FAQ/Walkthrough by super_luigi16

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    FAQ/Walkthrough by super_luigi16

    Version: 2.11 | Updated: 09/12/13 | Search Guide | Bookmark Guide

    Table of Contents

    1. Introduction
      1. Author Intro
      2. About the Guide
      3. Abbreviations and Slang
    2. Version History
    3. Controls
      1. Combat Controls
      2. Menu Controls
    4. Walkthrough
      1. Introduction (S)
      2. Traverse Town #1 (S)
      3. Traverse Town #1 (R)
      4. Traverse Town #2 (S)
      5. Traverse Town #2 (R)
      6. La Cite des Cloches (S)
      7. La Cite des Cloches (R)
      8. The Grid (S)
      9. The Grid (R)
      10. Prankster's Paradise (S)
      11. Prankster's Paradise (R)
      12. Traverse Town #3 (S)
      13. Traverse Town #3 (R)
      14. Country of the Musketeers (S)
      15. Country of the Musketeers (R)
      16. Symphony of Sorcery (S)
      17. Symphony of Sorcery (R)
      18. The World That Never Was (S)
      19. The World That Never Was (R)
      20. Post-Game
    5. Appendix A: Dream Eaters
      1. An Introduction to Appendix A
      2. Spirt Care 101
      3. Meow Wow
      4. Tama Sheep
      5. Yoggy Ram
      6. Komory Bat
      7. Pricklemane
      8. Hebby Repp
      9. Sir Kyroo
      10. Toximander
      11. Fin Fatale
      12. Tatsu Steed
      13. Necho Cat
      14. Thunderaffe
      15. Kooma Panda
      16. Pegaslick
      17. Iceguin Ace
      18. Peepsta Hoo
      19. Escarglow
      20. KO Kabuto
      21. Wheeflower
      22. Ghostabocky
      23. Zolephant
      24. Juggle Pup
      25. Halbird
      26. Staggerceps
      27. Fishboné
      28. Flowbermeow
      29. Cyber Yog
      30. Chef Kyroo
      31. Tatsu Blaze
      32. Electricorn
      33. Woeflower
      34. Jestabocky
      35. Eaglider
      36. Me Me Bunny
      37. Drill Sye
      38. Tyranto Rex
      39. Majik Lapin
      40. Cera Terror
      41. Skelterwild
      42. Ducky Goose
      43. Aura Lion
      44. Ryu Dragon
      45. Drak Quack
      46. Keeba Tiger
    6. Appendix B: Items
      1. Keyblades
      2. Key Items
      3. Dream Pieces
      4. Training Toys
    7. Appendix C: Commands
      1. Attack Commands
      2. Magic Commands
      3. Item Commands
      4. Movement Commands
      5. Defensive Commands
      6. Reprisal Commands
      7. Flowmotion Commands
    8. Appendix D: Abilities
      1. Stats Abilities
      2. Support Abilities
      3. Spirits Abilities
    9. Appendix E: Mementos
      1. Tutorials
      2. Flashbacks
      3. Game Help
    10. Appendix F: Flick Rush
      1. Flick Rush Combat
      2. The Medal Shop
    11. Appendix G: Experience
    12. Appendix H: Trophies
    13. FAQ
    14. Legal Info
    15. Contributing
      1. Contact Info
    16. Credits

    Appendix C: Commands (Continued)

    Blackout


    Description: "Blind surrounding enemies and stop them from attacking you."

    Usefulness: 3/10

    Blackout is outclassed by many other status-inducing spells like Mini and Sleepra; it basically incapacitates the enemies that are affected much like the aforementioned spells. Yet, Blackout does not accomplish this end as well as these other spells. It has an even more limited range than Mini, and doesn't have the exaggerated effect that both Sleepra and Mini have. Case in point, Blackout is not the best status-inducing spell, but it works.


    Time Bomb


    Description: "Turn nearby foes into ticking time bombs. When they go off, the will damage surrounding enemies."

    Usefulness: 4/10

    Time Bomb is a very interesting spell; it basically transforms all enemies near your target into a ticking time bomb that deals damage to surrounding units after five seconds. Enemies affected won't really attack, but will simply run around instead. This running around limits their effectiveness because they will more than likely run away from the battle. Nevertheless, most enemies affected by Time Bomb will be defeated, and any other enemies affected are bonus.


    Bind


    Description: "Bind any enemies grouped around your lock-on target, forcing them to stay in one place."

    Usefulness: 2/10

    This attack takes way too much effort to use to its full effect, and, considering you'll have to get near most enemies to attack them, binding them will do absolutely nothing. Moreover, some enemies don't even move in the first place! Others are completely immune to this status! It's a waste of a slot.


    Poison


    Description: "Launch a glob of poison at enemies. Poisoned foes will take continual damage for a limited time."

    Usefulness: 3/10

    It's always useful to inflict the poison status on your enemies...yet, it's somewhat a waste to use a whole slot just to inflict poison. That slot could be more effectively used by a large damaging spell, or a status-inducing attack command like Gravity Strike. Frankly, Poison isn't cut out for combat.


    Slow


    Description: "Manipulate time to slow down the movement of any enemies around your lock-on target."

    Usefulness: 3/10

    Slow is not as useful as Stop, and this is reflected in that enemies may still attack, and in that its range is limited. Enemies really don't have the time to attack, but, regardless, they can move and get annoying nonetheless.


    Sleep


    Description: "Put nearby enemies to sleep for a short time. If you are put to sleep, the Drop Gauge's speed will increase."

    Usefulness: 2/10

    While inflicting a sleep status upon your targets is useful, it certainly is not easy with Sleep's limited range. It will only hit targets in a small radius, and enemies don't tend to be condensed as they would need to be for Sleep to do its magic. Case in point, Sleep is effective, but needs a larger radius to frankly do anything than waste a slot on the wheel.


    Sleepra


    Description: "Put enemies in a larger radius to sleep. If you are put to sleep, the Drop Gauge's speed will increase."

    Usefulness: 4/10

    Sleepra is better than Sleep and corrects its limited-range problem, but still retains the deficiency of any attack power. Furthermore, Dream Eaters do wake up after a limited amount of time, and it's unlikely you'll nail all the Nightmares affected by Sleepra before they do awaken. In summary, Sleepra is limited by its own effectiveness and by its lack of attack power.


    Sleepga


    Description: "Put enemies within a wide radius to sleep for a long time. If you are put to sleep, the Drop Gauge's speed will increase."

    Usefulness: 6/10

    Sleepra with a much larger range. However, at this point in time, Sleepga is likely outclassed by the much more usable Zero Graviza which is available comparatively early.


    Stop


    Description: "Manipulate time to bring surriounding enemies' movement to a complete halt."

    Usefulness: 4/10

    While Stop is very useful, it still does not offer what many other time-manipulating spells and attacks can--damage. Stop simply sets you up for a combo; other commands like Dark Splicer and Timestorm halt time and deal damage. Hence, Stop is somewhat antiquated and useless.

    Potion


    Description: "Can be used once to restore a small amount of HP to yourself and Spirits."

    Usefulness: 1/10

    While a Potion does restore HP, it is outclassed by the reusable Cure as Cure restores more HP, and is more reliably upgraded by Cura and Curaga than Potion is by Hi-Potion. Furthermore, you can cycle through multiple Cure commands easily whilst Potion cannot. Case in point, Potion is good until you get Cure when you should immediately switch to Cure.


    Hi-Potion


    Description: "Can be used once to restore a large amount of HP to yourself and Spirits."

    Usefulness: 1.5/10

    Frankly, it's more effective than Potion, but it still falls under the same shortfalls as Potion: it's not reusable, it's not multi-equippable, and it's not expandable like the Cure line. See Potion's explanation for more information.


    Mega-Potion


    Description: "Can be used once to completely restore HP to yourself and Spirits."

    Usefulness: 3/10

    The Mega-Potion is a great item, don't get me wrong, but there is a scathing problem with using a non-renewable resource to heal--it runs out. It's unlikely you have 10+ Mega-Potions lying around to supplement all of your healing needs; even if you did, it would also be unlikely that you would have the funds to continue this consumption. Frankly, it's not worth it--Curaga is a much better third-level healing spell.


    Drop-Me-Not


    Description: "Can be used once to restore a small portion of the Drop Gauge and reset drop speed."

    Usefulness: 1/10

    While it is immensely useful for FAQ'ers like me, it is useless to the normal player unless you'd really like to get something done without dropping. You should never have a Drop-Me-Not as a default command; it should only be used to replenish your Drop Gauge during non-combat environments and should be immediately switched out. Tl;dr, it shouldn't be a default command ever.


    Drop-Me-Never


    Description: "Can be used once to restore a large portion of the Drop Gauge and reset drop speed."

    Usefulness: 1/10

    See Drop-Me-Not. There is no reason for you to need this in battle; if you want to use one to make it through a boss battle, then so be it. However, this command should never be in your default battle deck.


    Panacea


    Description: "Can be used once to eliminate all negative status effects."

    Usefulness: 0/10

    Esuna outclasses the Panacea in every way, and they are both equally useless. The Panacea is not reusable, and is just a waste to have in your Command Deck at any time; Esuna, which can be obtained equally early, is more reliable. Though, as I stated in the Esuna analysis, status healers aren't pertinent in your combat deck. In summary, Esuna > Panacea, and status healers aren't necessary.


    Elixir


    Description: "Can be used once to fully restore you and your Spirits' HP and charge all Link Gauges. Also eliminates all negative status effects."

    Usefulness: 4/10

    Elixirs are useful, but they're not renewable. It's like using fossil fuels--eventually, you will run out. However, if you've got an unlimited supply of Elixirs, feel free to throw them in your deck. I still whole-heartedly recommend healing spells like Cura and Curaga over an Elixir.


    Dream Candy


    Description: "Can be used once to partially fill your Spirits' Link Gauges."

    Usefulness: No/10

    Just no. Why would you ever need to recharge your Spirits' link gauge in the middle of a battle? Just wait it out!

    Jump


    Description: "Press 'B' to jump."


    High Jump


    Description: "Press 'B' to jump higher than normal."


    Dodge Roll


    Description: "Hold 'Circle pad' and press "Y" to quickly roll out of harm's way."


    Slide Roll


    Sora-Only

    Description: "Hold 'Circle Pad' and press 'Y' to quickly roll far out of harm's way."


    Air Slide


    Description: "Press "Y" in midair for a burst of speed."


    Sonic Impact


    Description: "Press "Y" while air sliding to perform a charging attack that sends enemies flying."


    Double Impact


    Description: "Press 'Y' during a Sonic Impact to perfrom a second charging attack that sends enemies flying."


    Glide


    Sora-Only

    Description: "Hold 'B' in midair to glide."


    Superglide


    Sora-Only

    Description: "Hold 'B' in midair to glide at high speed."


    Shadow Slide


    Riku-Only

    Description: "Press 'Y' before an attack connects to instantly swing around behind the attacker."


    Doubleflight


    Riku-Only

    Description: "Press 'B' mid-jump to leap even higher into the air."

    Block


    Description: "Press "Y" to block head-on attacks."


    Wake-up Block


    Description: "Block head-on attacks with 'Y' to slow down the Drop Gauge."


    Link Block


    Description: "Press 'Y' just before a Spirit gets hit to warp in front of it, block the attack, and charge the Spirit's Link Gauge."


    Sliding Block


    Description: "Block a head-on attack with 'Y' to knock the attacker into the air."


    Dark Barrier


    Riku-Only

    Description: "Block attacks from any direction by pressing 'Y.'"

    Counter Rush


    Sora-Only

    Description: "Press 'A' right after a successful block to counter with a flurry of blows. Install under a block command."


    Counter Aura


    Riku-Only

    Description: "Press 'A' right after a successful block to blow away nearby foes with a dark aura."


    Shadow Strike


    Riku-Only

    Description: "Press 'A' right after a successful Shadow Slide to follow with an overhead slash."


    Payback Raid


    Sora-Only

    Description: "Press 'Y' after an attack knocks you into the air to right yourself and strike back."


    Payback Blast


    Riku-Only

    Description: "Press 'Y' after an attack knocks you into the air to retort with a dark projectile."


    Aerial Recovery


    Description: "Press "Y" after an attack knocks you into the air to right yourself."


    Steep Climb


    Sora-Only

    Description: "After launching a foe into the air, press 'A' to perform a spin attack and knock them even higher with the vortex."


    Rapid Descent


    Riku-Only

    Description: "After launching a foe into the air, press 'A' to perform a jump attack and slam them into the ground."


    Sliding Sidewinder


    Sora-Only

    Description: "Slide with 'Y' and then press 'A' to perform a spin attack."


    Sliding Crescent


    Riku-Only

    Description: "Slide with "Y" and then press "A" to perform a spin attack that knocks foes into the air."

    Pole Spin


    Description: "Slide toward vertical poles and columns with "Y" to spin around them and knock any enemies you hit into the air."


    Pole Swing


    Description: "Slide toward horizontal poles and columns with "Y" to swing around them."


    Rail Slide


    Description: "Slide at high speed along ropes, rails, and more."


    Kick Dive


    Description: "Press "A" after a wall kick to spin toward the enemy and generate shockwaves on the ground."


    Buzz Saw


    Description: "Press "A" during a vertical Pole Spin to perform a spin attack."


    Blow-off


    Description: "Press "A" while spinning around a large enemy to hurl it toward other foes."


    Wheel Rush


    Description: "Press "A" during a horizontal Pole Swing to whirl toward enemies and deal damage."


    Sliding Dive


    Description: "Press "A" during a Rail Slide to warp next to an enemy and perform a slash."


    Shock Dive


    Description: "Press "A" after a super jump to slash groundward and generate shockwaves on impact."

    Appendix D: Abilities

    This Appendix covers abilities and their usefulness, much like Appendix C: Commands covered the usefulness of commands. Spirits that can offer the most useful commands in multiple incarnations are more useful to have in general (and that is reflected in their Ability ranking). However, Spirits that learn the worst abilities should be avoided and traded up for better Spirits. This section both explains the abilities themselves if they are confusing, and analyzes their usefulness. I try to give a comprehensive analysis, but that can't always be done with certain abilities; for instance, Combo Plus may not be the best in certain instances. Nevertheless, this is a good reference for abilities of all types, and you should feel free to use it throughout your progression through KH3D.

    HP Boost


    Description: "Increases your HP. Multi-install the ability to bump it up even further."

    Equippable: Five times

    Usefulness: 5/10

    On the scale of ability usefulness, this scores right down the middle; having a boost to your HP isn't absolutely necessary, but is a worthy bonus and can help immensely at times where your clinging on for dear life. However, HP isn't exactly magic or attack where a stat boost is noticeable with every enemy you defeat, and is universally monopolized to your advantage; a minute HP boost will simply fall beneath the hordes of abilities that you can--and should--equip.


    Fire Boost


    Description: "Increases the damage dealt by your fire attacks. Multi-install the ability to deal even more damage."

    Equippable: Thrice

    Usefulness: 3/10

    While it may seem useful for enemies that are weak to fire, Fire Boost only affects attacks that deal fire elemental damage; other attacks are unaffected by this ability. As such, possibly only one or two of your commands--if that--could benefit from this ability. Nevertheless, if you do manage to stack your deck with fire for whatever reason, this ability will boost your attack immensely, and that is what prevents its usefulness from being lower.


    Blizzard Boost


    Description: "Increases the damage dealt by your blizzard attacks. Multi-install the ability to deal even more damage."

    Equippable: Thrice

    Usefulness: 3/10

    Again, like Fire Boost, Blizzard Boost isn't the best ability you'll find. It increases damage dealt by blizzard attacks, but those are only a few commands of the many found in Appendix C: Commands. On top of that, only a few of those commands will likely even make it into your deck; overall, Blizzard Boost isn't all that useful.


    Thunder Boost


    Description: "Increases the damage dealt by your thunder attacks. Multi-install the ability to deal even more damage."

    Equippable: Thrice

    Usefulness: 3/10

    Thunder Boost is very similar to Fire Boost and Blizzard Boost. Its usefulness is limited by the fact that only a fraction of all attacks deal thunder elemental damage; hence, only those attacks are benefitted by this ability. All other commands--and likely many of the commands in your deck--are unaffected. This limited use decreases the incentive to get Thunder Boost early.


    Water Boost


    Description: "Increases the damage dealt by your water attacks. Multi-install the ability to deal even more damage."

    Equippable: Thrice

    Usefulness: 4/10

    Water Boost boasts a higher usefulness rating than the main elemental boosts because the Balloon (C) line--including the powerful Balloonra and Balloonga--are water-based. Giving a measurable increase in damage output to these heavily used spells is critical in dealing damage.


    Cure Boost


    Description: "Increases the amount of HP you recover with Cure commands. Multi-install the ability to recover even more."

    Equippable: Thrice

    Usefulness: 4/10

    While it's ever-so-slightly more useful than Fire Boost and its related abilities, Cure Boost still suffers from the fact that it only affects the Cure line. Nevertheless, boosting your curing ability is pivotal in the early parts of the game where you are likely going to inflict heavy damage from bosses, and latter parts of the game where, even though you are likely to have the best commands and abilities available, you'll likely still be struggling.


    Item Boost


    Description: "Increases the effectiveness of recovery item commands. Multi-install the ability for an even larger improvement."

    Equippable: Thrice

    Usefulness: 1/10

    By the time you start unlocking this ability, you'll likely have phased out items in favor of Cure, Esuna, and others. Boosting commands that you are likely not to use is a waste of an ability that could otherwise be focused elsewhere.


    Attack Haste


    Description: "Shortens reload time for all attack commands in your deck. Multi-install the ability for even quicker reloading."

    Equippable: Five times

    Usefulness: 7/10

    Commands will often be your life-blood as you reach the final sagas of the game; while Attack Commands are not as much of an integral part of your deck at this point, they still serve many vital purposes. Hence it is useful to have your Attack Commands recharge and reload faster; you can then chain your attacks, and maintain a constant offense. It is always useful to have as many options open as possible, and Attack Haste allows you to maintain that. Furthermore, having all five Attack Hastes equipped allows you to have a command reloaded before you even cycle back to it.


    Magic Haste


    Description: "Shortens reload time for all magic commands in your deck. Multi-install the ability for even quicker reloading."

    Equippable: Five times

    Usefulness: 8/10

    Magic is exclusive to commands (no, commands are not exclusive to magic), so your deck will likely be filled up with plenty of spells to help you defeat enemies. Because of the widespread prevalence of magic and its astounding power at all points of the game--Sparkra early on, Balloonga later on--, anything that boosts magic is a must-equip. A fully equipped Magic Haste will allow you to reload spells faster than you can use them, and will allow you to mercilessly keep up your attack, or maintain your health via Curaga and the like.


    Attack Boost


    Description: "Increases the damage you deal with physical attacks. Multi-install the ability to deal even more damage."

    Equippable: Thrice

    Usefulness: 6/10

    The attack boost that this ability affords isn't tremendous, though it is still much better than the majority of abilities. Nevertheless, stat boosts in Magic and Defense tend to be slightly more useful, and stat boosts in HP tend to be less vital.


    Magic Boost


    Description: "Increases the damage you deal with magic. Multi-install the ability to deal even more damage."

    Equippable: Thrice

    Usefulness: 7/10

    Magic attacks are going to be your best area attacks, and increasing their damage output will help defeat multiple enemies every time you use an offensive spell; of course, the stat boost isn't major, so the effect isn't exactly noticeable.


    Defense Boost


    Description: "Decreases the damage you take from attacks. Multi-install the ability to take even less damage."

    Equippable: Thrice

    Usefulness: 7/10

    Lowering the amount of damage dealt by every attack is surely a good thing when facing Nightmares; it could mean that one more attack is needed between life and death, and that delay could allow you to set up Curaga. As with the other stat boosts, this increase isn't extreme, so you shouldn't expect to be invincible or anything.


    Fire Screen


    Description: "Increases your resistance to fire attacks. Multi-install the ability to bump it up even further."

    Equippable: Five times

    Usefulness: 2/10

    Raising your defense against one element is rather useless considering there are five other elements and neutral elemental damage to grapple with. That's not to say the defense boost isn't nice, it just isn't as useful as other boosts and abilities.


    Blizzard Screen


    Description: "Increases your resistance to blizzard attacks. Multi-install the ability to bump it up even further."

    Equippable: Five times

    Usefulness: 2/10

    Raising your defense against one element is rather useless considering there are five other elements and neutral elemental damage to grapple with. That's not to say the defense boost isn't nice, it just isn't as useful as other boosts and abilities.


    Thunder Screen


    Description: "Increases your resistance to thunder attacks. Multi-install the ability to bump it up even further."

    Equippable: Five times

    Usefulness: 2/10

    Raising your defense against one element is rather useless considering there are five other elements and neutral elemental damage to grapple with. That's not to say the defense boost isn't nice, it just isn't as useful as other boosts and abilities.


    Water Screen


    Description: "Increases your resistance to water attacks. Multi-install the ability to bump it up even further."

    Equippable: Five times

    Usefulness: 2/10

    Raising your defense against one element is rather useless considering there are five other elements and neutral elemental damage to grapple with. That's not to say the defense boost isn't nice, it just isn't as useful as other boosts and abilities.


    Dark Screen


    Description: "Increases your resistance to dark attacks. Multi-install the ability to bump it up even further."

    Equippable: Five times

    Usefulness: 3/10

    Raising your defense against one element is rather useless considering there are five other elements and neutral elemental damage to grapple with. That's not to say the defense boost isn't nice, it just isn't as useful as other boosts and abilities. Dark boosts are ever-so-slightly more useful due to the widespread usage of dark by enemy combatants and bosses.


    Light Screen


    Description: "Increases your resistance to light attacks. Multi-install the ability to bump it up even further."

    Equippable: Five times

    Usefulness: 2/10

    Raising your defense against one element is rather useless considering there are five other elements and neutral elemental damage to grapple with. That's not to say the defense boost isn't nice, it just isn't as useful as other boosts and abilities.


    Mini Block


    Description: "Fully protects you from mini status."

    Equippable: Once

    Usefulness: 1/10

    There are maybe two enemies in the entire game that can inflict Mini. That makes this ability one of the most useless in the game.


    Blindness Block


    Description: "Fully protects you from blind status."

    Equippable: Once

    Usefulness: 2/10

    There are very few enemies that can cause blindness, and the only detrimental factor of blindness is the inability to lock-on to enemies. Hence, a block against Blindness is mostly unnecessary.


    Confusion Block


    Description: "Fully protects you from confusion status."

    Equippable: Once

    Usefulness: 2/10

    Confusion isn't exactly crippling due to the ability to lock-on to enemy combatants. Furthermore, adapting for confusion is rather easy as it just has reversed movements. Hence, blocking against confusion isn't really much of a help in KH3D.


    Bind Block


    Description: "Fully protects you from bind status."

    Equippable: Once

    Usefulness: 1/10

    Considering we have so many ranged attacks available, this ability is largely unnecessary as binding is impotent. Furthermore, it simply is not important to block against binding in the grand scheme of abilities; I'd much rather be extending my combos.


    Poison Block


    Description: "Fully protects you from poison status."

    Equippable: Once

    Usefulness: 3/10

    Poison status doesn't hurt too much, so a block against it isn't going to provide much assistance in the grand scheme of battling. However, a poison status is more crippling than a bind or confusion status, so you should be more apt to equip this than other blocks.


    Slow Block


    Description: "Fully protects you from slow status."

    Equippable: Once

    Usefulness: 2/10

    Again, very few enemies inflict slow status, so it's a little unnecessary to relegate one whole ability to blocking it. There are far more useful commands to focus on that can improve your battling abilities; Slow Block is not one of them.


    Sleep Block


    Description: "Fully protects you from sleep status."

    Equippable: Once

    Usefulness: 5/10

    A defense against sleep is quite possibly one of the most useful abilities that blocks statuses; a sleep status not only limits your movements, but it speeds up your Drop Gauge and allows enemies to attacks you relentlessly. Preventing this altogether is quite useful--more useful than Poison Block, for instance.


    Stop Block


    Description: "Fully protects you from stop status."

    Equippable: Once

    Usefulness: 4/10

    This ability is useful against a variety of bosses near the end, so you might want to have it equipped for those. Nevertheless, Stop Block is rather useless in regular fights due to the absence of enemies that actually inflict stop status.


    Reload Boost


    Description: "Shortens the reload time for all commands installed in your deck whenever your HP falls below 25%."

    Equippable: Once

    Usefulness: 3/10

    This ability has a low usefulness for the same reason that Limit Storm has a low usefulness. How often is your HP below 25%? Almost never. I often advise that you heal the moment you need it, and attacking while your health is low is almost always stupid.


    Defender


    Description: "Increases your Defense whenever your HP falls below 25%."

    Equippable: Once

    Usefulness: 3/10

    This ability has a low usefulness for the same reason that Limit Storm has a low usefulness. How often is your HP below 25%? Almost never. I often advise that you heal the moment you need it, and attacking while your health is low is almost always stupid.

    Combo Plus


    Description: "Adds one stroke to your ground combos. Multi-install the ability for even longer combos."

    Equippable: Thrice


    Air Combo Plus


    Description: "Adds one stroke to your aerial combos. Multi-install the ability for even longer combos."

    Equippable: Thrice


    Combo Master


    Coming Soon!


    EXP Boost


    Description: "Doubles the EXP you receive whenever your HP falls below 25%."

    Equippable: Once


    EXP Walker


    Description: "Awards you 1 EXP for every step you take."

    Equippable: Once


    Damage Syphon


    Description: "Charges your Link Gauges as you take damage."

    Equippable: Once


    Second Chance


    Description: "Ensures that you always retain 1 HP after an attack that would otherwise finish you off, unless you are already down to 1 HP."

    Equippable: Once


    Once More


    Description: "Ensures that you always retain 1 HP throughout a combo that would otherwise finish you off, unless you are already down to 1 HP."

    Equippable: Once


    Scan


    Description: "Displays the HP of the targeted enemy."

    Equippable: Once


    Leaf Bracer


    Description: "Prevents you from taking damage while using Cure commands."

    Equippable: Once


    Treasure Magnet


    Description: "Automatically scoops up nearby prizes for you. Multi-install the ability to increase range."

    Equippable: Five times

    Link Critical


    Description: "Charges a Link Gauge if you and that Spirit land your attacks at the same time."

    Equippable: Once


    Support Boost


    Description: "Causes the effects of Spirit support magic to last longer. Multi-install the ability to extend the time further."

    Equippable: Thrice


    Waking Dream


    Description: "Ensures Spirits always retain 1 HP after attacks that would otherwise finish them off, unless they are already down to 1 HP."

    Equippable: Once

    Appendix E: Mementos

    The Mementos are the story and tutorial parts of what used to be your Journal in other games. These act as refreshers--mementos--of what you've experienced and learned throughout the game. Perhaps of most use are the Tutorials at the beginning; however, the Flashbacks are much more interesting in terms of the story. Finally, those little informative slideshows of sorts are catalogued in the Game Help section for further reference. This Appendix will document each part of these mementos by section, and should prove useful for your future reference and interpretation.

    Tutorials

    Frankly, there isn't much guidance I can give beyond what the tutorial already does. The tutorial is remarkably helpful in certain instances, and redundant in others; regardless, it can't hurt to visit each of them thoroughly.


    Tutorial: Combat Basics


    Description: In this tutorial, you are taught basic controls in battle, such as camera controls, lock-on mechanics, attacking, blocking, and defending commands, and other offensive (often times, magical) commands. This tutorial uses Phantom Ursula as a punching bag. :)

    Relevance: While this tutorial will be infinitely useful for those entering the franchise for the first time, those with prior experience can go ahead and skip this tutorial. The Controls section should be enough to teach you the basics of battle; however, more than likely, you'll be able to tough it out on your own. The controls are intuitive and KH-esque, so they shouldn't be a problem for you.


    Tutorial: Flowmotion Basics


    Description: Flowmotion isn't the easiest control to master in KH3D, and this tutorial attempts to introduce you to the mechanic. You'll get hands-on instruction with the overwhelming experience of Flowmotions starting with the Pole Spin and Rail Slide.

    Relevance: The only foreseeable reason you'd want to skip this tutorial is if you've spent so much time with the demo that you feel that you know Flowmotion better than the game itself. Otherwise, this short tutorial should not be skipped.


    Tutorial: Reality Shifts


    Description: Using Traverse Town's Reality Shift as a guide, this tutorial attempts to introduce the concept of Reality Shifts. It will explain Traverse Town's Reality Shift, and let you try it out in a non-combat environment.

    Relevance: This is where the tutorials reach the point of diminishing return. While this tutorial introduces you to Reality Shifts, it doesn't necessarily give you practical applications. I would skip it if you've played the demo, but still complete it if you're just starting out.


    Tutorial: Flowmotion Combat


    Description: This tutorial is a free-form battle tutorial that lets you battle enemies with Flowmotion. The amount to which you learn from this tutorial is variable to how much you actually battle with Flowmotion.

    Relevance: Again, this content can be easily picked up should you just battle a bit on your own. Flowmotion combat is very much button-mashing, though learning the commands is a real skill that will take time to develop. Use this tutorial if you want some guidance; otherwise, skip it and move on to greener pastures.


    Tutorial: Linking with Spirits


    Description: This tutorial is a pilot combat mode with Link Gauges; you can link up with your Dream Eaters to perform devastating attacks, and this tutorial lets you try one out.

    Relevance: You definitely need to try this tutorial out. It's a free trial with Links, and is highly useful in the field. Your Dream Eaters may be somewhat useless by themselves, but linked, they have a whole new level of utility.

    Flashbacks

    The flashbacks are purely for story purposes; they serve no gameplay or completion aspect of the game. However, they are amazingly useful for understanding the plot and premise of the story. I'd recommend you watch these flashbacks as you get them not only because they are tantamount to your progression through the game but also because they are fun to watch. In this section, I'll give you a basic summary and/or interpretation (if needed) of the events in the flashback. These will be in Spoiler Boxes, so highlight to view.


    Flashback: The Mark of Mastery Exam


    Entries: Glossary: Keyblades, Glossary: Keyblade Masters, and Glossary: Master Xehanort

    SPOILER! Highlight to View

    In this scene, Yen-Sid is discussing the history of Xehanort, and explaining it to Sora and Riku. Xehanort was once a Keyblade Master who revoked his title to explore the sources of the Keyblade's power--light, darkness, and, most notably, hearts. Yen-Sid anticipates Xehanort's interference with forthcoming events, and advises both Sora and Riku to learn the "proper" way to wield the Keyblade. This means that they will need to start with a tabula rasa--a "clean slate"--to relearn the Keyblade, so to speak. This will act as their Mark of Mastery Exam and cement them as Keyblade Masters themselves. Sora is exacerbated upon hearing this, and believes he has already proven himself. However, Riku feels otherwise--that the darkness still consumes him. Sora then reverses course and agrees with Riku. Hence, they begin their Mark of Mastery Exam.


    Flashback: Dream Eaters


    Entries: Glossary: Heartless

    SPOILER! Highlight to View

    Back to Yen-Sids tower. This time, he's discussing the Sleep World and their connections to the Real World. The "Sleeping Keyholes" lay within the Sleep World, and are much harder to unlock according to Yen-Sid. He then discusses the "Dream Eaters" of the Sleep World. The Nightmares, basically the darkness of dreams, consume happy dreams, while spirits, which are allies, consume nightmares (not Nightmares, but nightmares).


    Flashback: Keyblade War


    Entries: Glossary: The Keyblade War, Glossary: Kingdom Hearts, andGlossary: X-Blade

    SPOILER! Highlight to View

    Again to Yen-Sids tower. He continues to explain Kingdom Hearts and the legendary X-Blade that bring fabled power. However, soon after the creation of the X-Blade, light-seeking warriors overran the world and soon shadows cast over upon the land. These warriors crafted Keyblades--in the likeness of the X-Blade--to fight a war over control of the light. This war extinguished most of the light in the world, though the leftover light created the worlds known today in the canon. The building blocks of the X-Blade were destroyed, and the source of Kingdom Hearts disappeared into darkness.


    SPOILER! Highlight to View

    We open up with Frollo talking to--manipulating--poor Quasimodo. He tells him that he (Frollo) is his only friend and that the world is cruel to monsters like Quasimodo. He cautions him to stay inside the Bell Tower: his sanctuary.


    SPOILER! Highlight to View

    In this cutscene, we revisit Phoebus' entrance to the city, where Frollo demands that the Gypsies be exterminated. The beginning of a "dark obsession."


    SPOILER! Highlight to View

    This flashback takes you back to Sam's reunion with his father; the old man advises that the Portal--the only means of getting out of the Grid--will only remain open for another eight hours. Although Sam eagerly wants to leave, his father cautions that his disc would allow CLU to exit and delete the imperfections of "our world." Hence, his father won't risk it, and will wait it out.


    SPOILER! Highlight to View

    In this scene, Sam realizes Flynn's disc is missing; Sam offers to help, but Flynn blasts him right back, claiming "you've done enough!" Flynn then hatches a plan to board a Solar Sailer to beat CLU to the portal.


    SPOILER! Highlight to View

    Yen-Sid explains that the people and characters within a dream are simply figments of their dreams--they are sound asleep. Furthermore, the worlds themselves are sleeping relics of their former selves.


    SPOILER! Highlight to View

    Here we have Pinocchio explaining to Jiminy how he got into this cage; he starts out with a few lies, then finally spills that he was going to trick Sora and hand him over to a man in a black coat. Enter the Blue Fairy to give Pinoke a lesson in manners whilst returning his nose to normal.


    SPOILER! Highlight to View

    Here, we see Pinocchio and Jiminy on top of a cliff discussing Monstro. Jiminy harbors some resistance to chasing Monstro, but they both drop off into the sea in search of the whale of a whale.

    Game Help

    These are the pictoral slideshows that pop up every so often to explain new concepts that don't necessarily warrant the creation of a tutorial. For example, these Game Helps are present when you first go into Dive Mode. Nevertheless, they are rather self-explanatory; I don't feel the need to explain each and every one. However, if the need becomes apparent, you'll see this section fill up with the appropriate Game Helps.

    Appendix F: Flick Rush

    Welcome to Flick Rush, the multiplayer battling environment where your Spirits take on Spirits controlled by either the CPU or other players around the world! This section is devoted to all things Flick Rush, including Flick Rush Combat, Tournaments, The Medal Shop, and Wireless Battles.

    Flick Rush Combat

    While it may seem foreign at first, the tutorials do a great job of explaining Flick Rush. If you've ever played a card game commonly called "War" (or many other card games, for that matter), you'll have a good idea of how this minigame works. Basically, you have cards of varying value that your Dream Eater can use to deal damage. If you choose a card that has a higher value than your opponent, you'll deal a fair amount of damage. You may also defend with your card; however, the game is much more complex than that.

    Firstly, you can throw up multiple cards together to make your attack stronger; for instance, if you were to flick a four and a four up together, you would have a total of eight. The same can be applied to defense. Furthermore, if you successfully defend against your opponent's attack, that card is significantly strengthened. Finally, if your cards match in strength, you will duel with your opponent. You must line up three of symbol first to deal massive damage to your opponent, or risk being hit yourself. It's a very fast-paced game with few ins-and-outs, though.

    There are a few limitations: you can't spam cards or your action gauge will fully deplete (momentarily stalling you), your Dream Eaters have a limited number of cards, and you only have three Dream Eaters to use. If you lose all three of your Dream Eaters, you lose; however, if you defeat all three of your opponent's Dream Eaters, you win!

    The Medal Shop

    This is where you can exchange your medals that you've earned in matches. There are many prizes, and they've been tabulated below for you. New wares are unlocked later in the game.

    WarePriceGot It?
    Slot Edge150
    Drain Dive120
    Fire Windmill250
    Limit Storm1000
    Sacrifice1000
    Deep Freeze1200
    Balloonga1200
    Mini200
    Stop150
    Dro-Me-Never100
    Dream Candy200
    Thunderaffe Recipe280
    Kooma Panda Recipe80
    Pegaslick Recipe330
    Drill Sye Reciper150
    Confetti Candy40
    Shield Cookie40
    Block-it Chocolate40
    Ice Dream Cone40
    Balloon50
    Water Barrel50
    Paint Gun (Any Color)5

    Appendix G: Experience

    Author's Note: This section will be continually updated as I progress through the game.

    In this game, you gain experience by defeating enemies--a rather straightforward process invoked by many RPGs. Experience gained varies by enemy, and the enemies progressively hand out more experience to compliment the experience curve expressed below in the table. For more information on just how much experience enemies do give out, check out Appendix A: Enemies.

    The table below is largely driven by what level you are; look at the leftmost column to gather your bearings. From there, the second column describes the bonus you receive upon leveling up. This can be increase in any of your stats, a gained ability--practically anything. Note that this bonus is earned when you reach the level on the left, not when you level up from that level. Finally, the last column describes how much experience is needed to reach that level, not how much experience is needed to reach the next level. It's rather easy to read.

    LevelSora Level-Up BonusRiku Level-Up BonusExperience Needed
    1N/AN/A0
    2Strength UpDefense Up40
    3Strength, Magic, Defense UpStrength, Magic, Defense Up250
    4Magic UpMagic Up500
    5Strength, Defense UpStrength, Defense Up1100
    6Magic UpStrength, Magic Up1760
    7Strength, Magic, Defense UpDefense Up2520
    8Strength, Defense UpStrength Up3400
    9Magic UpStrength, Magic, Defense Up4400
    10Strength, Magic, Defense UpMagic Up5520
    11Strength UpStrength, Defense Up6760
    12Magic, Defense UpStrength, Magic Up8154
    13Strength, Magic UpDefense Up9690
    14Defense UpStrength, Magic Up11351
    15Strength, Magic, Defense, UpStrength, Magic, Defense Up13157
    16Strength, Magic UpDefense Up15135
    17Defense UpStrength, Magic Up17242
    18Strength, Magic UpMagic, Defense Up19530
    19Magic, Defense UpStrength Up21950
    20Strength UpStrength, Magic, Defense Up24560
    21Strength, Magic, Defense UpMagic Up27305
    22Magic UpStrength, Defense Up30249
    23Strength, Defense UpStrength, Magic Up33331
    24Strength, Magic, Defense UpMagic, Defense Up36621
    25Magic UpStrength Up40052
    26Strength, Defense UpStrength, Magic, Defense Up43700
    27Magic UpMagic Up47492
    28Strength, Magic, Defense UpStrength, Defense Up51510
    29Strength UpMagic, Defense Up55675
    30Magic, Defense UpStrength, Magic Up60075
    31Strength, Magic UpStrength, Defense Up64625
    32Strength, Defense UpMagic Up69325
    33Magic, Defense UpStrength, Defense Up74175
    34Strength, Magic UpStrength, Magic Up79175
    35Defense UpMagic, Defense Up84325
    36Strength, Magic UpStrength Up89625
    37Strength, Defense UpStrength, Magic, Defense Up95075
    38Magic UpMagic Up100675
    39Strength, Magic, Defense UpStrength, Defense Up106425
    40Strength, Defense UpStrength, Magic, Defense Up112325
    41Magic UpMagic Up118375
    42Strength, Defense UpStrength, Defense Up125195
    43Magic UpMagic Up132180
    44Strength, Magic, Defense UpStrength, Magic, Defense Up139330
    45Strength, Magic UpStrength Up146645
    46Defense UpDefense, Magic Up154125
    47Strength, Magic UpStrength Up161770
    48Magic, Defense UpStrength, Defense Up~170000
    49Strength, Defense UpMagic Up177555
    50Strength, Magic UpStrength, Magic Defense Up185695
    51Magic, Defense UpStrength Up194000
    52Strength UpMagic, Defense Up202470
    53Strength, Magic Defense UpStrength, Defense Up211105
    54219905

    Appendix H: Trophies

    This short Appendix will detail each of the trophies that can be earned playing this game. Please note that these trophies can be earned at any time, and are not particularly harder/easier to earn on any difficulty level (except, of course, the Badge of Pride and Critical Praise). Furthermore, you shouldn't expect to earn many of the trophies until the end of the game as they are largely based off of cumulative statistics that will take a while to get up. A fair amount of them can be completed just by completing the game to its end; others require some extra work.

    In the Clear

    Description: "Proof you have finished the story."

    Badge of Proud

    Description: "Proof you have finished the story in Proud Mode."

    Stop Drop Roller

    Description: "Proof you have racked up 2000 Drop Points."

    King of Rush

    Description: "Proof you have taken first place in every Flick Rush cup."

    Keyslinger

    Description: "Proof you have taken out 2500 Dream Eaters."

    In the Munny

    Description: "Proof you have amassed 5000 munny."

    Dream Pleaser

    Description: "Proof you have maxed out every Spirit's Affinity Level."

    Portal Champ

    Description: "Proof you have completed every Special Portal and Secret Portal."

    Daring Diver

    Description: "Proof you have scored more than 7500000 points in Dive Mode."

    Motion Sickness

    Description: "Proof you have defeated 1000 enemies while in Flowmotion."

    Treasure Seeker

    Description: "Proof you have found every last treasure."

    Spirit Guide

    Description: "Proof you have obtained at least one of every Spirit."

    Critical Praise

    Description: "Proof you have finished the story in Critical Mode."

    Reality Shifter

    Description: "Proof you have defeated 50 enemies using Reality Shift."

    Pro Linker

    Description: "Proof you have linked with your Spirits at least 50 times."

    Stat Builder

    Description: "Proof you have maxed out every stat-boosting ability."

    Memento Maniac

    Description: "Proof you have saved at least 20 photos while bonding with Spirits."

    Freqent Friend

    Description: "Proof you have placed at least 30 Link Portals."

    FAQ

    Q: Explain dropping. What happens during a boss fight? Or in the middle of a battle? What if I'm in the middle of something important?

    A: Well, dropping is annoying in that respect. Dropping in general resets all enemies in the world so that they appear regardless of whether you've already fought them in that area. If you're in the middle of the battle, you'll respawn right in the middle of it as you start back where you left off--just with the enemies again, of course. If you drop during a boss battle, you'll have to restart the boss battle from the beginning. That's why it's usually good to make sure you have an ample drop bar before heading into a boss battle.

    Q: DP? HP? LP? MP?

    A: DP = Drop Points. These are used between drops as a currency of sorts; you can redeem DP for cool bonuses with the character you switch off to. You earn DP by collecting droplets and completing Portals.

    HP = Hit/Health Points. Basically your health remaining.

    LP = Link Points. You earn these by bonding with your Dream Eater; these allow you to unlock new abilities and commands that your Dream Eater has to offer.

    Q: I got some AR cards with my game...what do they do?

    A: It varies, but those with pictures of Dream Eaters will basically bestow upon you that Dream Eater at Level 5. I'd get them as soon as possible as they're rather useful and powerful. Simply capture them on your camera on the Spirit screen, and you'll unlock them for your use.

    Q: How do I create more Dream Eaters?

    A: See Appendix A: Dream Eaters, Dream Pieces, and Key Items. The game also capably explains how to create these, so I see no reason to explain this over again when I've already addressed it, as well.

    Q: You didn't list XYZ recipe for making ABC Dream Eater! What gives!

    A: There are multiple recipes for each Dream Eater. The goal of this FAQ is NOT to list every single one, given that this FAQ's aim is not to cover every single Spirit extensively and that this information is readily available within the game. The recipes I list are simply the synthesis using the recipe and the most efficient synthesis for attaining a *-Ranked Dream Eater. Listing any more recipes would be redundant.

    Q: Dream Eater Ranks? What are those?

    Dream Eater Ranks are simply the letter or symbol next to your Dream Eater on many stats pages. The higher the rank, the better the Dream Eater. The ranks, in ascending order, are the following: F, E, D, C, B, A, *. Usually more Dream Pieces will allow you to create a higher-ranked Dream Eater; however, sometimes you will need to try a different combination of Dream Pieces. This is mostly trial and error on your part as I only have the *-Ranked recipe and the recipe-recipe listed in Appendix A: Dream Eaters.

    Legal Info

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    Contributing

    If you would like to contribute to this guide, please contact me if it hasn't been covered already. These contributions can be as small as grammatical errors, or as large as section re-writes. Also, if you believe info provided in this FAQ is misleading, or confusing, let me know. If you have any info that is contrary to what is posted in this FAQ, and you have evidence supporting your conclusion, I will happily update my FAQ to accommodate these new developments.

    HOWEVER, I will not read game bashing, FAQ bashing, Square bashing, Nintendo bashing, or character bashing. I don't care if you hate this game because a lot of people (including myself) don't. I will also not read emails that don't directly relate to this FAQ. I don't care about what you're selling, or whathaveyou.

    So, if you do send me an email, please put Kingdom Hearts: Dream Drop Distance (or some sort of abbreviation) somewhere in the title, so as to avoid having your email deleted.

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