Topo


||*One Sky||*One Destiny||




(That’s what happens when you let Google translate everything) KH FAQ 2

===============================================================================
3.2. REVERSE / REBIRTH (Riku’s Story)
===============================================================================

Riku has some differences to the story of Sora. These are:

- Riku only has one type of letter of attack, which is the keyblade Soul Eater. The
this force depends on the level of AP (Attack Points) Riku.

- Riku can not use spells or summons (blue cards). Means that no
can be healing, except using three specific letters, the letter of Oogie Boogie,
Search Ghost’s letter or letter from Mickey.

- No need to hold A to charge the cards. Just press the one
Since Riku recharging the cards instantly.

- Riku does not have CP, your deck is chosen by the game, and you can not
put in or take this letter. Each world visited the deck changes. The deck
only remains the same in the interludes (sections between one world and another), this
case is the same for all interludes.

- The deck in the interludes (and on the top floor) is this:
8,8,8,7,7,7,6,6,6,9,9,9,6,7,8,9,8,6,7,9,9,6,7,8, Hi- potion (9), Hi-potion (0) 0
0,0,0.

- As there has CP, Riku can choose several letters of enemies (letters
ash, accessed by the SELECT button) in the deck, although these letters also
are chosen by the game, changing according to the stage where Riku is.
The only letters he maintains throughout the game are the letters of the chiefs have
defeated.

- Riku moves faster and jump higher than Sora. He also has
a movement like Sora’s Dodge Roll (twice to the right or left)
but unlike Sora, Riku makes this movement has not invincible, serves
just to jump from one place to another quickly.

- To pass the level, Riku can choose three options:
a) HP - HP increases, the same thing Sora,
b) AP - Attack Points, increase the attack Riku, and
c) Boost Darkness - Dark Points, makes Dark Riku stay in your Form by
   
longer. Explanation for the walkthrough.

- Riku only has a letter from a friend, for all worlds. You mean he
can not join the inhabitants of the worlds, as Sora does. Her only Friend
Card is Mickey.

- He can turn on your black shape (Dark Form) if certain conditions
arise. More explanations in the walkthrough.

- It has far fewer letters of map (since it can not pick up chests and not buy
letters from the Moogle). Moreover, the order in which he wins the letters of the world
(World Cards) is different from the order of the letters of Sora and Riku did not win
letter of the 100 Acre Wood.

- The objects of the scenario are not as useful as the story of Sora. To
Riku, just leave HP balls.

- By defeating a boss, Riku is not automatically taken to the last room
a world, like Sora. It should open the room itself, which means that
this room is no longer automatically transformed into a Save Point, as
happened with Sora. If you want to save this last room, you should use a letter
Moment’s Reprieve.



————————————————————————— ——————————————-
Underground 12: Hollow Bastion
————————————————————————— ——————————————-
- Letter of Enemy: Defender - Reduces damage from physical attacks.

This first world is more to get used to how you play Riku. You
can see that already starts and Riku stronger than Sora, defeating enemies
with few blows.

===============================================================================
BOSS: Dragon Maleficent

- Letter of Disney: Three stones are in front of Maleficent. Up makes them
that the fire does not hit you, and also makes it easier to hit the head
Maleficent. Whenever Maleficent hits the ground, a stone disappears. To
that the letter appears, destroy any of the fires when they appear green
after the attack the fire.

- Prize: Dragon Maleficent Card.

The head of the same story of Sora, Riku to be much easier. In addition to the
head have less HP, Riku is much stronger than Sora. Remember to destroy a
fires green to win the Disney license.
===============================================================================


————————————————————————— ——————————————-
Subsoil between 0:11
————————————————————————— ——————————————-
From this floor, you get the Friend Card Mickey. It is very useful,
not to say indispensable. She is the only way to Riku heal for now,
besides doing all the enemies get dizzy (even some bosses), and
reload your deck instantly Riku. If you use a sleight of two or
three of her, she will regain more energy, reaching an energy bar in
maximum.

===============================================================================
BOSS: Ansem

- Attacks:
1) Submit!: Ansem says “Submit!” Guardian attacks and direct in front of Ansem.
It can make several of these in a row, and when it moves closer to Riku
before using this attack. Jumping, preferably until insurance is the way of
escape this annoying attack.
2) Power Sweep: Ansem does not warn when you let this attack, very careful.
It is easier to see this attack from a distance, so if possible, straight out of the
attack or jump over.
3) Rockshatter (sleight): Ansem engages in an energy shield and attacks
random points on the screen, always bouncing to reach the wall.

Ansem boss is a stranger to anyone who has played the story of Sora. He is the
time idly, giving orders to the Guardian (the heartless ago
of Ansem), which is the one who attacks his master. The attacks are somewhat Ansem
difficult to divert the beginning, especially the attack Submit!. But as Ansem
does not take much energy to even their attacks, inevitably you will be the winner.

If you want to break the sleight Rocksplatter of Ansem, the cards are worth 0
at the end of your deck. But do not think they will always be there in the other
worlds, because the game changes the deck in each world.
===============================================================================


DARK MODE - IMPORTANT!
—————————————
After the fight against Ansem, Riku can use Dark Mode. A counter appears
the upper left corner of the screen, symbolizing the DP (Dark Points) Riku.

The counter increases by 1 when Riku takes damage. The counter also increases the
to cause a Card Break. In this case, the counter will increase the number of points
difference between the letter and the opponent. This number is shown on the screen,
along with the words Card Break. For example, if the difference between the letter
and the opponent is 6, will show “Card Break 6” screen, and the counter increases
6 points. Recalling that the maximum of a UPS card is 9, even if the difference
is greater than that. Therefore, only gives gain 9 Dark points of time.

When the counter reaches 30, use any letter to Riku become
Dark Mode (if you made a Break Card and the counter exceeded 30 points,
Riku becomes alone). The counter for the number of changes you DP
has a current statistic that you can increase the gain levels.
Example: if you have 26 DP, the counter will change to 26, whether you
had more points than that before transforming.

In turn, the cards will be reshuffled alone (reload). If the
enemy break the letter or sleight (Card Break) Riku before he jumps, the
processing will stop. If the enemy causing Card Break after Riku
jump, the transformation will not be interrupted.

The letter or sleight that Riku are using the turn will be placed
hand, as if it had been used (if sleight the first card is lost).

Already in Dark Mode, Riku can not increase the counter, and every blow he
receive, regardless of strength, the counter will decrease by 5 points. In Dark
Mode, Riku is stronger, faster, can jump on their maneuver
any direction (twice forward, backward, up or down), and also have
access to three sleights: Dark Break, Dark Firaga and Dark Aura. These three
sleights are only available in Dark Form.

Riku can jump twice in Dark Form, simply press B twice. It
possible to delay a little the first jump, to leap only in the second
time. If you attack after the second jump, see what comes out an attack
different, and very strong. This attack is very useful for defeating bosses.

When the counter reaches 0, Riku return to normal form alone.

Note: The second blow of the following while in Dark Riku Form, leaves the target
dizzy for a moment. You can keep your opponent dizzy, just stop
sequence after the second blow, and start another.


————————————————————————— ——————————————-
Underground 11: Traverse Town
————————————————————————— ——————————————-
- Letter of Enemy: Shadow - Increases the value of all cards by 1.

The deck here is very limited, you only start with six letters, including letter
enemy “Shadow.” Use the letter of Dragon Maleficent ever since she
increases the strength of their attacks, and the adverse effect it (to slow
Recharging the charts) does not reach Riku.

===============================================================================
BOSS: Guard Armor

- Award: Letter Guard Armor.

- Letter Disney: Tips for the boss and the parts are all separate.

As I took the time to list all such attacks in the head
Sora’s story, it almost does not attack while playing with Riku, then beat him will be
breeze. Remember to use Dragon Maleficent’s letter to increase the power of
attack.
===============================================================================


————————————————————————— ——————————————-
Subsoil between 11:10
————————————————————————— ——————————————-
Only scenes.


————————————————————————— ——————————————-
Underground 10: Agrabah
————————————————————————— ——————————————-
- Letter of Enemy: Fat Bandit - Increases the damage caused to hit enemies
the back.

Riku starts this phase with 20 letters of attack, divided into 5 groups of 4
letters in the order 7,6,4,3, then repeats the order. Riku comes with a Hi-Potion
as well. Care this stage, it is a leap in the previous stage, since the
enemies are much stronger and more numerous. Do not hesitate to use the letter from Mickey,
mainly sleights.


===============================================================================
BOSS: Genie Jafar

- Award: Letter Jafar.

As the game Sora, Jafar can not be achieved, and the only
way to beat him is to attack the lamp that Iago is carrying on one side to the
other.
===============================================================================


————————————————————————— ——————————————-
Subsoil between 10:09
————————————————————————— ——————————————-


===============================================================================
BOSS: Vexen

The same story of Sora, the less sleight Iceburn. He will release those
piles of ice near the end of the fight, but nothing to worry.
===============================================================================


————————————————————————— ——————————————-
Underground 9: Monster
————————————————————————— ——————————————-
- Letter of Enemy: Search Ghost - When setting the enemy, you get a
some HP. Very useful for recovering energy.

===============================================================================
BOSS: Parasite Cage

- Prize: Parasite Cage Card.

Easier than the story of Sora, since the boss has less energy and
Riku can jump higher. Always wait to use in a letter from Mickey
sleight two or three, and use Dark Break whenever possible.

Note: If you accidentally step on acid while in Dark Mode, you will lose
energy, but do not lose 5 DP, as would happen if I got a normal attack.
===============================================================================


————————————————————————— ——————————————-
Subsoil between 9:08
————————————————————————— ——————————————-
Scenes.


————————————————————————— ——————————————-
Underground 8: Never Land
————————————————————————— ——————————————-
- Letter of Enemy: Pirate - All cards are set to 0.

===============================================================================
BOSS: Captain Hook

- Award: Letter Hook.

Although the story of Sora was one of the most difficult bosses, here is Hook
ridiculously easy. Just be careful not to get low energy,
since they use the letter Pirate Hook (All Zeros effect - all the cards change
to the value 0), you can not heal soon.
===============================================================================


————————————————————————— ——————————————-
Subsoil between 8:07
————————————————————————— ——————————————-

===============================================================================
BOSS: Riku Replica

Transform into Dark Mode as soon as possible and just try to do Dark Aura
(Three cards of the 9), if you have not tried. Moreover, the same history of
Sora.
===============================================================================


————————————————————————— ——————————————-
Underground 7: Wonderland
————————————————————————— ——————————————-
- Letter of Enemy: Large Body - all physical attacks received ahead
will be canceled. Reload tough one.

Another phase with very bad cards in the deck. There are 12 letters of the attack, which always
follow the order “3,4,5,3,4,5 …”. The Crescendos (horns) and Creeper Plants
can give you problems because they generally use-value cards 6. The way is
do sleights whenever possible, even why, if you use the letter of
Maleficent, most enemies will die before 4 strokes. An exception is
the Large Body, you need to take 5 shots, but because he has more HP than
the other heartless.

===============================================================================
BOSS: Trickmaster

- Award: Letter Trickmaster.

Another easy fight, rarely Trickmaster any danger.
===============================================================================


————————————————————————— ——————————————-
Subsoil between 7:06
————————————————————————— ——————————————-
Scenes.


————————————————————————— ——————————————-
Basement 6: Atlantica
————————————————————————— ——————————————-
- Letter of Enemy: Sea Neon - the randomized value of all the letters. Lasts 1
reload.
- Deck: 5,5,5,5,4,4,4,4,3,3,3,3,2,2,2,2,1,1,1,1.

Another deck “theme.” The theme this time is made up of letters which decrease in
5 to 1 in groups of four (5,5,5,5,4,4,4,4,3,3,3,3,2,2,2,2,1,1,1,1). His
best bet here is to use the letter Neon Sea to randomize the values of
letters. Although they may leave some low cards from the effect
this letter will not be as bad as having four followed a two or four.

===============================================================================
BOSS: Ursula

- Award: Ursula Charter.

Anything that causes many problems, now beat it with Sora.
===============================================================================


————————————————————————— ——————————————-
Subsoil between 6:05
————————————————————————— ——————————————-
Scenes.


————————————————————————— ——————————————-
Basement 5: Olympus Coliseum
————————————————————————— ——————————————-
- Letter of Enemy: Powerwild - change the values of the letters to their values
symmetrical. Ex: 1 -> 9, 2 -> 8 3 -> 7, 4 -> 6. 0 and 5 are their own
symmetrical. Lasts a reload.
- Deck: 1,2,3,4,5,6,7,8,9,1,1,1,1,1,1,1,1,1,0,0,0.

The deck of this stage is pretty bad too, so always use the letter Powerwild,
so you trade for all those 1s 9s. Do everything possible to defeat
enemies before needing to reload. And since you can use letters
value 9, it means that this is one of the few worlds where you can use
Dark Aura.


===============================================================================
BOSS: Hades

- Award: Letter Hades.

Hades is much more difficult in the game of Riku, the main reason is that the deck
stage is very bad, and Hades sleights still does occasionally. To break
these, remember the letters 0 at the end of the deck, and only use the letter Powerwild
after you turn into Dark Mode, so you can do to Dark Aura
finish the fight faster.
===============================================================================


————————————————————————— ——————————————-
Subsoil between 5:04
————————————————————————— ——————————————-
Scenes.


————————————————————————— ——————————————-
4 Basement: Halloween Town
————————————————————————— ——————————————-

Scenes.


————————————————————————— ——————————————-
4 Basement: Halloween Town
————————————————————————— ——————————————-
- Letter of Enemy: Wight Knight - increases the height of jumps.
- Deck: 7,7,6,6,5,5,4,4,5,5,6,6,7,7,7,6,5,4.

===============================================================================
BOSS: Oogie Boogie

- Prize: Oogie Boogie Card.

Sora the same strategy. Expect him to play the data (always will be a letter of
value 7), give Card Break them three times and up to the level of Oogie
Boogie to hit him. Use the letter Dragon Maleficent for better and more
quick results.
===============================================================================

Save before leaving this world.


————————————————————————— ——————————————-
Subsoil between 4:03
————————————————————————— ——————————————-

===============================================================================
BOSS: Lexaeus

- Award: Letter Lexaeus.

- Letter of Enemy: Lexaeus.

- Attacks:
1) Combo: Lexaeus attacks twice in a row. The second blow dizzy. You
can stop the strike between the 1st and the 2nd hit, with a Card Break.
2) Impact: Lexaeus hits the ground with your gun. This scam “emborca” screen
to one side, and the impact sees only around Lexaeus, not the screen
whole.
3) Pitching: Lexaeus throws his arms up. He tries to play it straight
in your head, then move to avoid being hit (note the shadow). After
hit the ground, the weapon bounces off the screen (it can still hit you).
4) Rockshatter (sleight): Lexaeus invokes a stone, apart, and plays
these against you. These pieces hit Riku individually, that means
that each of the pieces can hit Riku once. No doubt his attack more
dangerous.

All Lexaeus attacks are dangerous, do not hesitate before him, or you have
was. At the beginning of the fight, use your cards to collect points 0 and move to
Dark Form. Do not get close to Lexaeus long, or he’ll hit a combo, you
no longer dizzy, and inevitably arremessará his gun up, completing the combo
and probably destroying you. Also watch Rockshatter in the attack, he
takes a lot of energy if it hits at all, and still bounces off the wall once.

Always attack him with the double jump, so it has less chance to retaliate,
and since this attack takes even more energy, there is nothing stopping you from
use it directly.

Let sleights to use only when it begins to recharge the cards,
or he fatally broken. The sleight Dark Firaga seems not to work on it,
then do not use. If you want to heal, while enjoying Lexaeus recharges
letters: he break his sleight (use the cards of Mickey always sleights

Use the letters of Maleficent (major attack), Jafar (prevents your cards
Card Break attacks suffer) and Oogie Boogie (gradually recovers energy) for
dominate the fight. Prefer to apply a combo and then run Lexaeus, so
you just watch what he will do and act accordingly.

Be careful at the end of the fight, and Lexaeus’ll try to throw the stun gun
up straight, pay attention not to be caught by this scam.
===============================================================================


————————————————————————— ——————————————-
Underground 3: Destiny Islands
————————————————————————— ——————————————-
- Letter of Enemy: None.
- Deck: 0,1,3,5,7,0,2,4,6,8,6,4,2,0,7,5,3,2,0.

At this stage, the letter from Mickey is not available. The way is to use the letter from
Oogie Boogie and keep going in circles.

While the deck is very weak, the letter you got from Lexaeus compensates
all. It is almost a Trinity Limit for Riku. When the letter is Lexaeus
active whenever you hit an enemy with the last stroke of a sequence
(The third blow - as the maximum stroke of a sequence is three), there is a
random chance of it being transported to somewhere else … but this
no matter, it is the same as the enemy has been defeated, and you gain
experience. The effect also works in more than one enemy at a time (if
last blow has hit more than one enemy), but does not work on bosses.

You may want to continue using the letter of Maleficent to deal with
common enemies, since the effect of the letter appears random OTHER Lexaeus
for the taste either. But anyway, use the letter, and ask your
own conclusions.

===============================================================================
BOSS: Darkside

- Prize: Darkside Charter.

Even easier than the story of Sora. Riku can jump right on the head
Darkside, just go down it and and jump, “squeezing” him. You
able to hit it in most cases. Couple that with a letter
Maleficent and the fight is already yours.
===============================================================================


————————————————————————— ——————————————-
Subsoil between 3:02
————————————————————————— ——————————————-
Scenes.


————————————————————————— ——————————————-
Basement 2: Twilight Town
————————————————————————— ——————————————-
- Letter of Enemy: None.
- Deck: 9,6,3,8,5,2,7,4,1,6,3,0,9,7,5,3,1,0,2,4,6,8,0,2 9.

At this stage, the letter from Mickey is also not available.

Save before the first event (Key of Beginnings), it is a boss.

===============================================================================
BOSS: Riku Replica

Equally or more difficult as the story of Sora, this replica has come to break.

Perhaps the only reasonable option you have is to use your letter as well Darkside
Riku Replica to use your card (appear “Sleight Lock” at the bottom of
screen), so you copy his letter. After that, keep giving Card Break in
Riku Replica to turn into Dark Mode. Then, use Dark Aura until the end.
He will break his sleight sometimes, but generally will be stopped and
take all the blows. If you can no longer rely on sleights, use the letter from
Jafar, so you can give it at least 20 blows without suffering Card Break.

Whenever you attack with Riku Replica common scams, just do attack
double jump, as Riku Replica break their combos soil as soon as
hit the first blow.

What determines whether you win or lose here is your mastery in the use of letters of
enemies. Only they can tip the balance of the fight in his favor.

Note: If you do not want to copy the letter from the Riku Replica, use a letter Parasite
Cage to cancel his letter.
===============================================================================


————————————————————————— ——————————————-
Subsoil between 2:01
————————————————————————— ——————————————-
Scenes.


————————————————————————— ——————————————-
Basement 1: Castle Oblivion
————————————————————————— ——————————————-
- Letter of Enemy: None.
- Deck: 8,8,8,7,7,7,6,6,6,9,9,9,6,7,8,9,8,6,7,9,9,6,7,8 , Hi-potion (9),
Hi-potion (0), 0,0,0,0.

===============================================================================
BOSS: Ansem

- Letter of Enemy: Ansem - hides the cards stored the eyes of the enemy.

1) Submit!: Ansem says “Submit!” Guardian attacks and direct in front of Ansem.
It can make several of these in a row, and when it moves closer to Riku
before using this attack. Jumping, preferably until insurance is the way of
escape this annoying attack.
2) Power Sweep: Ansem does not warn when you let this attack, very careful.
It is easier to see this attack from a distance, so if possible, straight out of the
attack or jump over.
3) Rockshatter (sleight): Ansem engages in an energy shield and attacks
random points on the screen, always bouncing to reach the wall.
4) Dark Shadow (sleight): Guardian of Ansem comes back and makes an attack
Dark Aura like Riku, however, leaving the ground, and not the sides of the screen.
Can you see where Guardian goes out, but he is too fast for you to try
be funny, and he also hit several times in the ascent.

Ansem will use your letter early on, which has the effect of not letting you see
if he is doing a sleight or not. This means that you will not see
letters in the upper right corner when Ansem is the gathering, and not see
when they descend to the bottom of the screen. When you see, it’s late,
Ansem has used a sleight. Use the letter Parasite Cage to eliminate the effect of
letter from Ansem.

The strategy here is almost the same as the last fight with Ansem, take more care
with your HP now (Mickey’s letter does not appear often), and you just
can use the letter from Oogie Boogie once per fight. If you start doing Ansem
Following the coup a “Submit”, move it and start to jump, because nothing will
it stopping anytime soon, if you stand still taking the blows. Remember also
0 use the cards to break the sleight of Ansem, but if you are
confident, you can try to divert the sleights, is difficult but not impossible.

Always make the jump maneuver (double B, only in Dark Mode) and attack
Ansem. This attack takes a lot of energy Ansem, and with the letter Dragon
Maleficent, the chief cause incredible damage. But even with this attack, not
force the bar too, always jump up high (hold B) prior to the second
jump, so you can avoid the attack of the radius, where Ansem the release. This high jump
also serves to divert the sleight Rockshatter, although you have to run
to the corner of the screen. You can not jump over Ansem during this sleight,
what this does is high jump you out of the reach of Ansem the exact moment
it bounces off one side.

Keep stocking the cards of Mickey, do not let them stay in the deck because
can slow you down, making you press L or R button more times before
letters arrive in the value 0. When you are missing an energy bar,
use the letter of Jafar, to prevent their attacks Ansem break, and beat well
more easily. It is good to use this letter before, since it only lasts 20
attacks. Not that the 20 attacks are not sufficient to draw a bar
energy Ansem, you can take even longer. What makes this
impractical is the fact that some of these attacks Guardian defending the double jump.
===============================================================================

And that’s it. Enjoy the end, and a kind of prologue to Kingdom Hearts 2. The
music that plays at the end is “Simple and Clean”, the singer Hikaru Utada. That
Music is also played at the end of Kingdom Hearts 1.



                           
END OF walkthrough of Riku







===============================================================================
4. Lists [LST 1]
===============================================================================

————————————-
4.1. Sleights
————————————-

Sleights of Level Up
———————————
These are the sleights that are available when you pass a certain
level (level up).

1) Slide Dash: Roundhouse to get closer to distant enemies.
- Available at level 2.
- Three cards of the same type of attack.
- Total value between 10 and 15.

2) Stun Impact: Attack to dizzy enemies around.
- Available at level 7.
- Three cards of the same type of attack.
- Total value between 20 and 23.

3) Strike Raid: Play the Keyblade like a boomerang, causing damage and leaving
goons that hits all enemies.
- Available at level 12.
- Three cards of any attack.
- Total value between 24 and 26.

4) Blitz: Sequence of three hits stronger than the natural sequence.
- Available at level 17.
- Three cards of different attack.
- Total value between 10 and 15.

5) Sonic Blade: Cross hitting the stage in front of everyone.
- Available at level 22.
- Three cards of different attack.
- Total value between 20 and 23.

6) Zantetsuken: Attack with a cut that makes the current card (the enemy) can not
be recharged until the end of the fight.
- Available at level 27.
- Three letters of attack.
- Total value of 0 or 27.

7) Tornado: Play all surrounding enemies away and makes you dizzy.
- Available at level 32.
- Aero + Gravity + summon any.

8) Ars Arcanum: A combo of several coups followed.
- Available at level 37.
- Three letters of attack.
- Total value between 1 and 6.

9) Holy: Damages one enemy and immediately all around. After
Trinity Limit, is the sleight best suited to clear the screen of enemies.
- Available at level 42.
- Mega-Ether + + any letter Megalixir item

10) Ragnarok: Pula and released several rays of the keyblade. It is possible to control the
Sora position with the directional pad.
- Available at level 47.
- Three letters of attack.
- Total value between 7 and 9.

11) Mega Flare: Attack of fire against all enemies around.
- Available at level 52.
- Mushu + Fire + Fire.


Sleights of Spells
—————————————-
Are made only with sleights of magic cards.

Fira: Fire + Fire.
Firaga: Fire + Fire + Fire.
Blizzara: Blizzard + Blizzard.
Blizzaga: Blizzard + Blizzard + Blizzard.
Thundara Thunder + Thunder.
Thundaga Thunder + Thunder + Thunder.
Cure: Cure + Cure.
Curaga: Cure + Cure + Cure.
Gravira: Gravity + Gravity.
Graviga: Gravity + Gravity + Gravity.
Stopra: Stop + Stop.
Stopga: Stop Stop Stop + +.
Aerora: Aero + Aero.
Aeroga: Aero + Aero + Aero.


Sleights of Summons
—————————————
Sleights made with a letter of summon (summon).

- Proud Roar: Simba + Simba + Simba + Simba and Simba
- Splash: Dumbo + Dumbo + Dumbo + Dumbo and Dumbo
- Paradise: Bambi + Bambi or Bambi + Bambi + Bambi
- Idyll Romp: Bambi + Attack Card + Attack Card
- Flare Breath: Mushu + Mushu + Mushu + Mushu or Mushu
- Showtime: Genie + Genie or Genie + Genie + Genie
- Twinkle: Tinker Bell or Tinker Bell + Tinker Bell + Tinker Bell + Tinker Bell
- Omnislash: Cloud + Cloud + Cloud
- Cross-slash +: Cloud + Stop + Attack Card


Sleights of Friends
—————————————
Sleights made with Friend Cards.

Magic: Donald + Donald + Donald + Donald and Donald
Charge Goofy: Goofy + Goofy
Tornado Goofy: Goofy + Goofy + Goofy
Sandstorm: Aladdin or Aladdin + Aladdin + Aladdin + Aladdin
Surprise: Jack or Jack + Jack + Jack + Jack
Spiral Wave: Ariel or Ariel + Ariel + Ariel + Ariel
Humming Bird: Peter Pan + Peter Pan and Peter Pan + Peter Pan + Peter Pan
Ferocious Lunge: Beast Beast or Beast + + + Beast Beast


Optional Sleights
—————————————
These are the sleights that must first be found in chests (even if you have
all letters to assemble it, will only work if you have found the sleight)

- Fire Raid: Fire + Attack Card + Attack Card
  
Found: Randomly in chests.

- Blizzard Raid: Blizzard + Attack Card + Attack Card
  
Found: Randomly in chests.

- Raid Thunder: Thunder + Attack Card + Attack Card
  
Found: Randomly in chests.

- Raid Gravity: Gravity + Attack Card + Attack Card
  
Found: Key to Rewards in Halloween Town.

- Stop Raid: STOP + Attack Card + Attack Card
  
Found: Key to Rewards in Wonderland.

- Judgement: Aero + Attack Card + Attack Card
  
Found: Randomly in chests after the 7th floor.

- Reflect Raid: Cloud + Attack Card + Attack Card
  
Found: Randomly in chests after the 7th floor.

- Homing Fira: Aero + Fire + Magic Card
  
Found: Randomly in chests.

- Firaga Break: Mushu + Fire + Attack Card
  
Found: Randomly in chests (you must have a letter from Mushu).

- Homing Blizzara: Aero + Blizzard + Attack Card
  
Found: Randomly in chests.

- Aqua Splash, Blizzard + Fire + Aero
  
Found: Key to Rewards in Monster.

- Shock Impact: Simba + Attack Card + Attack Card
  
Found: Randomly in chests (you must have a letter from Simba).

- Quake: Gravity + Simba + Attack Card
  
Found: Key to Rewards in Atlantica.

- Warpinator: Stop + Gravity + Aero
  
Found: After defeating Riku the 2nd time.

- Warp: Stop + Aero + Aero
  
Found: Key to Rewards in Twilight Town.

- Bind: Gravity + Stop + Magic Card
  
Found: Find Eeyore in Hundred Acre Wood.

- Confuse: Genie + Tinker Bell + Letter of Summon
  
Found: Finding Piglet in Hundred Acre Wood.

- Terror: Letter of Summon Summon + + Letter from Jack or Simba + Mushu + Letter
          
Item
  
Found: Randomly in chests, after passing through Halloween Town.

- Synchro: Cure + Gravity + Aero
  
Found: Find Rabbit in Hundred Acre Wood.

- Gifted Miracle: Letter of Summon Magic Card + + Jack
  
Found: Randomly in chests after Halloween Town.

- Teleport: Magic Card Magic Card + + + Peter Pan or Stop + Aero Charter
  
Item.
  
Found: Randomly in chests after Neverland.


Riku’s Sleights
————————————
Riku has only Sleights. All of them become available after the first
anti Ansem between the underground 24:11.

1) MM Miracle (Miracle Mickey Mouse): Heal a certain amount of HP, all play
enemies back and makes you dizzy.
- Mickey or Mickey + Mickey + Mickey + Mickey.
 
2) Dark Break: Pula enemies and attacks six times, choosing targets
randomly.
- Three Soul Eaters, total value of between 5 and 15.

3) Dark Firaga: Unleash a bullet that goes toward the enemy.
- Three Soul Eaters, total value of between 16 and 25.

4) Dark Aura crosses the screen several times, ending with an attack from several
geysers of energy.
- Three Soul Eaters, the total value equal to 27.




————————————————————————— ——————————————-
4.2. Letters
————————————————————————— ——————————————-

4.2.1. World Cards (Letters of World)
——————————————————-
Traverse Town
Wonderland
Olympus Coliseum
Agrabah
Monster
Halloween Town
Atlantica
100 Acre Wood
Never Land
Hollow Bastion
Twilight Town
Destiny Islands
Castle Oblivion

Note: Riku can not get a letter from 100 Acre Wood.

4.2.2. Map Cards (Map Cards)
—————————————————

= - = - Red = - = -
1. Tranquil Darkness: Living in few Heartless appear. They appear in
a screen at a time.
2. Teeming Darkness: Living room where many Heartless appear. They appear in
screen to three at a time.
3. Feeble Darkness: room where Heartless with weak cards appear. All
letters that the Heartless use suffer a -2 penalty on the value.
4. Almighty Darkness: room where Heartless with strong cards appear. All
cards that will use the Heartless +2 bonus to its value.
5. Sleeping Darkness: Heartless room where they stand, easy to
agreed. You will have to enter the room more than once to defeat all
Heartless, since it does not appear all at once.
6. Looming Darkness: Living room where many Heartless appear, and all will come after
your character as soon as the come.
7. Premium Room: Room where it is easier to earn a premium to end the fight.
8. White Room: room where only White Mushrooms appear.
9. Black Room: room where only Black Fungus appear.

= - = - = Green = - = - =
1. Martial Waking: Room where cards have bonus attack on their values.
2. Sorcerous Waking: room where magic cards have bonus on their values.
3. Alchemic Waking: Room where cards have bonus items in their values.
4. Meeting Ground: Room where letters from friends are always at the beginning of
battle.
5. Stagnant Space: Living Room where the Heartless move slowly. To defeat
, it is best to go after them.
6. Strong Initiative: Living where you hit a heartless before battle because
additional damage, but only the first enemies that appear in battle.
7. Lasting Daze: hit a room where Heartless before the battle makes
everyone is stupid, even those that appear during the battle.

= - = - = Blue = - = - =
1. Calm Bounty: room containing a treasure chest. Do not have enemies.
2. Guarded Trove: Room where the chests are guarded by Heartless. These are the
single rooms in which you will see the Large Bodies on the screen.
3. False Bounty: Room where there are three chests, but only contain a treasure.
4. Moment’s Reprieve: Living with a crystal to save the game (Save Point).
5. Mingling Worlds: A Map Card will be chosen randomly.
6. Moogle Room: Room where you can exchange Moogle Points by letters, or exchange
his letters useless by Moogle Points. Whenever you create a room like this,
talk to the Moogle and he will give five free cards.

= - = - = Yellow = - = - =
1. Key of Beginnings: First yellow card received in each world, serves to
open the first room with the exclamation point.
2. Key of Guidance: Second yellow card received in each world, serves to
open the second room with the exclamation point.
3. Key to Truth: Last received yellow card in each world, serves to open
the last room with the exclamation point.
4. Key to Rewards room containing special treasure. There is only one room for these
world, and the requirements to open it are far greater than the other rooms.

Note: Riku can not get some of these letters.




4.2.3. Letters Battle
——————————————

Red Letters (Attack Cards)
———————————————

- Element: attribute which the letter refers to the attack. Neutral is not the same as
  
physical.
- Vertical Attack: The attack power is vertical.
- Thrust: the power of the attack “shove” the Keyblade.
- Finishing: is the force of the blow that ends a sequence (usually the 3rd
  
coup).
- Speed is the speed with which the attack comes.
- CB Recovery: is the time that this letter does it take to recover from a
  
Card Break. The higher, more rapid recovery.
- Cost of CP: The CP uses the letter. The higher the degree, she uses more CP.

The degree called the asterisk (*) is above the level A.


1. Kingdom Key
——————————
Element: Physical
Vertical Attack: D +
Thrust: D +
Finishing: D +
Speed: B
CB Recovery: B
CP Cost: *

2. Three Wishes
——————————
Element: Physical
Vertical Attack: C +
Thrust: D +
Finishing: B
Speed:
CB Recovery: B
Cost of CP: The

3. Crabclaw
—————————-
Element: Physical
Vertical Attack: C
Thrust: C
Finishing: B +
Speed: B
CB Recovery: *
CP Cost: B

4. Pumpkinhead
—————————-
Element: Physical
Vertical Attack: C +
Thrust: C +
Finishing: D +
Speed: B
CB Recovery: A
Cost of CP: The

5. Fairy Harp
——————————
Element: Physical
Vertical Attack: C +
Thrust: C +
Finishing: C
Speed *
CB Recovery: B
CP Cost: B

6. Wishing Star
——————————
Element: Physical
Vertical Attack: C
Thrust: C
Finishing: D +
Speed:
CB Recovery: A
Cost of CP: The

7. Spellbinder
——————————
Element: Thunder (Lightning)
Vertical Attack: D +
Thrust: The
Finishing: D +
Speed: C
CB Recovery: A
CP Cost: B

8. Metal Chocobo
——————————
Element: Neutral
Vertical Attack: C +
Thrust: C +
Finishing: B +
Speed + C
CB Recovery: B
CP Cost: B

9. Olympia
——————————
Element: Physical
Vertical Attack: C +
Thrust: D +
Finishing: B
Speed: C
CB Recovery: A
Cost of CP: The

10. Lionheart
——————————
Element: Fire (Fire)
Vertical Attack: B
Thrust: B
Finishing: B
Speed: D
CB Recovery: A
CP Cost: B

11. Lady Luck
——————————
Element: Physical
Vertical Attack: C +
Thrust: C +
Finishing: D
Speed:
CB Recovery: B
Cost of CP: The

12. Divine Rose
——————————
Element: Physical
Vertical Attack: The
Thrust: D +
Finishing: C
Speed:
CB Recovery: C
CP Cost: B

13. Oathkeeper
——————————
Element: Physical
Vertical Attack: B
Thrust: *
Ending B +
Speed: B
CB Recovery: B
CP Cost: C

14. Oblivion
——————————
Element: Neutral
Vertical Attack: The
Thrust: The
Finishing: D
Speed: C
CB Recovery: A
CP Cost: C

15. Diamond Dust
——————————
Element: Ice (Ice)
Vertical Attack: B +
Thrust B +
Finishing: B
Speed *
CB Recovery: *
CP Cost: C

16. One-Winged Angel
——————————
Element: Fire (Fire)
Vertical Attack: C
Thrust: C
Finishing: *
Speed:
CB Recovery: C
CP Cost: C

17. Ultima Weapon
——————————
Element: Physical
Vertical Attack: *
Thrust: *
Completion: The
Speed: B
CB Recovery: B
CP Cost: D


Blue Cards (Magic Cards)
——————————————-
Fire
Blizzard
Thunder
Cure
Gravity
Stop
Aero


Blue letters (Summon Cards)
——————————————
1. Simba: Simba’s roar hit opponents in a certain radius of action (pay
attention on the “brightness” of the roar). A sleight of two or three letters makes
enemies become dizzy.
2. Genie: The Genie loose Thundara, or Gravira Stopra (2nd level spells). Do
a sleight of two or three letters makes the Genie use two or three spells,
respectively.
3. Dumbo: Attack of ice. A sleight two or three cards increases the duration
the attack.
4. Bambi: Bambi leaps around the battlefield dropping items to recover HP.
A sleight of two or three letters makes Bambi play more items
recovery.
5. Cloud: Cloud attacks twice. If two store cards, he will attack three
times, and three store, it will Omnislash.
6. Mushu: Mushu shoots fire at the enemy. Storing two or three cards increases
duration of the attack.
7. Tinker Bell: Tinker is recovering Sora’s HP. Storing two or three
letters increases the healing power of Tinker.


Green Card (Item Cards)
——————————————
1. Potion: Reloads the letters attack instantly. Do not recharge cards
used in sleights.
2. Hi-Potion: Reloads the letters attack instantly. Recharges to
same letters used in sleights.
3. Mega-Potion: Reloads the cards attack and instantly resets
reloads the counter. Recharges even the cards used in sleights.
4. Ether: the letters spell recharges instantly. Do not recharge cards
used in sleights.
5. Mega-Ether: Reloads the letters spell and instantly resets
reloads the counter. Recharges even the cards used in sleights.
6. Elixir: Recharges instantly attack and magic cards, even the
which have been used in sleights.
7. Megalixir: Recharges instantly attack and magic cards, even
those already used in sleights. It also resets the counter reloads.


Green Card (Friend Cards)
——————————————-
1. Donald: Loose two spells at random, chosen from among Fire, Blizzard, Cure
and Thunder. Store two or three letters makes these two spells remain
strongest.
2. Goofy (Goofy): Pushes enemies. Stocking two letters makes this attack
get stronger, while Goofy is stocking three cards revolve around
Sora.
3. Aladdin: Sora follows and hits enemies with espadadas. Storing two or
three letters increases the duration of the attack and the strength of the blows.
4. Jack: Unleash a spell, chosen randomly among Fire, Thunder, Gravity
or Blizzard. Stocking two letters makes him drop two spells level 2 and
store three makes him drop three spells of level 3.
5. Ariel: “Stroll” by hitting the enemy camp, arriving in the batting
corner. Store two or three letters increases the duration of the attack and
Ariel’s attack power.
6. Peter Pan: Hit enemies with knives. Store two or more cards is
the attack get stronger and last longer.
7. Beast: “trumps” the enemies that are on the way. Storing two or more
causes the attack becomes stronger.


Letters Ashes (Enemy Cards)
——————————————-
1) Shadow (25 CP)
   
Effect: Incrementor - Increases the value of all cards by 1.
   
Duration: 2 reloads.

2) Soldier (20 CP)
   
Effect: Combo Plus - One more hit for combos (the default is 3 combo hits).
   
Duration: 3 reloads.

3) Large Body (40 CP)
   
Effect: Guard - Negates all damage taken by the front.
   
Duration: 1 reload.

4) Red Nocturne (20 CP)
   
Effect: Fire Boost - Increases damage caused by fire attacks.
   
Duration: 1 reload.

5) Blue Rhapsody (20 CP)
   
Effect: Blizzard Boost - Increases damage caused by ice attacks.
   
Duration: 1 reload.

6) Yellow Opera (20 CP)
   
Effect: Thunder Boost - Increases damage caused by attacks of thunder.
   
Duration: 1 reload.

7) Green Requiem (20 CP)
   
Effect: Heal Boost - Increases the power of healing spells.
   
Duration: 1 reload.

8) Powerwild (40 CP)
   
Effect: Retrograde - The values of the letters found their symmetrical. Thus,
   
1 = 9, 2 = 8, 3 = 7, 4 = 6. Note that 0 and 5 are symmetrical their own.
   
Duration: 1 reload.

9) Bouncywild (10 CP)
   
Effect: Draw - Draws letters and other items (HP and EXP) if Sora pass by.
   
Duration: 5 reloads.

10) Air Soldier (30 CP)
    
Effect: Reload Kinesis - You can recharge the cards in motion.
    
Duration: 3 reloads.

11) Bandit (30 CP)
    
Effect: Combo Finish - All attacks are the strength of the final attack
    
a combo.
    
Duration: 1 reload.

12) Fat Bandit (40 CP)
    
Effect: Back Attack - Enemies take more damage if they are attacked by
    
back.
    
Duration: 2 reloads.

13) Barrel Spider (30 CP)
    
Effect: Quick Reload - Reloads the cards instantaneously, and Riku.
    
Duration: 3 reloads.

14) Search Ghost (35 CP)
    
Effect: Drain - Absorbs the power of the enemy to hit them, but they give
    
less experience.
    
Duration: 1 reload.

15) Sea Neon (20 CP)
    
Effect: Random Values - The value of the cards becomes random, as in a
    
roulette.
    
Duration: 1 reload.

16) Screw Driver (15 CP)
    
Effect: Decrementor - Decreases the value of all cards by 1.
    
Duration: 1 reload.

17) Aquatank (30 CP)
    
Effect: Auto-Reload - Reloads automatically when these letters
    
end.
    
Duration: 1 reload.

18) Wight Knight (15 CP)
    
Effect: Levitate - The jumps are higher.
    
Duration: 3 reloads.

19) Gargoyle (30 CP)
    
Effect: Vanish - It is invisible, immune to most attacks.
    
Duration: 1 reload.

20) Pirate (30 CP)
    
Effect: All Zeros - All playing cards are worth 0.
    
Duration: 1 reload.

21) Air Pirate (30 CP)
    
Effect: Item Bracer - Your letters of items not suffer Card Break.
    
Duration: 3 reloads.

22) Darkball (25 CP)
    
Effect: Cardblind - The enemy can not see your deck.
    
Duration: 3 reloads.

23) Defender (25 CP)
    
Effect: Protect - Physical attacks cause less damage to your character.
    
Duration: 1 reload.

24) Wyvern (25 CP)
    
Effect: Reload Lock - The counter reloads does not increase.
    
Duration: 3 reloads.

25) Wizard (30 CP)
    
Effect: Magic Boost - The letters spell get stronger, but letters
    
summons can not be used.
    
Duration: 1 reload.

26) Neo Shadow (25 CP)
    
Effect: Bio - The enemy’s HP decreases, as if poisoned.
    
Duration: 1 reload.

27) White Mushroom (25 CP)
    
Effect: Hyper Healing - HP wins every time a Friend Card is used.
    
Duration: 3 reloads.

28) Black Fungus (20 CP)
    
Effect: Random Flush - Enables one of the other random effects.
    
Duration: 1 reload.

29) Creeper Plant (35 CP)
    
Effect: Leaf Bracer - Enemies can not give Break Card in their letters of
    
healing.
    
Duration: 1 reload.

30) Tornado Step (25 CP)
    
Effect: Reload Haste - Subtract two counter reloads.
    
Duration: 1 reload.

31) Growing (20 CP)
    
Effect: Summon Boost - The summons are stronger, but letters spell
    
can not be used.
    
Duration: 1 reload.

32) Guard Armor
    
Effect: Wide Attack - Increases a bit the range of attack cards.
    
Duration: 30 attacks.

32) Parasite Cage
    
Effect: Dispel - Negates enemy’s letter that the opponent is using the
    
time. If the enemy is not using no letter, nothing will happen.
    
Duration: 1 use.

32) Trickmaster
    
Effect: Value Break - If you miss taking a Card Break, makes the letter from
    
enemy be decreased in the difference of Card Break you took (the number
    
that appears next to “Card Break” to take the Card Break).
    
Duration: 10 Card Breaks.

32) Darkside
    
Effect: Mimic - Copies the enemy card your opponent is using.
    
Duration: 1 use.

32) Card Soldier
    
Effect: Attack Haste - Increases the speed of the attacks.
    
Duration: 30 attacks.

32) Hades
    
Effect: Berserk - Increases the strength of attacks when it is low
    
energy (when the HP bar is flashing red).
    
Element: Fire Resistant and is stunned to be hit by ice.
    
Duration: 30 attacks.

32) Jafar
    
Effect: Attack Bracer - Your letters of attack can not suffer Card Break.
    
Length: 20 attacks.

33) Oogie Boogie
    
Effect: Regen - HP is recovered gradually. The lower the HP plus
    
quickly recovers.
    
Duration: 10 uses (10 seconds).

34) Ursula
    
Effect: Shell - Reduces by half the damage taken by spells of the enemy.
    
Duration: 5 hits received.

35) Hook
    
Effect: Second Chance - As long as HP has two or more, even
    
hit by a strike that could kill him, you get an HP.
    
Element: Thunder resistant and is stunned to be hit by fire.
    
Duration: 3 uses.

36) Dragon Maleficent
    
Effect: Overdrive - Sacrifice reload speed to make the cards
    
strong attack.
    
Duration: 30 attacks.

37) Riku
    
Effect: Sleight Lock - Keeps the cards that were used in sleights (a
    
first letter is not wasted).
    
Element: Resistant to fire, ice and thunder.
    
Length: 5 sleights (the sleight has to be completed).

38) Axel
    
Effect: Quick Recovery - You can use letters even while being
    
agreed.
    
Element: Immune to fire, and is stunned to be hit by ice.
    
Duration: 10 blows received.

39) Larxene
    
Effect: Dash - Increases the speed of their movement.
    
Element: Immune to thunder, and weak against special attacks (sleights).
    
Duration: 15 cards.

40) Vexen
    
Effect: Auto Life - is automatically revived, with 25% (?) Of HP.
    
Element: Immune to ice, is stunned to be hit by fire.
    
Duration: 1 use (revive once).

41) Marluxia
    
Effect: Double Sleight - automatically uses a sleight twice in a row
    
and, if you play Versus mode, the reload counter increases.
    
Element: Fire Resistant, ice, thunder and special attacks (sleights).
    
Weak against physical attacks.
    
Length: 3 sleights (the sleight has to be completed).

42) Lexaeus
    
Effect: Warp Break - Defeat an enemy instantly with the final blow
    
a combo (third strike). When you play Versus mode, this move makes the
    
opponent dizzy.
    
Element: Immune to ice, resistant to physical attacks and weak against
    
Special Attacks (sleights).
    
Duration: 50 attacks.

43) Ansem
    
Effect: Sleightbind - Hide the cards stored (prepared for a
    
sleight) of the opponent.
    
Element: Resistant to fire, ice and thunder.
    
Duration: 10 sleights.


(That’s what happens when you let Google translate everything) KH FAQ

1. Introduction [INT1]
===============================================================================

This intermediate episode of the series Kingdom Hearts was released in 2004,
only for the portable Game Boy Advance. In it is told the story that connects the
primary first episode (Kingdom Hearts 1, Playstation 2) the second
(Kingdom Hearts 2, also for Playstation 2), in presenting to members
Organization XIII, telling what happened to Riku and Mickey soon after
close the door to Kingdom Hearts, and mainly serves as a prologue
for Kingdom Hearts 2.

There are two adventures taking place in parallel in this episode: they are “The Story of
Sora “and” Rebirth / Reverse “(Riku’s Story). If you are interested in
part of history and do not know much English, then read the “History”
after part of this guide lists. I chose to separate the history of the walkthrough for
do not spoil your surprise when you play.

Read the section “Game System” before the walkthrough to acclimatise a little in
gameplay.

Save the script of the story, which I relied to write the part
“History” of this guide, which is available at www.gamefaqs.com, under the title
“Game Script” on page Kingdom Hearts: Chain of Memories, this whole
guide is original work by me.







===============================================================================
2. Game System [SIS1]
===============================================================================

= - = - = - = - = - = - = - = - = - =
Letters Battle
= - = - = - = - = - = - = - = - = - =

The battle system in Kingdom Hearts: Chain of Memories (call the KH: CoM
hereafter) is based on letters. There are four types of cards that can
be used in battle, divided into color.

- Red: letters from physical attacks. The keyblade printed on the card determines
the power of the letter, but that does not mean that Sora’s keyblade in hand will change
form.
- Blue: Letters of skills, including attack spells, healing and
invocation.
- Green: Letters of items and “friends”, ie letters of your call
friends to fight. Letters items can be used only once per
struggle, while the letters of friends do not get in your deck, they appear
randomly during fights. The green cards can not be recharged.
- Ash letters of enemies that can only be used once each in the fight.
The effects are cumulative, ie, a gray card cancels the effect of
another letter ash. These cards do not have values.

Still exist Map Cards (letters of map) to open new rooms on the map. They
battle are not letters, and may have any color. I’ll talk more about them
below.

The L or R buttons are used to move the cursor over the letters, and the button to
use them. Whenever a card is used in battle, it appears in part of
bottom of the screen, this means that the enemy can see the cards you use and
you can also see his cards.

The letters of attack and abilities have values 0-9, which show the
that a letter has priority over the other. The higher the value, the greater the
that the letter has priority over others. This value has nothing to do
with strength or attack power of the letter, as one might think. An example: a
Cure letter value 7 will have a higher priority than a letter of attack
physical value of 6, although Cure is a healing spell. Since it is not
necessary that the letter is the attack to have priority over another, can be
any card.


= - = - = - = - = - = - = - =
Card Breaks
= - = - = - = - = - = - = - =

A letter of larger value always takes precedence over a lower value card,
this is fact.

When you use a chart and the enemy at the same time, the highest value card
the smallest gain, causing a “Card Break” who used the letter of smaller value.
The words “Card Break” appear on the screen and whoever has the letter of less value
will be pushed back, while the one with the highest card held the action of
letter used.

Break The Card is not restricted to the letters of attack, the letters of
skills can also cause Break Card cards in attack, the letters of
items can cause the cards Card Break attacks, and magic items, and
so on. What matters is the value, not the card type.

For example: if you use a letter of 6 Potion value and the enemy using a
letter of attack level 3, Card Break you will cause the enemy. He will
pushed back and you loose Potion smoothly.

The UPS card may occur over any distance, it is not necessary that the
contact between Sora and the opponent.

If the two cards have the same values, who used the first letter will suffer
Break Card, however, who used the second letter will not take action,
just have thrown the letter away.

An exception to this rule is the value 0 is considered a wildcard. He will always cause
Card Break the opponent, provided it is used AFTER the letter from the opponent.
Otherwise, if used before the opponent’s letter, the letter of value 0
Card Break suffer from all other.


= - = - = - = - = - = - =
Sleights
= - = - = - = - = - = - =

Sleights are combinations of letters that unlock special abilities when
activated. During the battle, leave the cursor over a letter and press L + R. The
will letter to the top of the screen. This is called “store” cards. You
can store letters to assemble combinations of 1.2 or 3 letters.

When mounting the combination, place the cursor on the black card and press L + R
again to activate the combination. The values of all the letters are added,
causing combinations can not be broken by a combination of higher
or a letter of 0.

If the combination does not activate any special effect, the attacks will be carried out
one after the other, as a normal combo. Importantly, the first
letter from a sleight always will be inaccessible later in the fight, not
may be recharged by the end thereof. One can say that it is a
kind of balance: while the sleights are very powerful and difficult
to break, using them can make you stay with a few letters
quickly, as a letter is always discarded when performing a sleight. But
do not worry, this letter back to your deck at the end of the battle.

The individual values of the letters and their order does not matter when making a
combination, the only thing that matters is the sum total of the values. Eg
if you use a combination of three Keys of Kingdom values 9.3 and 7, would
the same thing using the letters in the order 9,3,7 or 3,9,7 or 7,9,3. This is useful
when you want to avoid high value cards are wasted in
above case would be best to start with the letter combination of value 3, not
waste-value cards 9 or 7.

You can look at the sleights already available in the Status menu. While you are
adding the letters to make a sleight, you can continue using letters
normally with button A.

Note: If you do a sleight of three letters, we need not press L + R
on the black letter, you can press these buttons on any other card,
since it is not possible to store more than three letters.


= - = - = - = - = - = - = - = - = - = - = - = - = - = - = - = - = - =
Reload (reshuffle / Reload)
= - = - = - = - = - = - = - = - = - = - = - = - = - = - = - = - = - =

During the fight, when his letters over, select the black card and hold the
to “call” has used the letters back to the deck. Every time you
reload, the number of black card increases by 1, reaching a maximum of 3,
making the next time you need to hold the longer to
call letters back.

It is not necessary that all the cards to end up reembaralhá them, nor
you must load the meter all at once, you can load a little,
then move to another place and carry the rest. Shortly after loading
meter, you can not use cards immediately because the deck will be
reembaralhado. You can move and use Dodge Roll, though.

The letters of items, friends and enemies can not be reshuffled,
only the letters of attack (red) and letters of skills (blue)
may be. Some bosses also need to reshuffle their cards, then
pay attention this time to hit some shots for free.

* Note *: The common enemies seem to have an endless supply of cards, then there
need to recharge them. Some bosses more “stupid” does not need it.


= - = - = - = - = - = - = - = - = - = - = - = - = - = - = - = - =
Map Cards / Creating Rooms
= - = - = - = - = - = - = - = - = - = - = - = - = - = - = - = - =

In KH: CoM, the game does not give you the steps that are ready, you get an internship with
several empty rooms, which must be created for you. The creation process is
Simple. By knocking on the door with the Keyblade of a room, you should use a letter
map (Map Cards, which can be seen in the menu of the same name by pressing
START) to create the next room. These letters are always won by winning a
fight against common enemies.

There are four types of Map Cards:

- Red, are letters that involve the number or behavior of the heartless
to appear in the next room.

- Green, give some bonuses to Sora while he is in a room like this.

- Blue, activate items, like chests or save points.

- Yellow, are special cards that activate events. They can only be used
in classrooms with yellow exclamation points, and should always be used in
together with other common Map Cards.

There is also a yellow letter “Key to Rewards” that can only be used in some
empty rooms, special (non-yellow), and gives you a prize, like a sleight
again. This card has a drawing of a door opening, there is only one room
By these world. This letter is very rare, and only wins fights
common enemies, and only appears after the 7th floor.

You can re-create rooms that have been created, just knock on the door of the room with
the Keyblade back and choose another Map Card. This serves to make more
experience, since each room has a limited number of enemies, and creating
another room, you will summon more enemies.


= - = - = - = - = - = - =
Statistics
= - = - = - = - = - = - =

In KH: CoM, Sora has two stats: Hit Points (HP) and Card Points (CP).
HP is the power of Sora, represents how much damage he can take before
be defeated. The CP is the “power of the letters” Sora, representing the total power
the letters that he can put in the deck at once. When you level up,
Sora increases your HP from 15 to 15, 25 and CP 25.


= - = - = - = - = - = - = - = - = - = - =
Spoils / Rewards
= - = - = - = - = - = - = - = - = - = - =
After the fights against common enemies, Sora usually wins a Map Card
random and experience relevant to the enemies he defeated. Those
“Crystals” that are jumping on the experience gained are the enemy. Each crystal
equivalent to a number of points of experience, and is the most valuable
white gem, earns only the heads, which is more or less in 1400
experience.

Apart from that, Sora can still make a letter “P”, called Premium Card, which
entitles you to turn any card that is no longer Premium
Card at a premium. The difference this estate to others is that the Premium
Card is awarded during the fight, while the Map Card is only wins after all
enemies are defeated.

A final prize won in the struggle is the Key to Rewards card rare. In all
worlds, there is a room that can only be opened with this letter. This letter is
gets the same manner as a common card Map, the difference is that for the latter
the Key to Rewards card can only be won after the 7th floor.


= - = - = - = - = - = - = - = - = - = - =
Premium Card
= - = - = - = - = - = - = - = - = - = - =

A Premium Card is a card that uses less CP than usual. She can be
easily identified by its value to be colored in yellow, unlike
normal, which is white. To maintain balance, the amount Premium Cards
The first letter of a sleight, ie, once used, again using only the
next fight.

That said, be careful to turn their cards in Premium Cards or
putting an already transformed the deck. If a letter Cure, try to leave
other cards of the same type available, to not have to be restricted to a
single use per fight.

You have probably noticed by explanation, but the purpose of Premium Cards
seems to be the creation of sleights. Think, since the card can only be used one
same time, why not use it as the first of a sleight? And since they
CP spend less than normal same, it is good to place them to start
sleights.

Note that if a Premium Card is used as the second or third letter of a
sleight, can be recharged.


= - = - = - = - = - = - = - = - = - =
Assembling the Deck
= - = - = - = - = - = - = - = - = - =

To mount the deck (Deck called the American version), go to the option
“Review Decks” on the pause menu. There is room to build three decks, but
you’ll probably end up using only one throughout the game. At the top of
screen, under “Cards in Use” show how many cards you are using in total
all decks, and the total number of cards you have, also counting
the outside decks.

Below the name of a deck you see two numbers in the format XX/99. XX is the
number of cards that the deck currently has, while 99 is the maximum number of
cards that the deck can hold. Along comes the CP (Card Points) on
format XXXX / YYYY. XXXX shows the letters used by the CP that deck,
while YYYY is the total CP Sora.

Note: If XXXX YYYY is greater than, the game will warn you that you can not use this
deck. Remove as many cards as necessary to XXXX smaller or
equal to YYYY.

Now for the options themselves. Pressing on one of the decks will bring up the
following options:
- Equip Deck: Team the deck. The deck equipped shall be marked “Equip” to
his side, and this deck will be used in battle. You can not change
deck during the fight.
- Deck Rename: Renames the deck for a name of your choice with up to 8
characters.
- Clear Deck: Remove all cards from the deck, so you can remake it
from zero.
- Add Cards: Adds letters to the deck. Also accessible by pressing R.
- Removes Cards: Remove cards from the deck. Also accessible by pressing L.
- Cards Delete: Deletes the selected letters forever.

When a card is added, it will for the first empty space there is,
which results in somewhat messy decks. To swap the positions of
letters, place the cursor on the desired deck (while the menu
“Review Decks”) and tap to the left. Select the first letter, and
then the letter you want to trade places, to make the exchange.

The heartless letters (letters of enemies) can be placed anywhere
space, since they only appear when you press SELECT.

Some frequently asked questions about the system are in the “FAQ”.







===============================================================================
3. Walkthrough [DET1]
===============================================================================

Before detonated in themselves, some notes:

1) After the event Key to Truth at any stage, you will be sent to
last room in the world, even if they have not completed all the others. This room
Moment’s Reprieve will always be with you a crystal to save your progress.

2) Complete all the rooms does not give you a special prize, but you will gain
Map Cards and more experience because of having fought more often.

3) Can not get letters of attack or magic to defeat common enemies.
The only possible cards are taking as prize Map Cards, letters
of enemies, some letters of items and premium cards (P cards).

4) You can only enter in the reception rooms - yellow rooms - once. After
that this event is completed, the door disappears and is no longer possible
join.

5) To change scenes, hold Start.


Other important notes will be presented during the walkthrough.




===============================================================================
3.1. SORA’S STORY (THE STORY OF SORA)
===============================================================================

After the conversation with the Enigmatic Man, he will give you a World Card, which belongs
Traverse Town. Select the letter.


** Note **: The World Cards can only be used in front of these doors.

————————————————————————— ——————————————-
1st Floor: Traverse Town
————————————————————————— ——————————————-
- Enemies: Shadow, Soldier, Red Nocturne, Blue Rhapsody.
- Objects: Poles, “brick boxes” (jump on top), yellow boxes.
- Friend Cards: Donald and Goofy.
- Key to Rewards: Two rooms below the outlet. Prize: Lionheart Keyblade
(Own Fire attribute).

A few more words with the Enigmatic Man, and he will give a tutorial on
system cards.

————————————————————————— ——————————————-
Tutorial: Enigmatic Man (Unknown)

First, he will play a letter from a friend. Take the letter and use it. Now, he will say
for you to use the controls in battle. B to jump and double-tap forward
or backward to use Dodge Roll, which is a movement of avoidance. Do not forget
this movement, it will be very helpful. Then attack him three times. Now he
explain how to Reload. First, attack it until the cards run out, then
Give Reload (hold A on the black card). Now he asks you to pass the
cursor through letters, with the buttons L and R. Finally, it asks you to
press SELECT to see the letters of enemies (you do not have one yet).

End of tutorial.
————————————————————————— ——————————————-


After the tutorial, the game will give you the controls to be used outside the
struggles, which are B (skip), A (attack) and directional (moving). You also
win the Key of Beginnings card.

Walk to the door and the game will explain how to create rooms. Press A to hit the
port. Select a Map Card with A or cancel with B. The number that appears in
screen is the criterion to open the door. The current criterion is 1 + (1 or greater), then
letters of 1 or higher will open that door. You only have the letter’s Moment
Reprieve (the Key of Beginnings will only later), then use it.

** Note **: The cards with 0 (zero) to meet all criteria, except in
ports of special rooms (yellow room).

Approach the crystal to explain the game on the Save Points and on the
Quick Save option from the menu.

** Note **: After you use Quick Save the game back to the home screen, and you
Load can only give this game once, then it is self-quenched. Not
worry about the data from the Save page, they will still be there. The other
difference between Save and Quick Save is normal that you can give in Quick Save
any map, you do not need a save crystal nearby.

Then the game asks you to hit the barrel. Do it. You will receive a
a random card value. Then tap or touch the heartless to get
a battle. You will earn the letter value Tranquil Darkness 2. It serves to
create the room below, then hit the door is closed.

** Note **: If you hit the heartless instead of just touching it, you’ll get
Advantageously, all the enemies that appear at the beginning will be dizzy.

The base ends. Remember to hit the scene objects such as lamps,
boxes and barrels, to gain HP (green balls) or Moogle points (balls
red). The Moogle Points will be important when you win the Map Card
“Moogle Room,” so I always try to get the Moogle Points.

Upon arriving at the first Yellow Room (press SELECT to see the map) the game
explain how to open these doors. These ports have a blue crown on top,
If you do not have them seen by pressing SELECT. The process is almost identical
used to open the doors common, with the difference that you must use
more than one letter, the letter yellow be used last.

** Note **: you can not use letters of special value 0 in the doors, unless
the port number that is used specifically to a letter 0.

Upon arriving at the Key of Beginnings room, Leon will give a tutorial on the system
letters.


————————————————————————— ——————————————-
Tutorial: Leon

At first, attack it until it is stopped. He will explain Card Breaks,
play a card that is larger than that of his opponent while his letter
is still in play. He will also explain about the 0-value cards, and they
Card always cause the UPS to be used AFTER the letter from the opponent.

Then Leon explains how to use three cards at once. Press the buttons
L + R on all three cards. Press L + R again to attack Leon.

End of tutorial.
————————————————————————— ——————————————-


Leon will give the letter Simba and Key of Guidance. Simba is a summon (summon).

In the room Key to Truth is the first boss.


===============================================================================
BOSS: Guard Armor

- Award: Letter Guard Armor.

- Letter Disney: Tips for the boss and the parts are all separate.

- Attacks:
1) Jump: Guard Armor jumps to a random part of the screen. The shock wave
   
extends across the floor, then it is mandatory to use Dodge Roll or jump
   
not to be reached.
2) Feet: Guard Armor boss attack your feet toward you. This attack comes in
   
straight with you then simply shift up or down. Do not jump.
3) Rotate Hands: The hands rotate around the boss. This attack has a range
   
large, then stand back if the head start this attack. It is not advisable
   
attempt to attack the hands, because they are moving too fast for you
   
follow.
4) Fingers: Guard Armor reaches out towards the front, one at a time. This
   
strike only hits very close.
5) Rotate the Body: When the hands and feet are destroyed, Guard Armor will spin
   
beat you up or be hit.
6) Crush: When the hands and feet are destroyed, Guard Armor will jump three
   
times. As in the first attack, it is mandatory to use Dodge Roll or jump to avoid being
   
reached. Remember that there are three jumps in a row.

This boss has several parts to be destroyed, then try disabling
attacking the first parts more like hand. His letters are rarely
a problem, just be careful not to get near him when reshuffle
letters or use a Potion.
===============================================================================


** Note **: The Charter only appears in Disney boss fights that Sora has already
faced in Kingdom Hearts 1. Most often it is necessary to make a
specific action to which the letter appears, examples are given a blow to the head
when it is in a certain state, or hit a particular part of this,
etc..

After the battle and the scene, you will be sent to the last room, which contains
the output of the world. The output is indicated by the arrow blue.



————————————————————————— ——————————————-
Interlude: Floors 1-2
————————————————————————— ——————————————-

Another boss.

===============================================================================
BOSS: Axel

- Award: Letter of Fire.

- Attacks:
1) Fire Wall (sleight): The screen goes black and sends Axel several pillars of fire
   
its direction. Use Dodge Roll to jump in the flames.
2) Chakram: Axel plays one of his chakrams, teleports up and take it back.
3) Physical Attack: Axel rarely uses this move, and when you do, you will
   
closely. The blow hit a few times.

Axel spends most of time teleporting and adding letters to make your
sleight (Fire Wall), then take it easy. Get your combos always jumping
over Axel, to avoid being hit by Chakram he plays. If he
use Fire Wall, wait a wall of fire approaching and then use Dodge Roll
to avoid it. Take advantage of the loophole that gives Axel when recharging
Letters, letters and join the Donald and Goofy to do sleights with them.
===============================================================================


From here, you choose which world wants to turn a certain floor, but
The walkthrough will follow the order of difficulty of the first Kingdom Hearts. You will find
2nd floor in a blue ball next to the save crystal. This sphere serves
to teleport between floors.

** Important **: If you move to another floor, will have to recreate all
rooms on the floor above.



————————————————————————— ——————————————-
2nd Floor: Wonderland
————————————————————————— ——————————————-
- Indicated Level: 7-9
- Enemies: Shadow, Creeper Plant, Soldier, Large Body, Growing, Red Nocturne.
- Objects: Plants and mushrooms (jump over).
- Friend Cards: Donald and Goofy.
- Key to Rewards: Single room from the first row. Award: Stop Raid.

At this stage, you will find the first time the Large Bodies, or simply
“Gordões” the most annoying enemies in the game. They can only be hit by
physical attacks on the back (in KH1, they could be worked out in the head
too), and are smart enough to turn when you realize
will do this. Spells can hit them ahead.

Beware Crescendos and Creeper Plants, enemies use these letters
6 often value. As you may have only one high card that
value, it is good to be in the middle of several of these enemies. The Crescendos can
call other Heartless to battle (Soldiers), to finish the horn.

Also, stir in the deck a bit to include the letters of Simba and the letter
Fire you won the fight against Axel.

Key to Beginnings in the room, there will be a battle.

===============================================================================
BATTLE: Group of letters

- Award: Letter Card Soldier.

They are in total six letters, four black and two red. They use cards (no
pun intended) weak, the largest I saw was a value 4.
===============================================================================

Key to Truth in the room, time of the head.

===============================================================================
BOSS: Trickmaster

- Award: Letter Trickmaster.

- Letter Disney: Create a table in the center of the room, so you do not need
long jump to hit the boss. If Trickmaster clap on the floor,
effect ends.

- Attacks:
1) Impact: Trickmaster beat hands down. Skip to or use Dodge Roll
   
not be reached.
2) Fire: Trickmaster crossed bats and loose the magic Fire in your direction.
3) Trick: He walks to the other side of the screen, spinning poles. Just get out
   
the way to avoid being hit.
4) Blow-up: It lowers the rods and gives a blow up fast. That
   
single blow hits close.

The battle is over to get used to the game than a real battle.
Trickmaster not have very strong cards, but will play an 8 time or
another. It is only expected to be hit the most part, then
when he tries to drop a card, take a Break Card so that it is
dropped briefly.
===============================================================================



————————————————————————— ——————————————-
Interlude: Floors 2-3
————————————————————————— ——————————————-
Scenes.



————————————————————————— ——————————————-
3rd Floor: Olympus Coliseum
————————————————————————— ——————————————-
- Indicated Level: 14-17
- Enemies: Shadow, Bouncy Wild, Wild Power, Barrel Spider, Blue Rhapsody
Large Body.
- Objects: Barris, pillars, set of three barrels (jump over) and boxes
ash (jump over), yellow pedestals (skip over).
- Friend Cards: Donald and Goofy.
- Key to Rewards: 1st room of the 3rd line. Award: Metal Chocobo Keyblade.

From here, take care to hit the barrels, since some of these are
enemy (Barrel Spiders). The fight against these is a bit tricky, since the
Their goal is just to blow up on you. They use only letters
value 4 all the time, so just do not give them chance to explode
overcome them. Try to win the letter of the Barrel Spider, as it serves to let the
Reload faster.

Where to find a letter Room Moogle Moogle Points and has enough
use it. Whenever you create a new Moogle Room, talk to the Moogle and receive a
pack of cards (5 cards) for free. For the first time, choose only the
red packets, which are letters of attack, you should have few of these, then
if you can see some of the strongest. Try some blue packets (and spells
summons) later, so it is no depending only letters attack.


In the Key of Guidance room, Cloud.

===============================================================================
BOSS: Cloud

- Reward: Hi-Potion.

- Attacks:
1) Common Attack: Attack of the sword vertically.
2) Flying Attack: While Cloud is flying, sometimes he goes making a
vertical stroke of the sword.
3) Cross-Slash (sleight): Cloud attacks three times with the sword.
4) Omnislash (sleight): Cloud is surrounded by electricity, flies out and gives
three vertical strokes before returning to the ground.

Cloud just attacks hit close, then you better not be playing all
his letters closely, prefer to get your combos or jumping after giving
Card Break on a Cloud. He is the first boss that uses sleights actively
you’ll see it will be most of the time riding a sleight. Although not
Give to interfere as he is joining the letters, you can give a Card
Break when he get the sleight (all letters will come to the bottom
the screen. To do this, you must have at least have one or two
0-value cards, letters do not necessarily attack.

After dominating the party to break the sleights Cloud, pay attention to
hit him more when he’s reloading the cards. Pay attention to the
letter that he is wearing: a black card is equal to yours. That’s when
you must attack him with everything, not afraid to take a back. Be careful when
failing to prevent the drop Omnislash Cloud, always use Dodge Roll to
the side which Cloud is coming, and not the other way, or you will always be
agreed, even using Dodge Roll.
===============================================================================


In the Key to Truth room, Hades.

===============================================================================
BOSS: Hades

- Award: Letter Hades.

- Letter Disney: Deletes the flames of Hades (Hades takes Berserk mode).

- Letters from the Enemy:
1) Red Nocturne: Fire Boost Ability. Increases damage done by attacks
fire.
2) Hades: Berserk Skill. Increases the power of attack cards when
is low on energy.

- Attacks:
Note: “Blue” is the normal state of Hades and “Red” is when he is
anger (Berserk).
1) Shot of fire (blue): Just hit up close.
2) Temper Flare (sleight): Hades uses sleight to be red (Berserk).
   
This is the only sleight he can use as is normal, then stay
   
attentive. If you can break it before Hades turns red, you will avoid
   
it changes. But if breaking only after it got red,
   
will not advance at all.
3) Flamethrower (red): He uses his hands to create two flames and starts
chase.
4) Cross Fire (red): just hit close.
5) Firaga Ball (Red - sleight): Hades says “Take that!” and drop a ball
fire in their direction. To divert, use Dodge Roll.

Hades begins the fight in the normal way, and switches to form Berserk every time
that uses the sleight Temper Flare. In normal form, Hades has only one attack,
then try to break the sleight Temper Flare whenever possible to keep it
in the normal way most of the time. Like one time or another Hades will
able to do the sleight successfully, it is time to prepare to face the
Berserk form. While red, Hades moves faster, wins
three strikes and you lose the attack shot of fire.

The best opportunity to hit Hades is when he’s reloading the
letters, and it will happen several times. Do not hold back and use all the letters of
attack that has, except the value 0, because you need them to break
the sleights of Hades. Hades has an Elixir, a letter that reloads all
cards at once, but only use once. The only spell that causes damage
Blizzard is in Hades, but as Hades in the form Berserk moves very quickly,
you better not try.

If by chance cards appear in Donald, save them to perform a sleight of
three of them, you can get lucky hold Donald Curaga. The same goes for
letter from Goofy. When towards the end of the fight, Hades will use the letter
Hades, and his physical attacks will be much stronger. At this time, is not good
getting caught by the flamethrower attack, break it whenever possible, even if
has been hit once or twice, it is important to be set minimum
times possible.

Also pay attention to not get caught by the attack of the cross fire, Hades
uses several of these in sequence, three of these take about half the
HP, if you’re at the indicated level.
===============================================================================

After the fight you get the letter Cloud, a summon (summon).



————————————————————————— ——————————————-
Interlude: Floors 3-4
————————————————————————— ——————————————-
Scenes … From this floor, I suggest you try changing your deck and more
put a few letters of value 0 in it. Put them all or at the beginning or
end of the deck. Just be careful not to waste your ZIP code, since these letters
use more CP than the other and are a double-edged sword. These letters of
value of 0 will serve much for the upcoming boss fights.



————————————————————————— ——————————————-
4th floor: Agrabah
————————————————————————— ——————————————-
- Indicated Level: 20
- Enemies: Shadow, Green Requiem, Yellow Opera, Bandit, Fat Bandit, Air
Soldier, Barrel Spider.
- Objects: Tents (jump up), set of barrels (jump up), barrel
alone (large or small, set), leaning against the tent wall (jump in
above), wooden tower (hit).
- Friend Cards: Aladdin, Donald and Goofy.
- Key to Rewards: 1st room of the 1st line. Prize: Blazing Donald.

Here you will face the Fat Bandits, which are almost the same as Large Bodies,
except that here they spit fire. If you ever thought about putting some
letter of heartless in the deck, I suggest you put a letter of Large Body, if
has already won it. This card gives you the effect “Guard”, which causes all
received by physical attacks against being wiped out. The effect lasts a Reload.

The enemy Green Requiem first appears at this stage. It is fully
immune to the three most common spells (Fire, Blizzard and Lighting), but neither
has no attack, except to heal itself or its partners.

A new Friend Card appears at this stage, is the letter from Aladdin. This letter is
very useful for hitting multiple enemies, especially if you use a sleight
two or three it.

Early on, there will be a battle.


===============================================================================
BATTLE: Heartless Group

Only a common struggle.

- Reward: Ether Charter.
===============================================================================


Key to Truth in the room, time of the head.


===============================================================================
BOSS: Genie Jafar & Iago

- Award: Letter Jafar.

- Letter Disney: It makes all the platforms stay at the same level, getting
Iago easier to hit.

- Attacks:
1) Punch: Jafar Sora will be looking high and come down on the platform once the punch
below. Although the impact is not spread across the floor, it’s good if you do not jump
can move away from the punch in time, so will not be hit.
2) Radius: Jafar moves away from platforms and a loose bolt that hits twice.
Running on the platforms of the middle or the left is the best option. Note that
if the three platforms are aligned, loosen a variant of Jafar
attack, in which the beam traverses the three platforms, and this variant is
difficult to divert.
3) Stone Lava: Jafar plunges into the lava and brings a giant rock, throwing it
soon after. The scope of the attack is significant, then it is better to give a
Card Break before he completes the attack.

Your goal in this fight is to hit Iago, who is carrying the lamp. The
Jafar attacks are easy to bypass, just be careful when he dive
and bring a lava stone, try to give a Card Break this attack. The bad part
the fight is that the platforms are changing in height at all times, so
move from one to another is constant. Do not bring letters to spell
this fight because they are worthless. Unlike Kingdom Hearts 1, this
Instead Genie Jafar is totally invincible against all attacks.

The letters and healing items (Potion, Hi-Potion) should be placed on the deck
in larger amounts hereafter. A letter of the item and three healing is already
nice.
===============================================================================

After the fight, you get the letter of summon Genie.



————————————————————————— ——————————————-
Interlude: Floors 4-5
————————————————————————— ——————————————-
Only scenes. If you want to know what happens in these scenes, read the “History”,
after the detonation. I decided just for the spoilers that had not detonated
spoil your experience with the game.



————————————————————————— ——————————————-
5th Floor: Monster
————————————————————————— ——————————————-
- Indicated Level: 24
- Enemies: Green Requiem, Yellow Opera, Air Soldier, Large Body, Search Ghost,
Tornado Step, Barrel Spider.
- Objects: Barrels, everything seems to jump on top to serve.
- Friend Cards: Donald and Goofy.
- Key to Rewards: 3rd room of the 2nd line. Prize: Aqua Splash.

The heartless Tornado Step 6 cards in use often is
warned.

Unlike other phases, the head appears right here in the second room (Key of
Guidance) and not the third (Key to Truth).


===============================================================================
BOSS: Parasite Cage

- Prize: Parasite Cage Card.

- Letter Disney: It makes you able to walk in the acid without getting hurt, and if the
platforms are small, the size of all increases again. So that
Disney’s letter appears, it is necessary to hit Parasite Cage until she open the
mouth, then hit more until the letter appears.

- Attacks:
1) Acid Ball: The chef uses two tentacles to suck the acid and the shoot
in the form of a ball. Jump from one platform to another to avoid being hit.
2) Impact: The head opens its mouth, raises two tentacles and hits the ground in
area just in front of her.
3) Impact (Variant): In this variant of the previous attack, the head hits the ground
at two different points above and below where it is.
4) Attack the Body: The chef uses the tentacles to lean in and throws acid
his body against you. Jump to the platform above is the safest way
avoid the attack.

This fight can be tricky. Standing on the platforms, you escape the effects
acid below. The acid has no effect right away if you step on it,
You can take a few steps before feeling the effect. What should be done
to defeat the boss is always trying to keep up on the platform which is in its
forward and hit her until, or platform disappears and you have to go
another, or when an attack using a head from which it is possible to escape
getting in front of you, escape to another platform.

Parasite Cage’s letters can give some problems, it uses value cards
7 a few times. Magic Fire seems to be more effective, since almost Blizzard
does not draw power from the boss.

When you get hit Parasite Cage enough, she opens her mouth and
Sora attacks will take more energy. The letter also appears that Disney
hours, to make the fight a little easier. The state of dizziness of the head does not
last long, so enjoy as much as possible. It seems that is Parasite Cage
dizzy (open mouth) faster if you connect many blows followed, then
only move away if you need to use a healing spell. It is always best to leave
head pressure.
===============================================================================


Key to Truth in the room, another battle.


===============================================================================
BATTLE: Storm of Shadows

- Prize: Dumbo Charter (summon).

The goal is banging in Shadows fill up the bar that says when
Monster is about to sneeze. Stop giving blows long or be
Shadows makes hit by the bar begins to decrease, then always
attack, but do not stay in the midst of the enemy. When the bar is
full flashes yellow. In this state, it can no longer declining, and
suffice to eliminate the Shadows remaining to finish the battle.

This is considered the last battle of this stage, but you can avoid it, since
these are just normal enemies. Note that if you run the game
ask if you want to try again (1a.opção) or return to the previous room
(2a.opção).
===============================================================================



————————————————————————— ——————————————-
Interlude: Floors 5-6
————————————————————————— ——————————————-
Scenes.



————————————————————————— ——————————————-
6th Floor: Halloween Town
————————————————————————— ——————————————-
- Level Indicated: 28.
- Enemies: Shadow, Wight Knight, Creeper Plant, Search Ghost, Gargoyle.
- Objects: Pumpkin, large tree, three small trees (jump over), tomb
with the statue of a gargoyle, “surrounded” pumpkins, house fused with a
spider, house of pumpkins.
- Friend Cards: Jack, Donald and Goofy.
- Key to Rewards: 1st room of the 4th line (white room). Award: Gravity Raid.

Soon after the first fight, you win the Friend Card Jack Skellington, and
along with this, the sleight Terror (two letters summon + Jack or Simba + Mushu
+ Any letter of the item). This letter is a good substitute for the letter from
Donald. The more letters from Jack are used together (in a sleight), more
spells before leaving it loose at least one and at most three.


===============================================================================
BOSS: Oogie Boogie

- Prize: Oogie Boogie Card.

- Letter Disney Go down the bars all at once. Disney appears to the letter,
you have to destroy any of the data, before all three
disappear.

- Attacks:
Seems that attacks Oogie Boogie are chosen according to the sum
data, have yet to confirm this.
1) appears a circular saw that runs through the floor once.
2) appear three blades that are jumping on the roof. To escape, stay
they enter and track their movement.
3) The energy is recovered Oogie.
4) Call two heartless. While the heartless are in the arena, not Oogie
play the data.
5) As Yellow: After taking several blows, Oogie will call this data. The bars
will rise again and you will be sent to the bottom.

There is a specific strategy to win this battle easily. If not
follow it, you’ll be long. First, wait Oogie throwing the dice. Those
data is always of value 7, then put letters 7,8,9 or 0 to give a Card
Break at Oogie. When Oogie suffer a Card Break, the grid will lower a bit.
Do this three times and then you can climb up to where Oogie is.

When you’re on top, Oogie will not use any letter, then
attack him until he send them back down, repeating the process.
Join three Goofy cards to make a sleight of them when you get there
up to cause even more damage.
===============================================================================



————————————————————————— ——————————————-
Interlude: Floors 6-7
————————————————————————— ——————————————-
After the scenes, time to face the blonde girl, Larxene.


===============================================================================
BOSS: Larxene

- Reward: Thunder Charter.

- Letter to the Enemy:
1) Yellow Opera: Effect - Thunder Boost. It causes attacks of thunder
cause more damage.

- Attacks:
1) Combo: Larxene will do so always at close range. She can hit up to
five times, and if you can hit all five shots, it will end with
Thunder magic.
2) Throwing Knives: Larxene throws more knives in his direction. To divert,
just straight out of Larxene.
3) Thundara: Larxene raises his hands and released what appears to be the magic Thundara.
4) Lighting Bolt (sleight): The screen goes black, Larxene raises his hands and holds
Sora with a thunder attack. Sora will be stuck for a while, and when
released, will be dizzy. It is possible to escape the coup since the release Larxene,
but requires a precise timing to jump behind it.

Larxene has two energy bars, and uses thunder attacks. She likes to
fight at close range, then give Card Break when being hit by
your combo. Larxene attacks do not take much energy themselves, but
take several of these and see how your power goes fast. Larxene is always
adding letters to make your sleight Lightning Bolt, so soon
it will begin to recharge the cards, and that’s when you act. Make sure they
the head can not recharge the cards, so you get more time to
hit it. Although it stops to reload, it will continue later, dropping
their remaining cards to get you close to her.

Do not be surprised the fact Larxene recharge cards before they are gone, the
Heads will also make it later. Her goal is to add letters to
make your sleight, and not all seem to serve, just as it uses the letters of
high values of the leaves and low values for later, and so
recharge cards to do a sleight with letters of little value, and
therefore, with a total value for the small sleight.
===============================================================================

After defeating Larxene, you get a few more World Cards.



————————————————————————— ——————————————-
7th Floor: Atlantica
————————————————————————— ——————————————-
- Level Indicated: 31.
- Enemies: Search Ghost, Sea Neon, Darkball, Screwdiver, Aquatank
- Objects: Stones (jump over), shells, yellow pillars (skip over).
- Friend Cards: Ariel, Donald and Goofy.
- Key to Rewards: 3rd room of the 1st line. Award: Quake.

From this floor, some things will change: you win some Map Cards
that had not won before, and as Guarded Trove Almighty Darkness. You also
can use other letters spells like Thunder, and finally, the letter Key
Rewards can be to win after a normal fight, though it appears rarely. The
Moogle Shops now sell different packages, and not always
best are the most expensive.

Stir in the deck to include some letters attack stronger. Replace the
Kingdom Keys by other Keyblades stronger and of equal value, such as Olympia and
Pumpkinhead. Although spend a little more than CP, the cards will be most useful.
Also, place two or three cards in the deck Cure (no premium may be
Card), and leave only one letter of the item (if you had more than one).

After the event in the Key of Guidance room, a new Card will be your Friend
disposal, Ariel. The effect of it is almost the same as the letter from Aladdin, but Ariel
Sora does not follow, just like Aladdin.


===============================================================================
BOSS: Ursula

- Award: Ursula Charter.

- Letter Disney Ursula lowers its head and tentacles are not in the way.
Not sure how to right of the letter appears Disney, but I
seems that if you “beat” two of the tentacles of Ursula (instead of just
a), the letter appears.

- Attacks:
1) Thunder: Thunder magic Ursula loose.
2) Bubbles: Ursula loose blisters in the mouth, which follow you. If set,
Sora will be confused and controls will be changed too, will be left
right, up and down will be vice versa. To divert, or run the ball up
they burst on their own, or use Dodge Roll to pass through their midst.
3) Storm: This attack comes rarely, and Ursula always opens his mouth several
times before releasing it. It will release multiple rays at once, which are more
or less as the technique Fire Wall Axel, ie a line through the
arena. But Ursula’s attack is only made up half of the arena (she stops and
will then again, the other half of the arena, but not always the case), and
repeatedly hit the attack.

Ursula here does not compare with KH1, when he was one of the toughest bosses
game. The battle here is simply to tap into one of the tentacles of Ursula
until it comes out her front, then hit her in the head until the tentacle
destroyed to appear again. Ursula’s attacks are easy to predict and
away, as long as you have not been hit by the bubbles (which exchange the
controls). The only attack you should watch is the storm that
Ursula will rarely. Moreover, do not try to use the letter of Ariel, is well
ruinzinha this fight, even if you prefer your physical attacks.
===============================================================================

It is recommended that you save the game before leaving the 7th floor.



————————————————————————— ——————————————-
Interlude: Floors 7-8
————————————————————————— ——————————————-


===============================================================================
BOSS: Riku I

- Reward: Aero Charter.

- Letter to the Enemy:
1) Shadow: Effect Incrementor. Increases the value of all the letters in the shuffle
1.

- Attacks:
1) Vertical Attack: Riku jumps and uses this attack when it is over Sora.
2) Whirlwind Attack: This attack Sora throws away. Catch twice.
3) two-hit: Riku attacks twice. The second blow will Sora dizzy, if the
hit.

Breeze. Riku uses no sleights, then do not bother to Card Break him.
Just be careful not to take many attacks followed two-hit, always try to leave
path.
===============================================================================



————————————————————————— ——————————————-
8th Floor: Never Land
————————————————————————— ——————————————-
- Level Indicated: 35.
- Enemies: Shadow, Growing, Pirate, Air Pirate, Barrel Spider, Darkball.
- Object: Chest small, big chest, barrel, guns, cash (jump over),
set of three barrels (jump over), large barrel.
- Friend Cards: Peter Pan, Donald and Goofy.
- Key to Rewards: 2nd room of the 2nd line. Award: Thunder Raid.

After the event in the Key of Beginnings room, you will get a letter from Peter Pan
It is quite useless if used alone, use it whenever two or three at once.
After the event in the Key of Guidance room, you will lose his letter,
recovering only in the room Key to Truth.

The last event (Key to Truth) is a very difficult battle, so save before
addition.


===============================================================================
BOSS: Captain Hook (Captain Hook)

- Award: Letter Hook.

- Letter Disney: Makes the boat stop swinging.

- Letters from the Enemy:
1) Sea Neon: Random Effect values. Causes the values of all cards
are chosen randomly.
2) Pirate: All Zero Effect. All letters will be 0.
3) Hook: Effect Second Chance. If you have more than 1 HP and take damage, not die,
will have only 1 HP.

- Attacks:
1) 2-hit: Hook gives two blows of the sword.
2) Rush: Hook toward her.
3) Present: Hook throws a gift, that bounces off the corners of the screen. If you become
long jump or hitting Sora, this will explode. The explosion also
damages.
4) Rush Present & (sleight) play several hook present, one at a time.
5) Combo & Present (sleight): Hook toward her, beginning a
sequence that ends up throwing it up there. Before you fall, plays Hook
present in various ground.

Attack hook carefully. When he completes a sleight (when it appears
the name of the sleight), stop attacking him and wait for him to drop the sleight, or
give you a Card Break, or out of the way. Both are sleights Hook
problematic. Rush & Present is difficult to shift because you do not know
where this will explode, and further, if it is struck by this,
bound to be agreed by all that comes later. The sleight Combo & Present is
rarer still, pay close attention to the sleight of the initial attack,
Hook will run up on you and try to apply a combo. Even as
hit by the initial attack, you can give a Break Card provided that there
has not been played up, remember this.

In a certain part of the fight, Pirate Hook will use the letter, which causes all
his letters remain with values equal to 0. If you want to heal or
think about doing it now, Hook will Card Break in all their attempts
attack and healing. What you should do is wait for the end purpose of the letter,
distributed at random attacks (far from Hook), and then summarize the strategy
normal.
===============================================================================

After the fight, you get the letter Tinker Bell (summon).



————————————————————————— ——————————————-
Interlude: Floors 8-9
————————————————————————— ——————————————-
Try to give a touch more in the deck, putting one or two items and letters
removing the cards with value 1,2 or 3, if you have any. If passed by
Moogle Shops, may have different Keyblades of Kingdom Key, then place them
in the deck too. The keyblade Pumpkinhead is a good choice for this.


===============================================================================
BOSS: Riku II

- Reward: None.

- Attacks:
1) Vertical Attack: Riku jumps and uses this attack when it is over Sora.
2) Whirlwind Attack: This attack Sora throws away. Catch twice.
3) two-hit: Riku attacks twice. The second blow will Sora dizzy, if the
hit.
4) Dark Firaga (sleight): To divert the ball of fire, use Dodge Roll or
is above Riku. Another option is to jump over it when you release the
blow.

- Enemy Cards:
1) Shadow: Effect Incrementor. Increases the value of all the letters in the shuffle
1.

Almost the same thing the previous battle, only a few different cards. He
will come with a sleight, Dark Firaga. Keep a letter of value 0 at the beginning
or end of the deck to give a Card Break when Riku start this sleight.
If no such letter is above or below Riku and run to the direction
contrary to his hand which points to pass the blow hit.
===============================================================================

After the fight, you learn sleight Warpinator.



————————————————————————— ——————————————-
9th Floor: Hollow Bastion
————————————————————————— ——————————————-
- Level Indicated: 41.
- Enemies: Defender, Wizard, Wyvern, Darkball, Shadow, Tornado Step.
- Objects: Columns, “chimneys” boxes on top of pedestals (skip over).
- Friend Cards: Beast, Donald and Goofy.
- Key to Rewards: 4th room in the 1st line. Award: Mushu (summon).

The heartless here is more difficult. The Defenders (guys with shield) use
9-value cards, and can only be worked out in the back and is also immune
spell-ahead, while the Wizards (“witches / wizards”) are immune to all
spells, and use-value cards at most 7.

Put three letters of the Cloud to do the sleight Omnislash whenever there
Defenders and Wizards screen, so you kill them fast. Remember that it is not
‘ll only need strong cards in sleight. Wanting, you can put
even a two letters, provided that the sum of all three is greater than 9,
so no enemy can break the sleight. It is a good place a card
Premium Cloud, since one will only serve to make the sleight of
anyway.

On reaching the boss, you get the Friend Card of the Beast (Beast).


===============================================================================
BOSS: Dragon Maleficent

- Prize: Dragon Maleficent Card.

- Letter of Disney: Three stones are in front of Maleficent. Up makes them
that the fire does not hit you, and also makes it easier to hit the head
Maleficent. Whenever Maleficent hits the ground, a stone disappears. To
that the letter appears, destroy any of the fires when they appear green
after the attack the fire.

- Attacks:
1) a Bite: This attack always comes from above.
2) Bite 2: This attack comes from the front.
3) Fire: Maleficent raises her head and loose fire on the ground below. The radius
range of fire is great, and still leaves some small green flames on the ground,
which can also hurt you. The easiest way is jumping away, since the
fire which comes first does not get much time on the ground, soon giving place to the flames
minors.
4) Impact: Maleficent step down and make an impact, which is only possible
divert or jumping, or standing on the rocks (if you used the
Disney letter). The impact strikes twice as Maleficent step twice
the ground.
5) Green Fire: After the attack the fire, these flames are on the ground. They
may appear in some variants, like all in a vertical line in a
circle or just scattered. These flames still hurt if you touch
them, although it is crucial to destroy one of them to win the Disney license.

Maleficent is an unpredictable boss in their attacks. She may be right
the head, then you will spend most of the time jumping.

Always watch it lift the legs as it will cause two
impacts followed, jump without hesitation. The strongest attack of Maleficent is the
hold fire attack in the arena, which can be avoided by simply jumping.
While it has no sleights, which makes the battle difficult is the Maleficent
already mentioned the unpredictability of their actions, which causes many breaks
pace during the battle. For example, you are preparing a response
air, then use a letter as soon as healing touch the ground. But if
Maleficent cause impacts as soon as you touch the ground, it will break your
rhythm (this has nothing to do with Card Break), disrupting it and forcing it to
make more mistakes.

The letter Disney makes things a little easier, since after picking it up,
you need not worry about the impacts of three times. Remember
hit any of the green flame to get the Disney license, and
MAINLY, you can only have one card in the deck Disney at a time.
===============================================================================



————————————————————————— ——————————————-
Interlude: Floors 9-10
————————————————————————— ——————————————-
Scenes.



————————————————————————— ——————————————-
10th Floor: 100 Acre Wood
————————————————————————— ——————————————-
This floor has no fights, is a minigame in which the goal is to find the friends of
Pooh.

————————————————————————— ——————————————-
Objective: Find all the friends of Pooh.
Controls: Use the R button to call Pooh.
Explanation: The meter of honey on top of the screen shows how much has the Pooh Honey
belly (heh). If this meter is empty, Pooh will get some sleep, so make
sure guide to the Pooh honey pots scattered around the stage.
————————————————————————— ——————————————-

Early on, after passing through Rabbit, jump on the wagon and ask Pooh
follow him (make room for him to get on the wagon). When the wheel fall off, go
forward.

1. Pigglet (Piglet)
After the first wagon, he is entering and leaving the forest in part of
low. Guide to him Pooh (Pooh have to touch him!).
- After finding Piglet, you win the Confuse sleight.

2. Owl (Owl)
Where to see the first balloons, call Pooh to the bunch of balloons near the tree
which is Owl. Pooh Owl will fly and bring him back.
- Finding Owl, you gain the Spellbinder Keyblade.

3. Roo (Roo)
Make Pooh fall into the hole where the footprints point.
- Finding Roo, you get an Elixir.

4. Eeyore (Eeyore)
- To the right is where Eeyore, there is a tree with a hive of bees.
Call Pooh to the hive.
- Finding Eeyore, you win the Bind sleight.

5. Tigger (Tigger)
- Passing Eeyore, Roo you’ll see (if you find) near some
trunks. Call Pooh until one of them, then make it jump from one to another, the same
Tigger was doing so in the trunks in the back. Starting trunk
top and left, make Pooh by jumping logs in a counterclockwise direction. To
make it right, always stay on top of the next trunk and call Pooh, leaving
the way so he is jumping.
- Finding Tiger, you win the Idyll Romp sleight.

6. Rabbit (Abel)
- You must have broken the wheel of the cart there in the beginning.
- The wooden posts passing through the first, vegetables come in various
its direction. Beat ‘em up to a stack (stand still, if you leave this
area, stop the vegetables appear).
- By doing this, you win the Synchro sleight.

Completing the stage, you get the Bambi summon. The only chance of saving is
now. Save.



————————————————————————— ——————————————-
Interlude: Floors 10-11
————————————————————————— ——————————————-
Get all your letters of Blizzard and replace them with Fire or Thunder. Or
simply takes all his letters spell (except healing), as
they begin to become more and more useless with time.


===============================================================================
BOSS: Vexen

- Prize: Mega Ether.

- Letter to the Enemy:
1) Blue Rhapsody. The ice attacks are stronger.

- Attacks:
1) Strike with Shield: Physical attack that only hits close.
2) Blizzara: Magic Blizzara.
3) Freeze (sleight) Vexen creates a box ice leaving the ground. The coffin is
stationary, then just get moving as soon as you release the sleight Vexen
not to be reached. If hit by the coffin, jailed and losing
energy continuously, until it releases. To come off press button B
(Skip) and directional (mess up) repeatedly.

Vexen is immune to attacks from the front and also the magic Blizzard, because of its
shield. The scheme is expected to launch an attack Vexen, then run
his back and attack him. Use Dodge Roll for best results. Always try
break the sleight of Vexen, because it is quite annoying. The best time to hit him
when its deck is being reembaralhado (not when it
is charging, since he is still defending itself), because it is only
moving from one side to another, without opportunity to Card Break in their
attacks, although the shield does not stop being a nuisance.
===============================================================================

- After the defeat of Vexen, you win the Twilight Town World Card.



————————————————————————— ——————————————-
11th. Floor: Twilight Town
————————————————————————— ——————————————-
- Level Indicated: 45.
- Enemies: Shadow, Soldier, Air Soldier, Barrel Spider.
- Object: Barrel, pillar, flower bed (jump over), stack boxes
with leaves (skip over).
- Friend Cards: Donald and Goofy.
- Key to Rewards: 1st 2nd line of the room. Award: Warp.

From this floor, the enemies will get stronger and more HP, but
also give more experience. The Air Soldiers seem to be the strongest,
so whenever possible, use sleights them, especially if they are
summons. Three letters of Cloud work very well, as in Hollow
Bastion.


===============================================================================
BOSS: Vexen

- Award: Letter Vexen.

- Letter to the Enemy:
1) Vexen. Effect Autolife. If the HP reaches 0, retrieves a half bar
energy.

- Attacks:
1) Strike with Shield: Physical attack that only hits close.
2) Blizzara: Magic Blizzara.
3) Freeze (sleight) Vexen creates a box ice leaving the ground. The coffin is
stationary, then just get moving as soon as you release the sleight Vexen
not to be reached. If hit by the coffin, jailed and losing
energy continuously, until it releases. To come off press button B
(Skip) and directional (mess up) repeatedly.
4) Ice Needles (sleight): Vexen sends several piles of ice that grow from
ground, and these stakes chase where you go. To divert, run
when you see him dropping this sleight, then just run in circles until the
attack to stop, or give you a Card Break him. If you get hit once,
stop poles appear.
5) Iceburn (sleight): Vexen makes some points of the ground ice, making
slip if you go over. This attack deals no damage, only a
Vexen distraction to amend some other attack.

The method to set Vexen remains the same, use Dodge Roll to get it by
back or wait for his letters begin to be reshuffled. It is impossible 
Vexen hit with physical attacks while he is reloading, since it

is in a very high position, and always block their attacks with the
shell (even reloading, Vexen can move sideways). Always take
care of the sleight Ice Needles, this is the worst. Avoid getting close to Vexen
when it drop this sleight, and not fall into the mistake of wanting to jump, is
ask to be set. Not to be agreed, it is necessary to take the cuttings
until they stop appearing. Arrived at the edge of the screen and they do not disappear?
Simply run in circles. BIG circles.

Iceburn is just a distraction, you can leave this sleight Vexen do it
no damage, and Vexen losing a letter. Watch out for is when Vexen
use the Elixir, if already earlier in the fight, take a Card Break him. If
has not taken or an energy bar, let Vexen use the Elixir.

But why? Simple, if a letter from Item Card Break suffering, it can be
used again. If you are in the beginning of the fight, not make much difference
if he uses Elixir or not, since only recover the lost letters
using a few sleights. But if you’re more advanced in the fight, will be sorely
difference, because Vexen have already used many sleights. If it recovers the
letters lost using the Elixir you can still use more sleights and
less recharge, leaving less room for you to attack.

(If you do not know, the Elixir recovers all the cards, even those that were
lost in sleights).

The fight will be delayed further because Vexen use your own letter
towards the end of the fight, which gives it the effect of Auto-Life, and there you go out
plus half a bar of his energy.
===============================================================================



————————————————————————— ——————————————-
Interlude: Floors 11-12
————————————————————————— ——————————————-

===============================================================================
BOSS: Riku III

- Prize: Mega-Potion.

- Letter to the Enemy:
1) Shadow: Effect Incrementor. Increases the value of all the letters in the shuffle
1.

- Attacks:
1) Vertical Attack 1: Riku jumps and uses this attack when it is over Sora.
2) Vertical Attack 2: Riku Sora jumps up and tries to punch. Riku can handle more
or less where it will land, then wait for him to prepare the coup before using
Dodge Roll, or will be hit even if the use.
3) Whirlwind Attack: This attack Sora throws away. Catch twice.
4) two-hit: Riku attacks twice. The second blow will Sora dizzy, if the
hit.
5) Dark Firaga (sleight): To divert the ball of fire, use Dodge Roll or
is above Riku. Another option is to jump over it when you release the
blow.

Only a few letters different from the previous battle and a new attack.
===============================================================================

After the fight, you win the World Card of Destiny Islands.



————————————————————————— ——————————————-
12th. Floor: Destiny Islands
————————————————————————— ——————————————-
- Level Indicated: 51.
- Enemies: Shadow, Darkball, Crescendo, Barrel Spider, Creeper Plant, Tornado
Step.
- Object: Barrel, coconut tree, shrub (jump over), plant (skip over).
- Friend Cards: None.
- Key to Rewards: 2nd room of the 2nd line. Award: Megalixir.

In Destiny Islands, the Friend of Cards Goofy and Donald will not be available
until between the 13th floor. More details on the “History” section of this guide.


===============================================================================
BOSS: Darkside

- Prize: Darkside Charter.

- Letter Disney: Appears a platform that takes you straight to the head
Darkside, disappearing after a while.

- Attacks:
1) Punch: Darkside leaves the screen for a moment and punches the ground, causing a
shock wave.
2) Shadows: Darkside leaves the screen for a moment and puts his hand on the floor,
creating a pool of darkness, from where Shadows.
3) Energy Balls: Darkside invokes an energy ball and sends it to the top.
This ball explodes and several balls fall to the ground. Move to avoid being hit.
4) Shots: Darkside kneels and several loose balls of energy. These balls will
follow, then use Dodge Roll to cross them.

This boss is a stand for what is to come. None of his attacks is
effective enough to leave you with the energy in the red, which makes
protracted struggle is that Darkside has four energy bars. The points
he can be hit are the head and hand. Blows to the head seem to take
more energy, but not always you can reach the height of the head
him to hit him. If you want to heal yourself, use any available opportunity,
since the Darkside attacks are slow and it takes to stop and drop a
other. Pay attention to wind direction whenever you deviate from the attack of
balls of energy, since run against the wind is not very smart
do.

That’s it. Toward the end, Disney will see a letter, which makes the fight a bit
easier, but will disappear soon. I do not understand how to make the letter appear
whenever you want, but my best bet is to kill the two Shadows
Darkside calls before they disappear.
===============================================================================

After the fight, you win the Oathkeeper Keyblade.



————————————————————————— ——————————————-
Interlude: Floors 12-13
————————————————————————— ——————————————-
On this floor, perhaps the most difficult fight of the road from Sora. If you no longer
did it, put 4-6 cards in the deck 0, where all early
or the end of this. Take the letters spell, just let Cure and Thunder. Put
a 2 or 3 letters of Cure, a letter of the item and leave all other letters as
attack. DO NOT PUT Cure cards if they are Premium (with the letters
number in yellow) because these cards can only be used once, and you will
need letters of Cure.


===============================================================================
BOSS: Riku IV

- Award: Letter Riku.

- Letters of Enemies:
1) Riku. Effect Sleight Lock. Can be used without losing the first sleights
letter.
2) Shadow: Effect Incrementor. Increase the value of all cards by 1.

- Attacks:
1) Vertical Attack 1: Riku jumps and uses this attack when it is over Sora.
2) Vertical Attack 2: Riku Sora jumps up and tries to punch. Riku can handle more
or less where it will land, then wait for him to prepare the coup before using
Dodge Roll, or will be hit even if the use.
3) Whirlwind Attack: This attack Sora throws away. Catch twice.
4) two-hit: Riku attacks twice. The second blow will Sora dizzy, if the
hit.
5) Dark Firaga (sleight): To divert the ball of fire, use Dodge Roll or
is above Riku. Another option is to jump over it when you release the
blow.
6) Dark Aura (sleight): The screen goes black, and Riku levitates across the screen several
times with a sword attack, finishing with several geysers of energy
from the floor.

Riku won the sleight Dark Aura, which causes incredible damage. This battle will be
different from other, mainly because this sleight and also by
Riku attacking much more frequently than before. Early on, it uses
his own letter, whose effect makes it lose that uses the letters in
sleights. It is tempting to Card breaks in all of Riku sleights, since
you probably have 3 or 4 cards in the deck 0. However, while the
effect of the card is active, you must balance your strategy: LET Riku
Use Dark Firaga, but ALWAYS give Break Card in Dark Aura. How so? What
I mean is that you should leave Riku Dark Firaga drop ever, taking
care to be above or below it and run to the opposite side to
where Riku is pointing, thus bypassing the sleight successfully. If you
break the sleight, Riku will not lose this first letter.

After finishing the effect of the card, you can begin to attack Riku, but still
with caution. He tries to Dark Aura and again, always be prepared to
break this sleight. Note that you can break Dark Aura if already
agreed, just use a letter 0 while not being hit (prefer
The press repeatedly, so you will use the letter at the earliest opportunity).
But if you’ve been struck by the blows of Dark Aura and no more
0-value cards that can use immediately (ie, need to recharge them),
their only alternative is to do a sleight that can break Dark Aura, before
Riku use this final blow, or lose a lot of energy, even at the risk
getting dizzy.

When the letters began to get scarce Riku, he tries to use a
Elixir. PLEASE. When Riku is recharging the cards, choose to heal
than attack it, and preferably away from him, so it does not stop
reload and go attack you instead. This can save your skin
several times during the fight.

Another thing: if you want to use Cure to heal more quickly, and without losing a
letter of cure, put a letter at the beginning of sleight useless as a letter of
attack low value or a letter item (which can only be used once
same). Note that you can not use Curaga with this method, only healing.
===============================================================================


Do not take a step forward after the fight. Before proceeding, save the game as
can, not having to face Riku Replica again, if die in the next
chief. Return to the previous phase, but save. Pass by the place where he faced
Riku and get ready, because here comes …


===============================================================================
BOSS: Larxene

- Award: Letter Larxene.

- Letters of Enemies:
1) Larxene: Effect Dash. Attacks are faster.
2) Yellow Opera: Effect Thunder Boost. Thunder attacks are stronger.

- Attacks:
1) Combo: Larxene will do so always at close range. She can hit up to
five times, and if you can hit all five shots, it will end with
Thunder magic.
2) Throwing Knives: Larxene throws more knives in his direction. To divert,
just straight out of Larxene.
3) Thundara: Larxene raises his hands and released what appears to be the magic Thundara.
4) Lighting Bolt (sleight): The screen goes black, Larxene raises his hands and holds
Sora with a thunder attack. Sora will be stuck for a while, and when
released, will be dizzy. It is possible to escape the blow as the use Larxene,
but requires a precise timing to jump behind it.
5) Teleport Rush (sleight): Larxene is a common combo with his punches, and
teleporting rearwardly Sora several times.

This battle is easy to use tends Larxene Thundara most of the
time and is easy to dodge. However, when the letters spell Larxene
over, prepare to physical attacks. Larxene is very fast, and worse
also uses its own letter during the fight, which makes it even faster.
While normal attacks Larxene not take much energy for themselves, the
Her strategy is to make more of those then that then yes, take much
energy. Larxene won a new sleight, composed of physical attacks. She
usually activate when you have a Card Break or you are running from it.
Despite being hit, try taking a break this Card sleight with a letter of
value of 0, because the total damage of the combo is great.

As in other heads, if you need to heal Larxene always wait to start
recharge. Although not as hard as Riku IV, Larxene becomes
problem near the end of the fight.
===============================================================================

After defeating Larxene, you win the Oblivion Keyblade.



————————————————————————— ——————————————-
13th. Floor: Castle Oblivion
————————————————————————— ——————————————-
- Indicated Level: 60 upwards. 70 or more to bring down the last boss.
- Enemies: Wyvern, Defender, Yellow Opera, Darkball, Red Nocturne, Blue
Rhapsody, Neo Shadow Wizard.
- Objects: All other than the ground.
- Friend Cards: Donald and Goofy.
- Key to Rewards: None.

After the opening scene, you win the sleight Trinity Limit. It is great to kill
multiple enemies at once, and it is quite easy to do well. You will need:

A letter of attack (keyblade) any + Donald + Goofy.

Always try to use this sleight in the struggle against common enemies, you will see that
will end much faster.

Upon reaching the fourth and tenth rooms, a scene will appear. This is normal.


===============================================================================
BOSS: Axel

- Award: Letter Axel.

- Letter to the Enemy:
1) Red Nocturne: Effect “Fire Boost.” Increases damage done by attacks
fire.

- Attacks:
1) Fire Wall (sleight): The screen goes black and sends Axel several pillars of fire
its direction. Use Dodge Roll to jump in the flames.
2) Chakram: Axel plays one of his chakrams, teleports up and take it back.
3) Physical Attack: Axel will use this move more times now and, as before, the
attack hits multiple times.
4) Firetooth (sleight): Axel sends two fireballs in your direction. There are
some variants of attack, as the most difficult to deflect one in which
two balls are bouncing off the walls and back.

Axel comes with the same attacks as before, Firetooth adding to your arsenal.
His strength has increased, so be careful not to take it one combo
or your energy goes down the drain. Pay attention especially when playing Axel
her Chakram. He will teleport behind you, and it is very likely
they start doing the same combo there. At least you know when it begins
combo, then always straight out of the Chakram, and avoid standing still.

Otherwise, try to always give a Card Break in Firetooth if this attack will
variant 2, which is one in which the balls are of fire by zigzagging
screen and hitting the wall. The first variant is easy to bypass, you can even
use Dodge Roll to jump between two balls of fire, is not sure
agreed.
===============================================================================



ATTENTION, before leaving the world, save the game.



===============================================================================
BOSS: Marluxia

- Award: Letter Marluxia.

- Letter to the Enemy:
1) Marluxia. Sleight Double Effect. Each sleight is done two in a row,
letters of spending just a sleight.

- Attacks:
1) Impact: Marluxia hit with the handle of the scythe on the ground and cause a wave of
impact.
2) Projectile: Marluxia loose a bullet-shaped moon, straight.
3) Fast Attack: Marluxia through whatever is in front. This attack is
slow to leave, but after raising the scythe Marluxia, he disappears and
ends the attack. It seems he always uses it after suffering a Card Break,
since it is more likely that you are right in front of him.
4) Flower Blossom (sleight): A swirl of petals, leaving the point
Marluxia is and where it takes the entire screen. Is there a specific moment in which the
attack hits, it seems to me the moment the screen is full of them, as
giving to pull the petals at the beginning and use Dodge Roll without being
agreed. To divert, use Dodge Roll.
5) Deathscythe (sleight): Marluxia moves to a specific place and prepares
the attack. The screen darkens quickly and make an attack Marluxia moon shaped
with the sickle. You can just walk away from the blow, but pay attention to the
time the screen goes black, it is best to use Dodge Roll.

Axel Marluxia is as predictable, but the battle will take time. All that is
need to know to defeat him in the attacks has already been described up there.
Be especially careful when attacking Marluxia closely, because it inevitably
Quick Attack will do, or cause that much damage, but it breaks the rhythm of the fight.

Early on he should use his own letter, which causes the effect Double
Sleight. My advice is to let him do the sleights, do not break,
especially if Flower Blossom, which is very easy to divert. Since the effect
lasts three sleights, then you must make do Marluxia sleights 6 (remember that
to this end, each sleight is done twice).

Deathscythe Although it seems easy to divert the beginning, do not trust it too much,
prefer to use a Card Break every time Marluxia using this scam, since the
Sometimes it is very unpredictable. The farther stay Marluxia, easier
will divert. Still, it is preferable to Card Break, and better than
this is close to fit a few more blows to Marluxia.
===============================================================================



After the fight Marluxia, you’ll be in front of a door.

WARNING: If you enter this door, you can not come back.

When ready, touch the door and answer YES.



===============================================================================
LAST BOSS: Specter & Marluxia

- Attacks:
1) Deathscythe (copying): The creature uses its feet to drop like a scam
with sleight Deathscythe of Marluxia.
2) Lasers: Marluxia loose flowers, releasing three lasers from time to time. Those
Flowers can easily be destroyed when they suffer a Card Break. Can be
destroy the flowers in the ass too, but takes longer.
3) Impact: Marluxia always rises before making this move. He descends with
everything and quickly, so be prepared. He always loose three strokes of
followed.
4) Take off!: Impact After the attack, Marluxia is going back to the bottom,
open arms and preparing for this attack. The creature will take off and guess who
is in front. You can use Dodge Roll to cross the creature, but
is preferable to a Card Break this attack, so the creature falls and Marluxia
is vulnerable.
5) Missiles: After the attack Takeoff! and you fall off the creature, Marluxia
unleash this attack. He joins four spheres of energy and a loose behind the
another. When the balls reach the ground, turn into projectiles with form
the moon and “sweep” the floor. You can dodge the bullets by jumping over
of these, but it is difficult to divert the four. It is best to UPS card even if
has already been hit by any of the projectiles, it is possible to interrupt the
attack anyway.

Note: do not Specter & Marluxia sleights.

At the beginning of the fight, Specter (the creature that Marluxia is over) will
attacking with his claws, imitating the movement of Marluxia’s scythe. You can
hit these legs, be careful with the attack they drop, however. To
destroy the paws, Specter switches to the second mode, the air. In this way,
Marluxia can not be adjusted, except for two moments, which are described
below. So, until those moments come, do your best to deviate from
attacks and if possible, to Card Break them.

You can only hit Marluxia these two moments:

1 - When Specter is off (after the attack impact), take a Break Card
Specter before completely leaving the screen, so it will fall on the floor and let
Marluxia unprotected. After taking a few hits, Marluxia regains consciousness
and takes off anyway, trying to throw him out of Specter. You will fall
anyway it (do not lose energy), but it is good to give as much
possible before it blows. To avoid being pushed, call a summon,
Cloud is the best. Use it near Marluxia, so the effect of wind will be canceled
for some time. When you fall, always will note that the attack of projectiles
later.

2 - When you release the attack Marluxia flower-lasers, you can hit him by
a few brief moments.

So, the fight comes down to undo the blows of Marluxia and wait for the moment
Specter to take off, so as to be able to hit Marluxia. Remember to call
Cloud Marluxia to hit when you have a chance.
===============================================================================

After the defeat Marluxia, see the end. The music that plays during the credits
is “Simple and Clean”, the singer Hikaru Utada. This song also plays in the final
Kingdom Hearts 1.

————————————————————————— ——————————————-
3.1.x. Subquests and Extras
————————————————————————— ——————————————-
In Chain of Memories subquests there are only two: the first is to open the
Key to Rewards door, while the second is to make the letters “secret.”


Key to Rewards (Key to Rewards)
——————————————————————
And the Key to Rewards card? You only have one, and they do not appear anymore, right?
There lies the problem: you can only have such a letter at a time, and she
appears only from the 7th floor, then get it on the lower floors is
almost impossible.

What you have to do to get more cards this is the following: use
Key to Rewards card you have, then go to Twilight Town and Castle
Oblivion. As the first room of a world always have enemies (as long as
you’ve gone to another world and “off” first), fortunately you will
Key to earn Rewards card in the first fight. When you take another card, check
to another world, use the letter and go back to Twilight Town or Castle Oblivion.
Repeat this cycle until you open all doors in all worlds. The rooms Door
Rewards WALK to each are described in the walkthrough, just below the name
each of the world. Here I make a summary of the location of all these awards and
doors. Remember that the locations are for TIERS, and not for
worlds. However, premiums depend on the world where you are.

Locations
—————————-
1st floor: Two rooms below the outlet.
2nd floor: One room of the 1st line.
3rd floor: 1st room of the 3rd line.
4th floor: 1st room of the 1st line.
5th floor, 3rd room of the 2nd row
Level 6: 1st room of the 4th line (single white room).
7th floor, 3rd room of the 1st line.
8th floor: 2nd room of the 2nd line.
9th floor: 4th room in the 1st line.
10th floor: If 100 Acre Wood, not have.
11th floor: 1st 2nd line of the room.
12th floor: 2nd room of the 2nd line.
13th floor: It has.

Awards
——————————
Traverse Town: Lionheart (keyblade).
Wonderland: Stop Raid (sleight).
Olympus Coliseum: Metal Chocobo (keyblade).
Agrabah:
Monster: Aqua Splash (sleight).
Halloween Town: Gravity Raid (sleight).
Atlantica: Quake (sleight).
Never Land: Thunder Raid (sleight).
Hollow Bastion: Mushu (summon / Invoke).
100 Acre Wood: Do not have.
Twilight Town: Warp (sleight).
Destiny Islands Megalixir (item).


Letters “Secret”
————————————-
These cards can only be caught after saving the last save point before the
Heads of Sora and Riku (Marluxia & Specter for Sora and Riku to Ansem), in
same cartridge (or emulator, if you connect it). You only need to save
the last save point before the chiefs, it is not necessary to finish the game (if
well that is necessary to stop with Riku Sora to liberate).

Now, with Sora, do the following tasks:
- Letter Ansem: Open a Calm Bounty room (or any other room with chests) in
  
Castle Oblivion, and this letter will appear randomly as a prize.
- Letter Lexaeus: Open a Calm Bounty room (or any other room with chests) in
  
Castle Oblivion, and this letter will appear randomly as a prize.
- Ultima Weapon (keyblade): Open a Calm Bounty room (or any other room
  
with chests) in Castle Oblivion, and this letter will appear randomly as a
  
prize. Once you get one, you can go to get the Moogle Shop
  
more Ultima Weapons.
- Diamond Dust (keyblade): Hit the objects of Castle Oblivion until it
  
appear. Once you get one, you can go to buy the Moogle Shop
  
more.
- One Winged Angel (keyblade): Hit the objects of Castle Oblivion until it
  
appear. Once you get one, you can go to buy the Moogle Shop
  
more.

Note: For Diamond Dust and One Winged Angel, remember to hit the objects
only once, since the prize that comes out of the objects leaves only the first blow.


Map Trick Cards
————————————-
Toward the end of the game, you realize you can not earn more letters
map as before. If before, you got a letter of map at the end of each
fight, now appears unlikely to something. So you can no longer
gain levels, since their Map Cards are exhausted only. You have to reestocá them
to open more outlets (hence facing more enemies and gaining
more levels).

What you have to do is create a room False Bounty. In this room there are three
chests, one with a prize and two enemies inside. The latter, when
agreed, automatically start a fight, and it is almost sure to win a Map
Card at the end of this fight. The trick is that the enemies remain the same trunks,
if you leave the room and back. So you need to find out which are the two
trunks that have become enemies and knocking them just do not hit the chest containing
the prize or you spoil the trick. After defeating the two enemies, exit the
room and again, the enemies will be the same trunks.


                          
END OF walkthrough of SORA


Sanctuary - Utada Hikaru

(Source: onesky-onedestiny)


2,346 notes ∞ Reblog 1 month ago

390 notes ∞ Reblog 1 month ago

(Source: spectrerikku)


1,203 notes ∞ Reblog 1 month ago

Top 9 11 gifs/pictures of Roxas
└ Requested by Anonymous. 

(Source: heartens)


2,351 notes ∞ Reblog 1 month ago
tytyftw:

tytyftw:

(Source: tylrclprt)


188 notes ∞ Reblog 1 month ago

90 notes ∞ Reblog 1 month ago

(Source: keyblade-destiny)


51 notes ∞ Reblog 1 month ago

(Source: afantasybasedonreality)


78 notes ∞ Reblog 1 month ago
1 2 3 4 5 »
Kingdom Hearts - Pointer