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Walkthrough

Here is our walkthrough page. It is also split and ordered according to the various worlds you visit chronologically so that the typical gamer who probably only looks at walkthroughs when they're really stuck will be able to find precisely what they're looking for. No more scrolling forever only to find out that you already passed the section you were looking for 5 minutes ago! Though this is the basics section, the walkthrough's going to be written for Expert mode. So, it's good to know the controls by reading that game manual. We're not gonna tell you the basic game controls (for crying out loud, you're not that lazy! ...but we are...)

Intro:

WALKTHROUGH INTRODUCTION

Important differences of Normal and Expert mode:


The first thing that is going to happen when you start the game is choosing to play either Expert or Normal mode. Don't be tricked into thinking that because this is a Disney game, it is going to be easy. This game is pretty challenging on its own and in some places you will get royally stuck, so play it on Normal mode before you attempt to try Expert (unless, that is, you like a hard challenge.) This particular walkthrough is going to be based on playing on Expert mode because that will make it easier for people who are trying to play on Normal mode and will also apply to those who are attempting expert mode. The main differences between the two modes are the amount of damage you receive from enemies (i.e., raised difficulty of beating bosses), and the amount of items you get out of the enemies once you beat them - this doesn't apply to experience or Tech Points.

QUICK INTRODUCTION VOCABULARY

These terms will be used throughout the walkthrough. Get acquainted with them, if you're not familiar with RPG (Role Playing Game) terms. As more terms and such come along, they will be noted in the walkthrough.
HP - Health (Hit) Points - You use HP as your life gauge. When you're out of HP, you're dead.
MP - Magic Points - You use MP to cast magic. In KH, it's also the power meter of the summons.
EXP - Experience Points - EXP is to help you gain levels. You get stronger, faster, and have more HP/MP when you gain levels.
Tech Points - Kingdom Hearts specific term for EXP earned during battle by counter attacks or attacking specific parts of an enemy.
Munny - Kingdom Hearts specific term for "money" or Gold. Used to buy Accessories, Items, and Weapons.

SIMPLE AND CLEAN - CG ANIMATION SEQUENCE

This is one of the two (official) full out CG sequences. The other is the ending sequence, so enjoy it while you can.

DIVE TO THE HEART - GAME BASICS TUTORIALS

Here is a place for you to learn how to play the game. It's not incredibly difficult, but for those of you who want help and tips on how we start the game, here you go.

Snow White Platform: To go on to the next platform all you have to do is walk or run to the center of the platform. Then three different stands will appear. On each stand is a different item: a sword, a staff or a shield. You are now given the option to choose which of these powers do you want. You will have a boost in one power, while sacrificing power in another. Your choice affects how your beginning stats will result and the way your stats rise throughout the game. Here's a quick rundown of which power is for which weapon:
Sword (Warrior): A strong offensive, choosing this as primary will give you more in your Strength stat. It will affect your attack power against enemies, but be reminded that if you have a strong offensive, it means you'll have to give up one of the other two in its place.
Shield (Guardian): Choosing this as primary gives you a strong Defense stat, making you likely harder to kill. Giving up either of the mainly offensive (Sword or Staff) options will make killing enemies a little harder.
Staff (Mystic): This option as primary is one of the toughest options for playing the game. You will have lots of Magic Points, but you will not gain attacking abilities very fast. Taking the Staff and giving up the Sword/Shield will set you in for a game that really involves some strategy of beating the more powerful enemies... including enemies that prevent you from using magic. Choosing this as primary would be, in our opinion, one of the hardest secondary options of game play.
Just as a note, if you actually get to level 100, these stats differences sort of become insignificant. ^_^ The way you choose amongst these three also influence which Abilities you will acquire first. If you choose the Sword, you're going to gain attack abilities faster and depending on which you're going to give up will determine which abilities will likely take longer to acquire. If you choose Shield, you'll get more defensive, and some Abilities that improve your luck. If you choose Staff, you'll have MP Abilities quicker than most attack abilities. (The web authors of this site habitually choose Sword as the main, and Staff as the weak, but it is up to you and your preferences.) Either way, in the game Sora will still use the Keyblade as his weapon, while Donald has the Staff and Goofy has the Shield.

Cinderella Platform: You will gain the use of the weapon you choose and be told how to fight. Figure out that X (on the PS2 controller) is the main attack button and get a practice swing. Little bugs will then appear from the ground and you're going to have to defeat them. Here you'll notice that after you kill them something green and round is going to burst out of their bodies. Those little balls of green goop recover your HP.

A note on the battle system: Each battle in Kingdom Hearts takes place in Real Time - there is no waiting for the enemy to attack and you attack after it. These are not turn-based battles, so if you don't fight, you're going to get slaughtered. This also means that choosing which spell you want to use during a battle will take place in Real Time, and if you don't choose quickly, you'll get hit while you're choosing. Moving the menu cursor off the Attack option means you can't attack your enemies. However, you can run around to dodge attacks. You can also have your spell interrupted during the battle (in the American version, and in Final Mix (until you get a special ability in that game)). So say you're casting Cure on yourself, and before it gets to you, you get hit by a Heartless. Well, you're out of luck - you'll have to cast it again. If you're low on HP and you get hit really hard, it's Game Over.

Alice Platform: You're going to be sent to the Alice platform next, where you're going to see a door appear. Go up to it and Sora will indicate that he can't open it. A treasure box will then appear. Open it by following the instructions. You will gain a Potion and a portion of the door will open. Next a box will appear which you are supposed to push. Just go up to it and push against it for a while and it will cause another part of the door to appear. Smash the crate by attacking it, and you gain an Item - a Potion. Potions recover your HP. A barrel will then appear and you're supposed to toss it, then smash it. Then the door will be whole and you can walk through it.

Destiny Islands: By going through the door you will be transported here and be faced with three rather familiar Square characters. Each of them will ask you a question and according to your answer will determine how your rate of leveling up is going to work. There are three results of how your day will start: Dawn, Midday, and Dead of Night. These three options correspond with how your party levels up: Fast, Normal, and Slow respectively. It's more fun if you truthfully answer the questions, if only to see what rate things are going to go for you. If you're the kind of person who wants to reach level 100 for the game for all characters, the best thing for you is if the game decides that your quest starts at Dead of Night, which means that you level up slowly at the beginning and fast at the end of the game. Dawn is the opposite pace, where the beginning of the game is slow leveling, and then quickened towards the end. Midday is a steady, average pace. Choose how you like. There are many possible combinations. Once you've chosen, you get whisked away back to the platforms.

Sleeping Beauty Platform: You will find yourself on the next platform that consist of a single Save Point. Stand on it and save your game. Save points are important in that they allow you to change party members as well as transport you to your ship when you later gain your gummi ship. A new path will appear afterwards. Also they have the power to recover all your HP and MP, so you should always step on them, even if you don't intend to save. Follow the path to the next platform. Once you go along this path, you cannot go back because the path disappears behind you.

Belle Platform: Here you're going to end up battling this huge monster. The formal name of this enemy boss is called Darkside. Don't worry too much about it - and especially don't be intimidated by the size of it.

BOSS - DARKSIDE

Boss Battle - Darkside: HP: 240, EXP: 18.
All you have to do is lock onto an arm and whack at it. If you're low on HP just kill the little bugs (these are called Shadows, by the way) and they will give you HP balls; enough so you can finish the beating the boss. If you are wanting a challenge, try running up the Darkside's arm and hitting its head for some Tech Points. Warning though - it's a bit challenging to control Sora running along such a narrow strip, so you might as well leave the extra Tech Points for later battles. If your battle goes on long enough, you will notice this boss's attack pattern. Basically, the Darkside will charge up and slam its hand into the floor. Be sure to jump to avoid the shockwave. Then, you can run up and attack the arm. Shadows will appear and attack you, and the Darkside will shoot bolts out of its middle. After a few seconds, the Darkside lifts up its hand out of your reach, turns to face you, gets on its knees and shoots more bolts that seek you out and hit you. It shoots 3 waves of bolts - 3, 3, then 5. To avoid these, just run around to the back of the boss and wait in between its legs. It will get up and then repeat the whole process over. Not hard at all. After this battle, you'll fall through the platform and find yourself in Destiny Islands.

End: Introduction.

Destiny Island:

DESTINY ISLANDS: DAY 1

Island Layout:
There's three areas of Destiny Islands that we'll refer to through this part of the walkthrough. We don't have any visual maps available yet, but we're getting there. For now, just follow us through this short explanation. First, the "large" or "front" part, contains the pier, the waterfall, the various wooden platforms which you had encountered in the intro of the game (where you talked to Tidus, Selphie and Wakka), the Seaside Shack, and the long wooden path to the island's circular breakoff piece. The "small" or "back" part of the island is also called the Cove. It's marked off by the large wooden wall with a door. The back part of the island has various wooden platforms, a tower, and a small coconut tree grove. The third, "middle" part of this map is the small circular breakoff from the front part of the island. It's where the main story will progress.

RAFT BUILDING

Finding raft materials: In order to start the game, you have to talk to Kairi first. She is near the Sea Shack on the front side of the island. After talking to her she will give you a list of things to find for the raft:

2 logs - You can find one of the logs on the beach, close to where Kairi is. The other log is on the middle island where Riku is sitting on a tree. You can get to it by the bridge that is connected to the Sea Shack or you can climb up a ladder that is on the ocean side of the middle island.

1 cloth - This cloth is hung up in a room on the end of the highest platform, located in the front island half around a giant tree. The tree itself is beside the waterfall and Secret Place. Go up the ramp and into the room. Upon entering the room it will be on the right hand wall.

1 rope - The rope is in the area where Tidus is practicing with a stick (the area where you first encountered the three other characters of Destiny Islands.) It will be in the upper left hand corner, coiled up.

Bring all of these items to Kairi, who will give you a Hi-potion, and you'll be given an option to end it for the day or to play some more. If you go home for the day you leave the island and see a story sequence to continue the game's progress. But, you should really check out the island before you do that.

FIGHTING THE SQUARE CHARACTERS

While you're here, you can gain a couple of levels before you continue by challenging the 4 fighting children (a la Lord of the Flies). Here are some strategies:

Wakka, located on the beach (front island half): By far the easiest to beat, all you have to do is hit the ball and it will smack Wakka in the face. He'll get kind of dizzy, you can either smack him or try to hit the other balls. It is better to hit the balls because each time you do you gain a Tech Point which will level you up a lot quicker than if you try to level it up by conventional methods. You can learn a lot about timing your hits and get used to the depth perception of the game by battling him.

Selphie, located on the pier with the boats (front island half): She's not that difficult either, but you're going to have to learn how to read her attacks if you want to beat her. She will swing the rope around and that will be the most likely thing to hit you as it is a far range attack. After the swing she will pause for a bit; that's when you can rush in and attack her. Do a combo and then jump out. Most likely she will run away and then run at you with her swing attack again. Just wait for those spaces to attack. If you're good at timing, attack at the same time as her. This will cause her weapon to backfire on her and hit her, stunning her. You get Tech Points that way. She's more of a dodge then attack kind of person, so be ready to move if your attack misses.

Tidus, located on the platform where you find the rope (front island half): He's a little more difficult, as he will fight a bit like you. He has a back somersault jump swing that is very dangerous as it can take a lot of your HP in one blow. You can either try to learn how to block it and gain the Tech Point or you can just attack right after the swing. Running to the side is a good thing in this battle and will save you a lot if you can use it. Remember Sora can turn direction in a mid-air jump too.

Riku, sitting on a tree on the middle island: By FAR the hardest of the 4 to beat, this fighter is actually really challenging. He isn't particularly hard except for his counter attack kick. You'll see it coming when you hit him and he jumps on his back with his legs in the air ready to attack you. You HAVE to dodge that. Run to the side, but Don't jump. He will then jump upright again, and if you're in the way, he'll likely take a third of your life with it. The best time to hit him is when he taunts you. He'll be standing to the side and won't move until you get close to attack. Try to hit to either side of him, as he will side step a frontal attack. Keep at it and you will beat him, gaining a potion and also 5 EXP. Don't fall off the island either, because you automatically lose if you do. You earn a Potion for every victory against Riku, with a max of 99 wins. If this takes too much time and you get frustrated, just go on with the game. You will be able to beat Riku at a different game soon.

Once you have had your fill of fighting these characters, go back to Kairi and call it a day.

BRIEF STORY SEQUENCE OF DISNEY CASTLE

Just watch.

DESTINY ISLAND: DAY 2

You'll find yourself back on the beach of the island, and you need to find Riku and Kairi to finish up that raft. First, go to the wall where you found Kairi in Day 1. TADA! There is a door that leads through to the back of the island, aka the Cove. Go through it and go straight until you see the raft with Kairi leaning against the mast. Talk to her and she'll ask where Riku is. Go back to the Cove entrance to the shore and there's Riku. If you talk to him he will ask what you would name the "ship" (the raft), and you're given the option of choosing a name. Whatever it is you like, Riku will challenge you to a race.

EVEN THE ODDS WITH RIKU

Race with Riku: Here you can make up all those points you lost to Riku in the fights (Now it's going to be X to 99! Just kidding.) It's really easy to beat Riku, if you take the correct path. First, run with him and jump across the bridge platforms over the water. Be careful since the second jump will fall through and if you land in the water you'll lose the lead. Then, DON'T CLIMB THE LADDER. Instead, go towards the right around the tower and jump off the ledge. Run across the beach through the shallow water and up the ramp. At the green ledges, don't jump onto the first one in front of you, but jump diagonally across to the second one. Keep going and touch the paopu fruit tree (it's the star tree.) If you like a challenge, you can jump through the treetops with Riku. If you want a
sure win though, just jump and fall off the star ledge and run back the way you came through the coconut trees. You'll come to the ledge with the tower, but don't try to jump directly or you won't make it. Instead, you can make the jump on the right corner where the ledge and the wall meet. Or if you're paying attention, jump right at the edge of the ledge's shadow and you'll make it. Make that jump and run back towards the broken bridge. Jumps across (in the section where the bridge fell during the first part of the race, you'll jump and hang onto the section, push up on the analog and it'll bring you back up), and continue on for the win. Before you actually race, we suggest you try out the course a couple of times first. If this is your first time playing, jumping to the star tree will be the hardest. Practice makes perfect.

RAFT BUILDING, PART 2

Food for the journey: After the race you need to go talk to Kairi again to see what you need to fetch for today. She'll give you a list:

3 mushrooms - The first one is in the cave behind the rock near the shore of the raft. Push the stone aside and get the mushroom inside. Then next mushroom is on the ledge where the broken bridge leads. It is among the wild plants on the left side of the ladder if you look at it with the bridge behind you. Speak to Wakka before you get the last mushroom. He will tell you about the Secret Place. The last mushroom is in the Secret Place that is next to the spring with the waterfall. Go there last, as it has a key story sequence of the game.

2 coconuts - This one is easy. Just go towards the grove of trees near the star tree and whack them with your wooden sword. Coconuts will fall, but you can only get the ones that are yellow. Just keep hitting the trees until you have two yellow ones.

3 fish - All the fish are in the sea along the shore of the island. Go back through the door to the other side and walk into the water. You should see a fish on near side of the middle island. Catch it (a la FF6) and then proceed to the next one which is on the other side of the island, farther out into the water. After that, go near the boats docked on the little pier and the last fish should be swimming around there.

1 seagull egg - This one is a little tricky. First go to the sea shore, then go to the ledge that leads to the middle island bridge. There are a couple of trees there, one tall and thin one and another that looks like a coconut tree. Climb the thin one, which is tall and you'll see an egg on the coconut tree. From the tall tree, jump onto the coconut tree and get the egg.

water - This is the easiest, you can to any falling water that is spring water and not sea water. The nicest place is the waterfall that is near the secret place. Or, you can get the water from a small hole underneath the wooden bridge platforms that you had jumped across when you raced with Riku.

Take these items back to Kairi and she'll give you another Hi-potion, and the option to go home or to stay for a bit. But before you go home there are some things you should check out, as this will be the last time you can freely roam the island.

FIGHTING SQUARE CHARACTERS, PART 2

You will have the chance to fight the three other Destiny Islands Square characters again at this time only, one on one or three to one. If you decide to go home, it might be wise to save first, but it's not particularly necessary.

Tidus, Selphie and Wakka: This three-on-one match can be gotten by talking to Tidus. On Expert mode, this match was really tough! The main thing is to keep moving. Try to disable Wakka first by hitting his ball back at him and then going in for the finish. At the same time though, you have to watch out for Tidus and Selphie who will attack you from behind and the sides. When you manage to get Wakka out of the way (and thus eliminate the worry of long distance shots) then go after Tidus, and finally Selphie. Never use the Target Lock in this fight, or else you won't be able to defend yourself from attacks. Don't jump too much in this fight, but instead run away from the group and then turn and fight. Try to get your back against a wall for the most part but continue to move and dodge while you retaliate. You can use Potions if you have them stocked. You'll get 1 Potion in return for beating these three together, but you can earn a lot of Tech Points and EXP from fighting these three together. Essentially this match is even tougher than fighting Riku.

Extra Items: If you notice, on the Cove there is a little cave with a hole. In that hole is a chest. Take a crate from the area and toss it so that you can jump on top and then hang onto the ledge and jump up. Upon finding the chest you can open it and gain yourself a Protect Chain. Equip it. It's best to get this item as soon as you can, so that it will add to your defenses while you fight the Square characters and the next few bosses.

ANOTHER STORY SEQUENCE OF DISNEY CASTLE

Just watch.

DESTINY ISLAND: DAY 2 - NIGHT

Getting the Keyblade: A short sequence will occur and you'll find Sora on the island. It will be dark and stormy and a bunch of those black bugs (Shadows) from the tutorial sequence will appear. THERE IS NO POINT IN TRYING TO KILL THEM WITH YOUR WOODEN SWORD. Instead, go towards the middle island that Riku always sits at and you will find Riku. A short sequence will occur in which you will end up with the Keyblade.

THE MYSTERIOUS SECRET PLACE

Secret Place: Once you obtain the Keyblade, you are now able to kill those Shadows. Do so and gain some useful levels - there are at least 75 of them out there hidden in groups of 3 or so. They might be a little difficult, but they provide enough of the little HP spheres to make for whatever you lose, and you may also get some Potions out of fighting them. I suggest saving in the Sea Shack, which is still safe, before you continue. You can also recover all your health if you do that first. When you're ready, go to the white door that will have appeared in front of the Secret Place. There will be another scene where the door is now open and then you'll find yourself fighting that Darkside.

BOSS - DARKSIDE 2

Boss Battle - Darkside: HP: 300, EXP: 60.
This is like the previous battle with the Darkside in the Tutorial, so follow the same strategy. It shouldn't be too hard, though this time there are less Shadows to help generate HP balls, the Darkside's attacks do more damage, and it has more HP. One of the new attacks for this Darkside boss is a ball of dark magic energy that rains down small dark magic balls. You don't want to get hit by them, so try to keep moving as you are attacking the Darkside's arm and the Shadows. You can hit the small balls to make them disappear, but they do rain upon your head wherever you happen to run. So, remember that between the legs of the boss isn't always the safest place now. Other than that, just keep at it. Be sure to recharge your health! If you hear the alarms sounding about your HP levels, they are too low!

Upon winning you will be thrown out of Destiny Island.

End: Destiny Island.

Traverse Town:

TRAVERSE TOWN - SANCTUARY FOR THE VICTIMS

Traverse Town layout:
This place is divided up into 3 main districts, aptly named First, Second, and Third District. There are also some nooks and crannies, which you'll find yourself exploring throughout the game.

FIRST DISTRICT - MEETING CID

You're going to go through an introduction scene and then Sora will find himself in a back alley. Go straight, then turn right out of the alley to the square of First District, and you'll get a little overview shot of the safe part of town.

Meeting Cid: You need to talk to Cid first, so go to the Accessory Shop. It is through the double doors at the top of the stairs from the lower square in First District, with a sign above it that says "Accessories". Banter around with Cid as you tell him about Riku and Kairi and then go out. Go up the stairs on the right side of the shop (right side as you face the shop doors) and hang a left turn, then a right turn and you'll find yourself in front of these huge double doors. These lead to Second District. Go through them.

SECOND DISTRICT - MEETING LEON

Welcome to Second District: There will be a very short cut scene and you will then be allowed to fight. You're going to end up battling a lot of the little bug dudes (called Shadows), but it's actually a good thing. This is the only time you will really get to level up before another major battle. Just circle around and check out the area. Don't wander too far, as you are only one out of a supposed party of three. Don't lose a lot of HP if you wander around Second and Third District, and don't go back to First District unless you want to proceed forward with the game or you've killed all the Heartless that you can. Going into the First District will lead to the next story sequences.

Back in First District: Ok, after you're done leveling up in the other sections, go back to First District. What's this? There are Heartless here, though this place is supposed to be secure. You have to kill all of the little Heartless groups; there are three. One in front of the door to Second District, One down the first set of steps, and another at the platform in front of the Accessory Shop. There are a couple of other groups hidden in the area, but if you just want to get going then finish off the three groups and go back into the Accessory Shop. Don't try to short cut killing these guys, as that will get you nowhere in the story. After your done, go to Accessory Shop and talk to Cid. He'll give you some advice. SAVE and exit the store.

Leon: Upon exiting Cid's place, Leon will show up and you will battle! Don't worry if you lose - it won't end the game. If you win, the following story sequence is slightly altered than if you lose. But wouldn't it be cool if you could win? Here's how:
First of all, stock all your potions into your items slots on the menu before you fight. He's pretty hard, so you'll need them during the battle. Leon has two basic strategies, long and short range attacks. Long range consists of his shooting a fire bullet at you out of his gunblade. This is actually your best opportunity to strike, as it is easy to avoid. When you see the fire gathering around his body, start running towards him. Jump when he releases the fireball, neatly avoiding it and putting yourself in the perfect position to attack. Do a combo if you can and jump out before he slashes you. Back away and use your potions if you get hit. The important thing to remember is all that training with Wakka, Tidus and Selphie. Also remember that Leon's gunblade has a long reach to it. You can use the arena of First District to your advantage, since it is a big open space to fight in. Repeat this technique until you beat him, and there you go.

Waking Up and Conversations: Here you finally get to learn what the hell is going on in this place. Sora will wake up in a room, where he meets Yuffie and his attacker Leon. The room you're in is the Green Room inside the Hotel of the Second District. Donald and Goofy are with Aerith in the Red Room next door. Basically, there will be a long explanation of the events and story, followed by a surprise attack by the Heartless. Leon will tell you to go after the big source of the Heartless (he says don't worry about the small fry) but you can battle the Shadows and Soldiers (the tin-head Heartless aka the "small fry") to level up before going on to the boss. Once you feel ready, go to Third District for the next big battle: the boss fight.

THIRD DISTRICT: GUARD ARMOR BATTLE

Boss Battle - Guard Armor: HP: 700, EXP: 110. This is the first time you'll be able to join up with your Disney sidekicks. This battle will be hard if you don't focus on the right parts of the body first. There are 5 separate parts. The hands are the first main weapon of the Guard Armor, and then the feet, and finally the torso. You want to avoid the spinning hands and just keep hitting the center torso. By doing so, you end up hitting (or countering, and earning Tech Points) everything else too. Just be careful of the hands spinning attack and getting stepped on, or you will find yourself dead. Back away and use Potions if you have to, while letting Donald and Goofy take over for a few moments. Don't leave them alone too long though! Sora is the strong character. Once you defeat the Guard Armor, you earn a Brave Warrior ring. Equip this after the fight.

Your Minions: After this you'll be formally introduced to your partners in crime, etc. etc. Donald gives you Fire, your first magic ability. Goofy gives you the Dodge Roll ability, which will definitely come in handy for battles to come. Be sure to equip it and learn how to use it.

Bells and Whistles: Once you have finished talking, you can go learn about Trinities, and hunt for the Postcards. First go to the Blue Trinity in front of the cafe in First District. It's the open area with chairs and tables and candles on top. There will be a blue mark on the ground. Goofy will point it out. There is also a red cylinder looking thing with a hat, labeled "Mail" located next to the stairs leading up from the square to the Accessory Shop. Go examine that and you will learn about the 10 Postcards. See where the Trinities and Postcards are in Traverse Town in the "Obsessive" section of this website.

Conclusion: After everything is said and done, go pick up some supplies, but don't waste munny on too many accessories. Get Goofy and Donald their weapons first, then Potions after. Stock up on Potions because none of your party can cure yourselves. Take this time to also learn about the "Customize" option, and using shortcut buttons for your magic spell. Once you've equipped everything, go back to Third District. You'll find that the Heartless have disappeared for the time being. In Third District, go to the big door leading to First District, and Examine the keyhole beside it to unlock the door. Now you can use this door as a shortcut back to First District. From there, go to World Exit in the First District. This will bring you to the first Gummi Ship instructions, and you will fly onto the next world.

End: Traverse Town - Part I.

Wonerland:

WELCOME TO WONDERLAND: THE RABBIT HOLE

The Doorknob: After the intro scene, you'll find yourself going down the path to the Bizarre Room. The door back to the starting point is called Rabbit Hole. After you enter the Bizarre Room, there will be short sequence with the Doorknob. He'll tell you how to get smaller, by drinking the bottle on the table. Before you drink, BE SURE TO PUSH THE BED! Pushing the bed opens the way to the Queen's Castle. Once the bed is pushed in, you can drink the Blue bottle and shrink to go through the hole. There will be new enemies that appear. You can defeat all the enemies in this section that you can find for EXP. If you forgot to push the bed, you can jump back onto the table and drink from the Red bottle to grow big again.

New Enemies: In addition to the Shadows and Soldiers, the new enemies that you will encounter in Wonderland.
Red Nocturne - The small, flying red Heartless. These are called Red Nocturnes. When you defeat one of these, they drop clear colored balls. These are MP balls, and those will be important because they restore your magic. Red Nocturnes are immune to fire and cast fire spells at you. Be careful of these buggers because they like to dodge away to a safe spot, charge up, and the shoot fireballs while you are fighting some other enemy. If you time your counter hit right, you will be able to hit the fireball back for Tech Points.
Large Body - In the Second half of Wonderland, you encounter giant, fat Heartless. These are called Large Body. If you are using physical attacks (Sora's Keyblade) then you can only hit them from behind. Your attacks just bounce off the front. If you are using magic, then it doesn't matter if it hits them front or back. These Large Body have four attacks: they swing their arms at you, they jump and stomp with a powerful shockwave that stuns you for a moment, they fling themselves towards you and they charge at you. Beware of the three latter attacks because those do a lot of damage. You can't jump over the Large Body if it flings itself at you yet, so Dodge Roll out of there. These can get annoying when they come in large numbers, but generally it is a good idea to take out the little Heartless that come with Large Bodies first, and then take them out. Or you can choose to do it the other way around by taking out the Large Body so it doesn't stand in your way of killing the small fries.

QUEEN'S CASTLE - TRIAL

Alice's Trial: You'll find yourself in another sequence. Alice is on trial. (She's on trial? But why? Heh.) Nothing too big here, just pay attention to the Queen. Just be sure to save. The save point is next to the Ten of Spades card, beside the exit from where you came. After that, march to the left hand side of the Queen's Castle area, towards the entrance to the Lotus Forest.

LOTUS FOREST - EVIDENCE

Lotus Forest Note: In this walkthrough, the "entrances" of the Lotus Forest are referring to the little side sections that branch off from the main path. Everything is in relation to the entrance that stems from the Queen's Castle room, so if you get confused, you can always go back to that first entrance way and retrace your footsteps. (This would be so much easier with a map, but again... we're working on it.)

Evidence: You're going to have to look for some evidence to present to the Queen. There are four of them, scattered throughout Wonderland. You do not have to gather all of them, but doing so will greatly increase your chances at a particular story plot line later. In order reach these pieces, you must go through the Lotus Forest.

Footprints - This first piece of evidence is located in the first nook in the forest. The small nook's entryway is the first right hand side entrance with two mushrooms. You can't miss it, as it's on the right.

Stench - After you get the Footprints, jump up the two mushrooms onto the tall green pads towards the giant tree. Go through the hole to the Bizarre Room, and you will see the pink box of Evidence on the stove. Return to the Queen's Castle by dropping down to the floor of the Bizarre Room, and then head back to the Lotus Forest.

Antenna - There are 3 mushrooms at the back of the Lotus Forest. They're on the left. To get to this box, first jump on the shortest mushroom, then the medium mushroom on the right. Then jump onto the green pad beside it and the box is on that pad.

Claw Marks - The last box of evidence is located again in the Bizzare Room. To get to this particular section of the Bizarre Room, first you need to get bigger. Go to the first yellow flower in the area, and it will want you to give it a Potion to make you big. Once you're big, step on the stump beside the Lotus Forest entrance. It will raise a lilypad platform. Look towards the tree, and you'll see a red fruit. Use the Take option and Sora hits the fruit to the floor. Don't eat it yet, but hit the tree trunk. It turns the tree. Make sure you do this before you eat the fruit, or else you will have to waste another Potion to get big again. Once you've hit the tree once, eat the fruit and shrink. Go back to the nook with the 2 mushrooms. Jump on the mushrooms and up towards the pads like you were collecting the Stench evidence. You will see a fork in the path, going to the left. Take that path and run up the pads towards the hole you see further on. That hole leads to the Bizarre Room in a different configuration. Go through it. Don't run anywhere once you go through the hole! You will drop on a small faucet head. Look to your right, and you will see the box on the ledge. Be careful while you jump. Sora at this point probably can't make the jump directly. Just jump so that you can hang onto the edge of the pink frame. Climb up, get the last piece, and head back to the Queen's Castle. The Cheshire Cat appears once you have found this last piece and you learn the spell Blizzard - the ice spell. Once you have this spell, you can Customize your magic shortcuts to your preference. This spell will come in handy in fighting the Red Nocturnes (since Ice is opposite Fire.)

Note on Blizzard: Although you do not have to get all four pieces of Evidence, as noted the Cheshire Cat gives you Blizzard. At the moment, we aren't sure what happens if you don't collect all four pieces. Stay tuned and we'll add a note on whether the Cat gives you the spell anyway, or if you have to earn it some other way.

QUEEN'S CASTLE - CRANK TOWER BATTLE

Back to the Castle: Once you have gotten out of the Bizarre Room, you will go back to the Queen to present your evidence. She will add a 5th box of her own, and you get to choose 1 of the 5 to determine whether you are innocent or not. We generally suggest you choose the middle box if you have all 4. If not, then it's a chance you will have to take. If you happen to choose the box with the Soldier Heartless, then you will fight the next sequence with Donald and Goofy's aid. If you choose the box with your friends, then you fight alone or with only one of them. The Queen will order her cards to seize you, and of course you resist.

Boss Battle - Crank Tower: HP: N/A EXP: 100. The goal of this battle is to destroy the crank tower. You first hit the red gears, and then the tower itself. Destroying the gears yields a lot of HP, MP and Munny balls. There are two gears. While this doesn't sound too difficult, there is a trump card (pun not intended really). The Queen's card soldiers come after you this whole time, and you cannot destroy them. You can only knock them out for a short while. Be careful not to get surrounded as you focus on hitting the tower. If you were lucky enough to have Donald and Goofy on your team, they will help in keeping the cards off of you. If you're fighting alone, then you could either try and free Donald and Goofy from their cages by hitting the cages, or you can fight this alone. If you choose to fight it alone, take advantage of your Dodge Roll ability to get away quickly before you are surrounded by cards. Go after the Queen and hit her - the red cards go into shock which leaves the weaker black cards. The red cards have more HP, so it's a good idea to stop them first. But we recommend that you get this battle over with as quickly as possible. Just run around while locked onto the tower. Turn and hit the cards when you need to knock them out, and then concentrate on destroying the tower as fast as you can. You can use magic on the tower. The only thing to worry about is getting surrounded by the cards.

TEA PARTY GARDEN - FOLLOWING THE CHESHIRE CAT

Lotus Forest, Part 2: In order to get to the Bizarre Room for the final battle of this area, you need to go through some (tedious) steps and puzzles to get to the Tea Party Garden. What did you expect? This is Wonderland, the world of crazy, pointless, at times frustrating puzzles. Anyway, go back to the Lotus Forest, and the Cheshire Cat appears on a rock to tell you some stuff. Then once he's gone, grow big again (by giving the yellow flower a Potion) and heave the rock into the pond. It will raise the lilypads that allow you to jump into the hidden section of the Lotus Forest that you couldn't enter last time. Then, get the red fruit from the tree, and hit the tree until the center branch points towards the back of the Lotus Forest. Eat the fruit and shrink. Jump onto the raised lilypads and into the enclosed area. Go to the Bizarre Room.

Bizarre Room, Side: When you enter the Bizarre Room, you'll find the side has become the floor. Target the shelf latch next to the teddy bear and hit it. That'll drop the bear and turn the book into a 3D object. Then, light the lamp next to the lion's head ornament and get the Defense Up from the chest. Use this Defense Up on Sora to raise his Defense stat. Light the other lamp which turns the blank, green-framed picture on the wall into a painting. This painting takes you to another section of the Lotus Forest that is hidden. You can Examine the painting, and once you're done with that section of the Lotus Forest, going to the small mound with water in the corner to go back to the Bizarre Room. Exit through the bookshelf exit to go back to the main section of the Lotus Forest.

Bizarre Room, Side 2: When you're in the Lotus Forest again, you'll find yourself on the lily pads above. Travel along these pads towards the main entrance, and stick to your left to go through yet another hole that takes you to the Bizarre Room. This time, the floor looks like the other side wall with stone tiling. You have to beat up enemies in this section, and then once you're back to peace, strike the faucet. The bucket becomes an opening back to the Queen's Castle. Go there.

Bizarre Room, Normal: Once you go back to the Queen's Castle, and then return to the normal Bizarre Room by going to through the way back towards the Rabbit Hole (it's the hole next to the save point.) You will have to defeat the enemies before getting onto the table with the two bottles. Drink from the Red bottle and turn big. Then, move the teddy bear sitting on the chair from the first chair to the next one. This makes the clock pop out of the wall. You then move this clock and it reveals another entrance. Shrink back into mini-Sora by drinking the Blue bottle, and then going through the new entrance that takes you to Tea Party Garden.

Tea Party Garden: Finally! Once you find yourself in the Tea Party Garden, you'll see you're on the balcony. Drop down to the pink table. From here, you can choose to read the sign on the wall beside the painting and sit in the chairs for items. Be careful, as the chairs at the head of the table, and the middle chair on the right side of the table (while you are facing the painting) make the items table and chairs disappear, and Heartless appear. Or you can skip all this stuff for later and go straight to the door of the house which takes you to the Bizarre Room again. You have to go through that door, so just do it when you're done having fun.

Bizarre Room, Upside Down: Fight the enemies here, and then when those are cleared, jump onto the tables with the lamps on them. The Cheshire Cat will tell you to light the lamps. Just Touch them. When you're done with that, drop down to the floor and go to the pink wall with a gray latch on it. Release this and it'll open up the door back to the Queen's Castle.

Bizarre Room, Normal 2: From the Queen's Castle, go back towards the Bizarre Room by going back towards the Rabbit Hole (it's the entrance by the Save Point.) Jump to the tabletop in the center of the room. Once you get to this point, the Cheshire Cat appears yet again. You can Examine the plant in the pot for some Potions, items and HP balls. If you speak to the Cheshire Cat again, you enter the boss fight. You can save and come back beforehand if you need to.

BIZARRE ROOM - TRICKMASTER BATTLE

Boss Battle - Trickmaster: HP: 600, EXP: 150. This boss really isn't all that difficult, with Donald and Goofy to help you. It also really depends on your levels now. The Trickmaster has a few attacks, but mainly it strikes with those juggling sticks it has. You can beat this guy using just physical attacks, usually. If you are a magic oriented person, cast Blizzara rather than Fira. Fire will light the Trickmaster's juggling sticks up, and cause them to do more damage to you. You could put them out when the Trickmaster is sagging over and the sticks are on the ground. Donald and Goofy generally will be able to hit the Trickmaster for you and you can wait for it to hunch over before attacking again. The heads of the Trickmaster spew out HP balls at certain stages of the battle when you've hit the boss enough, so you can gather those and replenish your HP. Otherwise, make sure you have equipped Potions before hand (or Hi-Potions if you feel the need.) There is one trick that the Trickmaster can do, and that is make the table and chairs disappear so you can't jump at it and strike the torso. If that happens, jump towards the bookshelf where the teddy bear was. You can hit it at this level, and cast magic at the boss. This also lures the boss away from the stove so it doesn't light the juggling sticks on fire. Generally speaking though, this boss is Not something to worry about unless you are low level. After you kick butt, you get Ifrit's Horn. Equip this afterwards, since it gives you more defense against Fire spells.

WONDERLAND - FINAL THINGS

Bells and Whistles: There are a lot of treasure chests and Trinities in Wonderland. You can choose to get these items later if you wish, or you can get them in progression with the game. Some of the chests hold valuable items, such as the Defense Up item which you should use to raise your stats. An important thing to remember again, is that like Traverse Town, there are some things that you cannot get at the time because you'll need abilities or magic that you don't have yet. If you want to know the details about these things, go to the Obsessive part of this website to find out more.

Conclusion: After you defeat Trickmaster, Sora locks Wonderland's Keyhole. You get a Navi-G piece, which opens up the routes to new worlds. Get into your Gummi ship. From here you can choose to go back to Traverse Town for shopping and leveling up, or you can head onwards. Congratulations, you've locked your first Keyhole.

End: Wonderland.

Deep Jungle:

DEEP JUNGLE VS. OLYMPUS COLISEUM

Important Note: Through most Kingdom Hearts walkthroughs, you will find that they recommend you to go to Olympus Coliseum after Wonderland. This is because you will see the battle star level for Olympus is 2, versus Deep Jungle's 3. Deep Jungle is more difficult. However, there are a couple of reasons why we determine going to Deep Jungle first is better. One, is that you will learn the Cure spell in Deep Jungle. This is the big factor! The secondary reasons are that you get the Jungle King, which is Sora's first alternate Keyblade. It's stronger than Sora's original Keyblade, the Kingdom Key. Another reason is that you will gain more EXP and level up faster in fighting the stronger enemies of Deep Jungle before going back to Olympus. The downside to going to Deep Jungle first, is that you will not receive the Thunder spell first. In our eyes, that's fine. Cure is more important than Thunder to us, especially in Expert Mode. So... that said, you can either go through the story the way the other walkthroughs recommend, or you can follow us!

TREEHOUSE - INTRODUCTION

Mini-Boss Battle - Sabor: HP: 90, EXP: 15. The first thing you encounter after dropping into this world is a big leopard named Sabor. He wants to eat you. You don't want that. So you fight him. Use the R1 button to lock onto him quickly, so you will know where he is. Sabor is fast at dodging and attacking, but you have Dodge Roll. Sabor's general pattern is to hunch down, charge at you, then swipe with his claws. You can Dodge Roll out of the way, turn and strike Sabor on his side. You will usually only get in one combo, and then Sora smacks Sabor out of the way. He'll get up and repeat his attacks. Fighting Sabor shouldn't be too hard, but Don't run straight at him! Unless you are really good at timing your attacks to counter Sabor's claws (which you get Tech Points for), your best bet is to dodge a little bit to the side and behind, and strike then. Sabor turns towards you when you attack, so be ready to slip away. Again, you don't have a healing spell yet so if you need Potions, use them. The important thing to note about this battle is that you don't have to win. It's like fighting Leon at Traverse Town: victory yields a slightly different story sequence.

Meeting Tarzan: This is a story sequence. After the sequence, you can explore a little bit around the Tree House and get treasure chests that you can get. When you're ready to move on, follow the way Tarzan went and jump off the net around the Tree House. This takes you to the next Save Point and tree surfing.

Tree Surfing: After saving next to the hollow tree stump, jump down into the big hollow tree stump. If you saw the movie, Tarzan could surf on tree branches. Well, Sora can do the same. Use the pad to steer right or left, press the analog stick forward if you want to go slightly faster. You can't fall off the branch so don't worry. Watch out for the branches in your way! If you hit them, you take damage. You can attack these branches and they'll break. Or, you can try to jump over the large ones. There is a section where there are two large branches in your way. Jump over the first one, and while you're falling back down attack the second one that comes after it. You wind up at Jane's campsite afterwards.

CAMP - HUMAN CONTACT

Meeting Jane and Clayton: Don't pick things up yet when you get to the Camp, but just go straight into the tent. Donald and Goofy are there. You're introduced to Jane, and she tells you about Tarzan. You also meet Clayton (NOT CLAYTON!), who is as seedy and obviously manipulative as ever. After the story, go to the Save Point inside the tent. You can choose your party members at the Save Point inside the tent. If you want to get the Blue Trinity outside, then use Donald and Goofy first. If you don't mind skipping that for now (since you can come back later) then use Tarzan because he can use Cure, which will definitely come in handy during the battles to come. Once you're done deciding who you want in your party, talk to Jane again and she'll mention showing Tarzan slides. Go outside of the tent to collect them.

Slides and Projects: You'll notice that there are some Recipe and Research Notes outside of the tent. Don't worry about those yet, since those aren't story essential. They just give items. Rather, you want to look for the Slides. Note that although they are numbered, we'll present them to you in the easiest way to find them all.

Slide 3 - Beside the chalkboard with the drawing of Tarzan, is Slide 3.
Slide 4 - Turn and look at the big stack of crates. Hop up the crates to the top and there is Slide 4.
Slide 6 - Hop off the crates towards Jane's tent. Go to the right side, where there is a pile of luggage. Jump to the top of the luggage, and that's Slide 6.
Slide 1 - Jump to the top of Jane's tent. Slide 1 is there.
Slide 5 - Don't jump down, but run along the canvas tops to the very end to get Slide 5.
Slide 2 - Finally, just drop down underneath the canvas top and look for Slide 2 on top of a drab army-green colored box beside some crates.

Sora and the Slides: Once you have all 6 Slides, go back into the tent and Examine the camera box. You'll be shown the 6 slides and a brief story bit. Make sure you touch the Save Point and check your Items, Equipment, and Abilities at this time to see that all things are in order. Tarzan agrees to take you to the gorillas. Head out of the tent.

Mini-Boss Battle - Sabor II: HP: 90, EXP: 15. Sabor is back, and his motions are the same. The setting is different from the Tree House, and you have Tarzan and Donald or Goofy to help out. Use your minions. They will help you fight Sabor, and keep the big cat distracted for the most part, but use the same tactics as in the first Sabor fight. He's not any harder, and doesn't do any more damage than the last time.

VINES 2 - GORILLA HUNTING

Hippos' Lagoon: Once you're done fighting Sabor, head to the opposite exit of the campsite towards Hippos' Lagoon. There are two vines that lead up from this area, one at the entrance to your left, and one at the back of the lagooon. Head towards the back of the lagoon. Jump onto the first hippo, then onto the next piece of land that's in front of you and to the right. The second hippo you jump on sinks, so jump on and off before it sinks. If you fall in the water, then just swim over the hippo's spot and wait for the hippo to come up again. Sora will automatically stand on the hippo's back if you wait for it to come up, and then you can continue jumping. The last, third hippo is a little harder to reach jumping wise, and if you fall in then you have to swim back to the second hippo and get back on it to jump again. From the third hippo, the vine is a little far for regular jumping. If you think you can't make it, try pressing the Attack button (X) and Sora will go just a little bit farther to land on solid ground. You can come back for the treasure chests later, if you want - extra abilities like High Jump and Glide will make getting them easier. In the meantime, continue to the back of Hippos' Lagoon and climb up the vine that leads to Vines 2. The vine at the entrance of the lagoon leads to Vines, which contains a Save Point. It's your choice whether to go to Vines or Vines 2 first. We'll follow the Vines route just to be thorough, but if you want to head to Vines 2 and skip the Save Point and a few treasure chests, go ahead.

Vines: This area has a Save Point that you can use to recharge. It's immediately behind you on your left as you will see. If you fall off in this area, you'll be returned to Hippos' Lagoon. You can also look behind you and there is a vine leading down to Hippos' Lagoon. You want to swing through the vines to get to Vines 2. First turn towards the vine nearest you and Jump On (it's the bottom command), then Jump Next (which is the Attack command turned into a new command), and finally Jump Off. Jump On to the first set of vines you see; there are two going to the next platform. Don't hang on too long or they'll break and you'll drop down into the lagoon. Once you reach the platform at the end of the first set, look a little bit off to the right, towards the next platform. The vine you next target is the next one to get on, and jump across two of those vines to the next platform. This platform has a flower next to it, as you'll see. Then, go to the next vine at the other end of the platform past the flower. There are 4 vines in the next set. Jump on and swing through to the next platform. Then, look to your right for the last set of vines. There are three here, and swing across those to the last platform. You'll see an area where a branch arches between two trees. Go towards this area. This leads to Vines 2.

Vines 2 - Kerchak: When you get here, Tarzan pleads with Kerchak, but gets no reply. The gorillas head towards the Tree House. You'll want to follow them there. Swing through the first set of vines (3 of them) to the next platform with the flower on it. This platform curves a little to the left. There's another vine over your head. Look towards Donald and Goofy waiting for you on their platform. Jump on to the vine and swing. This is a long set, 9 in all. Swing through the vines there to the final platform where your minions are waiting and then climb up the light green ivy vine towards Climbing Trees. You can worry about the treasure later, as usual.

Climbing Trees: This room has three exits, and focuses around a big tree. Run up the slope to the section with a blue Trinity mark on the ground. The exit beside the mark is to the Tree House. You want to go to the Tree House to find the gorillas and continue the story.

TREE HOUSE - NOT CLAYTON!

Stop that snake!: Upon entering the Tree House, a short story sequence happens with Clayton. There's not much to do here really. You want to head back towards the camp. And Sabor's still waiting for some more ass kicking. Go back down the Tree House path towards Climbing Trees where you came from. Before you head all the way down, jump off the giant branch and you'll land in the Cliff area. Sabor will be waiting for you yet again.

Mini-Boss Battle - Sabor III: HP: 90, EXP: 15. This cat just really wants to eat you. He's kind of persistent like that wolf in Sword in the Stone going after Arthur. You should have full health and magic at this point still because there won't be any enemies for you to fight yet. Anyway, you ought to know how to put this kitty in his proper place. This is a mini-boss for a reason; he's good practice. You can continue to return to this place through the Tree House if you want to beat Sabor over and over again, but since he's only 15 EXP, and you want to stop listening to that Tarzan music, get outta there once you beat Sabor and head back to Camp and Jane's tent.

CAMP - THE RETURN OF THE HEARTLESS

Power of the Wild: Jane scolds Clayton for shooting at the gorillas, even though we know he should get a good slap in the face. Once that story bit ends, Save at the Save Point, and switch Tarzan into your party if you haven't already. When you get that through, get ready for the next fight with the Heartless. The next story sequence reveals the gorillas are in danger.

New Enemies:
Powerwild: These monkeys are horrible to fight. They appear in groups of at least two, and when there's about 6 of them in the area it gets very ugly. They have three attacks: they swipe you with their claws in short range, they jump and claw furiously, and they also slide-kick you. The last two attacks do a Lot of damage at first, so be careful! Use Dodge Roll to avoid the attacks or block them if you can, and don't get surrounded or you'll find yourself out of luck. Your best shot is to take them on one at a time rather than as a group. These suckers dodge your attacks by hopping to one side too, so be ready to turn to fight them or dodge them.
Bouncywild: These are the female counterparts of the Powerwilds, and they are a pain because they attack from far range with slingshots like Wakka did with his ball. They also run around and drop banana peels, causing you or your party to slip and drop a bunch of munny. If you can hit their slingshot ball back at them, it is almost always an instant-kill with Tech Points for you. Otherwise, just smack them up.
Green Requiem: These green flying Heartless are similar to the rest of their colored cousins. They don't attack you at all, but they have one major function, and that is to heal the other Heartless. They're not hard to defeat either, but when you're working away at a couple of higher HP Heartless and you have them down to a final strike... and then along comes this annoying green guy to cure them? Well, they're usually just there to get in the way. But, when you get rid of these guys, they drop a lot of HP balls and some MP balls, so they're almost good to have around. Almost.

CAMP - THERE WE GO AGAIN

Gorilla Rescue: With each squad of Heartless you defeat, you get gummi parts for customizing your gummi ships. Unless you happen to like futzing with ship designs or have a lot of free time to mess about with that aspect of the game, don't worry about them. Your objective is to get to the Tree House to rescue all the gorillas. Start from the Camp, then go into the Hippos' Lagoon, up into the Vines and onward to the Climbing Trees area. From there, head to the Tree House exit and defeat the Heartless inside the Tree House to save the last gorilla. Once you've done that, return to the Camp and speak to Jane. Once you've finished speaking to Jane, go outside of the tent. A shot from Clayton's shotgun rings out from the Bamboo Thicket area. Go in that direction, and you'll find Clayton's pipe... and That Darned Cat (kudos if you know the reference!)

Mini-Boss Battle - Sabor Final: HP: 180. EXP: 150. This time, Sabor's last ditch efforts make him a little harder to beat because he's got more HP. His attack style is the same, and you also have your minions. The arena here is very big, so be careful about your attacks if you want to conserve your HP/MP. Also, Sabor will sometimes jump into the bamboo walls and disappear, then pounce back out from some unknown spot. This breaks your Lock-On to him, so you will have to press R1 again to lock onto him each time he reappears. Again, Dodge Roll, attack from the side or behind, and beat the stuffing out of him. Sabor finally bites it, and you get one of his teeth as a souvenir Accessory - the White Fang. Equip this onto Sora.

New Harmless Heartless:
White Mushrooms: Before you return to the Camp area, go to the Cliff area (that's the exit opposite the camp one, of course) to fight the Heartless there. Make sure you finish all the groups of Heartless in the Cliff area before returning to the Camp - that includes the ledges. Once you've done all that, go to the Camp. You'll see the new Heartless, the White Mushroom. These things are harmless to you, as in they don't attack. Instead, they play Charades with you and you hit them with magic spells according to what they're doing. Here's a partial list of what they do:
Shivering (it's too cold)- Cast Fire
Sagging backwards and fanning itself (it's too hot)- Cast Blizzard
A light appears over its head and it goes to sleep (it's too tired)- Cast Thunder
It trips and falls down (ouch)- Cast Cure
Note at this point if you followed the way we go, you won't have Thunder or Cure yet. If you want to play their little game anyway, just be patient and wait for them to indicate that you should cast Fire or Blizzard. You can always come back and find them, and they only appear in certain areas of each world, and after you have defeated all the enemies in two other areas ajoining to the area they're found in. If you please the Mushroom by getting the spellcasting right three times, it will give you rewards of MP balls (to replenish your magic) and Items you'll need for Synthesizing other things later. If you attack the Mushroom, cast the wrong spell, or cast the right spell but too late or too early, it gets mad at you and disappears. If you take too long to complete 3 spells, they disappear. It's just a game, but they hold some items that you want if you want to synthesize items, and you need their Arts items to get a special Keyblade. But, again, it's not particularly important to the story of Kingdom Hearts, so let's move on. You can find out more about the White Mushrooms again in the Obsessive section of the website.

CLIMBING TREES - I WOULDN'T EAT THAT IF I WERE YOU

Rescue Jane and Terk: When you got back to Camp, there was a short sequence revealing Terk running haphazardly and tackling Jane. Then, you saw them getting kidnapped. Sora and Co. get to rescue them. Tarzan will use his "spidey-sense" (yes yes, another reference) and indicate the Tree House. Go in that direction. From the Camp, head into the Hippos' Lagoon and up into the Vines 2. You then go to the Climbing Trees, where you'll see Jane and Terk, along with some Powerwilds and some big, black, non-edible looking fruit growing on the tree in the middle. The Powerwilds continue to reappear even if you kill them, so don't worry about those. Just smack the big black fruit around the tree. Once you've destroyed the big black fruits, you'll be told the truth about Clayton. You could just keep killing Powerwilds for more experience, and since they reappear in the same spots over and over, you can kill them over and over. Still, we're moving on.

CLIFF - CLAYTON BATTLES

Back to Camp: Go back to the Camp, enter the tent. Make sure you have your items set and all your wanted Abilities (such as Dodge Roll and Vortex) set, along with any other extra goodies you want to use in the next fights. You get to fight Clayton next, and he's the boss, so be prepared! Save before you exit the tent and move on to fighting Clayton.

Boss Battle - Clayton and Powerwilds: HP: 250. EXP 240. This is actually the pre-boss battle. Clayton is your main target here. Let your minions take care of the Powerwilds. Go after Clayton, and hit him with all you got. Our best strategy is to lock onto him, and get close to him to smack him. He'll jump back when you get too close, so make sure you're locked onto him to follow him. His only attack here is his far range shotgun blast. He also uses Potions to cure himself. He's not that hard at all, but it can be deceiving, because he goes out.

Boss Battle - Clayton and Stealth Sneak: HP: 250. EXP: 240. / HP: 750. EXP: 30. Here is where the real battle begins. Clayton, after you kicked his ass the first time, gets control of a big Heartless - the Stealth Sneak. You don't see this enemy unless it's moving. If you have the Scan ability equipped, you'll be able to see the HP bar for the Sneak. It's recommended that you target lock onto Clayton when you're fighting him, though, because Clayton is your main target.
The Stealth Sneak has three attacks: a really fast claw swipe (though you'll see he hunches his back before he hits), a vicious tail-spin whacking move, and yes, it even shoots beams out of its claws after charging up energy complete with glowy eyes. They're all attacks that are rather easy to avoid, if you just jump or Dodge Roll out of the way. The problem is that the Sneak is fast, and it's rather invisible. Remember Sabor? Think of Sabor, but bigger, faster, and doing a lot more damage. There's a quick way to win this battle though, and that is to aim your shots at Clayton. Clayton is riding atop the Sneak at first. If you're locked onto him, Sora will swing his Keyblade around and attempt to hit Clayton, and at the same time he will end up hitting the Sneak beneath. Sora's air combos do quite a bit of damage themselves comparatively, so just try to get in as many hits as you can. Remember to run off and use Potions if you're HP is low! Don't worry about your minions, but remember they serve as good distractions. It's best to hit the Sneak from the side or behind, but it's fast enough to turn around and get in a few hits at you.
Once you hit Clayton and the Sneak enough, Clayton will get off the Sneak. The Sneak will become visible. Leave your minions to take care of the Sneak, and go after Clayton. Again, Clayton's only real attack is his shotgun's bullets. Again, he'll try and dodge away, jumping around. He uses Potions as well, so make sure you go after him with all you got. You can Dodge Roll to avoid his shots, just make sure that Roll isn't straight towards him. If the Sneak comes around, try avoiding its attacks while you're focused on Clayton. If Clayton gets back on the Sneak, then you just have to repeat the first strategy to get him to dismount again. Always remember to use Potions when you hear the HP alarms go off, or if you are observant enough to notice before you actually get down that far, to run off to a calmer part of the area and use your healing items.
If you're a magic based user, use Fire and Blizzard to knock the Sneak and Clayton around. If you followed other walkthroughs and have Thunder, then you can cast Thunder to hit both Clayton and the Sneak together while Clayton's on the Sneak. Once you beat these two baddies up, you will learn the much appreciated, much needed Cure spell!

WATERFALL CAVERN - *&&X% MEANS HEART
Behind the Falls: Kerchak chucks Sora up onto the cliff area that was revealed in the fight. Head into the tunnel that says Waterfall Cavern, which will bring you to the rocks behind the falls. Here you have to do a bit of jumping around. You want to head up and to the right (as you face the wall) up towards the farther ledges. Collect treasure chests if you want, but none of them are any stat boosters. You want to get to the ledge with some moss growing on the wall next to it. You can climb onto that moss, and head left. Jump off onto that ledge, and then jump upwards again. There will be a long, climbable vine growing upwards. Climb up that until you reach the topmost ledges, then jump off to the right one, and then jump down to the left ledge below. You want to head towards the long one with the tunnel. It brings you to a previously unknown area (marked by the name ?????) and go into it. This brings you to the end of Deep Jungle.

Conclusion: Sora will lock the keyhole of Deep Jungle, and you will gain various items. The important things are the Navi-G piece, which allows you to go to more worlds, and the Jungle King Keyblade. You will also learn Red Trinity, an important one that is needed for furthering the story later. You'll see that there's a White Trinity over in the heart of the falls. You won't be able to get that until later, so don't worry about it. Equip the Jungle King one you're able to, because it's a better key than the Kingdom Key. Admire it's cool design! And admit to yourself that Kingdom Hearts is a really graphically beautiful game. Then head back towards Olympus Coliseum for your missed spells and fun. Technically, since you were supposed to finish the first bit of the Coliseum before coming to Deep Jungle, you'd have missed out on the Thunder spell, but then here's your opportunity to go fix that. Otherwise, if you've done the Coliseum's first bit, head back towards Traverse Town as Donald and Goofy will recommend, to find Cid.

End: Deep Jungle.


Olympus Coliseum:

OLYMPUS COLISEUM - A HERO'S GAME

General Intro: This is the setting from the Disney movie Hercules. In the Square tradition, it is a series of tournaments where you fight in a gladiator like area to achieve 1st Seed (in other words, first place). Normally you should go here for the story sequence after Wonderland, since it was the other world that you could've gone to from Traverse Town before. It's 2-star difficulty at first. Important things to gain from this place right now are the Thunder spell, and the Sonic Blade ability is also available upon completing the first part of the Coliseum.

The Hall of Gods: There's only two places to go in the Coliseum - inside and out. Outside you find Inside is called the Lobby, and that's where you'll find the sarcastic satyr, Philoctetes. You can explore the outer area, finding the treasure chests around the giant feet of the golden soldier statues, and the Blue Trinity marks in front of them you can get. More on those in the other obsessive section of the website.

LOBBY - THAT OLD GOAT

Philoctetes: When you go in, Phil talks to you thinking you're that half-god Herc. He tells you to move the stone block. Go up and push up against it like you would a crate. Keep pushing until Sora thinks to himself that it's too heavy for him. Then, talk to Phil again. He's going to go bonkers, of course, until he turns around and sees you're not Herc. The sequence then goes into how you and your minions are real heroes! (Uh huh, yup yup.) Also note that there's a Save Point in this area in the left corner beside the Lobby entrance, but it's a different kind of Save Point. You can't go back to your gummi ship from here - you have to exit the Lobby back into the Hall of the Gods and out the Coliseum Exit to get out of here.

ARENA - BARREL BASHERS

First Trial: Once you agree to go prove your bark is backed up by a bite, your first trial of barrel bashing comes. This first trial has 20 barrels for you to smash, in 30 seconds. An important thing to note is your Abilities before you go into this trial. If you have Vortex, you might do a whirling spin and strike (that's the Vortex ability for you) and hit the barrel. That's one hit. The barrels last only 1 combo pretty much, so if you weakened the barrel before Sora has a chance to finish his combo, then you'll have to spend more precious time destroying barrels that could've been finished off easily. Since Sora's finishing move is a whirling attack that'll send barrels flying everywhere, keep this in mind as you move in to attack the barrels. Also use the L2 and R2 buttons to move the camera to your convenience and line Sora up with the barrels.

Group 1 - Charge to the right side of the first trio of barrels. Turn to face them, lock onto the middle one, and start attacking. With luck, Sora's finishing move will knock the middle barrel or the right most barrel into the next group. If it doesn't, then just whack away.

Group 2 - Go to the lone barrel and target it. Line up to face the set of 4 barrels behind the lone barrel, and start attacking the loner to knock them into the 4. Again, if not all of them are destroyed, then quickly attack them and get those done and over.

Group 3 - 6 barrels here. Target the lower middle barrel, and attack the entire group swiftly. Again the aim's to knock barrels into other barrels, preferably destroying the 6 with one attack combo or two.

Group 4 - Hop onto the middle platform to the lone barrel. Move the camera behind Sora and face towards the lone barrel lined up with the 4 barrels behind the previous set of 6. Knock the lone barrel into the four if you can. If not, whack!

Group 5 - The last two barrels, if you're getting desperate for time, requires a little bit of aim. Hop onto the closer lone barrel and knock it towards the final barrel. If you miss, target the last barrel and cast Fire spells at it to destroy it, or jump to it on the platform and take care of it. Overall, this first easy trial shouldn't be too hard.

Second Trial: This hard trial is breaking 25 barrels in 1 minute. It takes a bit of strategy to get them all, but don't be discouraged if you don't get through them the first time. You can fine tune this, because you can't go any further in the Coliseum without beating this trial.

Group 1 - Run to the left, where there's 4 barrels. Destroy them by again, attacking from the side and with luck you'll smash them all by knocking barrels you're hitting into the ones behind them.

Group 2 - Once the 4 are finished, run to the right side, where you'll see a lone barrel facing a set of 2. Knock the lone barrel into the two stacked.

Group 3 - Hidden in the back is another dual set of barrels, one to one. Knock that first barrel you come across into the second one, then return towards the front with the platforms.

Group 4 - Jump onto the lowest platform, and go to the right most of the trio of barrels. Attack from the side, to knock the first barrel into the others.

Group 5 - For the next platform, you should have a lone barrel facing a set of 4. Same strategy here, but the barrels are a little farther so it's likely you won't get all four. Run towards them after you've knocked the barrel at them and destroy the 4.

Group 6 - This second to last group of 6 barrels should be destroyed like the first trial. Just try to get through them as fast as you can.

Group 7 - This is the last. There's 2 barrels left, and you knock the lower barrel towards the barrel on the platform far away from you. If you don't get it, use Fire spells quickly. You can press the Fire button many times in a row to get more fireballs shooting out quicker.

Still Not There: You learn the Thunder spell once you complete the barrel trials. You can talk to Phil again to do the trials over if you'd like, but you want to move on with the story right? Head on back out into the Hall of Gods. Hades appears outside, and in a small story sequence, you get your very own handy dandy Entry Pass. Once you get this, go back in and show Phil you've got your warrant, so he has to let you in. Bring yourself and your minions up to par in your Equipment, Items and Abilities, and then Save before you talk to Phil.

ARENA - THE PRELIMINARIES

Prelim Preparation: The prelims are a sample of what's to come for Coliseum tourneys. The goal is to destroy your enemies quickly and efficiently without being hurt too much yourself. You want to save your Potions for the bosses. This is why we recommended going to Deep Jungle first, because you get the Cure spell which will definitely save your skin. If you didn't go to Deep Jungle first though, you'll have to be fast with your D-pad and select your Items as soon as you can to use on yourself. Don't worry about Donald and Goofy. You can equip them with Potions if you want, but if you're playing Expert Mode, they go through those like a hot knife through butter. You're better off worrying about yourself and destroying the Heartless. Re-equip the Vortex ability if you took it off for the trials. Try not to use your Potions until you're in dire need (aka that low HP alarm blaring is getting annoying) and make sure you run away to a safe spot before using your Items. If you end up using Potions in the middle of a fight area, you'll probably get killed before you have a chance to select and use it.

Enemies: These rounds are made up of Soldiers, Blue Rhapsodies, Red Noctures, Shadows, and Large Bodies. You should have no problem fighting them off at this point, but be on the look out not to get too caught up and attacked from all sides. Those Large Bodies are especially irritating! After you fight through a couple of rounds, you have a short sequence where you see Cloud walk by you (He's really cool with his cloak and all. I smell show down...)

Boss Battle - Cloud: HP: 300, EXP: 80. Hah! Well, after 6 rounds of pitiful Heartless, you get to fight FFVII's Cloud. He's also carrying that huge sword of his, and he has a long reach with this sword like Leon with his gunblade. Cloud is also a lot faster than Leon. DODGE ROLL is essential for this fight. The thing about Cloud is that he yells and shouts before he attacks. Very noisy, but that's good for you. You can dodge or counter, if successfully you get Tech Points. Cloud has a couple of very damaging attacks. He charges repeatedly in succession with his blade, and he'll also swing his sword around, jump really high into the air and come down in a crushing attack from the air. You can Dodge Roll away before he hits, turn and attack him. Don't even think that your minions are good for anything more than healing you and distracting Cloud for moment while you use healing Items at this point. You should know better than that by now, right? Oh, and a thing to know is that you don't have to beat Cloud to keep going. It's not game over, but like meeting and defeating Leon, it's more fun to prove you've got skillz.

ARENA - BAD DOGGY, NO BISCUIT

Hercules Appears: Whether or not you defeat Cloud, the story goes on. On the brink of defeat, a new monster appears. It was a setup from Hades. You get to fight the monstrous three-headed Cerberus... or wait. Hercules comes to the rescue, and holds back Cerberus. You, your minions, and Phil (damn coward) run away! And you go back into the Lobby to escape the wrath of the gate guardian of the underworld.

Restock, regroup: Since you're in the Lobby, take advantage of the Save Point. Restock your Items, check your custom shortcuts, anything that you wanted to tweak before but forgot to do, go do it now. But what's more is that you can run away! You can exit Olympus Coliseum, go to another world to level up, and come back later once you're all powered up. Or... you can go back and whack that bad dog with your metal roll of newspaper...er... Keyblade.

Boss Battle - Cerberus: HP: 600, EXP: 200. Cerberus is a right HUGE boss to fight. The targets to hit are the three heads. But wow, those teeth are killer. Also, there a few other attacks: Cerberus shoots fireballs from his mouths, rears up and stomps onto the ground with a major damaging quake, and he spews Dark magic out from his mouths which cause columns of bad mojo to shoot up at you and follow you wherever you run. The cycle goes just like that. He also bites. The first thing Cerberus does is shoot his fireballs at you. Run around them or Dodge Roll out of the way, and get close to the big dog's side or behind him. When he stops, he'll either rear up and quake stomp, or he'll lean down and spew dark magic. If he does the second, then you have to run around and avoid the circles that will injure you if you stand in one place too long. Run behind and to the sides of Cerberus when this magic is going. While you're running about, Cerberus also shoots fireballs. Eventually he will stop and stand in one place, and start biting at whatever's in front attacking his heads - that'd be Donald and Goofy. This is your opportunity to sneak up from the side, and target one of the side heads. Attack from the sides always, never in front. Use your Target Lock to center Sora's attacks on the heads, and be sure to run off and heal yourself if you're HP is on the low side. You have the whole arena to run and avoid the dark magic attack with, but don't run off too far from Cerberus because you are waiting for the opportunities to attack his heads. If you are at a decent enough level, you shouldn't die. If you still do, keep trying. The key is patience and persistence. If you're a magic type of person, lock onto the heads and cast Thunder, since Fire and Blizzard are most likely to miss. If you have the Scan ability, you should be able to see how much more you have to go in defeating the dog. Once Cerberus gets punished, you win the Inferno Band, which ups defense against Fire and Dark magic.

Conclusion: After you beat Cerberus, Phil recognizes you as a (Jr) Hero and you can compete in the Cups. Go outside to where Cloud is sitting at the steps of the exit. He gives you a new ability: Sonic Blade. That's pretty much his sliding attack he used on you earlier. If you use this ability right, you can do it in combo and the final attack does a lot of damage to your enemies. After you get these things, save and head back out to your gummi ship. The next destination, depending on which path you decided to go, is either Deep Jungle, or back to Traverse Town for Part 2 there.

End Olympus Coliseum 1.

Traverse Town Part 2

TRAVERSE TOWN - PART 2

Yuffie@Traversetown.kh.net: Though Donald and Goofy say to go talk to Cid, you'll see Yuffie standing in First District next to the mailbox. She's there for a reason, so go talk to her first. She'll tell you about where Leon is. Once you've talked to her, go do what you need to do at the various shops, like purchasing newer, stronger weapons for Donald and Goofy, adding Potions to your inventory if you need it (though you'll have the Cure spell), and other such window shopping things.

SECOND DISTRICT - SECRET WATERWAY

The Alley:When Yuffie directs you towards the Secret Waterway. The Secret Waterway is in Second District, in a side alley. First after talking to Yuffie, go up the steps to the Second District door. Go through that. When you're in Second District, you'll encounter some new Heartless. You can fight them, or run from them and go directly towards the Alley.

New Enemies:
Yellow Opera: These flying buggies are just like the red and blue ones. These are Thunder casting Heartless, so your opposing strength for these guys is the other spells (except Thunder and Cure of course.) The best way to avoid the attacks from these guys is to stay out of their vicinity until they're done casting Thunder, and then smacking them with the Keyblade.
Air Soldier: These Heartless are actually really annoying. They hover in the air, dodge your attacks, and are a pain in the ass if you get surrounded. They have a couple of attacks, which consist of 1, kicking you around, and 2, charging at you while you're not looking. Dodge Roll isn't exactly a big help here, but it will help if you are surrounded by a few of these guys. Take them on one at a time if you can. They sometimes counter your combos and interrupt them, leaving you open for a second. That gets annoying, so try and hit them a few times, then move to one side and continue the attack. Air combos probably work just as well.

Leon's Training Ground: Ok, back to the story. Right when you go into the 2nd District, defeat the Heartless that you first encounter, and then jump down from the entrance area to the lower level. Just go to the left of the fancy fence you see, and jump down. You'll end up in front of the fountain. Keep next to the wall, and you'll find a door on your left that leads you to the Alley. Go through that door. You'll end up in the Alley, which is the section behind the Hotel of the 2nd District. You'll see water running through the area, which leads to a sewer gate. Go towards that gate. You'll encounter Heartless, so fight them off. Once you're at the gate, you'll see a Red Trinity mark. Activate that mark, and Sora, Donald and Goofy will smash the bars open, revealing the entrance to the Secret Waterway. Go in through here, and go search out Aerith and Leon. After you talk to Leon, he will tell you about the Keyhole in Traverse Town. Talk to Aerith as well, and she will remind you to talk to Cid about the Navi-G piece. Before you leave, talk to Leon a second time and he will hand over a strange stone called the Earthshine. This will come up later: it's a Summon Gem.

FIRST DISTRICT - CID'S ERRAND

The Old Book: When you're finished talking to Aerith and Leon, go back out of the Secret Waterway by the way you came. If you want, you can get the puppies in the treasure chest on the other exit of the waterway. The thing you want to do now is look for Cid, who is at his Accessory Shop. When you're in the Accessory Shop, talk to the moogle on the table and he'll tell you about the tournaments that are held at Olympus Coliseum. That's just some side knowledge for you to remember later. Talk to Cid to chat about the navigation gummi, and he'll install the gummi for you with a catch. You must run an errand for him, which is to deliver the Old Book that he gives you over to a magician in Third District. After that, you can go into the Vacant House in Third District to catch up with Cid. Oh, that thud you heard at the Accessory Shop will be important in a bit.

THIRD DISTRICT - DO YOU BELIEVE IN MAGIC?

Merlin's Study: From the Accessory Shop, head towards Third District. Towards the back of the area, there is a small corridor on the left that leads to a door with a flame symbol on it. Cast Fire at the door and a chime sounds. When the chime finishes, proceed through the door to the Mystical House. The house (or rather, hut) as it turns out, is on a small island that you'll see. You have to jump over those stones in the water. If you fall in the water, you have to go back to shore and start over. Also the stones move left to right, so timing's important. Once you're on the island, go around to the left side of the house and enter in through the green raggedy curtain entrance. Once you're inside, you will get to meet Merlin.

Bibbity Bobbity Boo: Merlin introduces the Fairy Godmother as another one of your helpers. She'll be the one to transform your summon gems into Summons. Talk to the Fairy Godmother when she appears, and she will tell you about the summons. The Earthshine gem that you received from Leon is turned into Simba. Summons are basically a character to help you out in battle. They use MP as their HP, and each time they attack, they use some MP. Eventually they disappear and your minions reappear. Depending on the summon, you can summon them more than one time, or just once during battle. Look through our explanation of the summons in the Obsessive section if you're interested.

Literary Interlude: When you've finished getting Simba, talk to Merlin again and Sora will give him the book. Merlin will tell you a bit of info, and then you can go save at the Save Point. There's also a Blue Trinity next to the save point, if you want to get that now. Once you're done with that, you can return to Third District to look for Cid at the Vacant House.

THIRD DISTRICT - RIKU RETURNS

Kairi who? Oh yeah: You get to watch a cutscene when you return to Third District, in which Riku reappears to meet with Sora and remind him about Kairi. Tsk tsk. Where do you go after this? Go meet Cid in the Vacant House, which is through the brown door at the top of the stairs leading to Second District. Once you're inside, talk to Cid who will tell you that you've got additional gummis added onto your ship now. You can warp! You learn about Maleficent as well. And speaking of Maleficent... you see her talking to Riku. She's a mean one, that bad bad fairy.

SECOND DISTRICT - FOR WHOM THE BELL TOLLS

Gizmo Shop: Back at the Small House, Cid and Aerith were talking about the bell of the Gizmo Shop. Well now you get to go investigate the phenomenon that had it ringing awhile ago. To get to the Gizmo Shop's bell, you need to go back to Second District. The Gizmo Shop entrance is at the back of the Second District, past the Hotel on the left. Fight off the Heartless and go into the Gizmo Shop. In the Gizmo Shop, you should fight all the Heartless to get the experience in fighting them. This area is a pretty small space to fight in, and there's six waves of increasingly difficult Heartless to fight. The worst will be the Air Soldiers and Large Body Heartless. If you want to breeze through, go to the back of the Gizmo Shop and go through the door at the back. Once you're outside, beside you will be a ladder. Go up the ladder to the top of the Gizmo Shop. Up here you have no choice but to fight the Heartless that appear. Your goal is to clear the Heartless so you can activate the Red Trinity. Don't fall off! If you fall off, you must return through the Gizmo Shop. Once the Heartless are whipped, activate the Red Trinity. You will reveal the rope and the Gizmo Shop's bell. Pull on the rope twice, until the butterflies image appears on the fountain down below. Once you've done that, go save! You should have your Potions and Items all set up now. The next battle will be the boss.

Boss Battle - Guard Armor II: HP: 196, EXP: 0. Let's jsut say, the Guard Armor boss this time isn't nearly as hard as the next one... nor is it as hard as fighting it the first time, because by now you are stronger, have more abilities, the other spells and Cure. Just smack this guy up and prepare yourself for the next battle.

Boss Battle - Opposite Armor: (Body) HP: 900, EXP: 390. (Arms) HP: 135, EXP: 0. (Feet) HP: 270, EXP: 0. The flipped Armor Heartless is harder than any of the Guard Armor. The first thing you do is... run away! Dodge Roll out of the way actually, because the boss' first attack is a full body lunge that will take off a lot of HP. When you've successfully dodged that, lock onto the center body, which has the most HP. By hitting the center, you will be able to hit the other limbs as well. The main thing is to reduce the whole boss down to just the body. There's times when the body will separate and the limbs will attack your minions and you on their own. You can take advantage of this momentary pause to smack up the body. If you get in trouble, run away and use Items if you're out of magic, or get out of the way and use Cure if you do have enough MP. Run back and continue the fight when you're done. Try not to get trapped in the alleys of Second District; you do have the entire lower area to fight the boss though. Dodge the full-body attack for this boss, since it is the most devastating attack for this stage of it.
Once you've taken the HP of the body down to green and eliminated the limbs, the body becomes a rather big threat by floating up into the air, charging, and shooting a massive energy ball at you. If it hits, it will take off a lot of HP. You can Dodge Roll away off to the side, or under it as it comes down from an angle. To hit the body now, you'll have to jump and strike at it. For magic users, this would be a good time to revive your minions if they're down, so that you can cast your Summon. Simba's Proud Roar attack will be able to attack the boss as well. Once you've finished killing this boss, you get the Aero spell, which is a defensive spell that reduces the damage you take. You will also get the next Navi-G piece to go to the next worlds. Sora locks the Keyhole to Traverse Town, and this world is secured.

Conclusion:
The last couple of things to do in Traverse Town now is getting back to Cid to find out just what he does. He sells Gummi parts, apparently. You can customize your gummi ship if you're the type to futz around with the builder. We'll have a tutorial thing for that later. Much later. If you want to see an extra scene, go back to the Accessory Shop, and look behind the counter for Pinocchio, the wooden puppet boy. It's just a small cutscene where you learn that Jiminy is from Pinocchio's world. The other thing to note is that the Phil Cup is opened with the sealing of Traverse Town. You can go try and beat that, or you can go to the next world.

End: Traverse Town - Part 2.

Agrabah:

1 AGRABAH - CITY OF MYSTERY...

...Of Enchantment...: Here we delve into the secrets of Aladdin's world. Agrabah is straight out of the movie, and the layout is certainly reminiscent of the chase through the bazaar. There's more than just one jump ahead though, and certainly a great deal of new things to explore, and most of all, new themed enemies to fight. As you'll see, the story gains a new element of interest as you learn about the princesses, and check out how Jafar and Maleficent, two of Disney's leading magical villains, are actually pretty badass - at least in attitude. (Maleficent is better though, as we all know.)

PLAZA - WHO'S THERE?

New Enemies: Before we go into what enemies there are, just remember three things that will make your fights a lot easier: Cure, Aero, and Dodge Roll. These three should be at your disposal by now, so be sure to set the spells on your customized shortcuts, as well as equip Dodge Roll ability. That said, let's move on.

Bandit: Amongst the first enemies you encounter are the Bandits. They are turban wearing Heartless who bear scimitars. They have four basic attacks. First, they have a series of forward sword slashes that are pretty easy to avoid. Second, they do a spin attack that will be the bane of your fights against them. Similar to the Air Soldier attacks, they'll try and attack you from out of your camera range, either from behind or to the side. The third attack is another fairly easy to avoid twirl-and-slash that looks like it's dancing. It's still a little tough to get in hits when it's doing this, but they're sort of slow when they do this attack. The last attack they have is simply throwing their swords at you. You can hit the swords back for Tech Points. One other thing to remember is when you are doing your combos, that they often have the ability to block the last swing (just like those Air Soldiers!) and counterattack. Use the same tactics of smacking them around a little, backing off a second, and then delivering the final touches. When they come in groups, that's when you should worry about getting surrounded. Just as if they are Air Soldiers or Power Wilds, try to isolate and corner one or two and take them out. The main thing that will be a pain about these guys are their spin attacks, and the fact that they appear with the other most annoying enemy of this world.

Fat Bandit: Which are these guys, the Fat Bandits. Similar to the Large Body, these Heartless are vulnerable to physical attacks only from behind. They spew out fire, either in the form of a volley of fireballs, or in a large gout of flame. If you haven't guessed it yet, they are most vulnerable to the anti-element of fire: ice. Use Blizzard if you're a magic-using type of player, but be careful since your MP at this point isn't very high, and using too many spells will deplete the MP you might need for Cure. Don't forget that if you get too close, they'll swing their arms at you. These guys usually appear only one at a time, but they appear with Bandits. The combination of these two Heartless are pretty dangerous, so keep moving, and make use of the Aero spell to lower the damage of their attacks.

Pot Spider: These Heartless are just giant spiders in pots. Their legs bust out of the pots they hide in when you get close, so you'll automatically know which pieces of pottery are just that, and which aren't. These guys have two attacks: one is a short range strike with their legs, and the other is a headlong charge. When these guys appear, just whack at them and get them out of the picture as soon as possible so you can concentrate on the more dangerous Heartless.


Princess Jasmine: Once you've fought off the enemies that you first encounter, you'll be looking for Jasmine, our official first helpless princess of the game (Alice isn't technically a princess, but in this game she is one). First, if you're facing away from the Desert entrance, you'll see on your left is a door that leads to the Storage Room. Within that room is the Save Point. Do some saving here, so you don't have to watch that whole sequence with Jafar again if you die in the next battles. Head out of the Storage Room back into the Plaza. From the Plaza, take the next exit up ahead towards Main Street (you want to head into town, not out towards the Desert). From the Main Street area, you can fight the Pot Spiders and enemies for munny. When you're ready to find Jasmine, head left towards the Alley. Jasmine's hiding in one of the stalls. You'll meet her, and she'll tell you how Jafar booted her father out of power and is looking for the Keyhole. Cue Jafar's villain-like "appear from nowhere" entrance. He'll send his Heartless after you, which you get to fight off. Ever so valiantly, Jasmine runs from the battle. That's alright - she's not the character you use in Agrabah. Once you've finished disposing of the Heartless, you want to go find the guy Jasmine was swooning on about: Aladdin. But first you want to get out of this area and get back to the Main Street.

PLAZA - UNLOCKING THE GATES

Color Matching: Figuring out Agrabah requires unlocking the numerous gates around the city. There is a certain path to take for all of these keyholes, so you might get frustrated once in awhile if you get lost. The way to figure out which keyhole is unlocking which door is to check what is the color and pattern is on the gate and keyhole frames. Anyway, once the enemies that Jafar sent after you are finished off, locate the crates on your side near the entrance of the area you're in. Jump up on those crates onto the ledge above. You'll fight some Pot Spiders, and there'll be a treasure chest along with a green keyhole. Once those Pot Spiders are shattered, go unlock this keyhole. This will open a gate that has the same color pattern outline over its doorway. After you unlock this keyhole, look to your right and you'll see some wooden window shutters. Jump on both to the opposite ledge, but don't stand on the shutters too long or they'll break and you'll drop back to the floor. Once you're on the other side, defeat the Heartless that appear, and go through the green gate back to Main Street.

ALADDIN'S HOUSE - CARPET'S CONUNDRUM

Don't Get Your Tassels Tangled: From the Main Street, jump down to the bottom level. Don't worry about the other gates yet; first we want to get Aladdin. Across from the Alley entrance, turn back and on the right hand side will be a small doorway with a pole. This leads up to Aladdin's House. Go up the pole, and you'll be the abode of the street rat.

Free Willy! Er, Carpet!: Once you're in Aladdin's House, you'll notice that Carpet is stuck underneath a heavy piece of furniture. Push the furniture off to set Carpet free, and it'll fly off towards the Desert. Before you take off after the flying rug, look to the left side of the exit opposite from the poles. You'll see another piece of furniture bureau/drawer on the left, next to a green vase. Push the furniture aside to reveal a purple keyhole. Release that keyhole, and that will unlock a purple gate back in the Plaza.

Also Makes Julienned Fries: If you are running low on items, then here you have a chance to restock. Exit Aladdin's House, and then go back up the poles to find the shopkeeper. You'll probably recognize him from the beginning of Disney's Aladdin movie (those game developers did their research!) He'll sell you what your inventory needs by way of things to replenish HP and MP, but generally it's not anything you couldn't buy by going to Traverse Town.

DESERT - GETTING ALADDIN

Our friend, Al: Once you've unlocked the purple gate in the Plaza, head back out into the sandy desert. Go towards the Desert entrance, and after exiting you will find Carpet there, ready to take you out to rescue Aladdin. There will be a Save Point for you, which you can use before going with Carpet to get Aladdin. Once you're in the Desert, you'll be attacked by Heartless - particularly, Bandits. Since the area is fairly large, you can use the whole floor to fight these guys with. If you get into trouble, run off and Cure yourself. Once the Heartless are all disposed of, you'll go into another story scene. Pulling Aladdin out of the quicksand, you'll meet him and Genie.

PALACE GATES - THE MAZE OF KEYHOLES

Rat Race: Getting back to Agrabah, you'll end up back in the Plaza. The first thing is you'll be assaulted by are more Heartless. When you are through fighting the Heartless in the Plaza, head to the right where you'll see 2 crates stacked on top of each other. Jump up onto the ledge from the crate, and head to the left onto the pink awning. From there, jump straight to the green awning. Be careful not to fall down when you fight the Pot Spiders that pop out. When you get through, go through the Alley entrance.

Alley: There are Heartless occupying this area where you unlocked the green keyhole earlier. Once you've finished fighting them, jump across the two window shutters like before. If you fall off, jump back onto the ledge using the 2 crates stacked on the side. When you jump over the two window shutters to the other side, jump up the crates onto the ledge and proceed into the Main Street entrance.

Main Street: If you try to go to the Palace Gates now, you won't see a thing except Heartless. The goal when you get to Main Street is to get to Aladdin's House. In there, you'll get a brief story sequence about the Keyhole of Agrabah. Genie seems to know where it is - sort of. But, you still have to find Jafar to get Jasmine back. From Aladdin's House, jump through the middle exit to Main Street (there are two poles also leading to Main Street, which you can also take). You'll find yourself back outside on the floor of Main Street. Head to your left, turn the corner until you see the yellow pot with the wooden slab on top of it. Jump up the ledges until you get to the ledge with the pole leading up to Aladdin's House. Drop onto the purple awning, and then jump onto the yellow awning. You'll see a red gate that is locked right now. Pass it by, jumping from the yellow awning onto the blue awning. Run over the blue awnings to the white, then to the red awning beside it. When you get there, on your left you will see another door. Jump down onto that ledge, and head towards the Bazaar.

Bazaar: As long as you have Donald and Goofy, you can get the Blue Trinity on the floor of the area. There are a lot of Heartless so be careful when you are fighting them off. Once you've defeated the Heartless, get back up onto the ledge where you came from by jumping onto the 2 crates on the side and up onto the ledge. From there, jump onto the two window shutters to the other side. Be careful of the Heartless that will show up when you are jumping onto the various ledges; they'll try to knock you off. Jump onto the 2 crates on the other side of the Bazaar, the onto the ledge on your right. The ledge is a small ledge, so don't go running around or you'll fall off again. To your right will be a long ledge against the wall, where you'll see a treasure chest on the right and the red keyhole on the left. Jump onto that ledge, and get the treasure chest for a Fira Ring. Equip it, or give it to Donald or Goofy if you think the stats are not beneficial for Sora (if you have the Inferno Band from beating Cerberus, then keep the Inferno Band and give the Fira Ring to one of your other minions). Then, go to the left to release the red keyhole that opens the red gate out in Main Street. Once you've unlocked the red gate, jump back to the ledge below and head back to Main Street.

To the Palace: When you reach Main Street, get back onto the yellow awning by going the same path up the ledges from the wood-covered yellow pot. Before you head to confront Jafar, you might want to save at Aladdin's House and make sure your supplies are all in order. If you're good to go, then go through the red gate that you unlocked before, which leads to the Palace Gates. At the Palace Gates, you'll be looking down on Jafar and Jasmine from a high ledge. Stop Jafar (and tell him to let Jasmine go!) by jumping down from the ledge, which engages the story sequence ahead. He'll send his boss Heartless after you: the Pot Centipede.

Boss Battle - Pot Centipede: HP: 600, EXP: 250. The Pot Centipede isn't that hard, so long as you have Aero and Cure as some ready magic shortcuts, and Dodge Roll at your disposal. The first thing you want to do is cast Aero as the Pot Centipede starts to assemble. Then, start whacking away at the Pot Centipede's tail if you can, or head. The head is more dangerous. Try to destroy the Pot Spiders around you while keeping up with the Pot Centipede itself. It will move between the Palace Gates and the Main Street rooms. When the Pot Centipede is fully assembled, it will be at its most powerful. Aim at the body when it's assembled and destroy some of the Pot Spiders to break it apart again. Go for the tail instead of the head, since the tail is less defended. When you've broken up all the pots except for the pot that's holding Jasmine, the centipede will be a little harder to hit. Watch out for the electrified antennae it has, and don't forget to re-cast Aero when it runs out to lessen the damage you take. This boss isn't particularly hard, but you could also get overwhelmed by the many Pot Spiders that come down from above and attack you. Once you beat the Pot Centipede, you get an equippable Item called the Ray of Light.

CAVE OF WONDERS - DISTURBING SLUMBER

Prepare For A Rude Awakening: Before you head off to the Cave of Wonders, you can choose to get the Protera Chain that's in the Palace Gates area after you defeat the Pot Centipede. Return to the Palace Gates through the red gate you went through before, and jump from the pink awning onto the wooden awning ahead, and then onto the yellow awning ahead of you. On your right, there will be a chest with a Protera Chain that you can equip, or give to your minions. It's up to you to whether you want this item or not, but every little thing can contribute to your stats. From the Palace Gates, head back to the Plaza through Main Street, where you can recharge and save in the Storage Room. There will be Heartless along the way, if you want to battle them to level up before heading to the next step of Agrabah - the Cave of Wonders. Also, you have the option of going back to Aladdin's House, where you will find the shopkeeper from before. You can buy some supplies from him and get restocked, but his inventory is pretty limited compared to Traverse Town.

Boss Battle - Cave of Wonders Guardian: HP: 380, EXP: 400. When you get to the Desert, you'll see a small dune ahead. Going up to it, the guardian of the Cave of Wonders, the tiger head, roars out of the sand. It's possessed by the Heartless, and you'll have to punch it a few times in the eyes to get it to snap out of it. Now, it's not as easy as it looks. The first thing is to Cast Aero! This spell will save your butt during this fight, because there's going to be a lot of attacks coming from all sorts of sides as you try to work your way up to the head of the guardian. It has two main attacks: the first are the beams of dark energy that will shoot out of its eyes. These beams will follow you around like homing missiles, but you can Dodge Roll out of the way at the last moment to avoid getting hit. The second attack is an undodgeable sand breath attack that you will get caught in if you're not behind the guardian, or on its head. You have a couple of opportunities to get onto the guardian's head. You could do as we do, and run behind the guardian's head to try and run up the back. Or, you could wait for the guardian to drop its muzzle down into the sand and jump onto the nose there. Lock onto one of the eyes, and continue to strike the eyes until you whack the Heartless out of the guardian. This would be an easy fight, except of a trump card. There are Bandits that pop out of the sand and attack you. They're really dangerous if you're not paying attention to your health meters. Be careful of them, and whack away at them if you need some HP and MP, but you're best off keeping some Potions in you and your minions' inventories. On Expert Mode, this boss can be quite frustrating simply because the Bandits come in droves and their attacks do quite a bit of damage, along with the eye beams from the guardian. So, don't underestimate this boss; if you are dying too fast, even with Aero and Cure on your side, then you probably want to go back into Agrabah to level up.

CAVE OF WONDERS - MONKEY BUSINESS

Chambers Underground: Before going through the top levels of the Cave of Wonders, you'll notice that there's quite a drop into a seemingly bottomless pit. Actually, down below are the underground chambers of the Cave of Wonders. From the Entrance, you can drop down into the levels below. Rather than waste your time going through Heartless to find you have to go down to the underground chambers anyway, just go straight down there. Swim into the Dark Chamber, which is the room with the Save Point. Get up onto the Save Point, and switch Aladdin if your party if you don't have him already in there. You'll need him in the next steps to come.

Silent Chamber: Once you have Aladdin in your party, swim up the waterfall next to you to head into the Silent Chamber. Once you enter the Silent Chamber, on your right you'll see a monkey statue holding a jewel in the part of the chamber adjacent. Swim that way, to enter a part of the Silent Chamber. Once in there, climb up onto the stairs and Touch the jewel on the monkey statue. This will open a gate above. From there, head back into the Dark Chamber by way of the Relic Chamber exit.

Relic Chamber: The chest in the Relic Chamber holds a Thundara Ring, which can be equipped. Go onto the stairs on your right, and face the monkey statue and Call Abu. This will move the stairs beside the statue down into the water. Get onto the stairs that just came down and through the passage back towards the Dark Chamber.

Dark Chamber: You'll find yourself in the Dark Chamber again, but in a side pocket. There's a statue here as well, which you Call Abu to touch the gem, and it will lower the wall that opens the Dark Chamber up. On the wall is a chest that gives you a Protega Chain to equip to your defenses. From there, go back towards the Save Point. On the narrow ledge, the treasure chest contains a Torn Page, which is one of the pages that you will need to return to Merlin back in Traverse Town (remember that Old Book?) At the Save Point, switch Aladdin out for Donald, and head back towards the Silent Chamber.

Pillar of Fire: From the Silent Chamber, you want to get onto the stairs. There, you'll see a Blue Trinity (hence why you have Donald in your party again). Then, jump down into the water ahead of you and swim towards the dark passage into the Hidden Room. When you're in the room, you'll see a giant pillar on the side. Swim up to the stairs, and turn the camera so you are seeing the pillar. When you examine it, you'll get a message that it probably goes all the way to the top. Cast Fire at the pillar, which makes part of it blow up and lowers a section of a room up above it. You'll get a cutscene with Jafar and Genie next. Now you're pretty much done here in the lower sections for now - you can get chests when you come back after you have some extra abilities that will let you get to them.

CAVE OF WONDERS - REVEALED TREASURES

The Treasure Room: The order of the upper halls in the Cave of Wonders go like this: Entrance, Hall, Bottomless Hall, Treasure Room. There is a clear entrance and exit to each of these rooms. Each room has its sets of Heartless that will sometimes knock you off into the underground chambers. If you get knocked off, just go up the stairs that will take you to various spots in the Hall. You want to make your way into the Treasure Room. The treasure chests you can come back to get but there are a couple that you want to get in the Treasure Room. Once you're in the Treasure Room, there will be a Save Point. You can take this opportunity to activate the Red Trinity located in the room, and after that switch Aladdin into your party. Use Abu to activate the monkey statues in here. Activating each statue results in the wooden mask opening its mouth and blowing Sora up onto the piles of treasure. Activate the right side monkey statue to get Puppies, and activating the left monkey statue gets you the other chests in the room. Get the green chest atop the fireplace to get a Defense Up. Use that Defense Up on Sora, and then make sure you are prepared to fight Jafar. That means fix up your inventory, shortcuts, and Save your game. When you're ready, head on into the Lamp Chamber.

Boss Battle - Jafar: HP: 500, EXP: 600. Jafar here isn't tough, but he does have help. Genie helps Jafar here, but Genie will warn you before he hits you so you can Dodge Roll away from Genie's attack, and if you get hit by genie you will get HP, MP and munny balls in return. Avoid the stone ring center of the room, since that is where Jafar's magical attacks will center. Jafar floats around along the edge and avoid him until he floats near a ledge where you can jump up and attack him. Be careful of Jafar's snake staff attack, which shoots a laser beam that hurts you if you get hit by it. Dodge Roll out of the way to avoid it. Your minions may not be of much help at all, since they end up getting hit by Jafar's magic attacks in the middle of the room most of the time. You could probably keep them alive longer by pressing the triangle button on your controller to call them to your side, or focus them on Jafar instead of Genie. Keep moving throughout the entire fight. Don't bother with using magic spells when Jafar is out of your reach - rather, save your magic for healing yourself and if you want to spare, your party members. There are a couple of ledges that Jafar will float close to that you can jump up on and whack at him with. Otherwise, this battle is simply a matter of patience and lots of Dodge Rolling. Truth be told, Jafar is one of the easiest bosses in this game. Really. Winning this battle gives you Blizzara.

Save!: After the fight, go back to the Treasure Room and use the Save Point to save your game. Restock items if you need to, and when you're done, head back to the Lamp Chamber. You'll see that Jafar is gone, and Jasmine is unconscious next to the world keyhole. Go towards her, to trigger the next sequence where you get to fight... yep, you if you know the movie, you'll guess it: Genie Jafar. (When will he ever learn?)

Boss Battle - Genie Jafar: Jafar turns into a genie and your job is to get the lamp from Iago, Jafar's own little minion. Iago will fly around the chamber carrying the lamp and you have to chase him. The difficulty here lies in the shifting ledges of the room to various heights so sometimes Iago will be out of reach if you don't get there in time. Add to that, Jafar throws giant fireballs at you. You can Dodge Roll them, but likely that Donald and Goofy will get the brunt of the attack. You can also drop behind the ledges to avoid the fireball. Be Sure To Cast AERO, or you'll be hearing the HP alarm bells. When the HP on Jafar gets low, sometimes Iago will drop the lamp. If you can, go to the lamp and smack it as many times as you can while Iago is down. You can hit Jafar a little bit with Blizzara, but your main target should be the lamp because the damage to Genie Jafar is insignificant compared to the damage you can do if you hit the lamp. You can't fall in the lava so don't worry about that (unlike Mario.) Genie Jafar has basically 3 attacks. He can: 1) hit you, 2) shoot a column of fire at you, or 3) throw a big fireball at you. Aside from that, Genie Jafar is probably even less difficult than fighting Jafar the first time, though you'll have to jump around a lot. For winning this battle, you will gain an upgrade from Fire to Fira, as well as Ansem's Report 1.

Magic Carpet Ride: Once you defeat Genie Jafar, the Cave of Wonders will start to crumble. You get to do a fun (albeit short) carpet ride out of this popsicle stand. Use the circle button to flip over obstacles and barrel roll around pillars of flame. Aside from that though, sometimes this section is just too short. Carpet's awesome - not enough airtime there.

AGRABAH - REGROUP AND RETREAT

Regroup: You all regroup in Aladdin's House, where you'll receive three important things: Genie as a summon, the Three Wishes keyblade, and the Green Trinity ability. Once you have these three, you can go back through Agrabah and get the chests you missed. You'll probably notice that there aren't any Heartless to bother you, and instead there are a couple of actual inhabitants that appear now that the shadows are gone from the city. Before you leave this world, head to the Storage Room in the Plaza to activate the Green Trinity located inside next to the Save Point. That trinity will give you a Power Up, which you can use on Sora to increase your Strength stat. Once you've done what you need to do, it's time to get out of here. Head back to your gummi ship via the Save Point, and go on to the next worlds.

Traverse Town Retreat: When you finish Agrabah, you'll find a Torn Page amongst the items that you've acquired. You have the choice to go back to Traverse Town, to return this page to Merlin's old book. You don't have to do this now, though if you feel like following Goofy's words then go back to the Magician's Study in Traverse Town (3rd District) and open up the old book to engage in Winnie the Pooh's world, the Hundred Acre Wood. If you choose not to go back to Traverse Town, then proceed on your way.

End: Agrabah.

Monstro:


MONSTRO - THAR SHE BLOWS!

Monstrous Monstro: Whether you head towards Atlantica (the bottom 5-star world) or Halloween Town (the top 6-star world), the next 'world' you encounter is the world inside the gut of a huge sperm whale. How Monstro can breathe in space, we'll never truly know (maybe he runs on happy faces too, or eats gummi - mm, Gummi). This is Monstro, from the Pinocchio story and the giant mouth you cruise through at the Storybook Land Canal Boats in Disneyland. Similarly, the gummi ship gets swallowed up, and you are thrown into a new ecosystem of Monstro's guts.

MOUTH - THE PUPPETMASTER

Marooned in the Mouth: When you wind up in Monstro, your first area is Monstro's massive mouth (ok, enough alliteration). A short story sequence reveals Pinocchio's presence in the whale, playing around like the hollow headed puppet he is. Your party heads towards the back of the mouth, where there's a wooden ship, to meet Pinocchio's father Geppetto. Then, Pinocchio runs off. You can save your game in Geppetto's ship. Follow Pinocchio into Chamber 1 to retrieve him.

CHAMBERS - KNOT IN THE STOMACH

Do Whales Get Ulcers?: Maybe not. Walk forward to trigger the next bit of story. After the cutscene, you're up against some Heartless. These Heartless are going to plague you all throughout Monstro's many chambered stomach. There is a new type of Heartless to deal with here.

New Enemies:
Search Ghost: These wraiths are Heartless that will appear in many worlds from now on. They aren't particularly difficult to defeat, but because they appear with other Heartless that have greater damage capabilities, the Search Ghosts are like those small flying Heartless that cast spells at you - in great numbers, they can cause trouble. When these Heartless first appear, they spin their heads around with a yellowish light emitting from their one working eye. Hence the name, Search Ghosts. Once they find you, the light from their eye turns red and they proceed to attack. Search Ghosts have two basic actions: they'll shoot their hands out and scratch you (which also steals an amount of your HP), and they'll disappear and reappear elsewhere (often right before you finish them off with the combo). The ghosts that have stolen HP will have little floaty lights around them, and when you defeat them they will drop a large HP ball.

Green with envy?: There's a subtle trick to navigating through Monstro that not even BradyGames' official guide tells you. You'll notice that as you go through the chambers, there's one particular exit that glows green, and the others only glow blue and purple. These green exits are the exits that you are to take through Monstro. If you ever get lost, head towards the nearest green glowing exit, and rework your way through the directions you're supposed to go. This makes moving through Monstro a lot easier, than having to worry about which Chamber you're supposed to head to next (even though this walkthrough will hopefully help navigate you through.) Neat, hunh? That noted, back to the actual game.

Chamber 1, Middle: After you walk forward to get the story from Chamber 1, jump onto the left ledge towards the Chamber 2 entrance. The other entrances is Chamber 3 and one that's too high for you to reach, but that's going off on your own.

Chamber 2, Floor: From Chamber 1 you are dropped onto the floor of Chamber 2. Going through Chamber 2, and you'll have to fight some Heartless. The majority of the Heartless here in Monstro aren't anything horrible, but Air Soldiers, Soldiers, and Large Bodies will make destroying them a pain, especially in the smaller chambers where you have less space to fight in, as well as the fact that you're sometimes fighting on really narrow ledges. In these cases, jump and attacking is pretty useful at times, but don't get so caught up in your air combo that you fall off. From Chamber 2, on your left on the same level is an entrance to Chamber 3 (you'll see a crate next to it). Go into that.

Chamber 3, Middle: Don't fall off this ledge. Don't. In Monstro, falling off ledges means battling through hordes of Heartless to get back to the area where you can restart on the same ledge you were on before. This can get quite frustrating, so do your best to avoid getting booted off small ledges. That warning over, from here go to your immediate left that will take you back into Chamber 2. Leave the Heartless be if you want - they'll still be around when you want to come back.

Chamber 2, Middle: From Chamber 3 you are dropped onto the middle level ledge of Chamber 2. Again, don't fall off when you're battling Heartless. If you do, then head back towards the Chamber 3 exit on the floor and return to this area. From here, head to your right, to the entrance with a barrel next to it that leads into Chamber 5.

Chamber 5, Floor: In Chamber 5 you will be on the floor for now. It seems pretty small, but the exit you're looking for is around the corner. You'll have to fight a couple of Large Bodies to get through. Or, you could push them away, but by now you should be able to take on Large Bodies without a heavy problem.

Chamber 6, Floor: Chamber 6 is a series of ledges and a side section. From here you want to look to your right, where the green glowing exit towards Chamber 5 is. You'll go down three steps, while fighting some Barrel Spiders and other Heartless to get there. Head on into Chamber 5 again.

Chamber 5, Side: In this side chamber, you'll see a Blue Trinity. You'll also have to fight Heartless. You'll see that there aren't any green exits in your immediate vision. You will, however, see a barrel. Don't destroy that barrel when you're fighting the Heartless! If you do, go back into Chamber 6 and return. Carefully jump onto the barrel, and then jump onto the ledge. You might have to hold down the O (jump) button to ensure that Sora jumps high enough. Don't fall off the ledge now. Head to your left to Chamber 4. This will trigger a couple of cutscenes.

Chamber 4: Now you're in Chamber 4, and you have a Save Point available. Use this opportunity to recharge yourself and your minions, as well as save. Because we all know by now, where there's a Save point, there's something important coming up. Once you're done saving, jump onto the ledge on the left and head into the Bowels.

BOWELS - TOO MUCH PEP(TO)

Boss Battle - Parasite Cage: HP: 450, EXP: 500. This weird digestive distraction has captured Pinocchio, and it's your task to free the pulpy-headed puppet (can you tell I'm not much of a Pinocchio fan?) Riku is supposed to assist you in this fight, but don't depend on him, much like you can't really depend on Donald and Goofy to be much more than distractions. There's a couple of strategies you can use for fighting the Parasite Cage. One: If you're more of a physical bash-them-up kind of Sora, then the first thing you should do is cast Aero for defense, and then get thee close as you can to the cage, jump up and attack the head on the top. That's the only place that it is vulnerable, and it's invincible from behind. There is a possibility that you can duck underneath its two tentacle like offensive arms by ducking to one side, just under an arm, and jump attacking. I recommend using a short Keyblade for this boss, particularly the Three Wishes as it's the best key for physical attacks at this point. The Parasite Cage will attack you mainly with the tentacles that swing at you, although it can also do major damage by planting its two tentacles on the floor and swinging its bulk at you. In Expert Mode, this attack does quite a bit of damage. Physically blocking the swinging tentacles with your Keyblade will net you some Tech Points. The second method of attacking this boss: Jump onto the ledges where it can't reach you (since it's planted on the floor of the bowels) and cast magic spells at it. Preferably, Fira is the best of them, since it uses the least MP for the most bang. You can also, to save your minions from certain death, Summon one of your helpers - the recommendation is Genie, rather than Simba. When you run out of MP, you could use an Ether and continue casting, or you can jump down and attack the head to regain MP. Overall, the Parasite Cage is not a difficult boss but arrogance will get you dead. Pay attention to your health meter, and if you need to Cure yourself, jump onto one of the ledges and do so before continuing the fight. Once you defeat this boss, Goofy learns the Cheer ability, which strengthens the MP meter of your summons.

MOUTH - JUMP AROUND

Drifting Treasures: Once you beat the Parasite Cage, jump into the hole that it leaves in the Bowels. This will take you back to the Mouth, where the water level in Monstro's mouth suddenly lowers to reveal the platforms beneath (and one platform with a Blue Trinity on it.) You'll also see that Riku has betrayed the good nature of things, and puppet-naps Pinocchio, where he heads into the top hole in the Mouth. You won't be able to get there through regular jumping. Hence, there are some very important things you need to get here before you continue on with the game. The first, is the High Jump ability which will save you so much headache from now on. The High Jump ability comes in a treasure chest right on your right, from the Save Point you stand on. Save your game after getting High Jump. Yay, Sora can jump! Now that you have this ability, jump onto the top of Geppetto's ship and you'll find a Green Trinity there with some nifty stuff. The other important thing to get is the Watergleam stone, located at the front of Monstro's Mouth, where the Blue Trinity platform is. At the very top of that driftwood stack is a treasure chest which contains Watergleam. You'll take this funky stone back to the Fairy Godmother in Traverse Town, to get a new summon.

Skip the Hassle: At this point you have a choice here. Depending on your preference, you can choose to leave Monstro and forget about it, going onto Atlantica and Halloween Town, or you can finish the Monstro world and finish one of the other two worlds mentioned. You only need to close 2 of 3 worlds (Monstro, Atlantica, Halloween Town) in order to proceed to the next important section of the game. Since we like being thorough, though, you ought to stick to beating all of the worlds. Besides, if you don't beat Monstro, then you don't get to see the Secret ending of Kingdom Hearts.

THROAT - SWALLOWED YOUR HEART?

Top Floor, Long's Your Day: Ok ok, that's a horrible section title. Anyway, to get to the Throat, now you take the high road and head towards the smaller exit at the back (near Geppetto's Ship) of the Mouth. Jump onto the nearby driftwood stack's ledges to get up onto the ledge. Notice the little heart above the Throat's entrance? Well, yeah. Not that it's important - it's just a detail I wanted to point out. Anyway, once you're in the Throat, you find that this is a series of pad-like ledges (just what are these things?) going up. There's also a Blue Trinity on the floor if you're interested. There are Heartless galore here, which appear whenever you jump onto the next ledge and the next. They'll want to knock you back down to the floor of the Throat. You can fight them if you want, but your interests are in what's in Monstro's Stomach.

STOMACH - IN THE BELLY OF THE BEAST

Boss Battle - Parasite Cage II: HP: 900, EXP: 1000. Remember how the Parasite Cage was easy before? Now, it gets a lot harder. There are ledges for you to jump on and avoid the striking arms, but there's an important catch. The Cage has learned a poison breath attack. It gathers its nasty lack of oral hygiene by sticking its arms into the stomach acids surrounding the outside of the floor. Don't stand in that acid too long either, or you take damage. Even if you're standing on the ledges, you can get hit by the poison breath if you're standing in front of the boss. This poison attack reduces your HP bit by bit after you get hit for a short while, so if you're low on HP and you get hit, watch out. You can avoid the poison breath attack by running behind the Cage, but then you can't attack it until you get in front of it again. As before, you could use Genie or Fira and attack the Cage first before commencing any physical attacks. A strategy you can also use is waiting out of harm's way until the Cage gets tired and sags backwards. It will reveal a funky purple glowing section inside of it, which you can hit and it will drop HP and MP balls. Once the boss is down to a little bit of HP (about 20%) it will revert to its old attacks from before. Again, watch out for that bulk-swinging attack or else you'll get killed unexpectedly. Don't forget to cast Aero, as a defensive maneuver that will save you from a lot of damage. Once you beat the cage this time, a heart comes out of it (remember, like the Opposite Armor?) and you will learn the Stop spell.

MONSTRO - A WHALE OF A TALE

Conclusion: When you beat the Parasite Cage the second time, you're shot out of the whale via a sneeze. Bless you, Monstro. You're a pretty fun world, and thanks so much for that High Jump ability.

Bells and Whistles: Now, before you head onwards, there's a few things you need to do, and some things you'll notice. Chip and Dale will let you know that there's a new tournament in the Coliseum - that's the Pegasus Cup. You can go have a go at that if you like. Also, if you have defeated the Phil Cup at the Coliseum, then you'll have all 7 magic spells in your repetoire. Sora will make a note that he thinks his magic is as good as Donald's. Of course, in order to prove it, you should go back to the magic master, Merlin. Merlin is in Traverse Town, just waiting for you to show him what you've learned. Going back to Merlin in Traverse Town, you'll get the Spellbinder key chain for Sora's Keyblade. Also, don't forget to talk to the Fairy Godmother and turn Watergleam into a summon: namely, Dumbo (who is a pretty good summon, offensively). The other Keyblade you can get is the Wishing Star. You will find Geppetto has been relocated in the shop with the green door in Traverse Town's First District. It's right next to the Accessory Shop. Go inside and you will see Geppetto and Pinocchio there. Geppetto will now give you Gummi Ship blueprints for your engineering amusement. Supposedly you can get a Chocobo blueprint if you visit 30 times, and talk to Pinocchio. If you get bored of the Excalibur (or whatever you named your gummi ship), have a go at trying to build the other plans and flying them. There's also a pot on the shelf in Geppetto's workshop that contains a Postcard for you to mail in. The Wishing Star key chain is in a green treasure chest within Geppetto's Workshop. If you don't see it the first time when you go in, then exit the shop and return to get the chest. And from there, we head on to the next world and the next adventure.

End: Monstro.

Halloween Town:

HALLOWEEN TOWN - THIS IS HALLOWEEN!

Town, that is: Welcome to the scariest - ok maybe just 'coolest' might suffice - place in Tim Buron's imagination. Designed after the movie _The Nightmare Before Christmas_, Squaresoft and Disney actually took up this cult classic and made perhaps the most detailed world in the whole KH game. It was a huge hit in Japan. Rahal could go on and on about the beauty of this film, and I agree it's an amazing movie. If you haven't seen it, stop playing and go watch it now! Just kidding. Really though, if you couldn't tell, Rahal and I really do like this world. Back to the game! There's some new things that show up in this world. For one, Sora, Donald and Goofy get some really cool costumes (none of this silly witch hat and bedsheet ghost stuff!) You'll only get to see the trio like this in this world. You will also be getting a new Keyblade, as well as new equipment and if you didn't go to Olympus Coliseum to beat the Phil cup yet, you'll get the Gravity spell. If you already finished Phil Cup, you get an upgrade to Gravira instead.

What about Ariel?: So why not go to Atlantica first, which is easier than this world? Well you could. If you go to Atlantica (the bottom world choice after you've met Monstro), you get to swim with the fishes. Eeh, but working off the same concept as going to Deep Jungle before visiting the Olympus Coliseum, we first went to Halloween Town for the vast amount of experience and leveling up you'll get, as well as the Pumpkinhead Keyblade, which is actually one of the more useful Keyblades (battling wise) for Sora. The enemies of Halloween Town are tougher, but by the time you finish Halloween Town, you'll be more than ready to take on Atlantica. And personally, I believe Atlantica's theme music will drive you batty after awhile. Halloween. Batty. Haha. OK, moving on!

GUILLOTINE SQUARE - THE PUMPKIN KING

Jack is Back: Samurai Jack reference aside, the first thing you get upon entering Halloween Town is a Save Point. Use it, and head through the gates into Guillotine Square. When you get in there, BOOM baby, there's an explosion. You'll see a bunch of those nasty Search Ghosts from Monstro waiting in platoon fashion in the middle of the square. They're a little strange, though, and you'll see soon. Those Search Ghosts aren't going to attack you, so head towards the guillotine. What's a guillotine? It's that apparatus that cuts people's heads off, thanks to the brilliant (and slightly insane) minds of European medieval executioners. It's on your right as you head in from the gates. The Mayor of Halloween Town will then introduce the one and only Jack Skellington, The (Pumpkin) King. Once you're done watching the elaborate detail of the town, head after Jack to go see Dr. Finkelstein. Turn left from the guillotine, go up the wide stairs and then right along the gate. Against the wall will be the Lab Entryway door that leads to the Research Lab.

RESEARCH LAB - WHAT MAKES A HEART?

I'm not crazy!: Well I'm not, but Dr. Finkelstein is a little mad. As in scientist. Jack's got some ideas of how to make the Heartless really scary, but the experiments haven't been working. Because, Jack thinks, the Heartless need a heart. The 'heart' is actually a fairly anatomically correct heart with a lock on it (ooh, ahh.) Sora's going to unlock this thing for them. He wants to see the Heartless dance, of all things. The unlocked heart still doesn't work, though, and it's up to you to find the final ingredient of the experiment - Memory. From here, you can switch Jack into your party to continue on with the game. You don't have to, but Jack himself is just cool to watch. Also, look around the lab bookshelf to find a Torn Page for Merlin's old book.

GRAVEYARD - STILL IN STITCHES

Trigger Happy: When you leave the lab, you'll be attacked by the Heartless. It seems something finally triggered them to be aggressive (gee, I wonder what?) Here there are just Search Ghosts and Shadows, so take them out. You can wander around the square to search out some of the various treasure chests, and once you're done head towards the Graveyard exit. The entrance is a little nook on your left when you exit the Lab Entryway, past the entrance to Jack's House.

New Enemies: Upon entering the Graveyard, you'll encounter the Heartless that have inhabited Halloween Town. Don't underestimate them, especially in Expert Mode.

Wight Knight: Ugh, these mummies are not pansies. In Expert (or even Basic) mode, they appear in groups of at least 3 at a time, and are pretty difficult to hit because of their attacking limbs. Three attacks for these guys. The first attack is the simple forward claw - they smack you with their bandaged hands. The second attack is the most devastating, as they'll jump to avoid your attack and try to land behind you with a slashing hit. Dodge Roll a good way to avoid being hit the first time, but when these guys are in their packs they can really kill you. The third annoying manuever they can do it spin their limbs around their bodies, making it for a brief moment impossible to hit them and if you get too close, you'll get smacked. Overall, the suggestion to beat these guys is to take them one at a time and run or Dodge Roll away when necessary to regroup and heal. Remember though, these guys jump pretty far and they remain fairly scattered when attacking, so you'll have to watch yourself.

Gargoyle: These flying purple heart eaters aren't as big a pain as the Wight Knights. They aren't as difficult to hit, and usually you should be able to kill them within a few combos. Their two attacks are: divebombing you, and shooting out miniature dark energy balls (think of the Darkside's attack, or those homing light beams from the Cave of Wonders in Agrabah) that will try to hit you. The other thing these guys can do is turn into a ball of dark matter and move around so you can't hit them until they reappear, a la the Search Ghosts.

Flower Power: Once you've defeated all the Heartless in the Graveyard area, Zero appears. Jack sics the ghost dog on Sally, and you see her appear behind the huge stone coffin. She hands Jack (you) the 'Forget-Me-Not' flower, which in this case serves as Memory. I'm not the only one with bad puns around here! Mwahaha. So now that you have the flower, head back towards Finkelstein's lab through the Graveyard entrance. You'll get to see a bunch of cutscenes after doing this, but your next task is running around on another errand. At least after this, you know that Oogie Boogie is the 'bad guy' of Halloween Town.

GRAVEYARD - WE'RE TALKING TOMBSTONE

That’s Doctorate, not Physician: You’re still Finkelstein’s errand boy when he sends you off to find the next ingredient, “Surprise.” The mayor has what you want, and you can find him by going through the Graveyard. Go back to the large coffin where you found Sally. As you examine the coffin, you’ll find that you can enter it. Go through and you’re sent into the next section of the Graveyard, where you will see a giant pumpkin and giant cat statue decorated tomb. Pass these by for now, and go to the back of the area where the Mayor awaits. Talk to him, and you receive a challenge to play a game.

Supplies! Er, I Mean, Surprise!: This part is easy. After you get the challenge, turn yourself (and the camera) so that you can see all the tombstones. You watch the ghosts as they appear out of the tombstones, and then examine them in the same order in which they appeared. If you don’t get it right, it’s ok - however, you will have to start the game over until you do. Once you get the order right, the giant pumpkin you passed by explodes in a splatter of squash, and inside is the chest that holds your Jack-in-the-Box. If you don’t know how a Jack-in-the-Box relates to surprise, then, ah, I guess you aren’t really understanding the jokes I make either.

MOONLIGHT HILL - HE STOLE MY HEART AWAY

The Troublesome Trio: As you bring the Jack-in-the-Box back to Finkelstein in the Research Lab, Barrel suddenly snatches the makeshift heart before you get to see the Heartless dance! Argh! Well, this sounds like a job for... Zero. That’s right, it’s the ghost dog who will find those brats for you, and he’ll point you toward the Graveyard. Head back thataway, and jump into the giant coffin to go back to the section where you found the Mayor. Here, where the giant pumpkin was, you will see a door off to the left that you can go through. This door leads to Moonlight Hill, where you’ll see a brief scene of the kids going over the uncurling hill in their walking bathtub.

Mystery Uncurled: When you are in this area, try not to run around too quickly. There’s a veritable flood of enemies in this area, and you’d do not to have too many on your tail or else you’ll find yourself with way too many Wight Knights to fight, and your minions out like lights in this world of shadows. If you’re in this area for the fighting experience, systematically go around and fight all the enemies until they’re all gone. If you want to move on with the story, then you have to clear the enemies around the back of the base of the hilltop. There, you’ll see a small tombstone that you can examine when you’re not on Attack mode, and that will take you over the hill in the direction that Lock, Shock and Barrel went.

OOGIE’S MANOR - BOOGIE TO THE TOP

Bridge Boogie: The next area you’ll see is the bridge heading to Boogie’s manor. This area is also full of Heartless. Looks like Oogie Boogie has lots of help guarding his manor, right? Well, if you want to avoid all the fighting, try to run your way all the way across the bridge without falling off into the moat. If you slip down, you’ll have to fight your way to the stairs, to get back up onto the hill and try to cross the bridge again. If by chance you slip into the moat, don’t slip all the way through back through the shortcut cave that takes you back to Guillotine Square. One thing to note is that the chest on the red platform has a Defense Up, which if you can get to it, will help raise your defense. We’d recommend just bypassing it and coming back to get the chest when you’ve got the Glide ability.

Climbing Mt. Manor: The next step of following the kids is the rather difficult scaling of Oogie’s Manor. This is probably the hardest part of the world, really, as you have a slim bridge and path to climb and Wight Knights, Gargoyles and Search Ghosts all appear to try and knock you off. If you get knocked off, you’ll find yourself at the base of the manor. In order to get back up, you will have to climb into the walking bathtub that circles the manor’s bottom. The thing is, in order to get in, you’ll have to make sure no enemies are going to appear before you can hit that bottom command. Once you work your way back up, enter the small round room where you’ll see a Save Point. Huzzah! Save that game lest you want to do all this over again from the beginning. Then, switch your party around to Donald and Goofy, because there’s a Red Trinity on a set of doors here that you must activate before you beat Oogie Boogie. If you don’t get it now, you’ll probably forget it and because of a mistake this version of Kingdom Hearts has, that Red Trinity will be gone, and then you’ll have one missing Trinity on that perfect record of yours. Gasp. Afterwards, you can switch Jack back, or leave your party as is. Lock onto the platform in the center of the room, and cast Fira to activate it. Jump on, and take the ride up. Jump off the platform onto the path above. Fight all the way to the top without falling off here. Then, when you’re in, enter the Evil Playroom.

EVIL PLAYROOM - NURSERY OF NIGHTMARES

Boss Battle - Lock, Shock & Barrel: HP: 150, 120, 180. EXP: 180, 120, 240. The most difficult thing about these kids is that there are three of them. Really... have you ever tried to fight a horde of children? Ever tried to beat kids off with a stick? Well, I know I haven’t but imagining it makes me feel for Sora and the gang here. Since the EXP you receive from the children varies according to the order you beat them in, in order to get the most experience, you should beat them in the same order that they keep presenting themselves in: Lock, Shock and lastly Barrel. They’ll run around, jump around, and namely smack you around until you discipline these children. The basic spiel is to lock onto the one you want to beat first, and then run after the kid. However, don’t get too caught up in beating them in the right order or else you’ll find yourself out of HP and without enough MP to Cure yourself. Be sure to cast Aero the first chance you get to protect yourself from the three-pronged assault.

Not Under the Bed: Once you’ve put the children in their places, talk to them to find out what to do next. Or, you can read here what’s next, heh. The main thing is to locate the lever in the Evil Playroom, lock onto it and hit it once. Don’t forget to do that, either, since it’s the next step to finding where Oogie Boogie is.

TORTURE CHAMBER - RUSH INTO ROULETTE

Spiralling Down: After you Save and make any tweaks you need, head back the way you came down the spiral path. Now there’s two ways to find the door that Oogie’s behind. One, you can do it the guidebook way of making your way down the path until you see a cage that has been lowered (as a result of hitting the lever in the Evil Playroom). You’ll see a chest in this cage. Jump from the path into the cage, but be careful or you’ll fall off - which actually isn’t too bad. From there, next to the cage is a door. Examine it, and that will take you down to the large green door with Oogie’s mug on it. The other way of getting to this green door is to just fall, and try to make it so that you fall near the beginning of this path, where those ribs and the Red Trinity were. From there, drop to the left (but do so with care) and you’ll be in the same spot right in front of Oogie’s door. Regardless, once you’re in front of that door, go on in to face the Boogie-man.

Boss Battle - Oogie Boogie: HP: 450, EXP: 2500. In this giant gambling wheel, you’ll face off with Oogie Boogie’s chancey challenge. You don’t have to cast Aero immediately, but if you’re not careful enough to dodge things then you’re best off casting it first. The challenge lies in how well you can dodge Oogie’s machine of spinning bladed death. Oogie’s pattern is that he’ll throw dice (a la craps) and depending on the number, you’ll get three different things: one, a series of spinning buzz saws that cut you up, a spinning bladed machine that circles around and at times bounces while spinning, and the appearance of Gargoyles for you to fight. The easiest way to avoid most of these attacking machines is to Dodge Roll, or jump. Jump over the blades that are low. The easier way of avoiding the bouncing blades is to run in the same direction as the blades, and Dodge Roll back underneath them when they’re lifted up. The buzz saws are the hardest to avoid, and your minions are never going to dodge those so don’t mind them as usual. After the chance section is over, the buttons near the center of the wheel light up. Oogie Boogie dances around unreachably at the top. Try to follow him around, and when you get the chance, step on the button of the same section. This will stop Oogie, and spiked gates will spring up to block off the area as well as raising the section. Jump onto the platform that Oogie Boogie is on quickly, and smack him with the Keyblade. Magic doesn’t hurt him, so you’re better off hitting him with the Keyblade. After a few combos, jump off before the explosion knocks you back down onto the wheel. Avoid the dice again, and repeat this pattern until you beat Oogie Boogie. If you want to, summon Genie and use Genie to attack Oogie Boogie. Genie can attack Oogie even if you’re not on the same level, but summoning takes a lot of MP that could be better off used as Cure or Aero spells. Once you’ve beaten Oogie Boogie, you get Ansem’s Report 7 and the Holy Circlet.

Boss Battle - Oogie’s Manor: HP: 90, EXP: 2500. When you defeat Oogie in the roulette wheel, he is possessed by the power of darkness (ooh, ahh) and transforms into a giant Oogie Boogie, with purple orbs of darkness similar to what happened with the Cave of Wonders. There are 8 orbs to destroy, and they are hidden around Oogie’s body. In addition to destroying these orbs, you’ll be attacked by Gargoyles, as well as fireballs that shoot out from the two lanterns Oogie is holding. You can destroy these lanterns for EXP, but it’s faster to just hunt out the purple orbs and destroy them. This battle isn’t difficult, but finding the orbs is a little challenging. For beating this battle, you will receive the Gravity spell, or if you have already beaten Phil Cup in the Coliseum tournaments, then you will have an upgrade from Gravity to Gravira.

GUILLOTINE SQUARE - MAYBE NEXT YEAR

The Red Trinity: Hopefully you remembered to get that Red Trinity from before, because as you will definitely notice now, the manor is gone. That is the mistake of the game designers for this lone trinity, because with the rest of the trinities you can go back to all the worlds and activate them. This one, however, will be forever gone if you didn’t get it before. If you forgot about it, don't worry - you don't need to find all the Trinities to see the secret special ending of Kingdom Hearts.

Conclusion: Once you beat Oogie's Manor, you're left staring at the empty hole that was actually a pretty interesting house. Make your way back to Guillotine Square. You can go back through the areas to get the things and treasure chests you missed before, or you can take two different shortcuts. The first shortcut is in the large base area former with Oogie's Manor. You'll see a small waterway off in the distance, which you can drop into and run into the exit that says Guillotine Square. Or, you can make your way back over the bridge where you'd first entered Oogie's Manor, and drop into the moat area (remember where we'd said not to drop into and get sucked back into the Square?) to return to the center fountain area in Guillotine Square. Once you're back you go to the Research Lab to once lock the heart of the world again since Sora unlocked it in the first place, and that is it for this year's Halloween. At the close of this world, Jack will give you the Pumpkinhead keychain, giving you a new (and useful) upgrade to the Keyblade. After this, head out to the next world - depending on whether you finished Atlantica or not, you’ll move on to Atlantica or Neverland.

End: Halloween Town.

Atlantica:

ATLANTICA - MYSTERIOUS FATHOMS BELOW

Unda da Sea: Welcome to the world of Davey Jones' locker. You'd think there probably is a merman named Davey Jones down here who is so annoyed with everyone using his locker as a body stash, eh? Haha. Anyhow this is Atlantica, home of Ariel and friends and one of the most beautifully colored and animated worlds (perhaps, by the end of this stage, you'll think that's its only redeeming factor). Not to be mistaken for Atlantis, mind, which is a different Disney movie and legend all together, in this world we get to see a new design for Sora and company - a more aquatic design. Personally we think Donald's octopus design is the most hilarious of the three, but Goofy gives a good run for the munny. This world is a difficult one, perhaps the most difficult, when it comes to fighting because of its completely 3-D orientation. Get used to Target-Locking on your enemies, because here you're going to need it to combat them efficiently.

TRANQUIL GROTTO - NEUTRALLY BUOYANT

Swim with the Fishes: Mm, seafood. Oh, sorry. (It's no secret that Sai loves seafood. Except beltfish.) The first thing to learn in Atlantica is, well, how to swim! Square is down, Circle is up, and X is attack. Moving the analog stick around will make you swim on the same level, with pushing up making Sora swim away from you, and pushing down being Sora swimming towards you. Now, the goal here is to swim around and tag Flounder, the yellow guppy. While we're not sure what species of fish Flounder is (certainly not a flounder), at least we know he's not a clownfish.

New Enemies: Once you have finished with your lessons, we have a series of new Heartless to consider for this world. As this is a water-based world, your magic will also come in handy in defeating these enemies. Using Fire while locked onto a target is a really good way to take care of them quickly, or if you are in the middle of a large group, Thunder works well as well. Always leave some magic to Cure yourself! When you lock onto a Heartless, or any object, Sora will rise or sink to the same level as them. This is important to remember, one because this way you can hit those Heartless, and two because once you unlock, you can manuever to avoid getting hit. Practice swimming about and killing these Heartless, and you'll get the hang of it.

Screwdiver: These torpedo-headed, trident-wielding Heartless are going to be one of a quadruplet of annoyances that get your attention. They have three different attacks: 1. A side swipe with their trident not unlike Sora's own moves with his Keyblade, 2. A series of charges (3 in all) like Cloud's Sonic Blade, where they will spear forward to try and hit you, and finally 3. A flip around kick like Guile's moves from Street Fighter (or if you want a more KH referenced move, it's like Tidus' somersault attack way back in Destiny Islands). These Heartless never appear in less than groups of 3, and they are often accompanied by other types of Heartless. The best way to take care of these guys is two-on-one, or simply one-on-one. They're like the Powerwilds from Deep Jungle, but they aren't as agile as the monkeys, or as you are.

Sheltering Zone: These giant jellyfish Heartless aren't very hard to hit due to their size and relative lack of manueverability, but they are some pretty hard hitters. They only have two attacks: smacking around by swinging their legs, and charging right at you to 'headbutt' you. Lock on again, is important to take care of these things. However, there is one important factor, and that is that these Heartless often perform a most annoying split personality change; usually right before they die, they will dissolve and split into three smaller jellyfish. What you can do is cast magic spells at them to finish them off, which will result in their destruction with a shower of munny and MP balls.

Sea Neon: These smaller versions of the Sheltering Zone are not nearly as difficult as Sheltering Zones or Screwdivers when it comes to killing them. However, they always appear in groups, and very often they'll appear in with Screwdivers and Sheltering Zones as a result. Hence, think of these guys as the small flying musical Heartless (Red Nocturnes and whatnot) that you see in the gravity-oriented worlds. These little buggers have the same attacks as their big daddy Heartless.

Aqua Tank: Though you don't see these Heartless now, they do appear in Atlantica. These Heartless are just really big lantern fish (and kind of cute in a Jigglypuff sort of way). They always appear with a trio of Screwdivers hanging on beneath, which just lets you know these things aren't too fun to mess with either. They release the Screwdivers at a charge right at you, so watch for that. The other thing this fish does is cast Thunder spells with its little light, so keep an eye out for that. Otherwise, these fish aren't the biggest problem in this ocean.

UNDERSEA VALLEY - THE WIDE OCEAN BLUE

Sugar-Free: Ariel tells you that to get to the palace, you follow the yellow tridents. Trident: Sugar-free. Get it? Nevermind... Anyhow, the first area you will come upon coming out of the Tranquil Grotto is the very wide Undersea Valley. Here, head towards the back and fighting Heartless along the way, and then sink down where the trident points and head into the Calm Depths.

CALM DEPTHS - GO WITH THE FLOW

Seeking the Sea King: At the entrance of the Calm Depths, turn to your right and swim towards the open area, going with the current and still following the gold tridents pointing the way. Here there are the new Heartless again. Don't get caught up in the upward flowing column of water in this open area. If you do you will get shot back up into the Undersea Valley. Instead, swim around the column and towards the back of the room, into the Undersea Cave.

Undersea Cave: In this small area, you'll see the golden trident pointing upwards. I'm only mentioning this area because this is one of two places where the White Mushrooms come out. Otherwise, swim upwards into the hole leading to Undersea Gorge.

Undersea Gorge: This area is the second of the two main areas for Atlantica, and as a result can get quite confusing for navigation. For the time being, continue towards Triton's Palace by following the tridents again. It's not too difficult to see which hole the tridents point to. It'll be on your left when you enter from the Undersea Cave.

Triton's Palace: There's only one way to head, obviously, when you get here. There are some clams here to open for items, and there are Heartless to kill. Once you're done with dealing with them, head on towards the throne you see in the background at the back. Once you're at the throne, and once you're done talking to Triton and such, save at the giant Clam down below you before heading back towards the Undersea Gorge.

ARIEL'S GROTTO - ISN'T IT NEAT?

Whozits and Whatzits: Ariel's Grotto is located back in the Undersea Gorge, to your left and down on the floor of the area once you exit Triton's Palace. Go there and Sora will open up the rock to go inside. Once inside, there are a number of things to take notice of after the cutscene. one of these things is the Torn Page for Merlin's Book. One thing you should make a note of is the very obvious trident piece that seems to be missing from the blue relief sculpture, rather than that gross statue of Prince Eric.

They Shoulda Called Him Flipper: Once you're done collecting and exploring this little grotto, talk to Flounder, who will tell you about the big fish and such. Exit the grotto, and you'll see the dolphin with a set of mutated flukes. I say mutated because as Rahal pointed out, those flukes are vertically oriented. So you could say his flukes are a fluke on their own. Haha! Quail at my fearsomely bad puns. Or you could be afraid of Ursula, who you will see in the cutscenes. She's the big octopus lady, and her eels Flotsam and Jetsam will be a pain later. An important thing for this area once you are back in the Undersea Gorge is to ride Flipper (we'll just call him Flipper). If you don't ride him here, he won't appear in the Undersea Valley. You just need to ride Flipper once and let go. Fight the Heartless that appear, and then head back where you came from.

SUNKEN SHIP - IT'S SUCH A WRECK

Faster Than Lightning: I don't speak whale, but now we know that we can ride them. Return to the Undersea Valley, and follow Flipper until you have cleared away all the Heartless in its path. Once you're pretty sure that the Heartless have been cleared off, then you can hitch a ride on Flipper. The dolphin is the only fish so far big enough to swim against the current in the Calm Depths, and he will take you to the Prince Eric's sunken ship at the bottom of the deep.

Has Anyone Seen a Boat?: Here, head towards the ship, and then down into the hole on the deck. The Shark will swim by ominously. Ooh. Once inside, look around on the relatively empty hold and get the treasure chests. Then, head towards the big window at the stern of the ship. The Shark will crash through and attempt to bite you, but it'll get stuck and swim off. Now you can get the Crystal Trident, which is what was missing Ariel's Grotto. Hint, hint.

Mini-Boss Battle - Shark: HP: 200, EXP: 100. "Hello." Well, look who's Mr. Grumpy Gills. To prove that we're Not Food, face down with Big ol' Bruce's ancestor here and send your minions in first. Try not to swim right up to the waiting jaws. A key to fighting the Shark is to use the environment! Because the shark is so big, he runs into things. So, since you're small enough to go through that anchor ring down at the bottom like Flounder, you can swim through it before the shark bites you. The main thing is to stay on the shark's side, but this is a little more difficult than it seems. The shark is really agile for its side. A technique that can be used is not to lock on to the shark, and rise or sink before you get attacked, since Dodge Roll isn't an option here. Either way, you Can run (swim) off and retreat if you are unable to kill the shark then and there. Don't worry, he'll come back. The shark has two attacks, biting and tailwhacking. You want to watch out for that tail whack because that's going to hurt a lot, like getting whacked by the Opposite Armor hurt. Once you knock the shark out, it will swim away and you can return to doing what you wanted to do. The shark also appears in the Undersea Gorge. If you see him there, take a hint from Flounder again and use the environment to your advantage!

Grotto Shortcut: There's a quick way to get back to Ariel's Grotto with the trident piece without having to fight your way through hordes of Heartless again. If you were paying attention to the area of the Undersea Gorge around the grotto entrance, there was a huge treasure chest stuck in a hole. We're going to get there through that treasure chest. From the Sunken Ship chamber, swim down from the ship until you see a broken off cross-shaped mast sticking out from the floor of the ocean. Beyond that mast shape is a hole that leads back to the Undersea Gorge - at least, a part of it. There will be a glowing crater there. Examine it, and it will say that the water is rippling and try to hit it. Smack that crater and it'll send a strong current flowing upwards that pops the treasure chest right out. Congratulations! Now you have a shortcut between the Undersea Gorge and the Sunken Ship rooms without having to battle through Heartless to let Flipper swim you back. Use this knowledge wisely.

Dat Girl: Return to the Grotto, where you will place the Crystal Trident into the relief in the wall. Unfortunately, Triton doesn't like that since he finds out, and blows the piece you worked so hard for to bits! Argh! Well, so much for that. Ariel swims off, but in cutscenes to follow, she aids Ursula in getting King Triton's trident, and thus overthrowing Triton. Once all that's over, Triton will tell you the important thing about how to defeat Ursula. Look beside Triton's throne and save at the Save Point.

DEN OF TIDES - GASP, THE SEA WITCH

Back to the Ship: Return to the Sunken Ship. When you get there, you need to check out whether Big Bruce is there. If he is, then you have no choice but to defeat him. If he isn't, then you're in luck and you can continue on. Either way, once you're done fighting the shark, swim over to the a large rock with the light blue dragon glyph on it. Your item sensor (the question mark) should go up and you can Examine that. Sebastian will help you out and touch a little rock, which opens up the way into the Den of Tides. Head in, and make your way towards the fight with the Sea Witch.

URSULA'S LAIR - THE BLACK CAULDRON

Cavern Nook: As you'd have noticed by now, Atlantica also has Search Ghosts. These Heartless appear here as well, no doubt the spirits of ex-sailors or the poor unfortunate souls that Ursula and the Heartless caught in her tentacles. The Den of Tides branches into a fork at the back. Take the right side path first, the one without the seadragon head glyph. This will lead you to a Save Point clam, where you can save and heal after fighting Search Ghosts. This will also give you a last chance to stock up before the battle with Ursula.

Boss Battle - Ursula, Flotsam & Jetsam: HP: 450, EXP: 1000, HP: 60, EXP:150. For this fight, you will want to equip Ethers onto your Items slots to replenish your magic. Also, you might want to equip a Keyblade that raises your MP, but truthfully we simply used the Pumpkinhead. If you didn't go to Halloween Town, then use the Three Wishes key. Remembering Triton's tip, Ursula's weakness is the cauldron in the middle of the room. You must use magic to strike the cauldron, otherwise you'll never get to the Sea Witch herself. Flotsam and Jetsam will also come after you. These two eels are indestructible, but they can be knocked around and knocked out. Use these two eels to replenish your magic points when you run out. Ursula will toss a potion of sorts into the cauldron, making it change color. Depending on the color, you lock onto the cauldron (make sure you lock onto the cauldron and not one of the eels) and hit it with a particular spell. Red is for Fire, and Blue is for Blizzard. Sometimes, she will toss in a potion that causes a whirlwind of water. Swim upwards to avoid getting struck by lightning, and then come back down when it blows out. Always try to knock one of the eels out before attempting to hit the cauldron with spells. Once you blast the cauldron enough, Ursula will get knocked out temporarily. This is your chance to swim to her. Again, lock on and start smacking away as fast as you can before she revives. When she gets back to her senses, she will start whirling around the room very quickly trying to hit you with her tentacles. She's invulnerable again, so just get out of her way until she stops and starts throwing in potions again. Lather, rinse, and repeat all this until you defeat her. Overall, this battle shouldn't be particularly hard, but keep yourself oriented as much as possible and don't get distracted with the eels.

Flipping Your Fins: When you knock out Ursula, you will learn the Shared ability, Mermaid Kick. This kick is a powerful swimming kick that will help you fight strong currents and swim faster. Huzzah! Equip this ability, and use it to get around. When you have finished Ursula, head back to the Cavern Nook branch of the Den of Tides and save your game! Also, re-equip your Items to include more Ethers and whatnot, because this next fight is going to be one hell of a typhoon.

??? - NO PITIFUL, INSIGNIFICANT FOOLS ALLOWED

Fight the Current: Now that you have the Mermaid Kick ability, you can swim against the current instead of having to rely on Flipper to get around. Once you are all set for another boss battle, head back to the Sunken Ship area, and then back to the Calm Depths. Before you swim into the current, look directly across from the entrance of to the small nook you see with the seaweeds flapping away. Don't go anywhere until you see it! Swim using Mermaid Kick for that nook. If you get caught in the current, fight it and then head into that nook (it'll be on your right). This is labeled ??? (like the room from Tarzan) and this will be the site of the next battle against Ursula again.

Boss Battle - Ursula II: HP 900, EXP: 1500. Firstly, you MUST have Aero and Cure custom equipped on you. Unless you are incredibly fast on the D-pad, then use those Customizables! The next thing to equip is Ethers to compensate for the magic in case you run out, which you will need because you'll need to Cure and cast Aero. Equip a Keyblade that is decently strong, and preferably one that will deal critical blows, either the Three Wishes or the Pumpkinhead. You don't want to kiss this girl with anything except that Keyblade. Finally once you're all set, save (at the Cavern Nook, remember?) and head into the ???.
Ursula becomes HUGE in this battle, reminiscent of the original Little Mermaid movie. Here, it is very important you know how to swim well as well, because you're going to need that coordination. The only point that Ursula is vulnerable at is the back of her massive head. You could attack from the side as well (her head's just That Big) but it is much safer to be behind her than in front (and it'll save you the ugly.) The camera for this fight is nigh uncontrollable for the most part, so simply do your best to stay oriented towards the back of the sea witch. Like Dory says, "Just keep swimming."CAST AERO! I can't stress this enough, because Aero will also hit Ursula with its windy counter nature, as well as help reduce the damage you take. Ursula in this form has a series of attacks, all of them pretty much magical. If you are in front of Ursula, she will start to inhale water at an incredibly strong rate. Use Mermaid Kick to dodge out of the way, or else you'll get bitten. Yeah, she bites. The bubble attack is a ring of bubbles that will shoot down lightning-like magic and hit you if you're caught inside the ring. Ursula will announce her attacks ("I'll teach you some respect!" and the like) so take them as your cues. Overall, try to stay oriented and Lock On to her. This will help greatly in the accuracy of your attacks while you're trying to swim. Rather than waste your MP with an offensive spell, we suggest you save your MP for casting Cure and Aero, and leave the attacks to be physical with the Keyblade. Aero takes a lot of MP (2) to cast, so make sure you don't run out of MP. Use those Ethers if you have to, and good luck on beating this big bodied mammalian-mollusk.

ATLANTICA - SEALING THE FISH TANK

Conclusion: When Ursula is finally defeated once and for all, you return to Triton's Throne to receive your reward. Thunder will become Thundara, and you will receive Ansem's Report 3. Return to Ariel's Grotto, where you will see that Triton's Trident was the real key to Atlantica's Keyhole. Ariel will give you the Crabclaw for your troubles, which gives you the same stats as the Three Wishes, but it increases your Magic Points by 1. Very useful! But, we still like the Pumpkinhead Keyblade the best, at this point.

Bells & Whistles: By now, you will be able to return to Traverse Town with some more munny. If you haven't thought about it, consider going up to the Synthesis shop that is above the Accessory Shop to synthesize items. If you don't want to bother (and as this is a basic tutorial) then see if there are any newer, stronger weapons for Donald and Goofy. After you've finished making other arrangements, head on towards the second star to the right... or rather, the world of Neverland.

End: Atlantica.

Neverland:

NEVERLAND - SECOND STAR TO THE RIGHT

You can Fly! You can Fly!: Just kidding. The start of Neverland, if you happened to beat Atlantica before coming this way, actually does start out after a dip in that little mermaid lagoon. However, before you head on towards the next star, you get intercepted by Hook. The elegant Captain Hook, that is. Note his pretty boat... ship. You're taken aboard his ship to find out where Kairi and Riku have gone. There's a bunch of nice cutscenes to watch before you begin play, and you'll enjoy it if you like story elements. So get ready for a swashbuckling adventure!

SHIP: HOLD - TAKE THEM PRISONERS

Minimum Security Prison: Here, you meet the confident-as-a-cock pixie-ish boy and Hook's rival of questionable age, Peter Pan. Here you can use Peter in your party as he helps you only because he wants to help his friend, Wendy. Though he is certainly a useful minion to use, it's up to you to decide whether Donald should substitute with the magic spells the duck possesses. Once you're done choosing minions, use the Save Point, equip a good Keyblade, and get movin' out of the room you're in to the galley of the ship. Like the complete lack of actual crew and guards, there aren't any names for the rooms on this ship, so bear with me - I'll be using nautical terms to the best of my abilities. Just be grateful I don't write this entire walkthrough in pirate lingo. Arr, avast!

New Enemies: On the other hand, in place of crew, Hook's ship has been taken over by new Heartless, and these enemies are going to cause you a bit of pain if you don't know how to fight them. Since at this point you don't see the other types of Heartless that this world has yet, I'll describe them later in this walkthrough.

Pirate: Despite our annoyance at these enemies, the Pirate Heartless are pretty cool. They wield a large scimitar-like sword. In Expert Mode, these Heartless can do quite a bit of damage with their weapon when you're sliced by it, so watch it. The other advantage that they have with this large cutlass is that it's big enough to block Sora's Keyblade with. The Pirates have these attacks: 1) A forward series of slices that allows them to advance on you, 2) a jump and downward slash that can do some heavy damage, 3) a counterattack slice which they do after they've blocked the end to your combo, and lastly 4) a standing charged up slash which causes a bit of damage on your end if you're hit with it. For attacks 1, 2 and 4, you can block it easily using Guard or a swing of the Keyblade and counterattack with either an ability (Counterattack if you have it) or a second attack. For the 3rd attack, since you usually are stopped by their guarding, use Dodge Roll to get out of the way. Since these Heartless aren't elemental, you can use whatever spell you like to attack them with. Like Power Wilds, these Pirates are evasive and thus jump out of the way if you attack headlong, so be careful that you don't get slashed when you miss and are still recovering. Since these pirates like to appear in groups of 3 or more along with other Heartless types, they can be considered the mainstay of this world's Heartless. Fire or Thunder seem to work pretty well against these groups of Pirates.

AntiSora: The other odd Heartless to appear in this world, for the first time, are the shadowy counterparts of Sora. These Heartless, like the Shadows, aren't marked with the logo of the Heartless. AntiSora is much like Peter Pan's shadow - a playful, yet annoying sort that likes to evade your attacks. They hover in the air, and mockingly dance at you while they float about kicking at you as an attack. They aren't particularly hard to defeat, and they have no Keyblade to attack you with. AntiSoras will give you a lot of HP, MP and munny balls if you defeat them, but they will disappear in the middle of a fight if you don't beat them first. All in all, you don't need to give a hoot about these copy-Sora. Although, they do look kind of cool.

SHIP: GALLEY - FOLLOWING THE HEARTLESS

Getting to the Galley: The galley is another name for the kitchen inside the ship. Naturally, once you stepped out of the storage room in the hold that you put in, you found yourself at the stern (back) of the ship. Jump up onto the second level or climb the ladder up after you've finished kicking the Heartless of the area. To get to the galley, there are two options. Near the red runk of one of the ship's masts, there are three doors to choose - one has a Yellow Trinity in front, which you can't open yet, the second is across from that, and the third is behind the red pillar with a ladder beside it that leads nowhere. Enter the second door, which will be on your right. Here is just another room to fight more Heartless in, but with a hole in the middle and ladder leading down into the misty, mysterious cargo bay, or in the case of Brady Games, the ship's freezer.

Bunches of Bilgerats: The cargo bay might seem confusing with its two ladders. One leads you back the way you came, and the other goes to the galley. The way you can tell which is which, is to remember that the galley's ladder is across from a large coil of rope near the corner of one side of the freezer. You'll have to battle your way through a lot of Heartless in these close quarters. It's good to fight them because you'll gain some much needed experience, but you can skip that by going up the ladder and entering the galley. The galley itself has a fireplace so you can use that as the landmark of where you are on the ship.

Ah, So it IS that you've found a girl!: Two in fact. Here in the Galley, Peter finds Wendy in the room just above the galley, and you see Kairi's there too. However, under Hook's orders, the girls are taken away before you can get up to them. Fight off the Heartless and you have two choices again of which gate you can jump through to the upper level. The right side choice takes you directly into the room you want - the quarters with the green trinity. However, if you take the left side, you'll be in the arms room with a shelf of swords and two doors on the left. In that room, the first door on your left takes you to the green trinity quarters, and the second door leads you to the room where Wendy and Kairi were kept. If you get into that room there will be a Protega chain. Otherwise, hop up the right side into the Green Trinity quarters and activate it to bring down the ladder. This also begins the cutscene that will result in the room having a Save Point. It's there, so use it to recharge, and also save. Equip anti-dark items, a medium-length Keyblade such as the Crabclaw (or stick with the Pumpkinhead if you want), make sure Cure and Aero are in your shortcuts, and climb the ladder into the captain's cabin. Don't forget to check your Abilities list: you'll want Dodge Roll, perhaps Vortex, Counterattack, and any MP Rage or MP Haste that you might have.

SHIP: CAPTAIN'S CABIN - DANCING WITH SHADOWS

Parley?: Swoggle yer eyes! It's Riku, and he's got Kairi! Not only that, but the scurvy brat's not even courteous enough to lend an ear and listen to all yer tales of troubles on the high seas. No, that bilgerat leaves you with the AntiSora. Before you Riku fanatics attack me for calling him a bilgerat though, I honestly do like Riku. Swear on me mother's heart I do. Now go take care of that dark mess he left behind.

Boss Battle - AntiSora:HP: 750, EXP: 2000. Unlike the AntiSora enemies you fought before in the ship's hold, up in the captain's cabin, a new surprise awaits you. This shadowy copy wields a Kingdom Key of its own, as well as containing a lot more HP than the others. AntiSora has basically three attacks that mirror Sora's. The first is a standard side swipe with the Keyblade, but this is surprisingly hard to avoid. The second attack is a most annoying move where the AntiSora drops into the wood of the deck, making itself impossible to hit, and then launches up out of the wood and attacks with an upward swipe of the Keyblade. It's pretty much a copy of Sora's upwards swing when he starts to attack flying targets. The last, and most difficult part of the fight is that once AntiSora is down to the yellow bar, it splits into three AntiSoras are you haev to deal with triple the trouble. The environment doesn't make this fight much easier since it's possible you'll end up smacking your Keyblade on the desk, or a windowseat, instead of the boss. Your minions will come in handy to distract the AntiSora while you run off to Cure, but this AntiSora's target is you, and thus it will follow you around and try to attack you instead of Donald/Goofy/Peter. You can hit any of the three AntiSora, but keep your eye on your HP meter. Don't forget also, to re-cast Aero as your defensive shield. All in all, fighting against yourself is pretty difficult, but once you defeat the AntiSora you'll have overcome a great obstacle. You'll also be rewarded with the Raven's Claw item, which reduces Dark damage. (Too bad you couldn't win this item sooner, eh?)

SHIP: DECK - COMMANDEER... IT'S A NAUTICAL TERM

Wait For the Most Opportune Time: Once you've fought and won against the AntiSora, head towards the door where Riku had disappeared in. Around there is a small trapdoor that will lead you to the room where Wendy and Kairi were being held. Here if you didn't get the Protega chain before, then you can get it now. Tweak your items and equipment again, making sure you've got enough left over for Donald and Goofy as well. Peter leaves your party so there's no point in keeping items on him. Then, save your game and get ready for the next battle.

Like After You've Killed Them: Every, last, one. Ah, sorry, Pirates of the Caribbean reference. When you finish getting ready, head back up into the Captain's Cabin, and exit out of the door which Riku disappeared into. This brings you out onto the ship's deck, where Hook and the Heartless are waiting for you. He's a tricky, cunning captain that Hook, who's captured Tinkerbell and holds her ransom. However, when you've finally reached the end of the cutscene, you realize... you can fly! (And you have Cura in place of Cure, which is a life-saving addition to your magical repetoire.)

New Enemies 2: You're confronted with a slew of Heartless, including two new ones that also can fly. They're not particularly difficult, but you have the Gravity spell by now which should assist in making them stay where they are.

Air Pirate: These gargoyles of the sky are not difficult, but they sure pack a punch. Their main attack is a wind-up bear punch that can be a pain when there's two of them ganging up on you. The other advantage they have is speed. When you're in the air though, you're pretty fast as well. Use your air agility to get around them and attack when they're still recovering from their windup punch.

Battleship: The Battleship is a peculiar Heartless, controlled by just one Heartless captain. The ship has three different attacks; it drops a series of bombs down, shoots two missiles out of its cannons that home in on your party, and lastly the most devastating of the attacks, the frontal charped up ram. The last attack is easy to see coming, but the hard part is getting out of the way. It doesn't take long for the Battleship to charge up and ram you. This attack usually comes when you're in the middle of the combo against this enemy. However, this Heartless also has a weakness; the main mast. If you lock on and switch around, you'll notice this enemy has two lock on points: one up top where the propeller is, and one on the main ship itself. The weakest point of the ship is up on top - if you destroy that, the ship will be fairly disabled and slow-moving. This will allow you to go in and really scuttle 'er.

Boss Battle - Captain Hook: HP: 900, EXP: 3400. Hopefully you didn't lose too much HP in the battles with the Heartless, since the next battle is pretty difficult. If you thought Hook was a yellow-bellied, no-brained barnacle, think again. With curving hook and straightedged fencing foil, he is quite agile and skilled with the sword. You find out why Peter Pan never truly fights Hook on the fly - because it's hard! Your best bet would be to fight Hook man-to-man, Keyblade to blade, with your feet solidly on the deck where Hook is. Once the battle begins, lock onto the captain and cast Aero on yourself. Don't worry about the minions either. The captain has a few devastating tricks up his folded sleeves, namely a few firey presents for you. In the movie, there was just one bomb inside one lovely pink bow present. This time he has an unlimited supply and throws them headlong at you. As for short range attacks, Hook not only slices and dices, but he has a crazy combo (Ars Arcanum) that can cause major damage to your person especially if you don't have Aero cast on yourself. Luckily, you have the ability to fly away and recover if you have to. Also if you're out of MP, head towards the Battleships that fly around and whack away until you're recovered. Don't stay away too long though, since Hook is like Clayton and can recover himself. All in all, concentrate on Hook and don't fret about the Battleships. If they come to your territory, you can whack at them, but Hook is the harder adversary to defeat. Once you win the battle against Hook, you receive his ability, Ars Arcanum, as well as Ansem's Report 9. YARR!

NEVERLAND: CLOCK TOWER - BELAY THAR, BIG BEN!

Saving Face: When you defeat Cap'n Hook, you commandeer the ship back to London's tourist spot, the clock tower. Here, Wendy is rescued and safe (yet why she's left stranded up on the tower of London at midnight in her sleeping gown, one will never know.) Talk to her, and she'll tell you about one of the faces of the clock that isn't quite right. Drop off the side and fly around until you see the clock face that hasn't struck midnight. Then, lock onto the minute hand and whack it until have it at the correct time. The Keyhole appears and voila, you've sealed Neverland! Now the real story of Kingdom Hearts can begin...

Back to Reality: Unfortunately you can't stay in Neverland forever and not grow up. It's back to Traverse Town with you, but you have a few things to take along. You get the Fairy Harp key, which is a short range Keyblade, but has better stats power-wise than the Pumpkinhead. Not only do you have this nifty looking Keyblade, but you have two of the niftiest things of the game - Tinkerbell (what a lifesaver!) and the shared ability, Glide. Technically Glide doesn't make you go any faster than you run, but it'll be handy for getting to the hard to reach places (aka Merlin's backdoor treasure chest) which you weren't able to get before. Finally, before leaving Neverland, have a look around the clock tower and open up the various treasure boxes to get puppies and some additional gummi. When you're finished with Neverland, go back to Traverse Town, or have a go at fighting in the Coliseum. By now, you should be able to defeat Hercules in the Coliseum and obtain the Yellow Trinity. See Rahal's Coliseum guide for info there.

END: Neverland.

100 Acre Wood

100 ACRE WOOD - STUFFED WITH FLUFF

Gathering the Pages: You may be eager to get to Hollow Bastion, but there is one world that can be finished after Neverland, and that's the world of Winnie the Pooh in the 100 (Hundred) Acre Wood. This world in fact, has no enemies to fight and rightly so. Rather, this world is the wonderfully peaceful wood where Sora takes the place of Christopher Robin, and goes on many a grand adventure with the world's most famous stuffed bear. So, by now you should have all the pages to Merlin's old book, and be able to complete each section of the wood. You don't need to finish this world to finish the game either, but since you probably want to see that secret ending and obtain some items and a useful summon as well. No matter which order you find these pages in, the chapters of the book will always follow the same order. If you haven't obtained all the pages, here is a quick rundown of where they are.

Page 1: Agrabah: Cave of Wonders, Dark Chamber - Enter the Dark Chamber via swimming up the waterfall in the Relic Chamber. The narrow ledge that spans across the room contains a treasure chest against the wall, which will have page 1.

Page 2: Monstro: Chamber 6 - Go through Monstro until you reach Chamber 6, and jump up onto the green pads. One of the treasure chests on them holds the second Torn Page. If you don't have High Jump at the time, you could use the barrels to help you up.

Page 3: Atlantica: Ariel's Grotto - The highest treasure chest near the top of Ariel's Grotto holds the third Torn Page.

Page 4: Halloween Town: Research Lab - Go into Dr. Finkelstein's lab and Examine the book shelf.

Page 5: Reward for finding 51 Dalmations - Return to Traverse Town, go to the Second District into the Dalmations' House where Pongo and Perdita will give you the fifth Torn Page after finding 51 of their lost puppies.

PROLOGUE: EEYORE'S HOUSE - SILLY OLD BEAR

Tubby Little Cubby: The first stage (er, page) of the 100 Acre Wood is located at Eeyore's little house of sticks on the bottom right corner of the book. This brings you to a meadow and a cutscene, which you watch Sora meet Pooh. Not too bright, that one, but what do you expect from a bear who's of very little brain? The only thing you need concern yourself with here is probably getting that green chest hidden inside the hollow log. Afterwards, run on out of the meadow to exit this area. Once you're back on the book map, a save point appears at the top right corner. You can use this point to save or exit out of the book.

POOH'S HOWSE - THAT PEDANTIC PILE OF FEATHERS

Owl's Articulation: When you exit the meadow, you'll see that heading to the left page of the book map will show you a new bright colored area. This is Pooh's House (or rather, Mr. Sanders' house.) Enter this area, and you can explore Pooh's house for some items. When you exit, Owl will be waiting to tell you about the lost pages of the Hundred Acre Wood. Of course, by now you've figured out you have to get those pages, right? Right. Moving on!

CHAPTER ONE: HONEY TREE - RUMBLY IN THE TUMBLY

Oh D-d-d-d-dear!: Once you have the first torn page, head to the tall tree picture located beside the compass on the book map. Here, you'll meet Piglet. Comparatively speaking, Sora is HUGE when sized up by Piglet. With common sense and a healthy sense of fear, Piglet runs away when you meet him. Head around the tree, and then sneak up behind Piglet and Talk to the poor fellow.

Please Feed the Bear: As Pooh comes along, it's your job, nay, your Duty(!) to help him out. He wants his honey, you want to get to the Keyhole, so you work out a deal. You'll knock the bees away from Pooh's little blue balloon as he floats up around the hunny tree and gets to eat his fill while you work. No, it's not a particularly good deal at first, but be patient. The key here is to have Aerial Sweep unequipped, and to not move the left analog stick too much while you're jumping. In fact, you should be able to keep the bees off of Pooh's balloon by a simple lock on and attack. If you don't move the analog stick, Sora should end up on one branch higher. Once you get to the top hole, Pooh doesn't move from there and just eats and eats until time runs out. If you happen to fall off while keeping the bees off, you can try to jump back up yourself. You can save yourself from a fall by using Glide to get onto another branch, or you can use the Rush command that appears to zoom up there. Note that using the Rush command will make you lose 5 points each time, so use it wisely. In order to complete the level, you need Pooh to eat 100 points worth of the sweet nectar so move along up and down (to your appetite's delight) smacking bees along the way. After you've finished this level, it turns into a mini-game which you can play again and again to try and get a high score. Not that that will give you anything other than the satisfaction of having the high score, but hey it's entertainment. For completing this level though, you do get the Naturespark, which is a summon gem that turns into Bambi when you go see the Fairy Godmother about it.

CHAPTER TWO: RABBIT'S HOWSE - THE NOT SO WONDERFUL THING ABOUT TIGGERS

The Harried Hare: The second page of the book leads to Rabbit's house. You, the ever intrepid criminal, can sneak around the outside of his house, read his mail (a felony!), pull up his vegetables for items (destruction of property) and finally, after talking to Pooh and Piglet on the outside of the house, step right on into the interior of this nice home without invitation (trespassing) and rob the poor rabbit of his last pot of honey after examining its secret location up on the rafter. Don't you feel guilty for harrassing this hare now? Leave the house and leave the premises immediately! That's right, off you go you cad.

Community Service: Or... so you thought you could just get away with it eh? I don't think so! Tigger, that bouncing bounder, arrives once you find Pooh stuck in the hole behind Rabbit's house. And now your mission, should you choose to accept it (not like you have a choice) is to protect Rabbit's prized carrots from certain doom and destruction. This game is more difficult than the hunny hunt. The goal is to run beneath Tigger and have him bounce off of Sora's hands instead of bouncing the carrots into the ground. You can use the Rush command again to help speed you up in case you can't get to Tigger in time, this time without penalty. Try to stay in the middle of the carrot field so you can get at Tigger within a short distance. All you have to save is one carrot, and then you're scot free. After this, you get a Mythril Shard, and you can come back and fill in the rest of those hours you owe Rabbit by playing this mini-game over and over.

CHAPTER THREE: POOH'S SWING - THE POSITIVE PESSIMIST

Sticks and Stones, Luv: Once you've finished protecting Rabbit's carrot patch and helping Pooh get unstuck, haul yourself over the bridge to the part of the map depicting the tree with a swing on it. Your next task is to save poor Eeyore from being carried off to who knows where. Right in the middle of your game of Pooh Sticks, he comes floating along. Sora's the only one big enough to jump in and save him, so jump into the river and swim towards Eeyore. Once you've dragged the damp, depressed donkey up onto the bank, you and the others notice that Eeyore's tail is missing. You should help Eeyore find his tail - he is rather attached to the thing after all. And of course, covering the woods by air is a lot faster than searching by foot.

No Mercy for Swing: In order to bring Pooh up onto the swing to look for Eeyore's tail, you need to lock onto him with the R1 button. He'll start to walk behind you, so you walk on ahead and up the slope. Don't run, because Pooh is slow and if you lose your lock he'll stop following, or he could get stuck in a corner or otherwise delayed. If he is stuck, run around him and lock on again, so he can turn about and follow you. Once you're up in the swing, Owl gives you instructions on how to swing Pooh far enough until he actually sees the tail. You don't want to swing Pooh too far at first, nor too near - about 20 or so yards. He'll tell you if you've swung too far. The ideal distance is just enough so that Pooh will crash and burn into Eeyore's constructed cabin, whereupon he'll find Eeyore's tail. For completing this chapter of the 100 Acre Wood, you get an upgrade for the Stop spell. Once you've finished here, head back to Pooh's house, where you can light the fire in the woodsticks with Fire and Pooh will give you a Mythril.

CHAPTER FOUR: TIGGER'S BOUNCING SPOT - THIS PARTY'S BOUNCING

Tigger's Test: The next page of the Hundred Acre Wood brings you to the clearing in the center of the book map. Here, you learn just how much Tigger likes to bounce, and he's got his friend Roo with him. Just to prove your bouncing bottom is best, take Tigger's bouncing test. Basically you follow Tigger's path, jumping from tree stump to tree stump in the same order that he bounces over them in. There are three tests in total, wiht the last one being the hardest. If you are having trouble making some of the jumps, make sure you position yourself as close to the edges of the tree stump as possible and jump from there, holding the jump button until you reach the destination. Because you can't use High Jump or Glide in this bouncing challenge, you have to rely on your depth perception. Here are the orders for the bouncing tests.

Bounce Test 1: Straightforward, Tigger will bounce over four tree stumps that are right in front of you. Starting where you are, jump forward to the next stump. The next stump is a little bit higher, so get to the edge of the tree stump and make the leap. The next stump is higher, and again use the same method. Finally, turn a little to your right to get onto the last stump. Jump onto the same platform as Tigger, and you've passed the first test. When you get the bounce test correct, you will here a chime and Sora will make a little fist of 'YEAH!'

Bounce Test 2: This one is a little bit more complicated than the first. Jump onto the stump in front. Then, turn and jump to the stump on your right. Jump back to the first stump. Proceed jumping forward like you did on the first bouncing test. Then, before you jump onto the platform with Tigger and Roo, turn around and jump to the stump behind you on the right. Then, jump back to the stump before and jump onto the platform with Tigger.

Bounce Test 3: This is the easiest For the third test, Roo launches you up into the tree branches, and you have to jump your way down onto the first stump. Actually, all you need to do is drop down because the stump is below you. From there, you proceed in the same order as the first bounce test. After you clear this one, talk to Roo.

Crack Pot: The next game deals with the giant pot in the middle of the clearing. Talk to Roo and he'll start the game. Your goal is to hit the nuts which Tigger throws from inside the pot and break the pot off the tree stump without falling off the stump you're on yourself. This game should be easy if you did well in knocking Wakka's blitzballs back at him before. If not, then just lock onto the nut that comes down, do a short hop and attack the nut in the air. If you're iffy about jump attacks, then attack when it's about a Keyblade's length from your head. This should cause Sora to attack with an overhead vertical swing down, but you might do a forward stab instead. Once you knock the pot off the giant stump, jump inside the trunk to open up the treasure chest inside and get your prize - an AP Up. Afterwards, go find Tigger and talk to him.

Sometimes I Feel Like a Nut: The last thing you should do is talk to Owl, who wants you to collect some Rare Nuts from the trees above. When you've finished talking to OWl, go back to the see saw where Tigger and Roo are bouncing on, and then talk to Roo to get launched up onto the tree branches above. There are 5 Rare Nuts in total. To get them, to the following:

Nut 1: Get to the seesaw, and choose Tigger as your partner. You'll be launched onto the branches on the other side of the area. Turn to your right, jump onto the next branch beside you. On your right on a dark green leafy part with the pink nut showing. Glide or jump (hold the jump button as you're jumping) to the leaves and land there. You'll have your first nut. Go exchange this with Owl to get a Power Up.

Nut 2: From the seesaw, go to your left, jump over the log and you'll see a little stump in the middle of the corner. Jump onto that stump, which will cause it to depress. Turn around and jump back over the log onto the little stump that is rising with the water. When it reaches the top, just touch the pink nut next to you and return to Owl to get a Defense Up.

Nut 3: Look to your left when you're at Owl's spot. You'll see Piglet. Go to Piglet, where next to him will be a small wooden platform. On your right will be the tree stump that you push down to activate it. Once the platform is shot up with water, jump onto the tall tree stump (the one right before the platform where Tigger and Roo were during the bounce test) and then jump onto the raised platform. From there, jump left onto the green leafy platform where Nut 3 is. Go back to Owl and get a Mythril Shard.

Nut 4: Go to the seesaw again and use Roo as your partner. You're launched up onto the branches. On your immediate left above you is the next nut. Jump to get it. Go back to Owl and get an AP up.

Nut 5: Using the same method as getting Nut 4, get Roo as your seesaw partner and then once you're on the leaves, go to your right, and that's where the last nut will be. Go back to Owl and your last gift is the Orichalcum.

Optional Treasures: This part is optional. Use Tigger as your partner on the seesaw. You'll be launched back onto the branches. Look on your left, where you'll see the next branch you can jump to. Jump onto that branch. By now you'll see a leafy platform, with a hole in at tree trunk in front of you. You can't get to that by jumping yet. Jump onto the branch on your left, and then jump down onto the leafy platform below. Jump towards the little item box and Sora will slide down the trunk. The item here is a Dispel-G, to add to your gummi collection. Next, go use Roo as your partner on the seesaw. After you're launched into the leaves. Go to your right and drop down to the level below for a Thunder-G. And lastly, find the log lying between the spots where Pooh and Piglet are. There is a darker section of the log. Hit that, and it will reveal a Mythril.

CHAPTER FIVE: MUDDY PATH - GONE AGAIN

Hide and Seek: You'll see Pooh walking around and around in a circle. Jump down onto the path and talk to Pooh. He'll tell you that his friends have disappeared again. Obviously they haven't, but Pooh is stupid like that. So, you have to help him find his friends.

Eeyore: Walk around the center bush until you find a spot that you can Examine. This is where Eeyore is. From there, the game of hide and seek will start.

Roo: Run around the bush until you see a long root that Roo is jumping up and down on. Hit this branch, and Roo will fall down to the floor. Talk to Roo and he'll go into the bush.

Rabbit: Go to the set of three holes at the far end, and wait for Rabbit to run out. You have to stand away from the holes or else Rabbit won't exit. Once he does, run up and Talk to him quickly to get him to go into the bush.
Tigger: Jump onto the updraft coming from the well. Wait for Tigger to jump over the trunk and then Talk to him when he gets close.

Owl: Go back up to where you got Tigger. Run across the tree trunk to the other side, where you can jump up onto the high platform. Wait for Owl to land in the corner, and run up to talk to him.

Piglet: You must get Pooh to go with you in order to get shy Piglet out. To get Pooh up to the tree where Piglet is hiding, lead him to the blue flowers that will float him up. Run over the tree to the other side like you are going to get Owl. Turn around, and cast Fire at the cobwebs inside the log that's blocking Pooh's path. Then lock onto Pooh and lead him across to the next set of blue flowers. Then, lock onto Pooh again and lead him to Piglet. Once you've done that, jump all the way down and talk to Piglet who's appeared in the little hole next to the triple set of holes where you found Rabbit.

EPILOGUE: WATCHING THE NIGHT SKY - DON'T FORGET

Farewell to Your Friends: This is the end of the book, as they say, and after you've finished all the games, you will have locked the Hundred Acre Wood. You'll get to see Sora taking the place of Christopher Robin on the cover of the book, as well as the Keyhole sealing itself.

The End: Hundred Acre Wood.

Hollow Bastion

RISING FALLS - THINGS GO UPHILL FROM HERE

Aw, You're Just Hungry: Welcome to Hollow Bastion, where the story really starts to run towards the climax. That said, this is your only SPOILER ALERT. From here on in, the story is revealed even more and if you haven't gotten this far in the game yet then I suggest you stop reading and go play it. That said, on with the show. This world consists on a huge castle of several levels that may start to get confusing, but in order to keep track of this we'll use a system of floors. So there will be 0F, which is Base Level. It will go up to 4F which is the highest part of the castle. Each area does have a name, but Hollow Bastion is a virtual maze to some extent, but not as confusing as say, Monstro or Wonderland are.

Go Forth and Conquer!: First, don't hop onto the ice platforms yet. You'll discover that not only does the water flow uphill here, but you can walk on it. Around the largest rock is a treasure chest that holds Dalmation puppies.

My Bubbles: In order to get at the chests underneath the water that you see, you must jump into the bubbles. These bubbles take you underneath the water for a short time, which will allow you to explore around for a few seconds. Don't forget to get the chests you see in this area, which will give you equipable items. Right now, it is very important you equip a Keyblade that you want to use! Don't ask why yet.

In 30 Hours or Less, or Your Keyblade is Free: Once you make your way up, you'll get an important story turnpoint scene where Riku takes away the very thing that makes Sora special. He takes the Keyblade! Not only that, but Donald and Goofy desert you and follow the Keyblade. Regardless, you will have the monstrous Beast in your party. Use him well, because he is the only guardian you have right now. The only weapon you have is a toy wooden sword, which is only going to do as much good as when it did back on Destiny Islands... which isn't much. At this point, Sora will have to rely on Beast, his magic, and a lot of running around to avoid attacks. Also don't forget that without Donald and Goofy, you won't be able to get into your Gummi Ship to run off.

CASTLE GATES - SEALED AWAY

Ooh, Shiny: First thing you will notice when you get to the Castle Gates are the shimmering crystals on a pedestal next to you. Examining them will operate the lifts (elevators) that bring you to various levels of the castle. Some of these crystals glow red or blue, and when activated they glow yellow temporarily. Red glowing crystals will activate a ledge or flip lift turning point around. Blue glowing crystals will operate lifts. This will be a staple for the next things to come.

Locked Away: If you happen to go towards the giant double doors you see in front of you, you'll be confronted with Heartless. Press the Triangle button to send Beast after them, even though that doesn't mean you can't use your own magic to attack them or defend yourself with. You could also use your Abilities, but given that you're sans Keyblade, those attacks will just be a waste of magic. "The gates are shut," is what the entrance label there will proclaim. So go back to where you started from, and instead take the stairs on your right down to where there are two more crystals. Activate the red shimmering one to start up a lift above you which will come in later, and then use the blue shimmering crystal on your right to go down to the Base Level of the castle.

New Enemies: Since Hollow Bastion is a Star Lvl 9 rated world, the enemies here will get undoubtedly difficult. Not only are they harder to kill, but also they appear in large groups and in waves of groups. So, more appear when you think the battle is just about over. Be patient, and run if you need space. Don't forget that you can use High Jump and Glide as well. Aside from the usual Shadows, there are some new enemies to face.

Darkball: These Heartless are going to be the staple of the enemies from now on. They're like the blow-up versions of Shadows, except without the limbs. These Heartless though can really destroy your HP meter by the way they appear in large groups with stronger Heartless. Darkballs have three various attacks: 1. they'll charge forward with an odd squishy kind of sound, hitting anyone in their way, 2. they have a rather devastating, Ars Arcanum-ish air attack where they kind of spasm in mid-air and hit anything around them, 3. they'll dissolve into dark cloud, move around and then reappear in a burst that hurts. Overall, though these Heartless are kind of low on the HP side and can get taken out with a combo or two, when there's suddenly a mass of them swarming Sora, it would be wise to Dodge Roll out and face them a few at a time.

Defender: The Defender Heartless is one of the enemies with the most HP. Like Large Bodies or Fat Bandits, these guys are almost never vulnerable from the front, and it's not exactly smart to attack them from the front. Luckily, Defenders are slow and don't jump. Unluckily, when they do damage with their shields, they Really Do Damage. Be careful you don't ignore Defenders while trying to take care of the other Heartless that they commonly appear with. Defenders have a series of attacks: 1. A Fireball comes out of the shield which you can deflect with a well-timed hit for Tech Points and send it back at them for damage, 2. A Blizzard ice cone comes out of the shield that is unblockable, 3. A devastating spin around attack which will do a Lot of damage if you don't jump or Dodge Roll to avoid it, 4. A forward lunge where the shield's face bites at you. The first attack of a Defender when you get too close is usually to use the forward lunge attack. Afer that it is simply a matter of whether you are long or short range from it to determine what sort of attack it will use. You can usually jump over this Heartless and whack in a good combo while you're in the air behind it before getting away. These enemies also drop a Very Rare weapon, their Defender Shield. If you manage to get this, you are one lucky player and Goofy is a lucky minion.

BASE LEVEL - UNDER THE HQ

Ice Crystals: As a note, if you fall off from the lowest level (Castle Gates) around here, you'll end up at the Base Level. Once you're on the Base Level, send Beast after the Darkballs. Once you've taken care of the Darkballs, you'll notice that there's two bubbles. Take the left, higher bubble which will take you underneath the ice wall to the other side. You'll need to jump onto the ledges in order to return back where you were. There is one ice crystal on your left as you walk forward. Release that one to move the stone ledge so that you can jump onto the ice platforms. There are two other ice crystals to Release, which will push out the ledges in the wall that you can. Note that you could just activate one and Glide over, but for sake of being thorough we'll just do it this way. Once you're over the platforms, head on into the dark hallway that leads into the Waterway. Once you're in the Waterway, on your left will be another set of bars that Beast can break down. That shows you a treasure chest which gives a rare Esuna-G. After that, go back to the bubbles. Note that you don't necessarily have to get that gummi, but this walkthrough's just going to explore some aspects of the nooks and crannies in Hollow Bastion as well.

WATERWAY - FROM STREETRAT TO SEWER RAT

More Bubbles: Take the right bubble which will take you into the underground Waterway. There will be a Save Point, as well as a series of bars on the left which you can Call on Beast to destroy. If you're wondering what is behind that set of bars, there's a bubble. Freeze the bubble with Blizzara and then jump to your right. Sora will grab onto the wall, and then you can flip up to get the chest for a Flare-G. Once you have that, take the bubble you just froze, which will bring you to a new section of the waterway.

Dungeons & Heartless: After you Call on Beast to break down the stone wall on your left, it leads into the Dungeon. You'll have to come back in order to get the Blue Trinity on the floor. Otherwise all you have are Float-G. Go back out into the Waterway, then hang a left and go towards the gates. Gateways: Once in this underwater sewerway, you'll discover that there are moveable gates. How to move them? Go up to the little crystals and release them, just like the ice crystals outside.

Crystal 1: As you reach the gates, on your immediate left on the wall is the first crystal. Release this and it will turn a pair of gates left to open up the way.

Crystal 2: Head towards those gates that just turned, and there will be the second crystal. This pulls the gate behind you out of the wall, shutting you off from the path you came from, and the one behind that pulls in the opposite direction. Don't worry about that yet.

Crystal 3: From here, turn right and you'll see crystal 3 on the wall. Release this crystal and it will slide the gate open to Crystal 4.

Crystal 4: This crystal is on the floor, and releasing this on open the gate to your right to the bubble. Jump into the bubble and that will take you to a new area beneath the gate to the other side.

Crystal 5: This fifth crystal operates a lift that takes you to an upper section of the waterway.

Crystal 6: This last crystal is guarded by a Defender. Take him out with Beast and then activate the crystal. That will open the doors that were shut before at the Castle Gates.

To get back out and back to the upper levels, release Crystal 3, then Crystal 2. This will open the path back to the bubbles that will take you back outside. Examine the blue crystal and take the lift back up to the Castle Gates. Then head towards the large double doors that were shut before and go into the castle's Entrance Hall.

ENTRANCE HALL - REAP WHAT YOU SOW

You Get What You Give: Once you go into the castle, Beast is distracted away by a Shadow. You're left alone... until you meet with Riku. Or, someone who looks and sounds like Riku. Either way, Riku is sporting some new duds and he's got your Keyblade. But, luckily, important lesson learned and you get your Keyblade back! Remember why I said not to equip the Kingdom Key earlier? It's because you get it back here. Not only that, but Donald and Goofy return to your side once the Keyblade is back in your hands. Unfortunately, Riku doesn't look too happy about that.

Boss Battle - Riku: HP: 500, EXP: 2000. Riku fights much like he did back in Destiny Islands at this point, but there are a few attacks that he can really get you with. The first is a downward slash and side slash with a slide combo. It looks much like Sonic Blade in that it'll hit anything in its path. The second attack is a basic spin around and down slash that is rather powerful. These two attacks combined with a few other basic slashes make up Riku's repetoire so far, but the more important fact is that he is pretty fast and dodgy. If you need to heal or recast Aerora, do so in a safe section of the arena and do it fast, because Riku doesn't let you be for long. Also if you need HP, break the various vases around the lower level of the Entrance Hall and green HP balls will pop out. Riku is immune to most magic so physical attacks with the Keyblade are best. Use Dodge Roll, and cast Aerora on yourself (you should have remembered to go back and get the Yellow Trinities, particularly in Neverland in order to get the first Aero upgrade). You can also use Strike Raid or Ars Arcanum for a strong and easy finish, but watch your MP meter and make sure you don't run out of enough MP to cure yourself. Also equip Counterattack, which will make your life a bit easier. After this, you learn the White Trinity. Retreat?: Now you can also go back to the other worlds and get those White Trinities, or you can continue on because now you also have access to your Gummi Ship. Don't forget the blue trinity down in the Dungeon in the Waterway.

New Enemies 2: After you defeat Riku, more Heartless of Hollow Bastion appear. Along with Darkballs, Defenders and shadows, now you will have to deal with a couple more varieties.

Wyvern: These dragon Heartless can be quite a pain to be rid of, especially when you are on a ledge and don't want to fall off. Generally you will have to jump to attack them, but don't get too caught up in the attack or you'll attack yourself right off the ledge. Wyverns have a trio of attacks: 1. A bicycle kick with their claws, 2. A Downward lunge with body accompanied with a mid-air flip, 3. A forward spiraling charge that might knock you off whereever you're standing. Wyverns tend to fly way up into the air and then lunge down with their second attack. when they're far off, they'll do their spiral forward charge. All in all, they are like Darkballs and appear in groups. Take them on one at a time and work your way around, though it's easiest to get into a corner and wait for them to come to you.

Wizard: Oy. If there was any replacement for the little flying Heartless, here they are. Wizards aren't very quick, but they have the tendency to disappear and reappear elsewhere before shooting magic at you. Wizards have four different types of magic. They wield Fire, Blizzard, Thunder and a Dark magic attack like Cerberus' breath attack. When the Wizards go into their Thunder attack, they are invulnerable and lightning bolts come down around them. If you're good with Counterattack, you can Counter until the Wizard stops its lightning attack and then you can knock it off with one hefty blow. Wizards are the other Heartless that drop an equipable item - the Wizard's Relic. This staff is equipable to Donald, and it's a pretty good deal as it increases Max MP by 2.

What's the Symbology of That?: Note that you can't go further in through the Entrance Hall, as it's locked up by a wall with a Heartless symbol on it. This will come into play later. For now, head to the left and go into the Libary.

LIBRARY - QUALITY AND QUANTITY

Mix and Match: In the Library you will notice that there are missing books in the volume series in the shelves, or there are wrong volumes mixed with the other volumes. This puzzle involves completing the sets.

Khama Vol. 8: Go into the Library, turn left and there will be a red book on the floor. this is Khama vol. 8. On your right is the shelf which it goes into.
Khama Shelf: This slides the bookcase and opens the way into the rest of the library. Look, stairs! Remember the scene with young Kairi and the Grandmother? Interesting, eh? Anyway go up the stairs to the upper level of the Library.

Theon Vol. 6: This brown book is on the desk on the upper level of the library.
Theon Shelf: This shelf slides open to reveal a red button. Push the button and it will unlock the door to your right that leads to the upper level of the Entrance Hall. Note that from here, you can proceed on into the Entrance Hall move on to the next section, or you can find the rest of the books.

Azal Vol. 3: The Green Trinity on the upper level of the Library will push this yellow volume down.
Azal Shelf: When you enter the Library from the first level of the Entrance hall, directly in front of you is the Azal Shelf. Once you set this book in place, it slides the case open to reveal a large section of the Library.

Nahara Vol. 5: This volume is on the other side of the Azal Shelf. You'll have to work your way around back to the base of the stairs.
Nahara Shelf: Located on the Upper level, this shelf slides open to reveal a Mava Vol. 3 and the Hafet Shelf.

Salegg Vol. 6: This blue volume is in place of Mava Vol. 6. You can get this after you open the Azal Shelf.
Salegg Shelf: This blue series is on your left of the Mava Shelf.

Mava Vol. 6: This green book is located in place of Theon Vol. 6.
Mava Shelf: Mava shelf is located on the lower level, and it opens to reveal a desk where the purple Hafet Vol. 4 is.

Hafet Vol. 4: Get the Hafet Vol. 4 after you open the Mava Shelf.
Hafet Shelf: Once you put Hafet vol. 4 in the shelf, it opens to reveal the way to the Lift Stop.

Pillars of Support: Going around the library you will notice there are pillars with little sections in them. Turning the sections in these pillars will show that there are treasure chests inside them. It may take several turns to get the treasure chests. Be patient and you will be rewarded with some useful items.

Lift Stop (from library upper level): If you decide to go to this route, you'll be rewarded with a rare Gummi (Ultima-G) as well as a Tornado-G.

ENTRANCE HALL - OH YEAH, IT'S ALL COMIN' TOGETHER

Crushing Power: Go back to the upper library door which leads back to the Entrance Hall's upper level. Immediate your right, you will see a boar headed statue that requests you to show it your crushing power. Break the two pots. This lowers the statue and activates the fountain on the lower level, which reveals a red piece of something. Go get that later. First work your way around the ring of the upper level.

Pushing Power: Continue to the right until you see a statue with a horse head on it. Beneath this is a Red Trinity, which you activate with Donald and Goofy. This statue gets pushed down and breaks, revealing a light green piece.

Pushing Power 2: A boar headed statue further left of the Stone Etching will want you to show your strength by pushing it. Push it left until it slides into place, revealing a treasure chest on the lower level of the Entrance Hall.

Thunder Power: On your left (if Sora is facing the Entrance Hall from the upper library door) will be a stone with an etching of a thunderbolt on it. Cast Thunder on this stone and it will lower and activate the two platforms on which you can jump on to get to the piece suspended in the middle of the Entrance Hall.

Fire Power: The candles on the upper floor are out and you are to light them up. When they're all lit, 8 in total, the middle column of smokey blue gas will dissolve and reveal another dark green piece of the puzzle.

Pick Up the Pieces: Once you have the pieces all revealed, go pick them up. There are four Emblem Pieces in total. Remember the wall with the Heartless symbol on it? Now go back to it and fill in the holes. It will open the way and the next cutscene will show more of the story to come.

LIFT STOP - RISING IN ELEVATION

Nexus: From the Entrance Hall, You'll come to a grand nexus where the lifts of Hollow Bastion all pretty much are powered from. There are 4 Floors to this lift stop, so we'll do this by the numbers. It may get pretty confusing, but each area is distinct. In order to get the platforms with the treasure chests down that you'll see, you'll have to cast Gravity on them. Remember that technique, as it will come in later.

Lift Stop 1F, Entrance Hall: On this level there are two crystals, a red and a blue one. The red one will switch the lift of the blue crystal to go to the upper or lower levels. Either one will lead you to some items you may want to get. Once you've finished getting the items you want, go back to this area and head to the left on into the other side of the Castle Gates.

Castle Gates, Outside: Once you've gotten outside, you'll fight off a few Wyverns. Make sure you don't drop off from here or else you'll have to start from the Base Level and work your way back up again. Head to your right around the corner, and go to the red crystal which will activate the lift platform that cycles around. You can ride this to the platform further on, where you can get the chest of puppies. Otherwise, get back onto the stoney platform and activate the blue crystal, which takes you up to Great Crest.

Great Crest 2F, Back: Head left and on up the stairs to the giant lift. Activate the red crystal to get on the lift. This lift will take you around the outside of the castle through the Great Crest section at the front of the castle. This whole outer section is called Great Crest because you can see the front crest of the castle, aka the Heartless symbol. Halfway through riding this rotating platform, enemies will appear and in order to continue on you need to fight them off. Once you arrive on the other side of Great Crest, get the Blue Trinity. Head down the stairs back into the Lift Stop.

Lift Stop 2F, Great Crest: There's just a blue crystal here, and take this lift up to the level above, to Lift Stop 3F. From here, proceed on back out into Great Crest.

Great Crest 3F, Front: On your left is a chest with an Orichalcum, and on the right will be the blue crystal that takes you yet another level up to High Tower.

High Tower 3F, middle level: From here, head towards the ledge. On your left, there will be a crystal that glows red as you approach it. Activate this crystal only once, and it will lower the ledge closest to you to the High Tower's upper ledge level. From here go back into the Lift Stop.

Lift Stop 3F, High Tower: Defeat the Heartless around here and go back out to High Tower's upper ledge.

High Tower 3F, lower level: Here there are more Heartless to beat, as well as a chest of puppies floating up in the air. Once you've taken care of the Heartless, get the chest. After you get the chest, go to the corner where there is another red crystal. Activate this crystal to lower the ledge closest to you so you can jump on it. Go back to the middle level where Wyverns will appear and try to knock you off the ledge. Don't fall off again, after you've worked so hard to get up this far.

High Tower 3F, upper level: Then, activate the now yellow shining crystal which will raise the ledge you'd used to get up here. Get up onto the uppermost ledge of High Tower. This place is even narrower, so don't fall off. At the end of this ledge there's a red crystal. Activate this and it will turn the points outside of the lift path from the library's upper level. After that, just head back down the oversized ledges and around the corner into the Lift Stop.

Lift Stop 4F, High Tower: This is the uppermost level of the Nexus, which will take you into the Castle Chapel. Congratulations! You've made it up to the highest part of Hollow Bastion. Now, get ready for the fight of your lives. Mwahahahaha! Well actually, just make sure you use a Tent or Cottage before you go in, because you're going to be facing Disney's Greatest Villain yet.

CASTLE CHAPEL - THE MISTRESS OF ALL EVIL

Boss Battle - Maleficent: HP: 900, EXP: 6000. - The moment you go further into the Castle Chapel, you'll be confronted with the Really Bad Faerie, Maleficent herself. She and her platform form two targets. You'll have to cast Gravity on the platform to bring it down to a level where you can hit her physically. Maleficent is powerful enough that she summons the Heartless to help her in the forms of Darkballs and Defenders. Don't worry about these but watch your health level. Make sure also that you have enough MP to cast Aerora and Cura when necessary. Maleficent has another attack, where she will summon meteors saying "Meteors of Heaven, unleash thy fury!" and send huge blue asteroids flying towards you. You can Dodge Roll out of the way if you run into the little hall, but don't get caught inside and give yourself room to manuever. You can canvel this attack by keeping that platform down with Gravira. However, as you are whacking away at her, she'll disappear in a plume of green smoke, float away and reappear much like Jafar could. Overall, this battle isn't difficult if you keep on your toes about casting a shield of Aerora and using Cura. You receive Ansem's Report 5 as well as Donald's Cheer ability for beating her this time.

Save Tonight: Once you have beat Maleficent and she runs off, a Save Point appears. Use it! Also make sure you have all your equipment and abilities up to par. I also recommend setting the Cheer ability.

Boss Battle - Maleficent Dragon: HP: 1200, EXP: 6000. - First, jump! The dragon will send a huge wave coming down after she stomps on the floor. Then get to the very edge of the arena and summon up Tinkerbell. She will be your lifesaver and give you the curing you might not have time or MP to do. Don't forget to cast Aerora to help you. As a dragon, Maleficent has a virtual plethora of attacks. Aside from the usual biting and clawing, all she has to do is stomp and send waves of hurt coming after you. Also, watch out for her tail swipe attack, which is nigh unavoidable if you're in the wrong spot and it will take a ton of HP off if you don't have Aerora cast. When she starts to get lower in HP, green flames start to form around her maw. A whole field of flame will encircle the front of Maleficent, making it virtually impossible to run up to her directly. Jump and Glide over to her, with your target lock on her head, and whack away as soon as you come in range. No doubt you will get hurt, but if you have MP Rage or MP Haste you will be replenishing your MP to recast Aerora and Cura. If you have an abundance of MP or feel you can spare the MP, you can use Strike Raid on Maleficent's head and combo for a great deal of damage. There are three safe spots pretty much in this arena, and that's at the very edge of the arena, up on Maleficent's back, and at times around her feet beneath her. Be careful about the stomping though, or else you'll end up getting really hurt and without an escape route. Once you manage to beat her, you'll gain the Fireglow summon gem.

Save Again: Once you are victorious, save your game. Then, go to the new door that opens up, which leads to the Lift Stop 4F, Castle Chapel. Don't fall off the ledge here, but proceed on to the Grand Hall.

GRAND HALL - THE TRUE VILLAIN

Before You Battle: For this next fight, you'll want to have your Cure and Aero shortcuts in place, your items with Elixirs or whatever you feel you need to heal/replenish magic with, and equip Strike Raid and Ars Arcanum in your Abilities. Dodge Roll of course, and Guard if you are handy with that will also aid you in the next fight.

Boss Battle - Riku II (Ansem-Riku): HP: 900, EXP: 8500. - Riku is not himself here. Still, you have to fight against your former best buddy, and he is really fast and powerful this time around. Do your best to keep target locked on him, because you will need it to keep track of Riku. He's fast. Too fast for offensive magic, which is pretty useless in this fight anyway. Not only that, but Riku has a Keyblade of his own as well and attacks with it at an incredibly quick pace. The first and most important thing is to cast Aerora on yourself to limit the damage taken. Then as if you were confronting Captain Hook, go meet Riku blade to blade.
Riku has a variety of attacks. The first few are basic slashes that mimic the ones you saw when you fought him the first time in the Entrance Hall. Next, he has a Strike Raid ability as well, which he follows by charging up and slashing anything in his path a la Sonic Blade. At most he will do this twice in a row. If you are lucky, you'll be able to Guard the blade and it will deflect back to hit Riku. If you're not good with timing, then Dodge Roll out of the way and then hit Riku a couple of times. Riku's downward strike has two variations: one sends two short impact waves flying out on either side, and the other more devastating one sends a large encircling wave and sends up columns of energy to prevent you from a jump attack. Riku's final attack is a powered up attack where he rapidly teleports and shoots in straight lines all over the arena. You can avoid this attack by jumping and gliding around until he stops, but be wary because he often follows that with the downward strike attacks. It's easiest to beat him if you can use Strike Raid combos for far attacks, and Ars Arcanum in close range. Make sure you don't run out of MP though. Riku gets even faster as his HP gets lower, giving you less chances of curing or casting Aerora. For beating this you get the Ragnarok ability, which is a really nice and special air attack.

HOLLOW BASTION - RESCUING KAIRI

Falling Into Darkness: After you beat Ansem-Riku, you see Ansem's 'true' form and Kairi awakens. However, this is by Sora's sacrifice. In giving up his heart to restore Kairi's, he loses his body and becomes of the Heartless Shadows. This little Shadow is Sora, and yours to control. Once you turn into a Heartless, you can't really do anything except run around. There are no more enemies to fight since you're one of them. Make your way back to the Entrance Hall, where Kairi, Donald and Goofy are running off. You don't remain a Shadow for long, as Kairi brings Sora back to his original self.

Traverse Back to Town: Once you are restored, Sora, Kairi and the minions return to Traverse Town. You will have some restocking to do, or perhaps get new, better weapons for Donald and Goofy if you haven't already. Get the Mushu summon from the Fairy Godmother, and then head to First District to talk to Cid. Cid will tell you about his secret Navi-G that is stored in the Secret Waterway. Go get that Navi-G in order to get back to Hollow Bastion. Also, Kairi will give you the Oathkeeper. Just remember to give the lucky charm back to her when you're done. Promise. And get those White Trinities.

Coliseum and Trinity Notes: Although you should have taken care of it before coming to Hollow Bastion, now is as good as any to go finish the Cups. If you have both Yellow and White trinities, now you can go to the various worlds (as Goofy suggests) and explore the rest of the areas to find the rest of the Trinities. You also have access to the treasure chests you couldn't get at before. Move on back to Hollow Bastion whenever you're ready again.

End: Hollow Bastion - Part I.

Hollow Bastion Part 2:

HOLLOW BASTION - RETURN OF THE KEYBLADE MASTER

Choose your Force: Once you return to Hollow Bastion, you'll appear with Beast. After a short sequence, you're given the option of choosing Beast in your party or not. For now we can stick with Donald and Goofy, but Beast can also help you out. Head on up to the Castle Gates, but before you go in, there is a new bubble that appears at the Rising Falls next to the ledge with the white trinity. The bubble takes you down underneath the water where there's a chest with a Defense Up in it. Go get it, and then proceed on to the main castle.

LIFT STOP - WORK YOUR WAY UP

Just In Case: In case you've forgotten how the order of areas goes, here it is again:

Castle Gates: From the Rising Falls, head towards the big double doors towards the Entrance Hall.

Entrance Hall: Head into the Lift Stop, 1F.

Lift Stop, 1F: Work your way left to the Castle Gates, and this time you will be on the other side of the area. Head up the stairs until you see the blue crystal that will take you up to the next level at Great Crest.

Great Crest: The red crystal takes you onto the giant lift will take you across the Great Crest area to the other side. Once you're there, head down the stairs back into Lift Stop, 2F.

Lift Stop, 2F: Take the lift up to the 3rd floor.

Lift Stop, 3F: Exit out of the area to the area of Great Crest with the exhause pipes.

Great Crest: Head to Sora's right side, where there will be another lift that brings you up again to High Tower.

High Tower: From here, head back to the Lift Stop, 3F. The entrance will be right in front of you. Make sure first though that the ledges in their step-configuration. If not, then adjust accordingly.

Lift Stop, 3F: Head to the next High Tower exit that will take you to the upper level of High Tower.

High Tower: Fight through the Heartless, hop up the steps and proceed on to your front then left until you re-enter the Lift Stop, 4F.

Lift Stop, 4F: Head across and fight through the Heartless to the Castle Chapel.

Castle Chapel: Save your game at the save point, and then proceed into Lift Stop, 4F.

Lift Stop, 4F: From this last lift stop area, don't fall off the platform and go on to the Grand Hall.

GRAND HALL - OATHKEEPER'S TWIN

Oblivion: Once you're finished talking to the princesses in the Castle Chapel, they'll give you a clue that you have to get to the Grand Hall and seal that Keyhole. After you fight your way through the Heartless, be sure to get the treasure chests that are in this area, because some of them have important items such as a chest of puppies, and the Oblivion Keyblade. When you've finished equipping your items and abilities, head into the Dark Depths of the Heartless sign.

DARK DEPTHS - WITHIN THE DARKNESS

Boss Fight - Behemoth: HP: 1350, EXP: 16,000. - Behemoth doesn't look like the Final Fantasy behemoth, but this boss is really not that hard. It's only weakpoint is the horn in the center of that massive head. The first attack is quite devastating, but easily avoidable. Just jump before Behemoth lands on the ground. Lock onto the horn, send your minions after it, and then climb up onto the back of the Behemoth from behind. You'll have high jump, but you may have trouble climbing up. Behemoth's got three attacks. The first is the usual stomping about, which can be avoided by jumping or being on its back. The second attack will occur when it charges up its two other horns and sends down a massive lightning attack coupled with balls of dark energy that home in on you. You can avoid these attacks by dodge rolling, but generally if you have Aero and are fast with Cure, you shouldn't need to worry about the attacks. The last attack in Behemoth's array is another lightning attack where it calls down a mass of bolts from the sky. This attack is nearly unavoidable if you're anywhere near the Behemoth. Every so often the behemoth will lean down so you can hit the center horn, but when it stops getting hit that means it will charge up and do the stomp with lightning attack. This boss is generally just a whack job, so whack away. Make sure your minions are awake (with HP) before you put in the finishing blow, because 16,000 EXP is likely to level up someone. You get the Omega Arts for defeating this boss and Fira will be upgraded to Firaga.

LIBRARY - RECOVERING THE PAST

Childhood Memories: You learn that Hollow Bastion is Leon, Yuffie and Aerith's childhood home, along with the fact that Ansem was the king and Kairi also originated from this place. Go to the library and talk to Aerith and Belle. Aerith will give you Ansem's Report pages 2, 4, 6 and 10. She will also upgrade your Cura to Curaga. Belle, who is upstairs, gives you the Divine Rose keyblade, which is a fairly strong blade in its respect. If you want you can also talk to Leon and Yuffie to get their views on the recent subjects. Once you're finished talking, you can leave.

Seeing Stars: Hades Cup opens up after you finish Hollow Bastion, which you definitely should go to beat if you are above level 60. That tournament will level up you and your minions, as well as earn you the Lionheart keyblade as well as Goofy's Genji Shield and the Trinity Limit ability all in the first round of completion. Also, once you've completed Hollow Bastion, every world on the game turns into a 10-star level world, so watch yourself. After all this, it's recommended you complete as much as you can before heading to the last world of the game, appropriately titled: End of the World.

End: Hollow Bastion, part 2.

End Of The World:

FINAL DIMENSION - TO WHERE NO HEART HAS GONE BEFORE

And I Feel Fine: This is the End of the World as we know it. Ahaha, ok enough R.E.M. reference. As Goofy makes note, this seems to be where the worlds that have been destroyed find their final rest. Undaunted, Sora and company set out here to seek the origins of the darkness, and Ansem.

Spacial Puzzle: As there's no set path that you can see in this area, you'll soon see that you can't see where you can and can't walk. Confused yet? In this case, your directional guides will be the treasure chests. Head for the nearest green treasure chest that's in front of you. If you're paying attention to details, observe that the islands are pointing in certain directions. This will lead you to each treasure chest accordingly, and to where you want to go.

Boy Interrupted: Don't worry about getting interrupted, as it's supposed to happen. A giant dark ball of energy will transport you to another area where Heartless are waiting. Each time you need to defeat all the Heartless in order to get transported back up to where you were. You can't access the treasure chests in the areas where you fight the Heartless, but once you're transported back up, you'll be able to access the chests. Work your way through each encounter, and you will get duplicates of all the rare items and Stat Ups. Equip the new items to Donald and Goofy to power them up as well, and save the stat ups for yourself. Head towards the light with stone pillars and you will be taken to the next area.

Chest 1: Power Up
Chest 2: Defense Up
Chest 3: Megaelixir
Chest 4: Omega Arts
Chest 5: Angel Bangle
Chest 6: Megaelixir
Chest 7: Defense Up
Chest 8: Three Stars
Chest 9: Dark Ring
Chest 10: Power Up

GIANT CREVASSE - GUMMI HERE AND THERE AND EVERYWHERE

Behemian Paradise: The Guardian to the next section is a Behemoth, which you should be able defeat easily by now. Then, you are transported to the Giant Crevasse, where the surroundings are made of gummi.

No Juice Here: When you first get into this area, don't head down the ledges yet. Look to your right and far off you'll see a large set of crystals jutting out from that ledge. High Jump and then Glide towards that ledge, and behind those crystals you will find a Haste2-G.

Go down the two steps on your right and down the curving ramp. Climb down the gummi vine that's on your right to the ledge below. Turn the camera to your left, until you see the ledge across the way. Jump and glide to that ledge, then head down the steps. Turn around, and walk along the wall down the ramp to the next ledge, where there will an ESuna-G[] waiting.

Climb down the bright turquoise vine to the next ledge, and on your left on the ledge just below is another chest. Jump down onto that ledge and get the chest for a Haste-G. From there work your way back to the turquoise vine and climb back up. Jump back onto the ledge on your left, then jump right to the next ledge across the way.

Once you're there, run along until you see a large purple net-like enclosure below you. Glide over it and drop in. Here Darkballs and Invisibles will appear, which you'll have to fight off before you can exit anywhere. From there you'll notice that there's no place to go but down a little hole. Drop down there onto a ledge below, and you'll get an Ultima-G.

Turn to your right to face the large cavern again and glide across the entire area again, looking for a similar magenta-colored gummi net. Drop into that and Angel Stars will appear, which again you fight off and an exit hole appears. Drop into that exit hole and in the chest will be a Thundara-G.

Once you've finished finding these Gummi, or you simply want to move on with the game, then jump all the way down to the bottom level of the cavern and use the save point to save your game. Next to you is a swirling portal of light. Jump into that to be taken to the nexus of the worlds.

WORLD TERMINUS - REALIZE THE DESTINY

The Lighted Path: Here, there are a couple of colors of light you should note. Green takes you back the way you came. Blue takes you to the next pillar. Within each pillar in the center is a shaft of light. If you have sealed the world, then the light is purple, and if you haven't sealed it then it is green. Go into each purple light shaft and fight the Heartless in each of the worlds.

Traverse Town, 3rd District: Here you'll fight Soldiers and Large Bodies, as per the Heartless of this world. Once you've fought them off, open the red chest in the corner to get a Brave Warrior. Then head towards the double doors that will take you back to the World Terminus. Head to the next blue light and then the next light pillar.

Wonderland, Rabbit Hole: Red Nocturne, Green Requiem, Blue Rhapsody, Yellow Opera and Wizards appear here. Fight them off, and open the chest for an Ifrit's Horn. Head down the rabbit's hole to the door and go back to the Terminus.

Olympus Coliseum, Coliseum Gates: Air Soldiers, Wyverns and Defenders are the Heartless here. Defeat them and get the chest behind the right side statue's foot for an Inferno Band.

Deep Jungle, Bamboo Thicket: Power Wilds and Bouncy Wilds fight against you here. Get the chest after you kill them all, and receive a White Fang.

Agrabah, Palace Gates: Fight your way through the Bandits and Fat Bandits until you get to the Palace Gates. Jump up along the ledges until you get to the highest level and there will be a chest for a Ray of Light. Head back towards the desert to exit the area.

Atlantica, Calm Depths: Defeat the Sheltering Zones, Sea Neons, Aquatanks, and Screwdivers here and then open the chest for an AP Up.

Halloween Town, Oogie's Roulette Wheel: Search Ghosts, Wight Knights, and Gargoyles battle you here and the chest holds a Holy Circlet.

Neverland, Hook's Ship: Barrel Spiders, Pirates, and a Raven's Claw await you in this world.

Hundred Acre Wood, Clearing: All that's here is a Megaelixir, and a Save Point to save your game.

Another Side, Another Note: If you want the secret ending, then all worlds must be sealed. Even though it doesn't appear in the terminus, you must finish Monstro as well, because in order to finish Olympus Coliseum, you must beat Hades Cup, and in order to do that you must beat all three Coliseum cups before that.

EVIL GROUNDS - FIGHT ON BALD MOUNTAIN

Boss Battle - Chernabog: HP: 1500, EXP: 15,000. - Chernabog is massive, and the first thing you should remember is the second Ursula fight, or the Cave of Wonders battle. Here though, the demon is vulnerable only on his face and the sides of his head. Depending on your stats, this fight can be very difficult, or it can be shorter than you think.
Chernabog has about six different attacks. The first, hardest hitting attack is his flamethrower-esque breath. He'll inhale sharply, rear back and breathe fire either left to right or right to left. If you're anywhere near the front of his face, he'll get you with it. You can avoid it though, by floating down below the attack, or staying very far away since the fire has a limited range. The second attack in his arsenal is a pillar of fire that shoots up from the mountain below him. If you fight Sephiroth, you'll see a similar attack. Thirdly, Chernabog breathes out dark energy, which is less damaging than the flamethrower breath, but still it's better to avoid it. Every so often, the demon will blast you back to the edge of the arena with a hard air current. You'll just have to go back to him. Finally, once you get Chernabog down into the green, he'll summon blue balls of light that will track on you and hit. To avoid this, you must have Aeroga, and cast the shield before these balls hit. This attack is pretty damaging in Expert Mode. And lastly, he throws fireballs in a Hades-like way when the God of the Underworld's hands lit up and he attacked you with them.

Once you finish him off, equip the Shared Ability of Superglide, and then head down into the Crater. Superglide is the fastest way to travel! It saves a lot of running time, for sure.

VOLCANIC CRATER - GO TOWARDS THE LIGHT

Down in the crater, simply work your way through the various puddles of light, either stepping on them or jumping through them until you reach a large area with a glowing green floor.

LINKED WORLDS - THE FINAL STEPS

This area with the glowing green floor is called Linked Worlds, and it is here you will find another Behemoth waiting for you when you first enter. Finish off Behemoth, and you'll see the Heartless symbol at the far end of the room breaks off a chip. The next to appear are a number of Heartless, including all the Angel Stars, Invisibles, Dark Balls, and Shadows you'll need to get the Gale you want for synthesis. It is also here that you find the white mushrooms, from which you can get Gravity Arts (the final Arts to show Merlin for Goofy's Dream Shield.)

Once all the Heartless have been cleared in this area, the Heartless symbol at the back will have broken completely off, and you can go through it to the next room.

FINAL REST - THROUGH THE DOOR

This tiny waiting room holds one Megaelixir and the last save point before the end of the game. Yes, this is the end of the world and all, so if you missed anything, this is your last chance to finish sealing the worlds, getting puppies, getting trinities, weapons, synthesizing, beating the Coliseum cups, and finally fighting the secret bosses. Do it all now before you go in, because the next section will be your last. MWAHAHAHAHAaaa*cough*... ahem.

END OF THE WORLD - LAST MAN STANDING

Island of Destiny:When you first examine the door, a cutscene plays and that same mysterious voice talks to Sora. Then, examine the door again and it will open to Destiny Islands.

After the cutscene, you'll notice many things wrong with this version of Destiny Islands. For one, the waterfall beside the Secret Place has stopped flowing and has disappeared. The Secret Place is covered over with growth. But, that is the only place you can go. Go towards the Secret Place and Ansem's voice will begin speaking. The water turns purple, and the scene fades to white, only to reveal the broken Destiny Islands. Riku in his dark outfit will appear at the edge, watching the horizon. Go to him.

Boss Battle - Ansem I: HP: 1500, EXP: 10,000. - If you're at a high level, then these final battles shouldn't be difficult at all. Ansem's final battle isn't as difficult as it seems. In the beginning, the overconfidence of the villain lets you off easy. A couple things to note, are that magical attacks aren't going to work very well against Ansem - like most of the bosses are. Hopefully you have Aeroga and Curaga permanently fixed in your custom shortcuts. Also, you should've had MP Rage and MP Haste both equipped as well. Moving on, this first fight with Ansem is hardly hard. The demonic thing attached to his back is referred to as 'Guardian'. Six wind swirls first come shooting out from the Guardian at you. Additionally, whenever Ansem floats closer to you, the Guardian will claw at you, which can be avoided by jumping or rolling. When you get in a couple of combos, Ansem will likely call his Guardian (shouting out 'Come Guardian!') and all attacks will be blocked. Once the green bar starts to show, Ansem says 'You Insolent...!' and the Guardian disappears. Dark magic balls focus on you or your minions. If you try to attack, you'll notice the Attack menu says 'Freeze'. Sora will get frozen in place and the Guardian will start draining you of HP. The Guardian re-appears periodically Cure yourself. You can attack with Ragnarok, or Strike Raid at this time, as long as you have enough MP (which you can let the Guardian hit you for MP replenishing.) While the Guardian is attached to Sora, a spherical wall of dark purple energy surrounds Ansem and he tries to hit you if you get too close. This fight should be rather short in comparison to other boss fights, so whack away, watch out for the freeze, and get to business.

Boss Battle - Darkside: HP: 900, EXP: 8000. - Once you show Ansem you at least understand how to kick his ass, he floats away and the island starts to split apart. A purple arena is revealed that Ansem waits for you in. But first, get to him. When you get there, a different boss appears - the Darkside. This should be easy as pie now, so I'm not going to elaborate any more. Just take the Darkside down and move on.

Boss Battle - Ansem II: HP: 1200, EXP: 20,000. - Donald and Goofy have disappeared, leaving you once again to fight alone with no help from them this time. Ansem is definitely more serious now, and all the attacks from the initial battle appear again. A couple of new attacks appear. First, the Guardian charges up and shoots out dark pillars of energy from the ground at you. Dodge Roll to get out of the way, since jumping isn't going to help. The other new attack is where the Guardian appears in front of Ansem, and the two charge at you multiple times with a wall of purple light in front of them. The attack is similar to Kurt Zisa's spinning blade attacks, or the Screwdiver Heartless charge. You can Dodge Roll, or attempt to counter the attack head on to stop it. If you manage to counter, you'll get about 200 Tech Points. Once the green HP bar starts to show, the atmosphere darkens and a glowing aura appears around Ansem. The Guardian disappears and starts shooting up from underneath you at a very rapid pace. To avoid it, just lock onto Ansem and start running in a circle around him like the way you avoided Hades' spinning fire attack. The attack ends in a final massive pillar of dark energy. Dodge Roll will help to dodge this. This fight with Ansem will be the same as before, with these new attacks added in. Go get him, Sora. Once he's defeated, you'll get yet another cutscene.

Boss Battle - World of Chaos: HP: 1500, EXP: 20,000. - Sora finds himself facing off against a huge battleship. This is a gigantic ship is demented looking, highly saturated with gaudy colors in evil combinations, and Ansem half naked holding a wicked halberd with tubes stuck to his back. Yes, evil. That halberd gets swung around a la Capt. Hook's attack. Aside from Ansem's constant iterations of turning to darkness, and that all shall be extinguished, 3 balls of light focus lasers on Sora and shoot out. Fly around to avoid them. Ansem also summons three of an exclusive Heartless for this battle, called Bit Snipers. They're just like Shadows, and take a couple of hits to bring down. Use them for their HP replenishing balls. Every so often the gigantic Guardian attached to the ship will claw at you or blast you away like Chernabog with a blast of air. Once you whittle Ansem down to nothing again, he'll retreat and be covered in a Heartless symbol. Then, you are sent to the next fight.

Boss Battle - Room Core: HP: 30, EXP: 0. - Fight the Shadows in a pitch black room with a glowy blue Heartless symbol on the floor. Use the Target Lock feature and focus on attacking them. When you're finished fighting them, a ball of blue light between a strand will appear. Lock on and attack it, and you'll be set free.

Boss Battle - Large Artillery: HP: 240, EXP: 240. Small Artillery: HP: 120, EXP: 90. - Once you blow up the Room Core, you get shot out of the inside of the ship to the edge. A dark cloud of energy appears as massive wiggly cannons appear with a few smaller cannons. The large artillery shoot out red missiles that home in on you. When you get closer, the large artillery spews out large yellow bombs. Kill the little wiggly blue cannons too, since they'll hurt you with their blue beams of light. Again, the massive guardian at the top of the ship will try to hit you. And the lasers are back too. The cannons may drop Mega-Potions and MP balls. When you're done, enter the glowing "Portal of Darkness."

Boss Battle - Room Core II: HP, 30, EXP: 0. - The first thing you'll here is Goofy's voice. Yay! Your minion has returned! Go help him with the Darkballs, and when you're finished, whack the heck out of the yellow ball of light stranded up there.

Boss Battle - Face: HP: 1200, EXP: 3000. - You're spit back out of the ship with Goofy and the grotesque face at the bow of the ship comes alive. Start flying up to it and hitting it much as you can. Pillars of light will try to hit you, like during the second fight with Ursula. The face also roars aloud so that it causes a huge blast, much like Simba's Proud Roar or Beast's special attack. If you're anywhere near it you will get hit, but don't worry too much about your HP unless you hear warning sirens. If that happens, fly away and cure yourself before going back to bash away at the face until it runs out of HP. When the battle ends, the face will open up its mouth to reveal another portal to darkness. If you fly around the ship, the blue artillery cannons will appear. You can get HP, Megapotions and 90 EXP points for each one. Enter the Portal of Darkness to get to the next stage of this long battle.

Boss Battle - Room Core III: HP: 30, EXP: 0. - You get Donald back here, but fight off the Invisibles. There's about five of them. Hit the red bulb and go back out. 'Nuff said.

Boss Battle - Main Core: HP: 300, EXP: 0. - Now the middle of the ship is opened up. fly to the middle of the ship and have a go at the core. Destroy the artillery around the heart first so you can get rid of the fire and then send Donald and Goofy into it and have them wittle down the HP or do it yourself. The heart doesn't attack you at all, so this is easy peasy. One would expect more from a boss, shouldn't they?

Boss Battle - Ansem FINAL. - The final (yes, FINALLY) battle is Ansem once more as he comes out to face you. Things to remember, the lasers, and the giant Guardian at the back. The Guardian charges up and shoots out a humongous ball of dark energy, which follows you and grows until it finally explodes and does damage. Three points on the Guardian light up and dark magic tracks onto you. However, comparatively speaking, this final fight is nothing. Nada. Done. And then...

Congratulations! The game is OVER, and so is this Walkthrough. I hope you have enjoyed reading through this, and playing Kingdom Hearts. THE END.




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