold Rush | Earn 1000 Munny | Finish |
+------------------+--------------------------------+-------------------------+
| Heat Slash 2 | Activate Firestorm 12 times | Heat Slash 1 |
| Ramuh's Judgment | Activate Thunderbolt 12 times | Magic Pulse 1 |
After completing the game with at least one character, you will unlock the
Trinity Archives. One of the options here is a Trophy List. There are 8
trophies altogether, achieved by completing various tasks over the course of
- POWER WALKER: Leave your PSP on (and plugged in!) with the movem
ent stick
taped so that you are running in a circle. It does NOT work to run into a
wall - you have to actually be moving.
- IN THE MUNNY: The best place to get Munny is the Risky Riches arena
match.
*************************************************************
******************
_ __ _ _ _ __ _ _
| |/ /| |_| | =================================================== |
|/ /| |_| |
| /| _ | ACKNOWLEDGMENTS | /| _ |
|\\|||| |\\||||
|_|\_\|_| |_| ==================================================
= |_|\_\|_| |_|
*************************************************************
******************
A huge thanks to the people who helped with translations for those of us wh
o
don't speak Japanese:
compendium on GameFAQs.
- strwbrymilk for her excellent cutscene translations.
- popiah01 for his translation guide on GameFAQs.
- The Japanese wiki sites were an invaluable reference in the early days:
http://masterwiki.net/khbbs/index.php and kh_bbs.wikiwiki.jp/
- I learned a number of clever strategies from MikachuTuhonen's no-dama
ge
videos on YouTube.
- DancingSamurai provided the trophy list.
- The following people provided corrections and/or secrets I missed: Mark
Serrano, Meghan Barritt, Kevin O'Riley, Frederico Louis, Kent Vogel,
and Limen123.
- And many others from the forums. Thanks everyone!
If you have any comments about this guide, you can contact me here:
Except for serious mistakes, I will probably stop editing the guide a month o
r
two after the game comes out internationally, but I am always glad to hear
feedback. I do get a lot of email though, so if I don't respond to you, don't
take it personally. I promise I still read your email!