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    FAQ/Walkthrough by noz3r0

    Version: Final | Updated: 03/19/12 | Printable Version | Search This Guide

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                / //_(_)__ ___ ____/ /__  __ _  / // /__ ___ _____/ /____
               / ,< / / _ Y _ `/ _  / _ \/  ' \/ _  / -_) _ `/ __/ __(_-<
              /_/|_/_/_//_|_, /\_,_/\___/_/_/_/_//_/\__/\_,_/_/  \__/___/
                         /___/    Chain of Memories
    
                                  
                                   FAQ/Walkthrough
                              By: Greg Boccia aka noz3r0
                               Email: noz3r0@gmail.com
                                     İ2005 noz3r0
                                    Version  Final
    
    
                         "Walking this road without you..
                               ...to remake forgotten promises
                             and meet you at road's end"
    
    
    Table of Contents:
    
    - Introduction
    - Characters
    - Controls
    - Game Basics
    - Walkthrough
     - Sora's Story
     - Reverse Rebirth
    - Room Synthesis
    - Cards
     - Map Cards
     - Attack Cards
     - Magic Cards
     - Friend Cards
     - Enemy Cards
    - Sleights
    - FAQs
    - Email Policy
    - Thanks
    
    
    ================================================================================
    --------------------------------- Introduction ---------------------------------
    ================================================================================
    
      Kingdom Hearts: Chain of Memories takes place right after the ending of the
    original. The opening scene shows Sora, Donald and Goofy who meet with Pluto
    and discover a note with him containing the royal symbol. Sora follows but is
    soon confronted by a cloaked man who warns of something tragic to come. The
    group arrives at Castle Oblivion, a strange and mysterious place that may tell
    the story of memories lost.
                                    
    ================================================================================
    ---------------------------------- Characters ----------------------------------
    ================================================================================
    
    S o r a
    
      The main character and protagonist throughout the game, Sora is the rightful
    wielder of the Keyblade. In search for his lost friends, he is on a journey
    that is full of twists and turns -- mystery is around every corner and Sora
    doesn't know what to expect...
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    D o n a l d
    
      Our magic-using friend is back, but this time Donald plays a minimal roll in
    battle and is more part of the story aspect. Use him when ever possible in a
    fight because he can heal Sora and damage enemies on the field with his magic
    prowess.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    G o o f y
    
      The shield-bearing phenomenon is geared and ready for action, except he's now
    just a card like Donald when the battles roll around. Call upon Goofy and he'll
    spin across the battlefield doing heavy damage to anything in his path.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    R i k u
    
      Our other hero returns but he is still under the influence of dark powers.
    Will Riku break free of this void or will the darkness hold him forever?
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    M i c k e y
    
      The king who reigns over Disney Castle. He set off alone to protect his world
    and all worlds from the dominion of the dark. When Riku fell into the realm of
    darkness, the king showed him the way, but the two were separated when the door
    to darkness was closed.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    A x e l
    
    No. 8 in the Organization
    
      A mysterious figure who stands in Sora's path. Hard to read, half the time
    Axel seems to just be messing around... but for all we know, he's done more
    thinking than everyone else put together.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    L a r x e n e
    
    No. 12 in the Organization
    
      A member of the group that controls Castle Oblivion. Larxene is unfeeling and
    loves nothing more than to bring other people down. She is on good terms with
    Axel but still mocks everyone and trusts no one.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    V e x e n
    
    No. 4 in the Organization
    
      A man absorbed in his dubious research in Castle Oblivion. Vexen tried to
    destroy Sora by controlling Riku and pitting the two against each other. When
    his plan failed, he confronted Sora personally.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Z e x i o n
    
    No. 6 in the Organization
    
      Zexion generally avoids dirtying his own hands when there are deeds to be
    done. However, with the destruction of Vexen and Lexaeus, he was force into
    action. Zexion confronted Riku disguised as Sora. But Riku no longer feared the
    dark, and victory was beyond Zexion's reach.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    L e x a e u s
    
    No. 5 in the Organization
    
      A born warrior, Lexaeus effortlessly brandishes a gigantic tomahawk. To
    counterbalance his rival Marluxia's bid for Sora's power, Lexaeus tried to
    conquer Riku. He failed, but with his dying strength dragged Riku into the realm
    of darkness.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    M a r l u x i a
    
    No. 11 in the Organization
    
      Lord of Castle Oblivion and a member of the Organization. In a move to bring
    the group under his control, Marluxia used Namine to overrun Sora's memory and
    tried to claim the power of the Keyblade.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    DiZ
    
      Truly an enigma. DiZ appeared before Riku in the guise of Ansem, presenting
    him with choices regarding the darkness within his heart. It is said he and the
    King have met.
    
    ================================================================================
    ---------------------------------- Controls ------------------------------------
    ================================================================================
    
    In the field
    ------------
    
    Start -    Brings up the menu
    Select -   N/A
    A Button - Attack
               Open Doors
               Save
    B Button - Jump
    L Button - N/A
    R Button - N/A
    D-Pad    - Move Sora/Riku
    
    Battle
    ------
    
    Start        - Pauses the game
    Select       - N/A
    A Button     - Use card
    B Button     - Jump
    L Button     - Scroll through cards
    R Button     - Scroll through cards
    L + R Button - Add card to combo list
                   Initiate combo
    D-Pad        - Move Sora/Riku
    
      At anytime during the game you may press and hold Start, Select, A, and B to
    reset the game.
    
    ================================================================================
    --------------------------------- Game Basics ----------------------------------
    ================================================================================
    
      In the field are often boxes or breakable things that contain HP, smash them.
    Other things in the field react to being slashed or touched and maybe yield
    cards. Green orbs are health and red orbs are for moogle points. The moogle
    points are used to buy cards at the shops. Moogle Shops appear when you use a
    Moogle Card in room synthesis, here you can use points you've saved to purchase
    new cards or sell cards for more points.
    
      You need to reload cards during battle to keep a constant supply. Cycle
    through the card reel until find the reload card, then hold down the A Button to
    reload. The number on the reload card is the reload counter, which indicates how
    long it will take to reload.
    
    - The first card you use in a sleight and certain other cards can't be reloaded.
    
      You don't have to wait for your cards to run out before reloading -- in fact,
    it's sometimes better to reload when you get the chance. To quickly access the
    reload card during battle, hold down the L or R Button to spin the card reel. It
    will stop automatically when the reload card is selected.
    
      Pressing the L and R Buttons simultaneously allows you to stock the currently
    selected card. After stocking three cards, you can unleash their power by once
    again pressing the L and R Buttons simultaneously. Normally, Sora will use the
    three cards sequentially as a combo. However, if Sora has learned a sleight that
    matches the types or total value of the stocked cards, then he will perform the
    sleight. (The total value and sleight name appear to the right of the stocked
    cards.) Even if only one or two cards is stocked, you can use them by selecting
    the reload card and pressing the L and R Buttons simultaneously. Sora can learn
    sleights during story events or when leveling up.
    
    - You can't stock enemy cards or trick cards.
    
      Cards have values ranging from 0 to 9. By using a card with a higher value
    than the card played by an enemy, you can nullify that enemy's attack and strike
    back. This is called a card break.
    
      However, the opposite is also true -- if the enemy's card has a higher value
    than the card you use, your attack will be broken and the enemy will have an
    opportunity to strike back.
    
      Timing is important when using a zero card. Zero cards will always win a card
    break when played last, but lose the break when played first.
    
      Enemies drop various things during battle such as HP, experience points, Cards
    and Premium Bonuses.
    
      When Sora gains a level one of three things can be done:
    
    HP Boost: Raises max HP by 15
    CP Boost: Raises max CP by 25
    Sleights: Sora acquires a currently learnable sleight
    
    ================================================================================
    --------------------------------- Walkthrough ----------------------------------
    ================================================================================
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: This walkthrough gives little spoilers away in the game about the plot in
          order to explain certain parts of the game so that you may fully enjoy it.
          The spoilers are minor and only summarize briefly what happens in the
          game. All major spoils are noticed before they are given away, please take
          note of this.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      After the opening scene Sora, Donald, and Goofy enter the great Castle
    Oblivion. Goofy wonders if the group should just be heading in and Sora just
    wants to find what he's looking for. Goofy turns to shut the door and notices
    the hooded man. The man explains that in this Castle Oblivion "to find is to
    lose, and to lose is to find". He then leads Sora into a memory of Traverse Town
    and begins a tutorial on battling.
    
    ********************************************************************************
    
    Floor 1 - Traverse Town
    
    Enemies: Blue Rhapsody, Guard Armor*, Shadow, Soldier
    
    Map Cards: Tranquil Darkness, Teeming Darkness, Feeble Darkness
               Sleeping Darkness, Meeting Ground
    
    Battle Cards: Kingdom Key, Blizzard, Fire, Cure, Potion, Lionheart, Simba
    
    Sleights: Blizzara, Blizzaga, Cura, Curaga, Fira, Firaga, Goofy Charge
              Goofy Tornado, Magic, Proud Roar
    
    ********************************************************************************
    
                                           / /
                  /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
                 / 8-B  /__ /  7   /__ /  9   /
                /______/   /______/   /______/
                             / /        / /
              /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/         Key: E - Event room
             /  6-E /__ /  5   /   /  10  /               B - Boss room
            /______/   /______/   /______/                H - Hidden Chamber
                         / /        / /
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/          4E - 1+, Key of Beginnings
         /  4-E /__ /  3   /   /  H   /           6E - 3+, Key of Guidance
        /______/   /______/   /______/            8B - Green, Key to Truth
                     / /                          H  - Key to Rewards
      /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
     /  1   /__ /  2   /
    /______/   /______/
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
     The Hidden Chamber yields the Lionheart card. Key to Reward cards cannot be
    found until Floor 7, but when you get one be sure to stop back and open the door
    here as you would in any other world before Floor 7. Key to Reward cards are
    most commonly found in the last few floors, so don't worry too much about them
    now.
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
    
      Sora is then left to go after a brief scene. Open the door and then go through
    another brief tutorial on how to save, break boxes, and initiate battle. Head
    through the door and then up. In this room head left and use a level 1 or higher
    card in combination with the Key of Beginnings to enter a scene with Leon and
    Yuffie. The group makes a few strange discoveries and Leon teaches Sora a few
    new tricks in another tutorial. Leon also gives Sora the Simba Summon Card and
    the scene ends. Sora obtains the Key of Guidance.
    
      Head up to the next area and then use the Key of Guidance on the door at left
    to enter another scene. The group continues to expand their knowledge on the
    situation with Aerith's help and Leon's quick reaction to one of Sora's old
    memories. Aerith explains that the memories are tied to them through Sora's
    heart. When the scene ends Sora obtains the Key to Truth. Head through the door
    at the top and in the next area use the Key to Truth to enter another scene.
    
      This scene involves Cid who magically knows Sora's name. He warns the group
    of the Gizmo Bell, when it rings a giant Heartless will appear. The bell strikes
    and the first boss battle begins.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Guard Armor
                 Experience: 48  HP: (Foot) 1/2 Bar
                                 HP: (Arm)  1/2 Bar
                                 HP: (Body) 3/4 Bar
                 Resists: All elements
                 Leaves: Guard Armor Card
                 Attacks: Stomp, Slash, Spin
    
      Guard Armor is one of the easier bosses in the game with his slow attacks and
    low CV. The enemy consists of 5 parts -- 2 feet, 2 arms, and a body. Focus on
    the arms first to eliminate the Spin attack and then the feet. Once the limbs
    have been defeated, the body is now open for damage. Pummel away at the body to
    end the battle. 
    
    Note: The Trick Card in this battle causes Guard Armor to crash to the ground
          and leaves him unable to attack.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      Aerith, Leon, and Yuffie enter the scene and have a conversation with Sora.
    As Donald and Goofy begin to leave, Sora turns and talks with Aerith who tells
    Sora that the town and everyone in it must be a figment of his imagination since
    the town was created from Sora's memories. Sora leaves but Donald and Goofy ask
    who he was talking to.
    
      Climb the ladder and save, then return to Castle Oblivion through the door.
    The hooded man talks with Sora again and a red-haired man enters the scene. The
    two have a brief conversation about who will test Sora. The red-haired man
    gives Sora his name, Axel, and a battle ensues.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Axel
          Experience: 75  HP: 3/4 Bar
          Resists: Thunder and Neutral
          Absorb: Fire
          Leaves: Fire Card
          Attacks: Slash, Fire Wall
    
      Axel uses normal attacks and can warp around the screen. When he warps he will
    generally stock a card or two. When Axel completes his stock he will use the
    Fire Wall sleight, simply use one of your level 0 cards to negate the attack.
    Use the Blizzard Card that you have to deal a good amount of damage quickly.
    Axel isn't that difficult, just stay on the move and make sure you can heal and
    stop Fire Wall whenever you need to.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle Sora gets new World Cards and realizes he needs them to go
    on. Axel reenters and tells Sora some things and he even offers a hint to his
    riddle, but Sora says that he'll do it on his own. Axel leaves a warning that
    if Sora awakes forgotten memories, he might not be himself.
    
      Head up the steps and the group tries to recollect a castle they once had gone
    through, but they cannot come up with it. Save if you want, then head up the
    stairs and go to Agrabah.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: Any world can be chosen, but the guide will follow the sequential order
          that is default. Boss HP is effected by this and is only valid if you
          follow the guide. The HP is directly determined by the floor you are on
          and not the world you are on. Maps provided for each world also only
          correspond to the correct floor. Example, if you choose Halloween Town
          first then the map for Agrabah and boss drops/experience will be valid for
          Halloween Town because information is based on floor, not world. This also
          applies for Calm Bounty and Hidden Chamber rooms.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    
    ********************************************************************************
    
    Floor 2 - Agrabah
    
    Enemies: Air Soldier, Bandit, Barrel Spider, Fat Bandit, Green Requiem, Jafar*
             Shadow, Yellow Opera
    
    Battle Cards: Three Wishes, Ether, Genie, Gravity
    
    Map Cards: Premium Room, White Room, Black Room, Martial Waking
               Sorcerous Waking, Alchemic Waking, Stagnant Space, Strong Initiative
               Lasting Daze, Calm Bounty, Moment's Reprieve, Moogle Room
    
    Sleights: Blazing Donald, Gravira, Graviga, Sandstorm, Showtime
    
    ********************************************************************************
    
                             /ŻŻŻŻŻŻ/
                            /  H   /
                           /______/                  Key: E - Event room
                             / /       / /                B - Boss room
              /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/              H - Hidden Chamber
             /  5-E /   /  6   /__ /  8   /
            /______/   /______/   /______/           2E - Green, Key of Beginnings
              / /        / /                         5E - 15, Key of Guidance
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/                        7B - Red, Key to Truth
         /  4   /__ /  3   /                         H  - Blue, Key to Rewards
        /______/   /______/
                     / /
      /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
     /  2-E /__ /  1   /__ /  7-B /
    /______/   /______/   /______/
                 / /
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
     A Calm Bounty room yields the Gravity magic card. The Hidden Chamber also gives
    the Blazing Donald sleight.
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
    
      When Sora enters, Aladdin is in some trouble. Fight off the enemies and then
    more appear, Aladdin resorts to calling the Genie to dispose of the enemies.
    Genie explains his limits and leaves. Aladdin needs to get to the palace, but
    since Sora is headed that way too they agree to team up. Sora obtains the Key
    of Beginnings.
    
      Head left and open the door using the Key of Beginnings to view a scene where
    Aladdin agrees to free Genie with his final wish. Sora gets the Key of Guidance.
    Head through the door at the top and then head left. Open the door in this area
    using the Key of Guidance and you will see Jasmine surrounded by Heartless.
    Once more Genie takes care of the Heartless, but more appear -- time to fight.
    Jafar manages to steal the lamp while you were battling and he takes Jasmine
    with him. Sora gets the Key to Truth and the Ether item card.
    
      Head down two screens and open the door on the right using the Key to Truth.
    The group throws their plan into action and Sora, Donald, and Goofy take on the
    Genie Jafar.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Jafar
            Experience: 233   HP: 1 Bar
            Resists: All elements
            Leaves: Jafar Card
            Attacks: Giant Fireball, Laser Eye, Fire Smash
    
      Jafar himself cannot be attacked, so don't try to hurt him. Instead wait till
    the platforms rise high enough for you to jump and hit his lamp that Iago is
    carrying. The Giant Fireball usually has a high CV, so use a 0 to break the
    attack when you can. The Trick card raises the platforms to maximum height so
    that you can just pummel the lamp for a lot of damage.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle, Aladdin frees the Genie. Genie gives Sora the Genie Summon
    Card and Aladdin takes off. Save and enter the door nearest Sora to return to
    Castle Oblivion.
    
      Goofy stumbles on about Hollow Bastion but still can't come up with the name.
    However, he does manage to recall Sora freeing Kairi's heart there. Donald then
    asks Jiminy to use his journal to get the name, but the journal is cleared for
    some awkward reason.
    
      Head up the steps to see a strange girl scribbling in a book. The group grows
    hesitant in continuing on as they realize they will lose their memories in
    searching for their friends, but Goofy reassures them that they will never
    forget their friends. Go up the steps and head to Olympus Coliseum.
    
    ********************************************************************************
    
    Floor 3 - Olympus Coliseum
    
    Enemies: Barrel Spider, Blue Rhapsody, Bouncywild, Cloud*, Hades*, Large Body
             Powerwild, Shadow
    
    Battle Cards: Olympia, Cloud, Hi-Potion, Metal Chocobo
    
    Map Cards: Premium Room, White Room, Black Room, Martial Waking
               Sorcerous Waking, Alchemic Waking, Stagnant Space, Strong Initiative
               Lasting Daze, Calm Bounty, Moment's Reprieve, Moogle Room
    
    Sleights: Blizzard Raid, Cross-Slash, Omnislash
    
    ********************************************************************************
    
    
                                           / / 
                                        /ŻŻŻŻŻŻ/
                                       /  9   /
                                      /______/
                                        / /       Key: E - Event room
              /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/           B - Boss room
             /  8-B /__ /  4   /__ /  5   /            H - Hidden Chamber
            /______/   /______/   /______/
                         / /        / /    6E - 5+, 7+, Key of Beginnings
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/   7E - Green, Key of Guidance
         /  H   /__ /  3   /   /  6-E /    8B - 3-, Key to Truth
        /______/   /______/   /______/     H  - 0 Red, Key to Rewards
                     / /
      /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
     /  1   /__ /  2   /__ /  7-E /
    /______/   /______/   /______/
      / /
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
     This world yields the Blizzard Raid sleight in a Calm Bounty room. The Hidden
    Chamber rewards Sora with the Metal Chocobo card.
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
      The opening scene shows the group reading an anouncement. A tournament is
    under way, so Sora rushes along to complete the preliminary rounds. Hades enters
    the scene after and shows his anger towards Hercules. Cloud enters and is then
    dismissed to take out Hercules. Sora obtains the Key of Beginnings.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The Olympia card can be found and purchased now.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Head through the door at right and battle a few enemies. Head up two screens
    and right one, open the door using the Key of Beginnings. A scene with Phil
    occurs and after some debate, Sora is allowed to compete. Phil goes over the
    rules and the games begin. Sora obtains the Key of Guidance.
    
      Head down two screens and open the closed area with the Key of Guidance. Here
    the group meets up with Cloud. Donald mistakes the situation as an interference
    but Cloud tells the three to continue on. Cloud is here for business, but Sora
    won't let that go through.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Cloud
            Experience: 308  HP: 1/2 Bar
            Leaves: Hi-Potion
            Attacks: Cross Slash, Omni Slash, Hard Slash
    
      Cloud tends to use his sleights often, simply break them with a 0 card and
    attack constantly. His cards don't hold a high value so most of your attacks
    should go through. Omni Slash is the more deadly of his two sleights, be sure
    to stop that one. Cloud is also relatively slow, be sure to capitalize on that.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      Cloud seems to have taken off, hurry to the finish line. With the Key to Truth
    in hand, head up two screens and open the closed door using the Key to Truth.
    Hercules has Cloud beat, but Cloud needs his memories back so he tries to fight
    on. Hades interferes and fires Cloud, but before Hades can't send Hercules to
    the Underworld, Sora stops him.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Hades
            Experience: 372  HP: 1 Bar
            Resists: Neutral   Absorb: Fire   Immune: Thunder
            Leaves: Hades Card
            Attacks: Firaga Ball, Fire Slash, Fire Finger, Flamethrower
                     Temper Flare
    
      Hades can get rough if you don't pay attention to his sleights. He will
    typically use Temper Flare off the start to speed his actions up and increase
    his attack power. Try to stop this if you can, if you can't use a 0 to break the
    sleight then do your best to dodge his attacks. The Firaga Ball does a decent
    amount of damage, but also allows a large amont of time to be broken so be sure
    to do so. Hades is also weak against Ice magic, so having a few Blizzards in
    your deck should help. Be sure to minimize the amount fo sleights you use.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle the games get cancelled and Cloud comes around. He gives Sora
    the Cloud Card and leaves in search of his memories. Go up the ladder and save,
    then go through the door.
    
      The group makes certain they remember what they are looking for when you make
    it back to Castle Oblivion. Head up the steps to view a rather informing scene
    about the hooded people, the Organization.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area goes over what Axel and Larxene say and what it means.
          If for any reason you do not want to know the information, skip this area.
    
      Larxene is talking with Axel and they discuss why and how Sora was able to
    return to normal after becoming a Heartless. It is the reason the Organization
    has been formed and only one man other than Sora was able to overcome the odds.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      At the top of the steps Sora shows Donald and Goofy the lucky charm Kairi had
    given him. Sora promised to return it, so he can never forget her. A vision
    of Kairi forms, but it is interlaced with that of the girl in the chair in a
    previous scene. Goofy brings Sora back to reality and the group heads on. Save
    and then head to the next area, Wonderland.
    
    ********************************************************************************
    
    Floor 4 - Wonderland
    
    Enemies: Card Soldier*, Creeper Plant, Crescendo, Large Body, Red Nocturne
             Shadow, Soldier, Trickmaster*
    
    Battle Cards: Lady Luck, Stop
    
    Map Cards: Premium Room, White Room, Black Room, Martial Waking
               Sorcerous Waking, Alchemic Waking, Stagnant Space, Strong Initiative
               Lasting Daze, Calm Bounty, Moment's Reprieve, Moogle Room
    
    Sleights: Stopra, Stopga, Stop Raid
    
    ********************************************************************************
    
                                                  / /
              /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
             /  H   /   /  8-B /__ /  7   /__ /  10  / Key: E - Event room
            /______/   /______/   /______/   /______/       B - Boss room
              / /                   / /                     H - Hidden Chamber
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
         /  9   /__ /  4   /__ /  3   /__ /  6-E / 5E - 8+, Key of Beginnings
        /______/   /______/   /______/   /______/  6E - 1+, Key of Guidance
                     / /        / /                8B - Red, Green, Key to Truth
                 /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/    H  - 9 Red, 9 Green, Key to
                /  5-E /   /  2   /__ /  1   /                             Rewards
               /______/   /______/   /______/
                                       / /
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
     The Stop magic card can be found in a Calm Bounty room. The Hidden Chamber also
    holds the Stop Raid sleight.
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
      A rabbit enters the seen frantically running about looking for the trial room
    in fear that he will lose his head. The group continues on in the peaceful-
    looking area. Sora obtains the Key of Beginnings.
    
      Head through the door at left and then go up one screen. Try to squeeze a
    Moogle Shop in somewhere along the line to get a Lady Luck card. Continue left
    and then down using the Key of Beginnings. Here Her Majesty the Queen of Hearts
    has forgotten her memories and charges Alice with the theft of them. Sora
    intervenes and the Queen sends her Card Soldiers after him. The Card Soldiers
    are nothing too hard, they are as tough as a normal battle. After the cards
    have been defeated, Alice seems to have gotten away but the Queen sends more
    Card Soldiers after Sora; Sora runs away. Sora obtains the Key of Guidance.
    
      Head right one screen and open the door at right using the Key of Guidance.
    Sora finds Alice in this room, but also the Cheshire Cat who has a few words for
    the group that leaves them confused. Sora obtains the Key to Truth.
    
      You get dropped off in the first area, so head left and up two screens. Open
    the door to reveal a new area, then open the door in this room using the Key to
    Truth. The new scenery startles the group, but Alice wants to take a look around
    but unfortunately it gets here captured. Before the Queen can do anything she
    loses her memory and a battle begins.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Trickmaster
                 Experience: 512   HP: 1 1/8 Bar
                 Resists: All elements
                 Leaves: Trickmaster Card
                 Attacks: Uppercut, Flame Shot
    
      The Trickmaster won't use any sleights, but the Flame Shot can do a bit of
    damage. Stay away from the Trickmaster when you are not attacking with an attack
    card, it leaves room to dodge his attacks. The Trick card will raise a table
    allowing you to attack the Trickmaster without jumping. Stick to normal attack
    cards, Cloud is a good card to use if you are on the table. Once the table is
    raised, Trickmaster will try to knock it down periodically, just stop him from
    doing so and the battle will end swiftly.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle Alice uses some quick thinking to trick the Queen. Climb the
    vine and save, then return to the castle. Sora tries to remember the girl he saw
    in his vision, but Donald snaps him out of his thinking process. Head up the
    stairs and to see the girl scribbling in a book again. Sora remembers the girl
    now, she was on Destiny Islands with him but she left while he was little, but
    Sora cannot recall her name. When you're ready, head up the stairs and go to
    the next world, Monstro.
    
    ********************************************************************************
    
    Floor 5 - Monstro
    
    Enemies: Air Soldier, Barrel Spider, Green Requiem, Large Body, Parasite Cage*
             Search Ghost, Shadow, Tornado Step, Yellow Opera
    
    Battle Cards: Wishing Star, Dumbo
    
    Map Cards: Premium Room, White Room, Black Room, Martial Waking
               Sorcerous Waking, Alchemic Waking, Stagnant Space, Strong Initiative
               Lasting Daze, Calm Bounty, Moment's Reprieve, Moogle Room
    
    Sleights: Fire Raid, Aqua Splash, Splash
    
    ********************************************************************************
    
                     / /
                  /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/
                 /  11  /   / 10-E /
                /______/   /______/
                  / /        / /
              /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/           Key: E - Event room
             /  8   /__ /  9   /   /  H   /                 B - Boss room
            /______/   /______/   /______/                  H - Hidden Chamber
              / /                   / /
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
         /  2   /__ /  3   /__ /  4   /__ /  5-E /
        /______/   /______/   /______/   /______/   5E - 20, Key of Beginnings
          / /        / /                            7B - 0, Key of Guidance
      /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/                          10E - Red, 5-, Key to Truth
     /  1   /__ /  6   /                             H - 15 Green, Key to Rewards
    /______/   /______/
      / /        / /
             /ŻŻŻŻŻŻ/
            /  7-B /
           /______/
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
     This world yields the Fire Raid sleight in a Calm Bounty room. The Hidden
    Chamber also gives the Aqua Splash sleight.
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
    
      When the group arrives they are not sure where they are, but Pinocchio enters
    the scene and lets the group know whats going on. Jiminy recognizes Pinocchio's
    voice and starts talking with him, when Pinoke mentions Geppetto the gang heads
    off to find him. Sora obtains the Key of Beginnings.
    
      Head right one screen, up one, and right one more. Try for a Moogle Shop since
    they now have the Wishing Star card. Open the door at the right using the Key of
    Beginnings. Geppetto explains how he got in Monstro and that he doesn't mind
    since he found Pinocchio. Jiminy tells the group they need to find the little
    puppet. Sora obtains the Key of Guidance.
    
      Head left one screen and down another, open the door at the bottom using the
    Key of Guidance. The group finds Pinocchio who fesses up and the group gives him
    the courage to tell Geppetto the truth. The ground shakes and a Parasite Cage
    catches Pinocchio.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Parasite Cage
                   Experience: 651  HP 1 1/4 Bar
                   Resists: All elements
                   Leaves: Parasite Cage Card
                   Attacks: Tentacle Whip, Poison
    
      Sora is at a disadvantage this time, the water is poison and the platforms
    that he can stand on only stay up for a little while so you must jump from one
    platform to another. Fortunately, after a few attacks the Parasite Cage doubles
    over and is left open for attacks. Keep hopping around the platforms and attack
    with Attack cards do the most damage. The Trick card lets Sora walk on the water
    without getting hurt for a limited time, using Cloud in this short timelength
    can do some extra damage to get the battle moving a lot faster. Keep moving and
    attacking to take down this foe.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the fight, Pinocchio comes up with an idea to have Monstro cough the
    group out. Sora heads on with Donald and Goofy, Pinocchio returns to Geppetto.
    Sora obtains the Key to Truth.
    
      Head up one screen, left one, up one, and right another. Try for some Almighty
    Darkness rooms in there to get some good drops and experience. Use the Key to
    Truth to open the door. A battle ensues, fight the Heartless but defeat them in
    large groups to raise the meter at the top-right to full. When it is full it
    will not drop, if it doesn't reach maximum you will have to fight again until it
    gets to the maximum. The battle yields the Dumbo Card and the group is then shot
    out and notices that the ship has been taken out safely. Save and return to
    Castle Oblivion.
    
      Sora begins to remember more about the girl he used to know and realizes what
    the hooded men said is true, "to lose is to gain, to gain is to lose". Head up
    the steps to view another scene between Axel and Larxene.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area goes over what Axel and Larxene say and what it means.
          If for any reason you do not want to know the information, skip this area.
    
      Axel decides to let Larxene test Sora this time around. Revealed in the convo
    is a plan to take over the Organization, what it is remains unclear. Sora is
    apparently the key to this and is not to be killed. Larxene reminds Axel to keep
    the plan a secret, but Axel seems to have other plans with his final comment.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Head up the steps and go to the only world available, Halloween Town.
    
    ********************************************************************************
    
    Floor 6 - Halloween Town
    
    Enemies: Creeper Plant, Gargoyle, Oogie Boogie*, Search Ghost, Wight Knight
    
    Battle Cards: Thunder, Pumpkinhead
    
    Map Cards: Premium Room, White Room, Black Room, Martial Waking
               Sorcerous Waking, Alchemic Waking, Stagnant Space, Strong Initiative
               Lasting Daze, Calm Bounty, Moment's Reprieve, Moogle Room
    
    Sleights: Gifted Miracle, Gravity Raid, Surprise!, Terror
    
    ********************************************************************************
    
                         /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
                        /  5   /__ /  6   /
                       /______/   /______/ 
                         / /        / /                  / /
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/              /ŻŻŻŻŻŻ/
         /  4-E /__ /  3   /   /  7-E /              /  12  /Key: E - Event room
        /______/   /______/   /______/              /______/      B - Boss room
                     / /                             / /          H - Hidden Chamber
      /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
     /  1   /__ /  2   /__ /  8   /__ /  9   /__ /  10  /
    /______/   /______/   /______/   /______/   /______/ 4E - 3, 4, Key of Beginning
      / /                   / /                   / /    7E - 6, 7, Key of Guidance
                        /ŻŻŻŻŻŻ/              /ŻŻŻŻŻŻ/  11B - 3- Red, 30 Green, Key 
                       /  H   /              / 11-B /                       to Truth
                      /______/              /______/      H - 20 Red, Key to Rewards
    
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
     The Calm Bounty room here brings about the Gifted Miracle sleight. Gravity Raid
    can also be found in the Hidden Chamber.
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
      Here the group meets Jack Skellington, king of nightmares and terror. He tells
    the group of a problem and Heartless appear. After defeating them Jack asks Sora
    to follow him to Dr. Finkelstein's lab. You learn the Terror sleight and Sora
    obtains the Key of Beginnings.
    
      Head right and up one screen each, open the door at the left using the Key of
    Beginnings. The Doctor thinks Sally took his potion, a failed experiment that
    drew the Heartless to the town. Sora tags along with Jack to find out about the
    "true memories". Sora obtains the Key of Guidance.
    
      Sora starts from the beginning, head right one screen, up two, and right one
    more. Open the door at the bottom using the Key of Guidance. The group finds
    Sally, but she's hesitant to hand over the potion. Oogie Boogie dashes into the
    scene and steals the potion, then swears to bring misery to Halloween Town. Sora
    obtains the Key to Truth.
    
      Head down one screen and right three, be sure to make an Almighty Darkness
    room to increase the chances of drops. Open the door at the bottom using the Key
    to Truth. As Sora enters the scene, Oogie chugs the potion and starts to flip
    out.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Oogie Boogie
                  Experience: 791   HP: 1 1/3 Bar
                  Weakness: Physical   Resists: All elements
                  Leaves: Oogie Boogie Card
                  Attack: Dice Roll
    
      Oogie is most likely the easiest boss in the game. His Dice Roll is always a
    level 7, simply break it three times and the gates drop. Pummel him with all you
    got while the gates are down and then repeat the process till Oogie is dead. The
    only thing you don't want to do is use sleights and kill all of your cards.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      Sora is asked to drink the last of the potion, but refuses since he wants to
    find the true memories on his own. Climb the ladder and save, then go back to
    Castle Oblivion.
    
      Larxene appears and Donald picks up that she is with Axel. She tells Sora that
    the poor little girl will be upset since he forgot her name -- they have the
    girl captive and Sora's job is to save her. Sora remembers the girls name, it's
    Namine. He picks up the charm that was given to him by her and Larxene strikes.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Larxene
             Experience: 2325   HP: 2 Bars
             Resists: Fire
                      Blizzard
             Leaves: Thunder Card   Recommended: Oogie Boogie Card
             Attacks: Thunder, Beam Shot, Lightning Bolt
    
      Larxene is very quick and can use a lot of cards really fast. Take advantage
    of her constantly using sleights and break them, making her lose a card for
    nought. Don't let her use Lightning Bolt, it does decent damage and paralyzes
    Sora. Larxene will use attacks constantly, so keep moving and focus on card
    breaking her to get an attack in. Heal when she reloads her cards or if it gets
    really tough, use the Oogie Boogie card to recover HP quickly. Larxene is the
    toughest enemy you've faced so far, but keep it simple and you can beat her.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      Larxene mocks Sora and then gives him more World Cards. Sora is mad at Larxene
    because she made him remember, not himself. Head up the stairs and a scene
    occurs involving Axel, Larxene, and Vexen, another member of the Organization.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area goes over what the Organization says and what it means.
          If for any reason you do not want to know the information, skip this area.
    
      Larxene returns and says the battle wore her out, even though she threw it.
    Axel disagrees and thinks she just plain old lost it, then a second voice agrees
    with Axel. An old man by the name of Vexen enters and wants to test out Sora,
    but Larxene knows he just wants to test one of his experiments. At the end of
    the scene, a figure much like Riku appears at the bottom of the screen.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      When you are ready go up the stairs and enter the next world, Atlantica.
    
    ********************************************************************************
    
    Floor 7 - Atlantica
    
    Enemies: Aquatank, Darkball, Screwdiver, Sea Neon, Search Ghost, Ursula*
    
    Battle Cards: Aero, Crabclaw
    
    Map Cards: Almighty Darkness, Looming Darkness, Premium Room. White Room
               Black Room, Martial Waking, Sorcerous Waking, Alchemic Waking
               Meeting Ground, Strong Initiative, Lasting Daze, Guarded Trove
               False Bounty, Moment's Reprieve, Moogle Room, Key to Rewards
    
    Sleights: Aerora, Aeroga, Homing Blizzara, Quake, Shock Impact, Spiral Wave
    
    ********************************************************************************
    
                 / /
              /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
             /  11  /   /  O   /   /  H   /   /  6   /__ /  7-E /Key: E - Event room
            /______/   /______/   /______/   /______/   /______/      B - Boss room
             / /        / /        / /        / /                     H - Hidden
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/            Chamber
         /  9   /__ /  8   /__ /  5   /__ /  2   /__ /  1   /         O - Optional
        /______/   /______/   /______/   /______/   /______/
          / /       / /                    / /        / /
      /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/  4E - Red, Key of Beginnings
     / 10-B /   /  O   /   /  4-E /__ /  3   /   7E - Green, Key of Guidance
    /______/   /______/   /______/   /______/   10B - Blue, Key to Truth
                                                  H - 30, Key to Rewards
    
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
     Two Calm Bounty rooms will net the Shock Impact and Homing Blizzara sleights.
    The Hidden Chamber here yields the Quake sleight. Key to Reward cards are now
    available here so be sure to pick up one by fighting in a few tough rooms.
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
      Ariel enters the scene and seems to be hiding something. Sora obtains the Key
    of Beginnings.
    
      Head left one screen and down another, make a Moogle Shop and get a Crabs Claw
    card. Open the door using the Key of Beginnings. Here Sora deducts that Ariel
    took Triton's trident and sets out to solve this mystery. Sora obtains the Key
    of Guidance.
    
      From where you are dropped off, head right one screen and up another. Open the
    door using the Key of Guidance. Ursula tries to trick Ariel in this scene, but
    Sora tells Ariel not to trust Ursula and then agrees to help her out. Sora
    obtains the Key to Truth.
    
      Sora starts off at the beginning again, head left 4 screens and open the door
    at the bottom using the Key to Truth. Ariel trades the trident for Flounder but
    Ursula wants to show Ariel other worlds like she always wanted to.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Ursula
            Experience: 1730  HP: (Tentacle) 1/4 Bar
                                  (Ursula)   1 1/4 Bar
            Resists: All elements
            Leaves: Ursula Card
            Attacks: Bubble, Tentacle
    
      Ursula has one attack that does decent damage, the Bubble attack. Simply card
    break this attack and the battle is all downhill. To reach Ursula herself, you
    need to take out a tentacle first. The tentacles rejuvenate, but just keep
    hacking away. Ursula will move side to side as the battle prolongs, but will
    stop when she is going to attack, card break and counter during this time. The
    Trick card will lower Ursula so that just her head shows, allowing time for a
    lot of damage to be done.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
      After the battle everyone is reunited and Ariel decides to tell the truth in
    the end. Climb the ladder and save, then go through the door.
    
      Sora meets up Riku on this floor, but Riku is angry since Sora is searching
    for Namine instead of him. Riku hints at Sora being the reason Namine left the
    islands and that Namine doesn't want to see Sora. Riku transforms and defends
    Namine indirectly, then tells Sora he's sick of him.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Riku
          Experience: 2775  HP: 2 Bars
          Leaves: Aero Card
          Resists: All elements
          Attacks: Slash, Whirl Slash, Dash Slash
    
      Riku is pretty fast, but he uses no sleights and has a low amount of cards.
    Magic will be pretty useless in this battle, so stick to a high amount of attack
    cards. When Riku attacks, simply dodge roll and counter him. Riku recharges very
    often so take advantage of that as well. Riku isn't that hard, just dodge and
    attack to take him down and heal when needed.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
      After the battle Riku takes off, head up the stairs and enter the next floor.
    Sora is worried about Riku and since Mickey should've been with him the group
    thinks something is wrong with him too. Jiminy conspires that Riku simply forgot
    that Sora and him were friends. When you're ready, head to Neverland.
    
    ********************************************************************************
    
    Floor 8 - Neverland 
    
    Enemies: Air Pirate, Air Soldier, Barrel Spider, Captain Hook*, Crescendo
             Darkball, Gargoyle, Pirate, Shadow, Yellow Opera
    
    Battle Cards: Fairy Harp, Tinker Bell
    
    Map Cards: Almighty Darkness, Looming Darkness, Premium Room. White Room
               Black Room, Martial Waking, Sorcerous Waking, Alchemic Waking
               Meeting Ground, Strong Initiative, Lasting Daze, Guarded Trove
               False Bounty, Moment's Reprieve, Moogle Room, Key to Rewards
    
    Sleights: Warpinator, Homing Fira, Hummingbird, Teleport, Thunder Raid
              Twinkle
    
    ********************************************************************************
    
                         / /
                      /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
                     /  12  /__ /  9   /__ / 10-B /
                    /______/   /______/   /______/
                                / /
                  /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
                 /  11  /__ /  8   /__ /  O   /  Key: E - Event room
                /______/   /______/   /______/        B - Boss room
                 / /         / /                      H - Hidden Chamber
              /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/          O - Optional
             /  H   /   /  3   /__ /  4-E /
            /______/   /______/   /______/ 4E - 5, Key of Beginnings
                        / /                6E - 6, Key of Guidance
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/  10B - 30, Key to Truth
         /  1   /__ /  2   /__ /  5   /     H - 15 Blue, Key to Rewards
        /______/   /______/   /______/
          / /        / /        / /
                 /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/
                /  7   /   /  6-E /
               /______/   /______/
    
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
     Teleport and Homing Fira are new sleights that come in Calm Bounty rooms. The
    Hidden Chamber holds the Thunder Raid sleight.
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
      As the group enters Neverland they notice they are on a ship, Tinkerbell comes
    in to help the group out. Sora obtains the Key of Beginnings.
    
      Head right one screen and up another, the Moogle shops have the Fairy Harp
    now so stop by for one. Open the door using the Key of Beginnings to find Peter
    Pan who teams up with Sora until he finds Wendy. Sora obtains the Key of
    Guidance.
    
      Go down one screen and right one more, open the door here using the Key of
    Guidance. In here Sora finds Wendy, but she tells Peter that she wants to go
    back to London. Peter takes off in fury while Sora tells everyone the plan. Sora
    obtains the Key to Truth.
    
      From an optional room, head up four screens and open the door using the Key to
    Truth. Here Hook deducts that the group is conspiring with Peter Pan and has a
    trap set, but Peter comes in and ruins it.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Captain Hook
                  Experience: 1990  HP: 1 1/2 Bar
                  Resists: Neutral
                           Blizzard
                  Immune: Thunder
                  Leaves: Captain Hook Card  Recommended: Oogie Boogie Card
                  Attacks: Combo & Present, Rush & Present, Fury Blade
    
      The ship tilts and moves both characters making the battle difficult. Hook
    also has the ability to slash very fast and his two sleights involve massive
    bombing that can be hard to dodge depending on which way the ship is tilted.
    Be sure to stop his sleights or you will pay dearly for it, they take away a lot
    of HP. If you get in a hole, use Curaga or the Oogie Boogie card to quickly
    recover health. Magic will do well in attacking from a distance, staying close
    to Hook could regretful with out high level cards. The Trick card here simply
    stops the ship from rocking.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      With Hook out of commission, Wendy still wants to return to London. Sora
    teaches Peter a few things about memories and Tinkerbell leaves her card for you
    to use. Save and return to Castle Oblivion.
    
      Riku stuns Sora with more harsh words and swears to protect Namine, the most
    important thing to him. Sora decides to jog Riku's memory.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Riku II
             Experience: 3225  HP: 2 Bars
             Leaves: Warpinator sleight
             Resists: All elements
             Attacks: Slash, Whirl Slash, Dash Slash, Dark Firaga
    
      It's the same Riku as before, apply the same tactics but this time be more
    cautious of his new technique, Dark Firaga. It can do a bit of damage, be sure
    to dodge roll to avoid it. Heal when Riku is charging his cards to be safe.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      Riku is enraged and after some more jibber jabber, takes off to the next
    floor. Sora learns Warpinator. Head up the stairs to view a scene with Axel and
    Namine. Sora is baffled over why Riku would want to attack him when they both
    want the same thing. Donald can't remember Kairi, and Sora replaces Kairi with
    Namine in his memory of childhood friends. Go on to the next world when you are
    ready, Hollow Bastion.
    
    ********************************************************************************
    
    Floor 9 - Hollow Bastion 
    
    Enemies: Darkball, Defender, Dragon Maleficent*, Large Body, Soldier
             Tornado Step, Wizard, Wyvern
    
    Battle Cards: Divine Rose, Mushu
    
    Map Cards: Almighty Darkness, Looming Darkness, Premium Room. White Room
               Black Room, Martial Waking, Sorcerous Waking, Alchemic Waking
               Meeting Ground, Strong Initiative, Lasting Daze, Guarded Trove
               False Bounty, Moment's Reprieve, Moogle Room, Key to Rewards
    
    Sleights: Cross Slash+, Ferocious Lunge, Flare Breath, Reflect Raid
    
    ********************************************************************************
    
               /ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
              /  6-E /__/  5   /   /  O   /__ /  H   /
             /______/  /______/   /______/   /______/
                        / /        / /
                     /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/
                    /  4   /   /  O   /         Key: E - Event room
                   /______/   /______/               B - Boss room
                    / /         / /                  H - Hidden Chamber
       /ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/      O - Optional
      / 11-B /__/  3   /__ /  7   /__ /  12  /
     /______/  /______/   /______/   /______/  6E - Red, Key of Beginnings
                 / /        / /               10E - 9, Key of Guidance
             /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/              11B - 1, Key to Truth
            /  2   /   /  8   /                 H - 2 Blue, Key to Rewards
           /______/   /______/
             / /        / /
         /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
        /  1   /   /  9   /__ / 10-E /
       /______/   /______/   /______/
         / / 
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
     Hollow Bastion nets two more rewards in Calm Bounty rooms, Cross Slash+ and
    Reflect Raid sleights. The Hidden Chamber holds a nice present, the Mushu card.
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
      Beast and Belle are in conflict and Belle takes off. Sora tries to reassure
    Beast, but he is shot down. Sora obtains the Key of Beginnings.
    
      Head up four screens, make a Moogle Shop again so you can get a Divine Rose
    card. Open the door using the Key of Beginnings to talk with Belle. She doesn't
    want Beast to see how she feels because she's afraid Beast will get hurt by
    Maleficent. The dark queen enters the scene and takes Belle away. Sora obtains
    the Key of Guidance.
    
      Go down two screens, right one, and down two more. Use the excess of rooms to
    build your levels and gain a Wyvern card. Open the door with the Key of Guidance
    to see Sora stop Maleficent just in time. Beast comes and Belle casts him aside,
    but he doesn't care because he loves her. In one swift movement Maleficent goes
    for Beasts heart, but Belle interferes and hers is taken. Sora obtains the Key
    to Truth.
    
      Head up two screens and left one, open the left door using the Key to Truth.
    Maleficent explains the whole situation and then sets out to take Beasts heart
    as well.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Dragon Maleficent
                      Experience: 2249   HP: 1 7/8 Bar
                      Resists: All elements
                      Leaves: Maleficent Card
                      Attacks: Stomp, Fire Breath, Fire
    
      The giant dragon is nothing compared to the tougher bosses you've faced before
    but can do heavy damage. Watch out for the fire that Maleficent lays on the
    ground, take it out to get the Trick card and raise a platform. From that height
    you can take it easy on healing, just pummel Maleficent all that you can. Heal
    when you can card break her and use Cloud's Cross-Slash to deal a hefty amount
    of damage quickly. 
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle Belle is restored and Beast rejoices with her. Climb the
    ladder and save, then go back to Castle Oblivion, again.
    
      No Riku this time, head up the steps to see a scene with the Organization.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area goes over what the Organization says and what it means.
          If for any reason you do not want to know the information, skip this area.
    
      Larxene teases Vexen for his failed toy, Riku. Axel joins in insisting that
    Riku must be waiting further up for Sora. Another hooded figure enters, Marluxia
    a man who seems to be the leader, commands Vexen to not fail again. Vexen calls
    Marluxia "No.11" and himself "No.4", the meaning of this is unclear. Marluxia
    threatens to report Vexen's failure to a Superior unless he personally takes out
    Sora. Marluxia confirms the girl to be Namine, the girl Sora supposedly made a
    promise to.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Sora tells the others he has no intention of turning back, he wants to fulfill
    his promise to Namine. Save if you want, then head to the Hundred Acre Wood.
    
    ********************************************************************************
    
    Floor 10 - Hundred Acre Wood
    
    Battle Cards: Mega-Ether, Spellbinder, Elixir
    
    Sleights: Bind, Confuse, Idyll Romp, Synchro
    
    ********************************************************************************
    
      A series of events can be completed here to get the Bambi Summon Card. In
    order to get it, do the following events. Make sure Pooh gets his honey or he
    will get a rumbly in his tumbly, and don't get too far ahead or he'll fall to
    the ground and sleep.
    
    - Lead Pooh to Rabbit's cart and he will climb in (use the R Button), this will
      make one of the wheels fall off.
    
    - Now stand next to Piglet and lead Pooh there to engage in conversation and
      get the Confuse sleight.
    
    - Lead Pooh to the group of balloons, Owl will then pop them bringing Pooh back
      down, you get the Spellbinder card.
    
    - Have Pooh fall into the hole that has tracks before it, Roo will pop out and
      hand you an Elixir.
    
    - Head past Tigger and talk to Eeyore who needs his tail. Get Pooh to jump from
      stump to stump in a counter-clockwise motion, Tigger comes by and rewards Sora
      with the Idyll Romp sleight.
    
    - Take Pooh to the beehive just before Tigger and bees will chase Pooh into a
      tree and Eeyore's tail will fall. Take it back to Eeyore to get the Bind
      sleight.
    
    - Head past the stumps and cabbage starts to roll down the trail. Hit 14 of them
      and Rabbit comes by and rewards Sora with the Synchro sleight.
    
    - Finally, take Winnie the Pooh to the end of the trail to get the Bambi Summon
      Card.
    
      When you leave the area and exit back to Castle Oblivion, Vexen is there and
    he has been waiting for you.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Vexen
           Experience: 4125  HP: 2 Bars
           Resists: Neutral
                    Thunder
           Absorbs: Ice   Immune: Physical
           Recommended: Maleficent Card  Leaves: Mega-Ether
           Attacks: Freeze, Attack
    
      Vexen uses a shield, so the only way to damage him is to strike from behind.
    He tends to use his Freeze sleight often, so be wary of it and dodge roll when
    he begins to use it. Be patient with this battle and card break as your chance
    to strike.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
       Vexen leaves a strange message about memories on the other side of Sora's
    heart that formed the new World Card. Head up the steps for another meeting of
    the Organization.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area goes over what the Organization says and what it means.
          If for any reason you do not want to know the information, skip this area.
    
      Vexen apparently has led Sora into an area the Organization had not planned
    for. Marluxia orders Axel to take Vexen out after informing everyone that Namine
    can take care of hiding the "other side" from Sora.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Sora is skeptical about using the card, but it's all he's got so head off to
    Twilight Town.
    
    ********************************************************************************
    
    Floor 11 - Twilight Town
    
    Enemies: Air Soldier, Barrel Spider, Riku*, Shadow, Soldier, Vexen*
    
    Battle Cards: Mega Potion, One-Winged Angel
    
    Map Cards: Almighty Darkness, Looming Darkness, Premium Room. White Room
               Black Room, Martial Waking, Sorcerous Waking, Alchemic Waking
               Meeting Ground, Strong Initiative, Lasting Daze, Guarded Trove
               False Bounty, Moment's Reprieve, Moogle Room, Mingling Worlds
               Key to Rewards
    
    Sleights: Firaga Break, Warp
    
    ********************************************************************************
    
    
              /ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/
             /  5-B /__/  4   /
            /______/  /______/
                        / /        / /         Key: B - Boss room
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/            H - Hidden Chamber
         /  H   /__ /  3   /__ /  6   /             O - Optional
        /______/   /______/   /______/
                     / /               5B - 5+, 5-, Blue, Key of Beginnings
       /ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/               H - 8 Blue, 1 Red, 20 Green, Key to Rewards
      /  1   /__/  2   /
     /______/  /______/
       / /       / /
             /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
            /  O   /__ /  O   /__ /  O   /
           /______/    ______/   /______/
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
     Firaga Break can be found in a Calm Bounty room. The Hidden Chamber holds the
    Warp sleight. After defeating Marluxia you can come back here and receive the
    One-Winged Angel from a Treasure Spot or a Calm Bounty room.
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
    
      When Sora enters Twilight Town he reminisces of Namine, she appears and seems
    to be apologetic, but Sora cannot see her. Sora obtains the Key of Beginnings.
    
      Head right one and up two screens, open the door with the Key of Beginnings.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: What Vexen says ties the plot together from the original and now, do not
          read below if you do not wish to know.
    
      Vexen speaks of how his feeling of once being here should be more real then
    fake memories implanted by Namine, for the obvious reason that the memories he
    has aren't real. Vexen tells Sora that his "other side" was here, meaning Sora
    has another part of him somewhere that remembers Twilight Town.
    
         "If you remain bound by the chains of memory, and refuse to believe
              your heart then you may as well throw your heart away"
    
      Vexen almost pleads Sora to trust his heart and not his mind, commenting on
    how Sora is just a slave to memories like HIS Riku.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Vexen II
              Experience: 5700   HP: 2 Bars
              Resists: Neutral
                       Thunder
              Absorbs: Ice   Immune: Physical
              Recommended: Maleficent Card  Leaves: Vexen Card
              Attacks: Freeze, Iceburn, Ice Needles, Shield Swipe
    
      Vexen has a few more tricks up his sleeve this time around. Watch for a crazy
    Ice Needles attack that follows Sora and the Iceburn attack that freezes parts
    of the ground. Dodge the Ice Needles by running away from it, big loops around
    the screen seem to work. If Sora touches the ice on the ground he will slip
    leaving himself open for an attack. Use the same tactics as before and heal when
    needed. When Vexen is low on cards, use the Maleficent Card and go on a spree of
    attacks to deal a hefty amount of damage. Vexen will use Auto-Life and come back
    with 1/2 life bar when you defeat him, just take him down again to end the
    battle.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle Vexen tries to warn Sora of falling into the darkness and
    becoming Marluxia's pawn, but before he can say anymore Axel finishes him. After
    the scene, climb the ladder, save, and return to the castle.
    
      The organization has another meeting.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area goes over what the Organization says and what it means.
          If for any reason you do not want to know the information, skip this area.
    
      The Organization has been testing it's members in order to take over the rest
    of the Organization. Sora is the key to this and Namine is supposed to change
    and manipulate Sora's memories, but what for?
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Riku returns and he debates with Sora over who made the promise to Namine.
    The war of words quickly turns into a war of might after Riku presents a lucky
    charm just like Sora's.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Riku III
              Experience: 5700  HP: 2 Bars
              Resists: All elements
              Leaves: Mega Potion
              Attacks: Dark Firaga, Dizzy Slash, Combo Slash, Dive Slash
    
      Same as before except with a new jump technique. If you have NeoShadow card
    use it off the start to whittle some HP off of Riku and make the battle alittle
    bit easier. All in all this should be one of the easier ones.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      Riku storms off after the battle, but leaves the lucky charm. When Sora picks
    it up it turns into a World Card. Head up the steps to see Sora explode on
    Donald and Goofy. Donald simply thought it was awkward that he and Riku had the
    exact same memory.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area goes over what Axel is doing at the moment.
    
      Axel has apparently been using everyone for one master plan of his own, the
    pieces are set in motion and now Axel just wants to watch the show. Namine is
    released freely.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Time to discover the truth in all the mess, head to Destiny Islands.
    
    ********************************************************************************
    
    Floor 12 - Destiny Islands
    
    Enemies: Barrel Spider, Creeper Plant, Crescendo, Darkball, Darkside*
             Replica Riku*, Shadow, Tornado Step
    
    Battle Cards: Megalixir, Oathkeeper, Oblivion
    
    Map Cards: Almighty Darkness, Looming Darkness, Premium Room, White Room
               Black Room, Guarded Trove, False Bounty, Moment's Reprieve
               Moogle Room, Mingling Worlds, Key to Rewards
    
    Sleights: Judgment
    
    ********************************************************************************
    
    
              /ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
             /  10  /__/  6   /__ /  7   /__ /  8   /__ /  9-B /
            /______/  /______/   /______/   /______/   /______/
                        / /        / /
                     /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/
                    /  5   /   /  H   /         Key: E - Event room
                   /______/   /______/               B - Boss room
                    / /                              H - Hidden Chamber
                 /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
                /  3   /__ /  4-E /
               /______/   /______/  4E - 2, 8, Key of Beginnings
                 / /                9B - 50, Key of Guidance
             /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/     H - 33 Blue, 33 Green, 33 Red, Key to Rewards
            /  2   /__ /  1   /
           /______/   /______/
                         / /
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
     A Calm Bounty room will nab the Judgment sleight while the final Hidden Chamber
    holds the grande Megalixir.
    
    +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-
    
      Sora can't remember Tidus, Wakka, and Selphie and nothing else really clearly
    about the island except that he and Namine used to play here. Sora obtains the
    Key of Beginnings.
    
      Head left one and up one screen, open the door at the right using the Key of
    Beginnings. Here the meteor shower starts to take place shortly Sora sees Riku,
    a good form of Riku. Sora obtains the Key of Guidance.
    
      Sora starts at the beginning, head left and up one screen apiece again. This
    time go up again for two screens and right for another two. Open the door with
    the Key of Guidance to fight Darkside.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Darkside
              Experience: 5558  HP: 3 1/2 Bars
              Resists: All elements
              Leaves: Darkness Card
              Attacks: Smash, Darkness, Heart Shot, Omega Shot
    
      Darkside goes in a pattern of Darkness, Heartshot, Smash, Omega Shot. Simply
    get it down and pack in for a long battle. Don't use sleights or you'll find
    yourself low on cards. Hits directly on Darkside (his head) do more than those
    on his hand so jump and attack when he uses Darkness.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      Sora finds Namine, but the real Namine appears to tell Sora that the Namine he
    was talking to is not in his heart. A scene occurs where the charm changes to
    it's true form and Namine changes to Kairi, Sora remembers the person but can
    not remember her name. Sora obtains the Oathkeeper. Climb the ladder and save,
    enter the castle prepared.
    
      Namine tries to explain that Kairi is the one in Sora's heart, but Riku comes
    back to protect Namine for the final time.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Riku IV
             Experience: 6825   HP: 3 Bars
             Resists: All elements
             Recommended: Vexen Card   Leaves: Riku Card
             Attacks: Dash Slash, Dizzy Slash, Dark Firaga, Dark Aura
    
      Quite possibly the hardest battle in the game. Riku holds back nothing and
    comes packed with very high level cards and a lot of speed. The most deadly
    part of his arsenal is a new sleight, Dark Aura. This will mostly leave you
    completely decimated if it goes off so do not let Riku use this attack, card
    break it at all costs. This tactic will limit Riku's cards and leave you time to
    reload your deck and use the Vexen card incase something goes wrong. Stick to
    breaking his cards and then attacking, he is simply too fast to try and out
    card. Take the battle slow and focus on what cards he is using in order to get
    an attack or a Cure in. Dodge roll to avoid most of the attacks and capitalize
    on his long reload at the beginning to take Riku down.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
      After the battle go back and save your game. Now approach Riku and he then
    slashes Sora, Namine sticks up and defends Sora but to no avail. Larxene comes
    in with startling information.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area goes over what Larxene says.
    
      Larxene tells Sora that the Riku he has been fighting is nothing but a fake,
    a mere creation of Vexen's. Namine has implanted memories into his head and he
    had been fighting you over pointless things, Namine is the cause for all of the
    memory loss. The Organization was going to take the power of the Keyblade and
    use it but Axel let Namine fix Sora before he broke.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Before Larxene can finish off Sora, Goofy blocks her attack and Donald heals
    him.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Larxene II
               Experience: 6263  HP: 3 Bars
               Resists: Fire
                        Blizzard
               Leaves: Larxene Card  Recommended: Vexen Card
               Attacks: Continuous Slash, Thundara, Lightning Bolt, Teleport Rush
                        Beam Shot
    
      Larxene has a vicious new sleight called Teleport Rush, it really works like
    Dark Aura except its not as damaging. Larxene also has a nasty Continuous Slash
    that can destroy you if caught in the corner. Lightning Bolt still paralyzes you
    after its done, so avoid that one as well. When she uses here enemy card just
    keep dodge rolling, she moves incredibly fast during this period. Again, use
    the NeoShadow enemy card while she does this to take away HP while you buy some
    time. Use Vexen when you can incase anything goes wrong. Having a large stack
    of low level (3-7) cards will prove useful for continuously using sleights which
    damage Larxene the most. Heal when she charges her cards or use a 0 Cure to do
    some healing and break a sleight.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
      Larxene fades into oblivion and the groups talks with Namine to find out what
    has happened.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area goes over what Namine says.
    
      Namine says that she simply replaced everyone's memories. This was the plan
    for the Organization and they took her fear of being alone and used it against
    her to do their will. However, Namine says that the memories can be restored on
    the 13th floor.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Sora obtains the Oblivion. Take this chance to pilfer all the Hidden Chambers
    in each world and nab all the Calm Bounty treasures you might have missed. Max
    out Sora's HP at 560 and aim for being in the upper 60's to mid 70's level wise.
    Head up to Castle Oblivion's world.
    
    ********************************************************************************
    
    Floor 13 - Castle Oblivion
    
    Enemies: NeoShadow, Shadow, Defender, Wizard, Red Nocturne, Blue Rhapsody
             Yellow Opera, Green Requiem
    
    ********************************************************************************
    
                                                             / /
               /ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
              / 14-B /__/  13  /__ /  15  /__ /  16  /__ /  17  /
             /______/  /______/   /______/   /______/   /______/
                         / /                              / /    Key: B - Boss room
           /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/                        /ŻŻŻŻŻŻ/
          /  11  /__ /  12  /                        /  16  / 14B - 1 Blue
         /______/   /______/                        /______/        3 Red
           / /                                        / /           99
       /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/         Key of Beginning
      /  10  /__ /  9   /__ /  8   /__ /  7   /__ /  6   /
     /______/   /______/   /______/   /______/   /______/
                                                   / /
                                               /ŻŻŻŻŻŻ/
                                              /  5   /
                                             /______/
                                               / /
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
         /  1   /__ /  2   /__ /  3   /__ /  4   /
        /______/   /______/   /______/   /______/
          / /
    
    
      The three stop to think, but can't remember anything. They make the same
    promise they made in the first game however, "All for one, one for all". Sora
    learns Trinity Limit. Sora obtains the Key of Beginnings.
    
      Start off by heading right 3 screens, after you synthesize the third door a
    scene shows Marluxia coming up behind Nanime. Now head up two screens and then
    left four more screens. Another scene occurs, this time with Axel and Marluxia.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area goes over what happens.
    
      Axel turns out to be a double agent, staying true to the Organization and
    investigating what Marluxia and Larxene had planned. He then draws his weapon
    in following his orders, "eliminate all the traitors".
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Up one, right one, and up one last screen. Open the door at left using the Key
    of Beginnings.
    
      When you enter the room Sora interrupts Axel and Marluxia. Marluxia thinks he
    decoys Sora, but Sora says he'll take Axel down and then him -- Marluxia fled
    with Namine. Axel says he has a lot in common with Sora, but he must fight even
    if he doesn't want to.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Axel
         Experience: 6825  HP: 3 Bars
         Resists: Neutral
                  Thunder
         Absorb: Fire
         Leaves: Axel Card  Recommended: Vexen Card
         Attacks: Fire Tooth, Fire Wall, Slash, Warp-Slash
    
      Try and keep your distance and when Axel closes the gap, strike him. Use a lot
    of high level cards to take him down with ease. Though he is fast, most of his
    cards aren't that powerful so high level cards will not be broken. Healing
    should not be a problem since Axel has a low amount of cards, just heal when he
    has to recharge. Use Vexen off the start incase the Fire Tooth catches you off
    guard.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      Axel leaves a mysterious message, then leaves. Head to the far right and try
    to create a save room, then return to the castle for the final time.
    
      After some talk about keeping promises, the Riku replica appears to prove
    Marluxia wrong. Marluxia then summons his giant scythe for battle.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Marluxia
             Experience: 13131  HP: 4 Bars
             Weakness: Physical  Resists: All element
             Attacks: Blossom Shower, Death Scythe, Ground Wave, Swift
    
      Marluxia is slow, but his attacks are deadly, especially Death Scythe. Keep on
    the move and try to wear Marluxia down at first. Break his sleights and keep
    moving, heal when he recharges his cards. Count of 10 sleights and then start
    attacking him, his cards will be diminished enough to let you attack without
    much worry of being broken with high level cards. Stick it to him with cards
    like Oblivion to deal a lot of damage. An Omnislash would prove useful in the
    battle since Marluxia is weak against physical attacks.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area goes over how to get a few special cards but only if you
          have beaten the game already.
    
      The Ultima Weapon, Diamond Dust, and One-Winged Angel cards can all be gotten
    after beating Marluxia the first time and after beating Reverse Rebirth. Create
    a Calm Bounty room in Castle Oblivion to get the Ultima Weapon. Diamond Dust and
    the One-Winged Angel can be obtained through a Moogle Shop in Castle Oblivion.
    
      The enemy cards for Ansem and Lexaeus can also be gotten through Calm Bounty
    rooms if Reverse Rebirth mode is beaten.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Unfortunately, that wasn't the real Marluxia. Riku slashes through another
    fake, but the real Marluxia lies behind the door. Go back and save if you want,
    then go through the door.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Marluxia Redux
                   HP: 4 Bars
                   Weakness: Physical  Resists: All elements
                   Attacks: Petal Spawn, Spike Attack, Blade Shot, Blossom Shower
                            Charge
    
      This isn't exactly a hard battle, but a very long one. Marluxia has a simple
    pattern after you take out his arms, which is Petal Spawn, Blossom Shower, Spike
    Attack, Charge. Then he hovers lower to the ground and uses Petal Spawn again.
    When you fall off the ship he uses Blade Shot, avoid this by jumping over the
    Blades. During each phase you must card break to move to the next phase, the
    easiest time to do damage is when you are on to of the ship but you can attack
    Marluxia while he does other attacks, its just rare that the window of
    oppurtunity presents itself. Keep the attacks up and wait this battle out, heal
    when you need and card break while you heal to save time.
    
     Another good tactic is to unleash Cloud Summons one at a time when you are on
    the ship, this will take away 3/4 a life bar and make the battle go by much
    faster.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
      The ending now takes place, congratulations on beating Kingdom Hearts: Chain
    of Memories.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area goes over what happens at the end.
    
      Sora seals the door at Castle Oblivion with the power of the Keyblade. The
    Riku replica takes off and Sora feels like he let him down. Namine explains that
    memories are like parts of a chain, you can undo the links and rearrange them
    but you can't destroy them. Namine promises to help this time, but Sora gets
    that he won't be able to remember anything about what happened in Castle
    Oblivion, even Namine. The three must sleep in strange configurations to
    restore their memories, Donald and Goofy head off. Sora promises to never forget
    Namine. Namine tells Sora that he is beginning to remember already, the charms
    shape is changing back to normal -- Sora remembers Kairi and all his friends.
    With his last words to Namine, Sora tells her she will be "forgotten but not
    lost". After the credits roll words appear, "Fading memories, reconstructing
    memories, and a dream -- a dream of you in a world without you"
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Reverse Rebirth mode is now available for play.
    
    ================================================================================
    ------------------------------ Reverse Rebirth ---------------------------------
    ================================================================================
    
      Riku awakens to a strange and mysterious voice. He is told he is in a place
    between light and dark. Riku is given the choice to take the card and go
    toward the truth, even though it will hurt. Upon grabbing the card, Riku is
    awakened in Castle Oblivion and enters the "door to truth".
    
    ********************************************************************************
    
    Basement Floor 12 - Hollow Bastion
    
    Enemies: Darkball, Defender, Dragon Maleficent*, Large Body, Soldier
             Tornado Step, Wizard, Wyvern
    
    ********************************************************************************
    
    
                             /ŻŻŻŻŻŻ/
                            /  10  /
                           /______/
                            / /                   Key: E - Event room
                         /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/           B - Boss room
                        /  8   /__ /  9-B /
                       /______/   /______/
                         / /               4E - Red, Key of Beginnings
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/   7E - Green, Key of Guidance
         /  7-E /__ /  6   /__ /   5  /    9B - 5+, Key to Truth
        /______/   /______/   /______/
                     / /        / /
                 /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
                /  2   /__ /  3   /__ /  4-E /
               /______/   /______/   /______/
                 / /
             /ŻŻŻŻŻŻ/
            /  1   /
           /______/
             / /  
    
      After the Voice informs Riku of the world he is in, Riku runs off. Head up and
    then right, enter the door at right using the Key of Beginnings. Here the Voice
    tempts Riku, but Riku casts it off. Riku gains the Key of Guidance.
    
      Head up a room and then left, try to gain a level or two here to be ready for
    the boss fight. From this room head left using the Key of Guidance. In this room
    Riku asks where all his friends are. The Voice replies that it is because he
    cast his friends away and took up darkness that his friends don't appear, and
    that he cast away the darkness leaving himself empty. The Voice assures Riku
    that all the darkness was not removed. Riku gains the Key to Truth.
    
      Get to around level 4 and head up a screen, then into the boss room using the
    Key to Truth. Here Riku meets with Maleficent, the only person he can meet. It
    is because Riku's heart is still tied to the darkness that he can her. Riku
    would rather be alone then be with the dark witch.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Dragon Maleficent
                      Experience: 150   HP: 3/4 Bar
                      Resists: All elements
                      Leaves: Maleficent Card
                      Attacks: Stomp, Fire Breath, Fire
    
      The witch transformed again, but isn't that hard. Start off by jumping and
    swinging to deal damage until Maleficent shoots out some green fireballs. Strike
    the balls to release the Trick Card. Use it to create a pillar, hop upon it and
    resume your assault until Maleficent is done.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After you take down Maleficent, enter the door at top and go back to Castle
    Oblivion. Here the Voice reveals himself as Ansem, Riku strikes at him
    but is repeled backwards. When Ansem moves in Mickey enters and heals Riku.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Ansem
           Experience: 133   HP: 1 Bar
           Attacks: Submission, Rockshatter
    
      Start off this fight on the offensive, when Ansem begins to stock cards switch
    to defensive and have a 0 card waiting to break the Rockshatter attack. After
    2-3 card breaks on Rockshatter, Ansem is low on cards. Begin an all-out attack
    on Ansem until he is taken down. Be sure to use the Mickey cards that drop if
    your HP gets low, sleighting them should secure the heal.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After Ansem goes down he informs Riku about the truth in the cards. Riku
    agrees to play the game, but if he doesn't give up he wins. Ansem gives Riku
    a final gift in releasing the darkness in his heart, giving Riku the choice to
    use the darkness or not.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    How to: If you didn't read how to use Dark Mode, here's how it works. 
    
      Riku needs to reach 30 Dark Points (DP). To gain these points, card break
    your enemies. The difference between the cards is the result of the gain. DP
    can also be lost, whether in Dark Mode or not, by losing a card break or
    incurring damage. Riku can only use sleights in Dark Mode.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      A meeting between Lexaeus, Zexion, and Vexen occurs. It is deduced that the
    Maleficent Riku defeated was a fake; Zexion also concludes that the "scent" of
    [Riku] was close to that of a Superior's. The Organization agrees to bide their
    time.
    
      Riku meets with King Mickey at the top of the stairs. The King assures Riku
    that even though darkness dwells it can be repeled, and he will help. Go through
    the door to Agrabah.
    
    ********************************************************************************
    
    Basement Floor 11 - Agrabah
    
    Enemies: Air Soldier, Bandit, Barrel Spider, Fat Bandit, Green Requiem, Jafar*
             Shadow, Yellow Opera
    
    ********************************************************************************
    
    
                         /ŻŻŻŻŻŻ/
                        /  6   /
                       /______/            Key: B - Boss Room
                         / /                    Ex - Extra Room
                     /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
                    /  5   /__ /  Ex  /         4B - 5+, Key of Beginnings
                   /______/   /______/
                     / /        / /
                 /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
                /  2   /__ /  3   /__ /  4-B /
               /______/   /______/   /______/
                 / /
             /ŻŻŻŻŻŻ/
            /  1   /
           /______/
             / / 
    
      Enter the old city and go through the only door. Head right one room and then
    open the door at right with the Key of Beginnings.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Jafar
           Experience: 232   HP: 1 Bar
           Leaves: Jafar Card
           Attacks: Giant Fireball, Laser Eye, Fire Smash
    
      Jafar cannot be damaged, so don't try or you'll get the signal "Guarded".
    Instead, wait till the platforms rise to mid-high level and look for Iago with
    the lamp. Strike the lamp to deal damage to Jafar who doesn't even attack that
    much. The Trick Card raises all three platforms to maximum height, so use all
    your cards then use the Trick Card to get the most damage in.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      Head left and then up until you exit Agrabah and enter Castle Oblivion. Head
    up the stairs to see a scene with Zexion and Vexen.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area tells about a significant plot point in context to
          what Zexion discovers. If you do not want to know about this, skip to the
          next floor.
    
      Zexion informs Vexen that Riku is the "scent". Riku apparently has ties to the
    Keyblade and the darkness, like their Superior. Further research is to be
    conducted, but the awkward comment hinting at only needing Sora or Riku and not
    both leaves open ends. If Riku is like their Superior, they believe to be
    unstoppable.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Enter the door and head off to the Monstro level.
    
    ********************************************************************************
    
    Basement Floor 10 - Monstro
    
    Enemies: Air Soldier, Barrel Spider, Green Requiem, Large Body, Parasite Cage*
             Search Ghost, Shadow, Tornado Step, Yellow Opera
    
    ********************************************************************************
    
                     /ŻŻŻŻŻŻ/
                    /  7   /
                   /______/
                    / /
                 /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/
                /  2   /__ /  3   /__ /  4   /__/   5  /__/  6-B /
               /______/   /______/   /______/  /______/  /______/
                 / /
             /ŻŻŻŻŻŻ/    Key: B - Boss Room
            /  1   /
           /______/           6B - 5+ Green, Key of Beginnings
             / /
    
      Go through the door at the top, then proceed right until you can open the door
    with the Key of Beginnings.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Parasite Cage
                   Experience: 400  HP: 1 1/8 Bar
                   Resists: All elements
                   Leaves: Parasite Cage Card
                   Attacks: Tentacle Whip, Poison
    
      The water is poisonous so stick to the platforms. Jump around to get close and
    land some attacks on the monster, then wait for a Mickey Card. Save the card
    and focus on card breaking to enter Dark Mode, then let loose Dark Firaga from
    a distance to do decent damage. Use the Mickey Card/s that you have saved to
    heal if you need to.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle head all the way back left and enter the door at the top, go
    in the door there to return to Castle Oblivion. Upon entering the next floor
    Vexen arrives and confronts Riku. When asked if he is with Ansem or not, Vexen
    answers that Riku is only half correct. Flames brew inside Riku and a battle
    ensues.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: An overview of the conversation is below.
    
     Vexen's conversation with Riku reveals that members of the Organization and
    their Superior are those of dark and light, they walk in the twilight between.
    Riku is much like this but not at their level yet. The fact that they say they
    are in league with Ansem, but in a way not could mean there are remnants of
    Ansem or an impostor.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Vexen
           Experience: 975  HP: 2 bars
           Resists: Neutral
                    Thunder
           Absorbs: Ice   Immune: Physical
           Recommended: Maleficent Card
           Attacks: Freeze
    
      Focus on card breaking Vexen till you reach Dark Mode, then unleash Dark Aura
    and Dark Firaga for the big damage. Stick to card breaking to get your attacks
    in since his shield pretty much gets in the way. Dodge to get behind his shield
    but be careful of being card broken while swinging away.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle Vexen thanks Riku for the data collection. What Vexen will
    use the data for is unknown. Take the time to save your game, then head off to
    Neverland.
    
    ********************************************************************************
    
    Basement Floor 9 - Neverland
    
    Enemies: Air Pirate, Air Soldier, Barrel Spider, Captain Hook*, Crescendo
             Darkball, Gargoyle, Pirate, Shadow, Yellow Opera
    
    ********************************************************************************
    
                      /ŻŻŻŻŻŻ/
                     /  4-B /
                    /______/              
                     / /                   / /     
                  /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
                 /  3   /__ /  4   /__ /  5   / Key: B - Boss room
                /______/   /______/   /______/       O - Optional
                 / /        / /        / /
              /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/      4B - Blue, Key of Beginnings
             /  2   /__ /  O   /__ /  O   /
            /______/   /______/   /______/
             / / 
          /ŻŻŻŻŻŻ/
         /  1   /
        /______/
          / / 
                
    
      Go up two screens and open the door using the Key of Beginnings to fight
    Captain Hook.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Captain Hook
                  Experience: 951  HP: 1 1/2 Bar
                  Resists: Neutral
                           Blizzard
                  Immune: Thunder
                  Leaves: Captain Hook Card
                  Attacks: Combo & Present, Rush & Present, Fury Blade
    
      The ship tilts and moves both characters making the battle difficult. Hook
    also has the ability to slash very fast and his two sleights involve massive
    bombing that can be hard to dodge depending on which way the ship is tilted.
    Be sure to stop his sleights or you will pay dearly for it, they take away a lot
    of HP. Dark Mode should allow you to easily maneuver around the battle field
    dodging the majority of Hook's sleights. Be patient and careful when he uses
    his enemy card to make all his cards 0, good timing will allow easy attacking.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
     After downing the Captain head right twice and up once to return to Castle
    Oblivion. Another conversation amongst the Organization occurs, then proceed up
    the stairs.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: An overview of the conversation is below.
    
      Zexion and Lexaeus talk amongst themselves about Vexen's idea of a Riku
    Replica. Since no one can really trust one another in the Organization, Zexion
    and Lexaeus make a pact and decide to let Vexen clean up this mess rather then
    having themselves get involved.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    
    ********************************************************************************
    
    Basement Floor 8 - Traverse Town
    
    Enemies: Blue Rhapsody, Guard Armor*, Shadow, Soldier
    
    ********************************************************************************
    
                     / /
                  /ŻŻŻŻŻŻ/              /ŻŻŻŻŻŻ/
                 /  9   /              /  6-B /
                /______/              /______/
                 / /                   / /
              /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/     Key: B - Boss room
             /  8   /__ /  7   /__ /  5   /           O - Optional
            /______/   /______/   /______/
             / /        / /        / /       6B - 0 Red, Key of Beginnings
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
         /  O   /__ /  O   /__ /  4   /
        /______/   /______/   /______/
         / /        / /       / /
      /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
     /  O   /__ /  2   /__ /  3   /
    /______/   /______/   /______/
                / /
             /ŻŻŻŻŻŻ/
            /  1   /
           /______/
             / /
    
      Proceed through the only opening, then right. Head up until you reach the door
    requiring the Key of Beginnings.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Guard Armor
                 Experience: 336  HP: (Foot) 1/2 Bar
                                  HP: (Arm)  1/2 Bar
                                  HP: (Body) 3/4 Bar
                 Resists: All elements
                 Leaves: Guard Armor Card
                 Attacks: Stomp, Slash, Spin
    
      Guard Armor is one of the easier bosses in the game with his slow attacks and
    low CV. The enemy consists of 5 parts -- 2 feet, 2 arms, and a body. Focus on
    the arms first to eliminate the Spin attack and then the feet. Once the limbs
    have been defeated, the body is now open for damage. Pummel away at the body to
    end the battle. On this particular floor the cards you have total to 7, so do
    not use sleights unless you like attacking 2 cards at a time.
    
    Note: The Trick Card in this battle causes Guard Armor to crash to the ground
          and leaves him unable to attack.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the Guard Armor is defeated go left two screens and up one to return to
    Castle Oblivion. Here Riku meets the replica Vexen was working on. The replica
    calls Riku out, saying he is scared of the darkness and then he strikes.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Riku Replica
                 Experience: 1875   HP: 2 Bars
                 Resists: All elements
                 Attacks: Slash, Whirl Slash, Dash Slash, Dark Firaga
    
      The replica moves just as quickly as Riku would in Dark Mode, so be wary of
    his speed. The cards he has fluctuate in value, so counter the lower value ones
    with some of your higher value cards to get a chain of attacks started. Card
    break his Dark Firaga attacks and save the Mickey Cards you pick up so you can
    sleight them for a big heal. Dodging and being patient here will net you the
    simple win.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle Riku strikes his clone but is repeled back, then the replica
    takes off. Heading up the stairs starts a conversation between Vexen and the
    Riku clone.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: An overview of the conversation is below.
    
      Vexen asks how it felt to fight the real Riku and the replica reassures Vexen
    that he'll soon wipe the floor with the real thing. Then Vexen asks if he wants
    to meet Sora, the fake replies that Sora is just another play thing on the way
    to destroying Riku.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Riku calls out the fake, but is only answered by Ansem who puts in a few words
    about the replica and then tell Riku to continue his fight, throwing him more
    world cards. Save and proceed to Atlantica.
    
    ********************************************************************************
    
    Basement Floor 7 - Atlantica
    
    Enemies: Aquatank, Darkball, Screwdiver, Sea Neon, Search Ghost, Ursula*
    
    ********************************************************************************
    
                     / /
                  /ŻŻŻŻŻŻ/              /ŻŻŻŻŻŻ/
                 /  9   /              /  6-B /
                /______/              /______/
                 / /                   / /
              /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/     Key: B - Boss room
             /  8   /   /  O   /   /  5   /           O - Optional
            /______/   /______/   /______/
             / /        / /        / /       6B - 15 Blue, Key of Beginnings
          /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/
         /  7   /   /  O   /   /  4   /
        /______/   /______/   /______/
         / /        / /       / /
      /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
     /  6   /__ /  2   /__ /  3   /
    /______/   /______/   /______/
                / /
             /ŻŻŻŻŻŻ/
            /  1   /
           /______/
             / /
    
      Head through the only door, then right one screen. Proceed up 3 more screens
    and open the door at the top using the Key of Beginnings.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Ursula
            Experience: 1470   HP: (Tentacle) 1/4 Bar
                                  (Ursula)   1 1/16 Bar
            Resists: All elements
            Leaves: Ursula Card
            Attacks: Bubble, Tentacle
    
      Ursula has one attack that does decent damage, the Bubble attack. Simply card
    break this attack and the battle is all downhill. To reach Ursula herself, you
    need to take out a tentacle first. The tentacles rejuvenate, but just keep
    hacking away. Ursula will move side to side as the battle prolongs, but will
    stop when she is going to attack, card break and counter during this time. The
    Trick card will lower Ursula so that just her head shows, allowing time for a
    lot of damage to be done.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle head down two screens, left two, and then up two more -- go
    back to the Castle Oblivion. Head up the steps to see a conversation between
    Axel, Vixen, and Larxene -- it is the same scene we see in Sora's story.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: An overview of the conversation is below.
    
      Axel and Larxene question the use of the "toy" that Vexen has created. Axel
    agrees to let Vexen use the fake Riku to test Sora, but under the condition that
    he takes a card containing Sora and Riku's home. The fake Riku enters saying
    that it's only a card, but Larxene lets him know that he find out how to be just
    like Riku. Unfortunately it's not what the fake Riku wants and after objecting
    to being pawned off with fake memories and a heart just like Riku's, he attacks
    Larxene who simply pushes him off to the side. The fake Riku's fate is sealed.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Save your game if you'd like, then head up the stairs to the Olympus Coliseum.
    
    ********************************************************************************
    
    Olympus Coliseum
    
    Enemies: Barrel Spider, Blue Rhapsody, Bouncywild, Cloud*, Hades*, Large Body
             Powerwild, Shadow
    
    ********************************************************************************
    
                                    / /
                                 /ŻŻŻŻŻŻ/
                                /  9   /
                               /______/
                                / /
                             /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
                            /  8   /__ /  7   /
                           /______/   /______/
                             / /       / /
              /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
             /  3   /__ /  4   /__ /  5   /__ /  6-B /
            /______/   /______/   /______/   /______/
              / /        / /
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
         /  2   /__ /  3   / Key: B - Boss room
        /______/   /______/
         / /                    6B - Red, Green, Key of Beginnings
      /ŻŻŻŻŻŻ/
     /  1   /
    /______/
      / /
    
    
      Head up two screens and then right two more, enter the door at right to face
    off with Hades, Lord of the Underworld.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Hades
            Experience: 930   HP: 1 1/8 Bar
            Resists: Neutral   Absorb: Fire   Immune: Thunder
            Leaves: Hades Card
            Attacks: Firaga Ball, Fire Slash, Fire Finger, Flamethrower
                     Temper Flare
    
      Hades can get rough if you don't reach Dark Mode really quick. He will
    typically use Temper Flare off the start to speed his actions up and increase
    his attack power. Try to stop this if you can, if you can't use a 0 to break the
    sleight then do your best to dodge his attacks. The Firaga Ball does a decent
    amount of damage, but also allows a large amont of time to be broken so be sure
    to do so. Enemy cards will be your friend here; Malifecents enemy card works
    great in combination with Dark Aura. Yield on Dark Firaga this battle, it just
    heals him.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      Head up one screen, left another, and finally up again to leave the Olympus
    Coliseum. Head up the stairs once more to see another conversation, this time
    between Namine and Larxene.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: An overview of the conversation is below.
    
      Larxene questions how Namine feels about rewriting Sora's memories, but the
    fake Riku intervines saying that Namine wants to forget Sora. He then swears to
    make whatever is bothering Namine go away, using the good luck charm as a
    reminder. Larxene compliments Namine on the addition of the good luck charm,
    similar to the good luck charm that she changed for Sora. Namine assures Larxene
    that Sora will never forget Kairi, because Namine is Kairi's shadow. Larxene
    just uses that as fuel to the fire, telling Namine that it should be her
    incentive to not fail so she can be more than just a shadow.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Proceed up the steps to Wonderland when you are ready.
    
    ********************************************************************************
    
    Basement Floor 5 - Wonderland
    
    Enemies: Creeper Plant, Crescendo, Large Body, Red Nocturne
             Shadow, Soldier, Trickmaster*
    
    ********************************************************************************
    
                                / /
                  /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/
                 /  7-B /   /  8   /
                /______/   /______/
                 / /         / /                  / /
              /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
             /  6   /__ /  5   /__ /  4   /__ /  3   /  Key: B - Boss Room
            /______/   /______/   /______/   /______/
              / /       / /         / /       / /    7B - 30 Red, Key of Beginnings
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
         /  5   /__ /  4   /__ /  3   /__ /  2   /
        /______/   /______/   /______/   /______/
                                           / /
                                       /ŻŻŻŻŻŻ/
                                      /  1   /
                                     /______/
                                       / /
    
      Head up two screens and then left three, enter the door at the top to fight
    Trickmaster.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Trickmaster
                 Experience: 1010   HP: 1 1/2 Bar
                 Resists: All elements
                 Leaves: Trickmaster Card
                 Attacks: Uppercut, Flame Shot
    
      The Trickmaster won't use any sleights, but the Flame Shot can do a bit of
    damage. Stay away from the Trickmaster when you are not attacking with an attack
    card, it leaves room to dodge his attacks. The Trick card will raise a table
    allowing you to attack the Trickmaster without jumping. Don't worry too much
    about Dark Mode this battle, but if you do manage to reach it before the battle
    ends, use Dark Break as it hits for a lot more than Dark Firaga.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle head right and then up, return to Castle Oblivion and go up
    the steps to view a scene with Zexion and Lexaeus.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: An overview of the conversation is below.
    
      Lexaeus mentions that "Vexen is no more." Zexion confirms that it was Axel,
    an Agent of the Organization striking another down. The bigger problem is Sora
    according to Lexaeus, but Zexion figures if Marluxia will hold the light, then
    they will hold the dark.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      One card left, save your game and head up to Halloween Town.
    
    ********************************************************************************
    
    Basement Floor 4 - Halloween Town
    
    Enemies: Creeper Plant, Gargoyle, Oogie Boogie*, Search Ghost, Wight Knight
    
    ********************************************************************************
    
                                                         / /
                                                      /ŻŻŻŻŻŻ/
                                                     /  13  /  Key: B - Boss room
                                                    /______/        O - Optional
                                                      / /   
                                       /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/    8B - 4+ Blue
                                      /  11  /__ /  12  /          Key of Beginnings
                                     /______/   /______/ 
                                       / /        / /
                        /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/    /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
                       /  9   /__ /  10  /    /  O   /__ /  O   /
                      /______/   /______/    /______/   /______/
                        / /        / /        / /        / /
          /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
         /  8-B /__ /  7   /__ /  6   /   /  3   /__ /  2   /
        /______/   /______/   /______/   /______/   /______/
                                / /       / /         / /
                            /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/
                           /  5   /__ /  4   /   /  1   /
                          /______/   /______/   /______/
                                                   / /
    
    
    
      To get to the Boss Room: up, left, down, left, up, left, and enter the door at
    the left.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Oogie Boogie
                  Experience: 1209     HP: 1 1/2 Bar
                  Weakness: Physical   Resists: All elements
                  Leaves: Oogie Boogie Card
                  Attack: Dice Roll
    
      Oogie is most likely the easiest boss in the game. His Dice Roll is always a
    level 7, simply break it three times and the gates drop. Pummel him with all you
    got while the gates are down and then repeat the process till Oogie is dead. The
    only thing you don't want to do is use sleights and kill all of your cards, that
    is unless the sleight starts with a Mickey Card.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After taking down Oogie Boogie, head up, right, up, right, and then out of
    Halloween Town and into Castle Oblivion. Lexus is there waiting for Riku and he
    tells him that it is a shame that he casts away the darkness. Lexaeus then says
    he's going to end it now.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Lexaeus
             Experience: 5977  HP: 3 Bars
             Leaves: Lexaeus Card
             Attacks: Rockshatter
    
      At the start of the battle, simply revert to all the 0 CV cards you have and
    break all his sleights till you reach Dark Mode, which is almost immediately.
    From here, simply let loose on Dark Aura till you cannot perform it anymore. By
    this time Lexaeus should be substantially weak, a few good Dark Firaga hits will
    end the battle swiftly.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle Lexaeus uses the last of his power of darkness to consume
    Riku. Here Ansem tries once again to deceive Riku, but King Mickey intervines.
    Head up the stairs for yet another Organization scene.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: An overview of the conversation is below.
    
      Zexion is disappointed as Vexen and Lexaeus have been defeated. Axel wonders
    who is next, suggesting Marluxia. Since anyone who beat Axel should be able to
    take Marluxia, Axel assures Zexion that Sora will be Marluxia's downfall. With
    only Riku in the way, the two think about how to deal with things.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Zexion comes to inform Riku that Marluxia, Keeper of the Castle was the one
    whom he sensed had perished. Zexion gives Riku the world card to Destiny Islands
    aka Sora and Riku's home. Save your game and enter Destiny Islands.
    
    ********************************************************************************
    
    Basement Floor 3 - Destiny Islands
    
    Enemies: Barrel Spider, Creeper Plant, Crescendo, Darkball, Darkside*
             Replica Riku*, Shadow, Tornado Step
    
    ********************************************************************************
    
                                          / /
                                       /ŻŻŻŻŻŻ/
                                      /  9   /
                                     /______/
                                      / /
                        /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
                       /  7   /__ /  8   /__ /  O   /
                      /______/   /______/   /______/
                       / /                   / /
         /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/              /ŻŻŻŻŻŻ/  Key: B - Boss Room
        /  6-B /__ /  5   /              /  O   /
       /______/   /______/              /______/  6B - 7+ Green, Key of Beginnings
                    / /                   / /
                /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
               /  4   /__ /  3   /__ /  2   /
              /______/   /______/   /______/
                                      / /
                                  /ŻŻŻŻŻŻ/
                                 /  1   /
                                /______/
                                  / /
    
    
      Riku walks a ways and see Wakka, Tidus, and Selphie but they just disappear.
    Start by going up one screen, left two, and up another one. Enter the door at
    left using the Key of Beginnings to see Kairi but she too vanishes. Zexion
    enters and explains that only dark beings exist in Riku's memories, that's why
    the others disappear. Zexion tries to make Riku believe he is still consumed by
    darkness.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Darkside
              Experience: 2876  HP: 3 1/2 Bars
              Resists: All elements
              Leaves: Darkness Card
              Attacks: Smash, Darkness, Heart Shot, Omega Shot
    
      Darkside goes in a pattern of Darkness, Heartshot, Smash, Omega Shot. Simply
    get it down and pack in for a long battle. Don't use sleights or you'll find
    yourself low on cards. Hits directly on Darkside (his head) do more than those
    on his hand so jump and attack when he uses Darkness. Dark Break makes this
    battle a total joke.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: An overview of the event is below.
    
      Sora enters and strikes Riku down, telling him that he fading away from the
    light. Riku starts to fade into the light, but Kairi tells him that no power can
    make him fade, not the light and not the dark. "don't run from the light -- and
    don't fear the dark. Both will make you stronger." Riku begins to believe that
    it can be done, and decides to follow HIS darkness. He strikes Sora, who then
    changes to Zexion, crippling. Riku deals a good blow, but Zexion gets away.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    Head up one screen, right one, and up another to exit Destiny Islands. Once back
    at Castle Oblivion, head up the stairs to see a conversation.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: An overview of the conversation is below.
    
      Zexion is baffled at how strong Riku is, saying it's not possible to wear the
    darkness the way he does. Axel and the replica enter and Axel goes on about how
    the replica knows he's not real, but could be real. Axel's twisted idea of new
    entertainment between Sora and Riku leads to Zexion being destroyed by the Riku
    replica.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Ansem yet again tries to reawaken inside Riku, but Mickey intervines once
    more. Riku receives a card that supposively thinks it belongs to him. Save and
    enter Twilight Town.
    
    ********************************************************************************
    
    Basement Floor 2 - Twilight Town
    
    Enemies: Air Soldier, Barrel Spider, Riku Replica*, Shadow, Soldier
    
    ********************************************************************************
    
                                                       / /
                              /ŻŻŻŻŻŻ/              /ŻŻŻŻŻŻ/
                             /  8-E /              /  13  /
                            /______/              /______/
                             / /                   / /
                          /ŻŻŻŻŻŻ/              /ŻŻŻŻŻŻ/ Key: E - Event Room
                         /  7   /              /  12  /       B - Boss Room
                        /______/              /______/
                         / /                   / /
                      /ŻŻŻŻŻŻ/              /ŻŻŻŻŻŻ/  3B - 2+ Blue
                     /  6   /              /  11  /        Key of Beginnings
                    /______/              /______/
                     / /                   / /        8E - 50, Key of Guidance
                  /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/   /ŻŻŻŻŻŻ/
                 /  5   /   /  3-B /   /  10  /
                /______/   /______/   /______/
                 / /        / /        / /
              /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/
             /  4   /__ /  2   /__ /  9   /
            /______/   /______/   /______/
                        / /
                     /ŻŻŻŻŻŻ/
                    /  1   /
                   /______/
                     / /
    
    
      Riku enters the town and immediately doesn't remember ever being here.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: An overview of the conversation is below.
    
      A man acting as Ansem appears, but Riku calls him out as the one who guided
    him when he first arrived in the Castle Oblivion. The man agrees and introduces
    himself as DiZ. He wants Riku to choose either light or dark, seeing as he is
    in the twilight between. He mentions Namine, then leaves.
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Head up one screen and then through the door at the top. The fake Riku babbles
    on about how he's only a shadow as long as the real thing exists.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Riku Replica II
                    Experience: 3900   HP: 3 Bars
                    Resists: All elements
                    Attacks: Dash Slash, Dizzy Slash, Dark Firaga, Dark Aura
    
      The replica likes to sleight, simply put. Find the few 0 CV cards you have and
    get them ready. Stock cards for Dark Aura and unleash it when the replica is
    reloading. Take advantage of card breaks to stay in Dark Mode and just try to
    remember which one you are on the screen or else the battle could actually be
    hard.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle, the replica fades out wondering where his heart will go.
    Make your way to door at the top left of the map.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: An overview of the conversation is below.
    
      Riku finds Namine and recognizes that it was her, not Kairi that was talking
    to him on Destiny Islands. Riku then finds Sora sleeping to recover his lost
    memories. Namine says Riku has a choice to make too, about his darkness. The
    darkness he yields holds Ansem who will arise and conquer Riku when he does. In
    order to seal Ansem away, Riku's heart must be locked -- but this also means
    Riku will forget memories involving Ansem, namely anything that happened during
    Kingdom Hearts. Riku decides to just rip on Sora when he wakes up for not
    protecting Kairi, and tells Namine he'll just take on Ansem once and for all.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      Head all the way to top right of the map to leave this mysterious town. Once
    back at the Castle Oblivion, Mickey says DiZ told him that Riku chose not to
    sleep.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: An overview of the conversation is below.
    
      DiZ says that he is nobody or anybody, it all depends on whether they believe
    in him or not. Riku chose to fight Ansem, so it was his answer... DiZ is just
    there to watch. Whether Riku gets smothered or comes out triumphant is solely
    his choice.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
      DiZ gives Riku a card to unlock the darkness within himself and face Ansem. Go
    up the stairs and Mickey assures Riku that he won't lose to Ansem, not in a
    million years. Save your game, it's the last chance you'll get unless you have
    a Moment's Reprieve card. Enter Castle Oblivion's world when you're ready.
    
    ********************************************************************************
    
    Basement Floor 1 - Castle Oblivion
    
    Enemies:
    
    ********************************************************************************
    
                                    / /
                                 /ŻŻŻŻŻŻ/
                                /  4-B /
                               /______/
                                / /
                             /ŻŻŻŻŻŻ/  Key: B - Boss Room
                            /  3   /
                           /______/   4B - 13, Key of Beginnings
                            / /
                         /ŻŻŻŻŻŻ/
                        /  2   /
                       /______/
                        / /
                     /ŻŻŻŻŻŻ/
                    /  1   /
                   /______/
                     / /
    
    
      Simply head up 2 screens, make them large rooms with lots of enemies if you
    feel the last few bosses were hard. If you have a Moment's Reprieve card, it's
    also an opportune time to use it considering you're getting ready to fight the
    final battle. Enter the final door and after a few kind words, the battle
    begins.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Ansem
           HP: 4 Bars
           Resists: Fire, Ice, Lightning
           Attacks: Rock Shatter, Dark Shadow
    
      The trick to Ansem is keeping your distance till he gets a little low on
    cards. Trying to out card him just ends up in a lot of card breaks on your end
    and overall just a quick loss. Wait for his sleights to go off and just card
    break them. Be wary of the ten 0 CV cards Ansem wields when using sleights,
    striking him at a time when the 0's are gone will prove helpful. Overall this
    battle shouldn't be as hard as the last if you keep your distance and use the
    Oogie Boogie card when your in a trifle.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
      After the battle Riku strikes Ansem down, and even though the darkness is
    still in Riku's heart -- he controls it not Ansem.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    Note: The enclosed area goes over what happens at the end.
    
      Mickey says that light and dark, back to back is incredible, like nothing no
    one has ever seen before and Riku brought it to his attention. Mickey asks if
    he can walk the road with Riku who humbly agrees. Riku and Mickey leave the
    Castle Oblivion and walk the road till they meet DiZ. "What are you making me
    choose now?", Riku asks. "Will you take the road to light -- or the road to
    darkness", DiZ replies. "Neither.", Riku hastens, "I'm taking the middle road."
    Riku waltzes by DiZ and is questioned, "You mean the twilit road to nightfall?"
    "No... The road to dawn." After the credits roll words appear, "Walking this
    road without you to remake forgotten promises and meet you at road's end."
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
      
      Congratulations on completing Reverse Rebirth, new options are available in
    Sora's Story now.
    
    ================================================================================
    ------------------------------- Room Synthesis ---------------------------------
    ================================================================================
    
      |\  /\  /|
      | \/  \/ | 
      |        |  A typical map card looks like this. The numbers and colors on
      |        |  cards determine what doors can be opened. Certain criteria needs
      |        |  to be met during the Room Synthesis or else the door simply does
      |        |  not open. The value of the card you use to create a room also
      |        |  affects the criteria of doors to surrounding rooms, so plan
      |        |  ahead when choosing your cards.
      |________|
    
    Criteria: In the examples "n" is any given number.
    
    n^ - Must provide a card with a value equal to or greater than n.
    n(down) - Must provide a card with a value equal to or less than n.
    n - Must provide a card with a value equal to n.
    n>10 - If n is greater than 10, cards must be totaled to equal or surpass that
           value.
    Color - Provide a card with the given color.
    Key(gold) - Provide the matching Key card.
    
      Zero cards (marked with a 0) can be used to match any value, but not including
    exacts.
    
      There are certain special doors where you need to fulfill more than one
    criterion to open the door. An example would be seeing a red card with an =n
    value combined with a Key to Rewards.
    
      The cards themselves also create rooms based on what card you use. In the Card
    section is a list that goes over which cards make what rooms and what color they
    are. The rooms that provide the greater challenge typically reap the greater
    rewards such as increased chances of enemy card drops, premium bonuses, and Key
    to Reward drops.
    
      After opening a door to a new room, all doors in the new open with n+1 value
    unless it is a 9 value, then it becomes an exact 0. Example; door is unlocked
    using a 2 value card, all doors in the next room open with a 3 value card or
    higher. If a door is opened using a 9 value card, all doors in the next room
    open with an exact 0. This does not apply to doors involving use of a gold card.
      
    ================================================================================
    ------------------------------------ Cards -------------------------------------
    ================================================================================
    
    +-+-+-+-+-+-+-+-+-+
    M a p   C a r d s |
    +-+-+-+-+-+-+-+-+-+
    
      Map cards are cards using in Room Synthesis, they are the basis of the game
    and create the rooms that Sora and Riku travel through in their journey.
    
    ============
    Color: Red -
    ============
    
    Total: 9
    
    .::Tranquil Darkness::.
    
    Size: Medium
    Heartless: 5
    Treasure Spots: Average
    
      A room where only a few Heartless appear.
    
    
    .::Teeming Darkness::.
    
    Size: Large
    Heartless: 8
    Treasure Spots: Many
    
      A room where many Heartless appear. Enemies are more likely to drop enemy
    cards.
    
    
    .::Feeble Darkness::.
    
    Size: Small
    Heartless: 5
    Treasure Spots: Few to None
    
      A room where Heartless with weak cards appear.
    
    
    .::Almighty Darkness::.
    
    Size: Medium
    Heartless: 8
    Treasure Spots: Average
    
      A room where Heartless with strong cards appear. Enemies are more likely to
    drop enemy cards.
    
    
    .::Sleeping Darkness::.
    
    Size: Small
    Heartless: 3
    Treasure Spots: Few to None
    
      A room where Heartless are drowsy and easy to ambush.
    
    
    .::Looming Darkness::.
    
    Size: Large
    Heartless: 8
    Treasure Spots: Many
    
      A room where Heartless attack relentlessly. Enemies are more likely to drop
    enemy cards.
    
    
    .::Premium Room::.
    
    Size: Medium
    Heartless: 3
    Treasure Spots: Average
    
      A room where victory often leads to Premium Bonuses.
    
    
    .::White Room::.
    
    Size: Large
    Heartless: 2
    Treasure Spots: Many
    
      A room where only White Mushrooms appear. But what happens when you help them
    out?
    
    
    .::Black Room::.
    
    Size: Medium
    Heartless: 2
    Treasure Spots: Few to Average
    
      A room where only Black Fungi appear. But what happens when you defeat one?
    
    
    ==============
    Color: Green -
    ==============
    
    Total: 7
    
    .::Martial Waking::.
    
    Size: Medium
    Heartless: 6
    Treasure Spots: Average
    
      A room where attack cards are more effective.
    
    
    .::Sorcerous Waking::.
    
    Size: Medium
    Heartless: 6
    Treasure Spots: Average
    
      A room where magic cards are more effective.
    
    
    .::Alchemic Waking::.
    
    Size: Medium
    Heartless: 6
    Treasure Spots: Average
    
      A room where item cards are more effective.
    
    
    .::Meeting Ground::.
    
    Size: Medium
    Heartless: 6
    Treasure Spots: Average
    
      A room where a friend card appears at the beginning of all battles (if your
    friends are with you).
    
    
    .::Stagnant Space::.
    
    Size: Large
    Heartless: 5
    Treasure Spots: Few to Average
    
      A room where the Heartless move slowly.
    
    
    .::Strong Initiative::.
    
    Size: Large
    Heartless: 5
    Treasure Spots: Many
    
      A room where striking first in the field does additional damage to Heartless.
    
    
    .::Lasting Daze::.
    
    Size: Large
    Heartless: 5
    Treasure Spots: Few to Average
    
      A room where striking first in the field stuns all Heartless that join the
    battle.
    
    
    =============
    Color: Blue -
    =============
    
    Total: 6
    
    .::Calm Bounty::.
    
    Size: Small
    Heartless: 0
    Treasure Spots: Few
    
      A room containing treasure.
    
    
    .::Guarded Trove::.
    
    Size: Small
    Heartless: 5
    Treasure Spots: Few
    
      A room where treasure is guarded by Heartless.
    
    
    .::False Bounty::.
    
    Size: Small
    Heartless: 7
    Treasure Spots: Few
    
      A room where only one treasure chest is real. Opening the wrong chest triggers
    a battle.
    
    
    .::Moment's Reprieve::.
    
    Size: Small
    Heartless: 0
    Treasure Spots: Few
    
      A room where you can save your progress.
    
    
    .::Mingling Worlds::.
    
    Size: Random
    Heartless: Random
    Treasure Spots: Random
    
      A room where anything could happen.
    
    
    .::Moogle Room::.
    
    Size: Small
    Heartless: 0
    Treasure Spots: Few
    
      A room where cards can be traded with moogles at the Moogle Shop.
    
    
    ===============
    Color: Yellow -
    ===============
    
    Total: 4
    
    .::Key of Beginnings::.
    
      A room where untold stories unfold.
    
    
    .::Key of Guidance::.
    
      A room where untold stories unfold.
    
    
    .::Key to Truth::.
    
      A room where untold stories unfold.
    
    
    .::Key to Rewards::.
    
      A room containing special treasure.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+
    A t t a c k   C a r d s |
    +-+-+-+-+-+-+-+-+-+-+-+-+
    
      These are the cards that are most commonly used. They deal physical damage to
    enemies and sometimes add on element effects -- only used in battle. The ratings
    go in order from D to *, * being the best. The obtained section is where you can
    get the card first, afterwards all cards are available in drops and in Moogle
    Shops.
    
    =========
    S o r a -
    =========
    
    Total: 17
    
    .::Kingdom Key::.
    
    Number: 1
    Obtained: N/A
    Strike: D+   Thrust D+
    Combo Finish: D+
    Swing Speed: B
    Element: Physical
    Break Recovery: B
    Required CP: *
    
      The default weapon. Not very powerful, but reliable and easy to handle.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Three Wishes::.
    
    Number: 2
    Obtained: Agrabah
    Strike C+   Thrust: D+
    Combo Finish: B
    Swing Speed: A
    Element: Physical
    Break Recovery: B
    Required CP: A
    
      Obtained in Agrabah. Fairly strong with a fast swing.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Crabclaw::.
    
    Number: 3
    Obtained: Atlantica
    Strike: C   Thrust: C
    Combo Finish: B+
    Swing Speed: B
    Element: Physical
    Break Recovery: *
    Required CP: B
    
      Obtained in Atlantica. Easy to handle with an impressive recovery time after
    card breaks.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Pumpkinhead::.
    
    Number: 4
    Obtained: Halloween Town
    Strike: C+   Thrust: C+
    Combo Finish: D+
    Swing Speed: B
    Element: Physical
    Break Recovery: A
    Required CP: A
    
      Obtained in Halloween Town. Easy to handle with a fast recovery after a card
    break.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Fairy Harp::.
    
    Number: 5
    Obtained: Never Land
    Strike: C+   Thrust: C+
    Combo Finish: C
    Swing Speed: *
    Element: Physical
    Break Recovery: B
    Required CP: B
    
      Obtained in Never Land. Easy to handle with a formidable swing speed.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Wishing Star::.
    
    Number: 6
    Obtained: Monstro
    Strike: C   Thrust: C
    Combo Finish: D+
    Swing Speed: A
    Element: Physical
    Break Recovery: A
    Required CP: A
    
      Obtained in Monstro. Not very powerful, but very easy to handle.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Spellbinder::.
    
    Number: 7
    Obtained: Hundred Acre Wood, present from Owl
    Strike: D+   Thrust: A
    Combo Finish: D+
    Swing Speed: C
    Element: Lightning
    Break Recovery: A
    Required CP: B
    
      A special attack card with lightning-based attacks.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Metal Chocobo::.
    
    Number: 8
    Obtained: Olympus Coliseum, Hidden Chamber
    Strike: C+   Thrust: C+
    Combo Finish: B+
    Swing Speed: C
    Element: Neutral
    Break Recovery: B
    Required CP: B
    
      A special attack card that can break through physical defenses. A bit
    difficult to handle.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Olympia::.
    
    Number: 9
    Obtained: Olympus Coliseum
    Strike: C+   Thrust: D+
    Combo Finish: B
    Swing Speed: C
    Element: Physical
    Break Recovery: A
    Required CP: A
    
      Obtained in Olympus Coliseum. Powerful with a quick recover after card breaks.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Lionheart::.
    
    Number: 10
    Obtained: Traverse Town, Hidden Chamber
    Strike: B   Thrust: B
    Combo Finish: B
    Swing Speed: D
    Element: Fire
    Break Recovery: A
    Required CP: B
    
      A special attack card with fire-based attacks.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Lady Luck::.
    
    Number: 11
    Obtained: Wonderland
    Strike: C+   Thrust: C+
    Combo Finish: D
    Swing Speed: A
    Element: Physical
    Break Recovery: B
    Required CP: A
    
      Obtained in Wonderland. A balanced weapon that is easy to handle.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Divine Rose::.
    
    Number: 12
    Obtained: Hollow Bastion
    Strike: A   Thrust: D+
    Combo Finish: C
    Swing Speed: A
    Element: Physical
    Break Recovery: C
    Required CP: B
    
      Obtained in Hollow Bastion. Features a powerful strike and fast swing.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Oathkeeper::.
    
    Number: 13
    Obtained: After Darkside battle
    Strike: B   Thrust: *
    Combo Finish: B+
    Swing Speed: B
    Element: Physical
    Break Recovery: B
    Required CP: C
    
      A well-balanced weapon with a very powerful thrust.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Oblivion::.
    
    Number: 14
    Obtained: After Larxene II battle
    Strike: A   Thrust: A
    Combo Finish: D
    Swing Speed: C
    Element: Neutral
    Break Recovery: A
    Required: C
    
      A special attack card that can break through physical defenses. First-class
    strength.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Diamond Dust::.
    
    Number: 15
    Obtained: Castle Oblivion after defeatin Marluxia
    Strike: B+   Thrust: B+
    Combo Finish: B
    Swing Speed: *
    Element: Ice
    Break Recovery: *
    Required CP: C
    
      A special attack card with ice-based attacks. Powerful and the easiest to
    handle.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::One-Winged Angel::.
    
    Number: 16
    Obtained: Twilight Town after defeating Marluxia
    Strike: C   Thrust: C
    Combo Finish: *
    Swing Speed: A
    Element: Fire
    Break Recovery: C
    Required CP: C
    
      A special attack card with fire-based attacks. Exceptional combo finish.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Ultima Weapon::.
    
    Number: 17
    Obtained: Castle Oblivion after Reverse Rebirth is complete and after Marluxia
              is beaten the first time, Calm Bounty room
    Strike: *   Thrust: *
    Combo Finish: A
    Swing Speed: B
    Element: Physical
    Break Recovery: B
    Required CP: D
    
      The strongest attack card to be found.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    +-+-+-+-+-+-+-+-+-+-+-+
    M a g i c   C a r d s |
    +-+-+-+-+-+-+-+-+-+-+-+
    
      The magic spells deal element damage and are great for exposing an enemy's
    weakness.
    
    Total: 14
    
    .::Fire::.
    
    Number: 1
    Obtained: Axel
    
      Magic that deals fire damage. Stock 2 cards for Fire and 3 cards for Firaga.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Blizzard::.
    
    Number: 2
    Obtained: N/A
    
      Magic that deal ice damage. Stock 2 cards for Blizzara and 3 cards for
    Blizzaga.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Thunder::.
    
    Number: 3
    Obtained: Larxene
    
      Magic that deals lightning damage. Stock 2 cards for Thundara and 3 cards for
    Thundaga.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Cure::.
    
    Number: 4
    Obtained: Barrel in tutorial
    
      Magic that restores HP. Stock 2 cards for Cura and 3 cards for Curaga.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Gravity::.
    
    Number: 5
    Obtained: Agrabah, Calm Bounty room
    
      Magic that deals damage relative to the enemy's remaining HP. Stock 2 cards
    for Gravira and 3 cards for Graviga.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Stop::.
    
    Number: 6
    Obtained: Wonderland, Calm Bounty room
    
      Magic that halts enemy movement for a set time period. Stock 2 cards for
    Stopra and 3 cards for Stopga.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Aero::.
    
    Number: 7
    Obtained: After Riku battle
    
      Magic that blows away nearby enemies and inflicts damage. Stock 2 cards for
    Aerora and 3 cards for Aeroga.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Simba::.
    
    Number: 8
    Obtained: From Leon
    
      Simba lets out a mighty roar that deals damage to enemies in front of him.
    Stock more than one and his roar will also stun enemies.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Dumbo::.
    
    Number: 9
    Obtained: After final room in Monstro
    
      Dumbo douses enemies with water over a set time period, dealing ice damage.
    Stock more than one to prolong the attack.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Bambi::.
    
    Number: 10
    Obtained: Complete all of the Hundred Acre Woods
    
      Bambi bounds around and drops recovery items. Stock more than one to boost the
    effect.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Mushu::.
    
    Number: 11
    Obtained: Hollow Bastion, Hidden Chamber
    
      Mushu breathes fire at the enemy, dealing fire damage. Stock more than one to
    prolong the effect.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Genie::.
    
    Number: 12
    Obtained: After Agrabah is complete
    
      Genie casts Thundara, Gravira, or Stopra. Stock more than one and Genie will
    cast mutliple spells.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Tinker Bell::.
    
    Number: 13
    Obtained: After Never Land is complete
    
      Tinker Bell restores HP over a set time period. Stock more than one to boost
    the effect.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Cloud::.
    
    Number: 14
    Obtained: After Olympus Coliseum is complete
    
      Cloud unleashes two successive sword attacks. Stock 3 cards to use Omnislash.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    +-+-+-+-+-+-+-+-+-+-+
    I t e m   C a r d s |
    +-+-+-+-+-+-+-+-+-+-+
    
      These cards are most helpful when you need to recharge but the recharge meter
    is high.
    
    Total: 7
    
    .::Potion::.
    
    Number: 1
    Obtained: N/A
    
      Quickly reloads attack cards with no charge time required. It does not work on
    cards that cannot be reloaded.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Hi-Potion::.
    
    Number: 2
    Obtained: After Cloud battle
    
      Quickly reloads attack cards with no charge time required. Even normally
    unreloadable cards are restored.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Mega-Potion::.
    
    Number: 3
    Obtained: After Riku III battle
    
      Quickly reloads attack cards with no charge time and reset the reload counter.
    Even normally unreloadable cards are restored.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Ether::.
    
    Number: 4
    Obtained: After rescuing Jasmine
    
      Quickly reloads magic cards with no charge time required. It does not work on
    cards that cannot be reloaded.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Mega-Ether::.
    
    Number: 5
    Obtained: After Vexen battle
    
      Quickly reloads magic cards with no charge time and resets the reload counter.
    Even normally unreloadable cards are restored.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Elixir::.
    
    Number: 6
    Obtained: Roo in the 100 Acre Wood
    
      Quickly reloads attack cards and magic cards, uncluding normally unreloadable
    cards.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Megalixir::.
    
    Number: 7
    Obtained: Destiny Islands, Hidden Chamber
    
      Quickly reloads attack cards and magic cards, including normally unreloadable
    cards. The reload counter is also reset.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    +-+-+-+-+-+-+-+-+-+-+-+-+
    F r i e n d   C a r d s |
    +-+-+-+-+-+-+-+-+-+-+-+-+
    
      Friend cards are dropped randomly in battles and can be used like normal cards
    would.
    
    Total: 7
    
    .::Donald Duck::.
    
    Number: 1
    Obtained: All worlds
    
      Donald randomly casts Fire, Blizzard, Thunder, or Cure. Stock more than one to
    power up Donald's magic.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Goofy::.
    
    Number: 2
    Obtained: All worlds
    
      Goofy swings his shield at the enemy. Stock more than one to power up Goofy's
    attack.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Aladdin::.
    
    Number: 3
    Obtained: Agrabah
    
      Aladdin swings his sword at the enemy repeatedly. Stock more than one to power
    up Aladdin's attack.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Jack::.
    
    Number: 4
    Obtained: Halloween Town
    
      Jack casts Fire, Blizzard, Thunder, or Gravity. Stock more than one to power
    up Jack's magic.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Ariel::.
    
    Number: 5
    Obtained: Atlantica
    
      Ariel whirls across the field, striking many enemies. Stock more than one to
    power up Ariel's attack.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Peter Pan::.
    
    Number: 6
    Obtained: Never Land
    
      Peter Pan attacks with dagger. Stock more than one to power up Peter's attack.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::The Beast::.
    
    Number: 7
    Obtained: Hollow Bastion
    
      The Beast mows down anyone in Sora's path. Stock more than one to power up the
    Beasts's attack.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    +-+-+-+-+-+-+-+-+-+-+-+
    E n e m y   C a r d s |
    +-+-+-+-+-+-+-+-+-+-+-+
    
      Enemy cards are obtained from defeating enemies. If you are lucky enough they
    will drop their cards and you can use their abilities in battle for the duration
    of the card.
    
    Total: 49
    
    .::Shadow::.
    
    Number: 1
    Ability: Incrementor
    Duration: 2 reloads
    
      Increase the value of all cards by 1.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Soldier::.
    
    Number: 2
    Ability: Combo Plus
    Duration: 3 reloads
    
      Add an extra hit to normal combos.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Large Body::.
    
    Number: 3
    Ability: Guard
    Duration: 1 reload
    
      Deflect frontal physical attacks and completely nullify damage.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Red Nocturne::.
    
    Number: 4
    Ability: Fire Boost
    Duration: 1 reload
    
      Increase the strength of Fire abilities.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Blue Rhapsody::.
    
    Number: 5
    Ability: Blizzard Boost
    Duration: 1 reload
    
      Increase the strength of Blizzard abilities.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Yellow Opera::.
    
    Number: 6
    Ability: Thunder Boost
    Duration: 1 reload
    
      Increase the strength of Thunder abilities.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Green Requiem::.
    
    Number: 7
    Ability: Cure Boost
    Duration: 1 reload
    
      Increas the potency of Cure abilities.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Powerwild::.
    
    Number: 8
    Ability: Retrograde
    Duration: 1 reload
    
      Reverse the values of all cards. 1 becomes 9, 2 becomes 8, etc. Cards with
    value 0 are not affected.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Bouncywild::.
    
    Number: 9
    Ability: Draw
    Duration: 5 reloads
    
      Attract fallen cards and items for easy retrieval.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Air Soldier::.
    
    Number: 10
    Ability: Reload Kinesis
    Duration: 3 reloads
    
      Reload while in motion.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Bandit::.
    
    Number: 11
    Ability: Combo Finish
    Duration: 1 reload
    
      Make any normal attack as strong as a finishing blow.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Fat Bandit::.
    
    Number: 12
    Ability: Back Attack
    Duration: 2 reloads
    
      Increase damage when striking enemies from behind.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Barrel Spider::.
    
    Number: 13
    Ability: Quickload
    Duration: 3 reloads
    
      Reload cards instantly.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Search Ghost::.
    
    Number: 14
    Ability: Drain
    Duration: 1 reload
    
      Absorb enemy HP when striking with attack cards, but enemies will drop fewer
    items.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Sea Neon::.
    
    Number: 15
    Ability: Random Values
    Duration: 1 reload
    
      Randomize the values of cards you use.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Screwdiver::.
    
    Number: 16
    Ability: Decrementor
    Duration: 1 reload
    
      Decrease the values of call cards by 1.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Aquatank::.
    
    Number: 17
    Ability: Auto-Reload
    Duration: 1 reload
    
      Automatically reload cards when they run out.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Wight Knight::.
    
    Number: 18
    Ability: Float
    Duration: 3 reloads
    
      Alter the gravity to increase jumping ability.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Gargoyle::.
    
    Number: 19
    Ability: Vanish
    Duration: 1 reload
    
      Become invisible and reduce your chances of being hit.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Pirate::.
    
    Number: 20
    Ability: All Zeros
    Duration: 1 reload
    
      Change the values of all cards to 0.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Air Pirate::.
    
    Number: 21
    Ability: Item Bracer
    Duration: 3 reloads
    
      Stop enemies from breaking item cards you use.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Darkball::.
    
    Number: 22
    Ability: Cardblind
    Duration: 3 reloads
    
      Hide the cards you hold from hostile eyes.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Defender::.
    
    Number: 23
    Ability: Protect
    Duration: 1 reload
    
      Decrease damage from physical attacks by the enemy. Magical attacks do normal
    damage.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Wyvern::.
    
    Number: 24
    Ability: Reload Lock
    Duration: 3 reloads
    
      Reload without incrementing the reload counter.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Wizard::.
    
    Number: 25
    Ability: Magic Boost
    Duration: 1 reload
    
      Forfeit summon card use to power up magic cards.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Neoshadow::.
    
    Number: 26
    Ability: Bio
    Duration: 1 reload
    
      Cause enemies' HP to gradually drop.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::White Mushroom::.
    
    Number: 27
    Ability: Hyper Healing
    Duration: 3 reloads
    
      Restore some HP every time you use a friend card.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Black Fungus::.
    
    Number: 28
    Ability: Random Flush
    Duration: 1 reload
    
      Activate a random enemy card effect.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Creeper Plant::.
    
    Number: 29
    Ability: Leaf Bracer
    Duration: 1 reload
    
      Stop enemies from breaking Cure abilities you use.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Tornado Step::.
    
    Number: 30
    Ability: Reload Haste
    Duration: 1 reload
    
      Subtract 2 from the reload counter.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Crescendo::..
    
    Number: 31
    Ability: Summon Boost
    Duration: 1 reload
    
      Forfeit magic card use to power up summon cards.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Guard Armor::.
    
    Number: 32
    Ability: Wide Attack
    Duration: 30 attacks
    
      Slightly extend the range of attack cards.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Parasite Cage::.
    
    Number: 33
    Ability: Dispel
    
      Break an opponent's enemy card without fail. Nothing happens if your opponent
    has no enemy card in play.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Trickmaster::.
    
    Number: 34
    Ability: Value Break
    Duration: 10 breaks
    
      When you lose a card break, reduce the value of the enemy's card by the value
    of your broken card.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Darkside::.
    
    Number: 35
    Ability: Mimic
    
      Copy the enemy card your opponent is using. Nothing happens if your opponent
    has no enemy card in play.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Card Soldier::.
    
    Number: 36
    Ability: Attack Haste
    Duration: 10 attacks
    
      Increase the swing speed of attack cards.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Hades::.
    
    Number: 37
    Ability: Berserk
    Effect: Resistant to fire
            Stunned by ice
    Duration: 30 attacks
    
      Boost the power of attack cards when low on HP (when the gauge is flashing
    red).
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Jafar::.
    
    Nunber: 38
    Ability: Attack Bracer
    Duration: 20 attacks
    
      Stop enemies from breaking attack cards you use.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Oogie Boogie::.
    
    Number: 39
    Ability: Regen
    Duration: 10 uses
    
      Gradually restore HP. HP returns more quickly when low.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Ursula::.
    
    Number: 40
    Ability: Shell
    Duration: 5 hits taken
    
      Halve the damage from magical attacks by the enemy. Summon magic does normal
    damage.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Hook::.
    
    Number: 41
    Ability: Second Chance
    Effect: Resistant to lightning
            Stunned by fire
    Duration: 3 uses
    
      Retain 1 HP after a critical hit, provided you have 2 or more HP left.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Dragon Maleficent::.
    
    Number: 42
    Ability: Overdrive
    Duration: 30 attacks
    
      Sacrifice reload speed to power up attack cards.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Riku::.
    
    Number: 43
    Ability: Sleight Lock
    Effect: Resistant to fire, ice, and lightning
    Duration: 5 sleights
    
      Keep cards used in sleights available for reloading.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Axel::.
    
    Number: 44
    Ability: Quick Recovery
    Effect: Immune to fire
            Stunned by ice
    Duration: 10 hits taken
    
      Use cards even while staggering from damage.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Larxene::.
    
    Number: 45
    Ability: Dash
    Effect: Immune to lightning
            Weak against special attacks
    Duration: 15 cards
    
      Increase running speed.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Vexen::.
    
    Number: 46
    Ability: Auto-Life
    Effect: Immune to ice
            Stunned by fire
    Duration: 1 use
    
      Revive automatically when your HP reach 0. Only a small amount of HP is
    restored.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Marluxia::.
    
    Number: 47
    Ability: Double Sleight
    Effect: Resistant to fire, ice, lightning and special attacks
            Weak against physical attacks
    Duration: 3 sleights
    
      Use stocked cards and sleights twice in a row. However, during versus battles
    it bumps up the reload counter.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Lexaeus::. 
    
    Number: 48
    Ability: Warp Break
    Effect: Immune to ice
            Resistant to physical attacks
            Weak against special attacks
    Duration: 50 attacks
    
      Obliterate enemies with the finishing blow of a combo with a success rate.
    During versus battles you can stun your opponent.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Ansem::.
    
    Number: 49
    Ability: Sleightblind
    Effect: Resistant to fire, ice, and lightning
    Duration: 10 sleights
    
      Conceal your stocked cards from opponents.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    =========
    R i k u -
    =========
    
      Riku doesn't get any Moogle Rooms or Premium Rooms because he doesn't need
    them, same applies to other various map cards.
    
      Riku uses the Soul Eater as his primary weapon and is the only card he can use
    for physical damage. The cards are randomly assembled for each floor but for
    boss fights in Castle Oblivion more realistic cards are used to suit Riku.
    
      The King is the only Friend Card that Riku can use, but he is available in all
    floors. The King restores HP, stuns and deals damage to all enemies, and reloads
    all cards.
    
      Only a select few of the Enemy Cards are used, but all the bosses that Riku
    fights except Ansem will yield a card.
    
    ================================================================================
    ---------------------------------- Sleights ------------------------------------
    ================================================================================
    
      Sleights are used by stocking (L + R) 3 cards and hitting L + R, but only as
    long as the conditions are met for a sleight. Sleights are listed by name in the
    order that the game does it.
    
    =========
    S o r a -
    =========
    
    +-+-+-+-+-+-+-+-+
    P h y s i c a l |
    +-+-+-+-+-+-+-+-+
    
      Physical sleights are the most commonly used but there aren't as many as there
    is for other conditions.
    
    .::Sliding Dash::.
    
    Learned: Level 2
    Condition: Three attack cards of the same type
    Value: 10-15
    
      Slide toward distant targets for a close-range attack.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Stun Impact::.
    
    Learned: 7
    Condition: Three attack cards of the same type
    Value: 20-23
    
      Stun surrounding enemies with a single attack.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Strike Raid::.
    
    Learned: 12
    Condition: Three attack cards
    Value: 24-26
    
      Hurl the Keyblade forward, stunning and dealing damage to enemies in its path.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Blitz::.
    
    Learned: 17
    Condition: Three attack cards of differing types
    Value: 10-15
    
      Unleash a powerful three-hit combo upon the enemy.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Sonic Blade::.
    
    Learned: 22
    Condition: Three attack cards of differing types
    Value: 20-23
    
      Rock across the field, striking down any enemies in the way. Press the A
    Button for up to six additional attacks.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Zantetsuken::.
    
    Learned: 27
    Condition: Three attack cards
    Value: 0 or 27
    
      Break a card and render it unrealoadable until the end of the battle.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Ars Arcanum::.
    
    Learned: 37
    Condition: Three attack cards
    Value: 1-6
    
      Rain a flurry of blows upon the enemy.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Ragnarok::.
    
    Learned: 47
    Condition: Three attack cards
    Value: 7-9
    
      Leap into the air and fire a steam of rays in front of you.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Trinity Limit::.
    
    Learned: 13F
    Condition: Donald
               Goofy
               Attack Card
    
      Inflict heavy damage on all enemies in sight.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    +-+-+-+-+-+-+-+
    M a g i c a l |
    +-+-+-+-+-+-+-+
    
    .::Blizzara::.
    
    Learned: N/A
    Condition: 2 Blizzards
    
      Chill the opposition with powerful ice magic
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Blizzaga::.
    
    Learned: N/A
    Condition: 3 Blizzards
    
      Freeze the opposition with supreme ice magic.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Cura::.
    
    Learned: N/A
    Condition: 2 Cures
    
      Restore a lot of HP.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Curaga::.
    
    Learned: N/A
    Condition: 3 Cures
    
      Restore a very large amount of HP.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Gravira::.
    
    Learned: N/A
    Condition: 2 Gravities
    
      Deal damage relative to the enemy's remaining HP.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Graviga::.
    
    Learned: N/A
    Condition: 3 Gravities
    
      Deal damage relative to the enemy's remaining HP.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Stopra::.
    
    Learned: N/A
    Condition: 2 Stops
    
      Halt enemy movement for a long period of time.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Stopga::.
    
    Learned: N/A
    Condition: 3 Stops
    
      Halt enemy movement for a very long period of time.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Fire Raid::.
    
    Learned: Chest in Monstro
    Condition: Fire
               2 Attack Cards
    
      Hurl the Keyblade and inflict fire damage.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Blizzard Raid::.
    
    Learned: Chest in Coliseum
    Condition: Blizzard
               2 Attack Cards
    
      Hurl the Keyblade and inflict ice damage.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Thunder Raid::.
    
    Learned: Never Land, Hidden Chamber
    Conditon: Thunder
              2 Attack Cards
    
      Hurl the Keyblade and inflict lightning damage.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Gravity Raid::.
    
    Learned: Halloween Town, Hidden Chamber
    Condition: Gravity
               2 Attack Cards
    
      Hurl the Keyblade and trigger Gravity upon impact.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Stop Raid::.
    
    Learned: Wonderland, Hidden Chamber
    Condition: Stop
               2 Attack Cards
    
      Hurl the Keyblade and trigger Stop upon impact.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Judgment::.
    
    Learned: Chest in Destiny Islands
    Condition: Aero
               2 Attack Cards
    
      Hurl the Keyblade toward the enemy for multiple attacks.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Reflect Raid::.
    
    Learned: Chest in Hollow Bastion
    Conditon: Cloud
              2 Attack Cards
    
      Hurl the Keyblade and make it ricochet around to strike many enemies.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Homing Fira::.
    
    Learned: Chest in Never Land
    Condition: Aero
               Fira
               Magic Card
    
      Cast a Fira spell that seeks out the targeted enemy.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Firaga Break::.
    
    Learned: Chest in Twilight Town
    Condition: Fire
               Mushu
               Attack Card
    
      Inflict fire damage on enemies in front of you with a powerful attack.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Mega Flare::.
    
    Learned: Level 52
    Condition: Mushu
               2 Fires
    
      Incinerate all enemies in a wide area.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Homing Blizzara::.
    
    Learned: Chest in Atlantica
    Condition: Aero
               Blizzard
               Magic Card
    
      Cast a Blizzara spell that seeks out the targeted enemy.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Aqua Splash::.
    
    Learned: Monstro, Hidden Chamber
    Condition: Blizzard
               Fire
               Aero
    
      Spray melted ice at the enemy over a period of time, inflicting ice damage.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Shock Impact::.
    
    Learned: Chest in Atlantica
    Condition: Simba
               2 Attack Cards
    
      Simba's roar sends enemies flying and triggers Stop.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Tornado::.
    
    Learned: N/A
    Condition: Aero
               Gravity
               Summon Card
    
      Blow away enemies in a wide area, inflicting damage and stunning them.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Bind::.
    
    Learned: Eeyore, 100 Acre Woods
    Conditon: Gravity
              Stop
              Magic Card
    
      Hold enemies in place. Enemies can still attack from their positions.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Quake::.
    
    Learned: N/A
    Condition: Gravity
               Simba
               Magic Card
    
      Inflict damage on all ground enemies with a violent tremor.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Confuse::.
    
    Learned: Piglet, 100 Acre Woods
    Condtion: Genie
              Tinker Bell
              Summon Card
    
      Temporarily confuses enemies so they attack less often.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Warpinator::.
    
    Learned: After Riku II battle
    Condition: Stop
               Gravity
               Aero
    
      Eliminate the closest enemy. Not always successful.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Warp::.
    
    Learned: Hidden Chamber at Twilight Town
    Condition: Stop
               2 Aeros
    
      Eliminate all enemies in sight.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Synchro::.
    
    Learned: Rabbit, 100 Acre Woods
    Condition: Cure
               Gravity
               Aero
    
      Set surrounding enemies' HP to that of the target.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Terror::.
    
    Learned: When helping Jack
    Condition: 2 Summon Cards
               Jack
                      OR
               Simba
               Mushu
               Item Card
    
      Strike fear in the enemy so they no longer approach.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Gifted Miracle::.
    
    Learned: Chest in Halloween Town
    Condition: Summon Card
               Magic Card
               Jack
                     OR
               Bambi
               Blizzard
               Item Card
    
      Reload cards and reset the counter while restoring HP to friends and foes
    alike.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Teleport::.
    
    Learned: Chest in Never Land
    Condition: 2 Magic Cards
               Peter Pan
                    OR
               Stop
               Aero
               Item Card
    
      Rematerialize behind the targeted enemy, stunning it for a short time.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Holy::.
    
    Learned: Level 42
    Condition: Mega-Ether
               Megalixir
               Item Card
    
      Inflict damage on a targeted enemy and all surrounding enemies.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    +-+-+-+-+-+-+-+
    S p e c i a l |
    +-+-+-+-+-+-+-+
    
    .::Proud Roar::.
    
    Learned: N/A
    Condition: 2 Simbas
                  OR
               3 Simbas
    
      Simba's roar stuns and deals damage to enemies in front of him.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Splash::.
    
    Learned: N/A
    Condition: 2 Dumbos
                 OR
               3 Dumbos
    
      Dumbo douses enemies over a set time period, dealing ice damage.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Flare Breath::.
    
    Learned: N/A
    Condition: 2 Mushus
                 OR
               3 Mushus
    
      Mushu breathes fire at enemies in a wide area, inflicting fire damage.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Showtime::.
    
    Learned: N/A
    Conditon: 2 Genies
                OR
              3 Genies
    
      Genie randomly casts two (or three) spells chosen from Gravira, Thundara, and
    Stopra
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Twinkle::.
    
    Learned: N/A
    Condition: 2 Tinker Bells
                  OR
               3 Tinker Bells
    
      Tinker Bell restores a lot of HP over a set time period.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Cross-slash::.
    
    Learned: N/A
    Condition: 2 Clouds
    
      Cloud assaults the enemy with a three-hit combo.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Omnislash::.
    
    Learned: N/A
    Condition: 3 Clouds
    
      Cloud swoops down from the skies, attacking enemies in a wide area.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Cross-slash+::.
    
    Learned: Hollow Bastion, Calm Bounty room
    Condition: 2 Clouds
    
      Cloud singles out an enemy and uses Cross-slash.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Idyll Romp::.
    
    Learned: Tigger, 100 Acre Woods
    Conditon: Bambi
              2 Attack Cards
    
      Bambi zigzags around the battlefield, confusing the enemy.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Magic::.
    
    Learned: N/A
    Condition: 2 Donalds
                 Or
               3 Donalds
    
      Donald double-casts Fira(ga), Blizzara(ga), Thundara(ga), or Cura(ga).
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Blazing Donald::.
    
    Learned: Agrabah, Hidden Chamber
    Condtion: Fire
              Donald
              Magic
    
      Donald flubs a Fire spell...
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Goofy Charge::.
    
    Learned: N/A
    Condition: 2 Goofies
    
      Goofy rushes at enemies, bashing and stunning them with his shield.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Goofy Tornado::.
    
    Learned: N/A
    Conditon: 3 Goofies
    
      Goofy whirls his shield around, bashing enemies in a wide area.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Sandstorm::.
    
    Learned: N/A
    Condition: 2 Aladdins
                 OR
               3 Aladdins
    
      Aladdin runs around while swinging his sword.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Surprise!::.
    
    Learned: N/A
    Condition: 2 Jacks
                  OR
               3 Jacks
    
      Jack double(triple)-casts Fira, Blizzara, Thundara, or Gravira.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Spiral Wave::.
    
    Learned: N/A
    Condition: 2 Ariels
                 OR
               3 Ariels
    
      Ariel whirls back and forth, striking many enemies.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Hummingbird::.
    
    Learned: N/A
    Condition: 2 Peter Pans
                 OR
               3 Peter Pans
    
      Peter Pan soars around, striking enemies in a wide area.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Ferocious Lunge::.
    
    Learned: N/A
    Condition: 2 Beasts
                 OR
               3 Beasts
    
      The Beast charges in a straight line, scattering the opposition.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    =========
    R i k u -
    =========
    
    .::Dark Break::.
    
    Learned: N/A
    Conditon: 3 Soul Eaters
              Dark Mode
    Value: 5-15
    
      Riku takes to the sky and lands on his opponents, hit B to slash them in the
    back.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Dark Firaga::.
    
    Learned: N/A
    Condition: 3 Soul Eaters
               Dark Mode
    Value: 16-25
    
      Riku fires a seeking Fireball full of dark energy.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    .::Dark Aura::.
    
    Learned: N/A
    Condition: 3 Soul Eaters
               Dark Mode
    Value: 27
    
      Riku calls upon supreme darkness and flies across the screen dealing massive
    damage. At the end, Riku unleashes energy from the ground.
    
    ================================================================================
    -------------------------------- Email Policy ----------------------------------
    ================================================================================
    
     This section's purpose is to inform those of you who do not know how to 
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     Please when sending me an email do not:
    
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    ================================================================================
    ------------------------------------ FAQs --------------------------------------
    ================================================================================
    
    Q. How do I get a Key to Rewards?
    A. White Mushrooms often give them as do Almighty Darkness rooms. To get it from
       a White Mushroom, use Fire when they shiver, Blizzard when they fan to cool
       themselves, and Thunder when they have a lightbulb over their head.
    
    ================================================================================
    ----------------------------------- Thanks -------------------------------------
    ================================================================================
     
    Me, Greg Boccia, for writing the guide
    
    GameFAQs.com for posting this FAQ/Walkthrough
    
    IGN.com for posting this FAQ/Walkthrough
    
    ================================================================================
    ---------------------------------- Copyright -----------------------------------
    ================================================================================
    
      This document is Copyright İ2004 MysticalMoon and is the intellectual property
    of the author. It may be not be reproduced under any circumstances except for
    personal, private use as long as it remains in its unaltered, unedited form. It
    may not be placed on any web site or otherwise distributed publicly without
    advance written permission. Use of this guide on any other web site or as a part
    of any public display is strictly prohibited, and a violation of copyright.
    
    All trademarks and copyrights contained in this document are owned by their
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