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    FAQ/Walkthrough by dragonblade3325

    Version: .46 | Updated: 12/29/04 | Printable Version | Search Guide | Bookmark Guide

    
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               +   Kingdom Hearts: Chain of Memories FAQ/Walkthrough   +
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    Author: David Wald (dragonblade3325)
    Email: illuminatingdarkness@hotmail.com
    ©2004 dragonblade3325
    Version: .46
    
    
    *****************WARNING: This document contains many spoilers*****************
    
    _______________________________________________________________________________
    *** highlight section (with section title) and use Ctrl + F to jump to the
    corresponding section of the guide
    
    
    TABLE OF CONTENTS
    
    Section I.     Introduction
    Section II.    Version History
    Section III.   Important Notes
    Section IV.    Main Characters
    ---------------------------------Sora's Story----------------------------------
    Section V.     Game Info
                   A. New Game/Loading
                   B. Game Controls
                   C. Main Menu
                   D. Cards
                   E. Building Your Deck
                   F. Battle System
                   G. Room Synthesis System
                   H. Re-creating Worlds
                   I. Maps
                   J. Moogle Shops
                   K. Leveling Up
                   L. Saving
                   M. Warp Points
    Section VI.    Walkthrough (floors 2-13, only maps at the moment)
                   1. Floor 1 (Traverse Town)
                         =Interlude (Floors 1-2)
                   2. Floor 2 (Agrabah)
                         =Interlude (Floors 2-3)
                   3. Floor 3 (Olympus Coliseum)
                         =Interlude (Floors 3-4)
                   4. Floor 4 (Wonderland)
                         =Interlude (Floors 4-5)
                   5. Floor 5 (Monstro)
                         =Interlude (Floors 5-6)
                   6. Floor 6 (Halloween Town)
                         =Interlude (Floors 6-7)
                   7. Floor 7 (Atlantica)
                         =Interlude (Floors 7-8)
                   8. Floor 8 (Neverland)
                         =Interlude (Floors 8-9)
                   9. Floor 9 (Hollow Bastion)
                         =Interlude (Floors 9-10)
                   10. Floor 10 (100 Acre Woods)
                          =Interlude (Floors 10-11)
                   11. Floor 11 (Twilight Town)
                          =Interlude (Floors 11-12)
                   12. Floor 12 (Destiny Islands)
                          =Interlude (Floors 12-13)
                   13. Floor 13 (Castle Oblivion)
    --------------------------------Reverse Rebirth--------------------------------
    Section VII.   Game Info
    Section VIII.  Walkthrough
    -------------------------------------------------------------------------------
    Section IX.    Characters
    Section X.     Enemies and Bosses
    Section XI.    Battle Combinations
    Section XII.   Experience per Level
    Section XIII.  Sleights and Stock Combos
    Section XIV.   Battle Cards
                   A. Attack Cards
                   B. Magic Cards
                   C. Item Cards
                   D. Enemy Cards
                   E. CP Values
                   F. Reverse Rebirth Info
    Section XV.    Friend Cards
    Section XVI.   Moogle Shops Extended
                   A. Availability
                   B. Buying Prices
                   C. Selling Prices
    Section XVII.  Map Cards
    Section XVIII. Field Objects
    Section XIX.   World Cards
    Section XX.    Additional Journal Entries
    Section XXI.   Link Mode
    Section XXII.  Secrets and Codes
    Section XXIII. F.A.Q.
    Section XXIV.  Credits
    Section XXV.   Contact Information
    _______________________________________________________________________________
    
    
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    |||                       Section I.     Introduction                       |||
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    Kingdom Hearts: Chain of Memories is the GBA-based sequel to the PS2-based
    Kingdom Hearts. The game is meant to provide somewhat of a link between the
    first and second games in the Kingdom Hearts series, answering questions and
    bringing up many new ones. To be able to comprehend the game, knowledge of the
    first game is not necessarily required, although it can help you to understand
    some of the things that appear or are referred to in KH:CoM. This game tells
    the story of Sora and his friends, Donald and Goofy as they continue on their
    search for King Mickey and Riku. The game begins with one of the many
    astounding features that has been added to make KH:CoM more enjoyable: an FMV.
    
    *This is for Sora's Story*
    
    The introduction begins with the last few moments of the final scene in the
    first game, with the trio running along a winding, hilly path following Pluto
    into the vast, seemingly endless distance hoping to find a way to reach their
    friends. Soon, the scene shifts to Sora suddenly rising from the ground in the
    middle of night while Donald and Goofy are sleeping. He walks forward through
    the tall grass and comes to a crossroads looking outwards. Suddenly, a voice
    speaks out to Sora and he turns to discover a mysterious hooded figure standing
    in front of a path saying, "Ahead lies something you need-but to claim it, you
    must lose something dear. As Sora runs forward to meet the unknown man, his
    approach is halted by the man suddenly vanishing into thin air. Then, we soon
    see the scene move to a room in white with a small birdcage. Within, someone is
    drawing a picture of a bizarre-looking, dreary castle. The scene shifts again
    to Sora, this time at the end of a path in front of the same castle that was
    shown before. Different angles of the castle are presented and finally, the
    title appears.
    
    
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    |||                      Section II.    Version History                     |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    12-12-04   Version .4   First version of guide complete with mosts lists
                            partially developed.
    
    12-16-04   Version .41  Fixed a few mistakes and added a few things to the game
                            info section. Added some more things to lists.
    
    12-21-04   Version .43  Added more to various lists, made some corrections, and
                            included Interlude (Floors 1-2).
    
    12-23-04   Version .45  Updated lists, added deck building strategies, and
                            added F.A.Q. section.
    
    12-29-04   Version .46  Added Agrabah section and updated lists.
    
    
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    |||                      Section III.   Important Notes                     |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    1) Floors and Worlds
    
    - A floor is a part of Castle Oblivion where a world is placed in the castle
      and includes the hallway with the save point and warp point before each world
      and the hallway where a cutscene, dialogue, or a battle ensues after each
      world. In the game, the way you have to think about this is that the halls
      are totally separate and are not affected by the worlds you chose to enter
      beforehand, while the floors themselves are like the general bases of worlds
      which refer to certain set components of them. In other words it is like
      saying you are entering World 2 rather than a specific world because you have
      more than 1 option as to what world you enter on a floor. One thing you
      should keep in mind right now, although it will be talked about in more
      detail soon, is that exiting a floor and then re-entering it causes the world
      on that floor to have to be re-created (that’s what I call it). Floors are
      mainly discussed in this guide when talking about maps and experience you
      gain from enemies.
    - A world is the specific place that you enter, referring to story, events,
      characters, and anything else that lies on the surface. In the actual
      walkthrough section, I will mainly be discussing worlds and they will also be
      talked about a fair amount in the room synthesis section of the guide.
    
    2) One of the most prominent things about my guide is maps. Whether you are or
       are not going to use the rest of the information I have provided is up to
       you, but it is very important that you read Part I. of Section V on maps
       before beginning to use the guide.
    
    3) Anything about the guide thus far is only about Sora's Story, not Reverse
       Rebirth. The majority of lists will be included under the Sora's Story
       section of the guide. Similarities and differences between game basics,
       lists, etc. will be noted in the Reverse Rebirth section 
    
    4) In my walkthrough, card values <Part F of Section V) are listed before the
       card type in parentheses. Ex. - (3) Kingdom Key
    
    
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    |||                      Section IV.    Main Characters                     |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    *** These are just brief character synopses.
    
    
    Sora - The hero of the game and a legendary wielder of the Keyblade pusing
           forward and fighting the Heartless alongside his friends to explore his
           memories and find his dearest friends.
    
    Donald Duck - Sora's loudmouthed, strong-willed, magic-using companion who
                  fights to help defeat the Heartless and aid Sora in his search
                  for his friends and the king.
    
    Goofy - Sora's strong, gentle-hearted, loyal and shield-bearing companion who
            fights alongside him to offer support in his ventures.
    
    Riku - Sora's childhood friend who has great power and ability and who's
           presence is fraught with mystery and surrounding danger. He is being
           searched for by Sora and is himself questing to find those he cares for.
    
    Kairi - Sora's high-spirited and compassionate childhood friend who he has
            promised to find his way back to after being separated from her.
    
    King Mickey - The leader of Disney Castle who works alongside Riku and is being
                  searched for by Sora, Donald, and Goofy.
    
    (additional main character synopses to come soon...)
    
    *** For more info on main characters as well as other characters in the game,
    go to section IX or refer to a KH1 guide to learn about them and their roles.
    
    
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    |||                         Section V.     Game Info                        |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    
    *************************
    *  A. New Game/Loading  *
    *************************
    
    To begin a new game or load a save file, press the A button or Start when on
    the title screen which appears after opening credits and copyrights are shown.
    The next screen will allow you to choose to do one of those two things or
    adjust the brightness of the screen using the L and R buttons.
    
    
    **********************
    *  B. Game Controls  *
    **********************
    
    In Battle: D-Pad = Move
               Double Tap Left or Right = Dodge Roll
               Start = Pause
               Select = Switch between card types
               A = Execute card; Reshuffle deck (hold)
               B = Jump
               L = Cycle cards left
               R = Cycle cards right
               L+R = Stock cards; Execute sleight
    
    On field: D-Pad = Move
              Start = Access main menu
              Select = Access world map
              A = Swing Keyblade
              B = Jump
    
    Main Menu: Start = Exit main menu
               A = select option; confirm
               B = deselect option; cancel; exit menu (when on main screen)
    
    Other Menus: Start = Exit back to field
                 Select = *Depends on menu
                 A = Select card/world/option; confirm
                 B = deselect card/option; cancel; exit menu (when nothing is
                     selected)
                 L = *Depends on menu
                 R = *Depends on menu
    
    At any time: Start, Select, A, B, L + R = Reset game
    
    
    ******************
    *  C. Main Menu  *
    ******************
    
    To directly access the main menu, press the Start button while on the field.
    While still on the main menu, press the Start button again to exit back to the
    field. These are the options available on the main menu:
    
    Reveiew Decks - access the battle card and deck menu, allowing you to customize
                    your decks and view or delete battle cards in your possession
    World Map - access the current world map (only available when in a world)
    Map Cards - access the map card menu, allowing you to view and delete map cards
    World Cards - access the world card menu, allowing you to view what floor each
                  world is on
    Status - access status menu, allowing you to see current HP, CP, total moogle
             points, total experience, experience to next level, and known stock
             combos
    Journal - access Jiminy's journal to view more comprehensive information about
              worlds, characters, and cards
    Quick Save - temporarily save your gave using a quick save
    
    
    **************
    *  D. Cards  *
    **************
    
    The core of KH:CoM revolves around a system that involves various types of
    cards to battle and progress through the game. There are four wide categories
    of cards: battle, friend, map and world.
    
    
                            ~~~~~~~~|Battle Cards|~~~~~~~~
                        
    These are all of the cards that you can use to fight or help during battle.
    They can be separated into two divisions: attack/support cards and enemy cards.
    Attack/Support cards include attack cards, magic and summon cards, and item
    cards, while the enemy card category involves regular enemy as well as boss
    cards.
    
    
    Attack Cards
    ------------
    
    These are the red Keyblade cards needed to fight. There are a few different
    ways in the game to collect Keyblade cards with there being a random chance as
    to when certain types of Keyblade cards or the cards themselves will appear in
    these places. 
    
    The kingdom key card can be received from a treasure chest <Section XIV>, field
    object <Section XVIII> or moogle shop in any world. The Ultima Weapon card can
    be gotten from a treasure chest or field object in any world and from a moogle
    shop in Castle Oblivion, but only after the first has been gotten. Other
    Keyblade cards are set into the following two different categories:
    
    1) This category includes the Keyblade cards that are world-specific when it
       comes to getting them from treasure chests or field objects (each can only
       be gotten in one particular world), and can be gotten in moogle shops of
       worlds in particular world sets <Section XIV>. For some of the category 1
       Keyblade cards, they will appear in these places once a Keyblade card’s
       associated world has been visited for the first time. For example: you can
       only get a Three Wishes card from a treasure chest or field object in
       Agrabah and you can potentially get one in a moogle shop once you have been
       to Agrabah. A few of the Keyblade cards will begin to appear in these places
       after you've done something particular in the game. Finally, for the other
       category 1 Keyblade cards, they will appear in these places only after the
       first has been gotten.
    
    2) This category includes the Keyblade cards which only appear in moogle shops
       (besides the first) and only after the first has been gotten.
    
    
    Magic and Item Cards
    --------------------
    
    Every magic (blue), summon (blue), and item (green) card can be received from a
    treasure chest or field object in the world or floor that the first is gotten
    and in all of the following worlds or floors. As for getting them in moogle
    shops, these cards can only be gotten in the shops of particular world sets
    <Section XIV>. Each of these cards will not appear in any of those places until
    the first of a certain type has been gotten. The first of each magic card may
    be in your possession when you begin the game or is received after winning a
    boss battle or from a treasure chest in a particular world. The first of each
    summon card is received after doing something special in the game. Finally, the
    first of each item card is either in your possession at the beginning of the
    game, gotten after a battle, or received after doing something special.
    
    
    Enemy and Boss Cards
    --------------------
    
    Enemy cards are those that each have special effects that last for a certain
    number of turns, reloads, uses, etc. They are sometimes received after battle
    instead of receiving a map card, and if you do receive an enemy card, it will
    be that of the last enemy you killed in the battle. Boss cards work exactly
    like enemy cards, with possibly stronger effects, but only 1 of each can be
    gotten and they are part of the spoils from boss fights. Keep in mind that only
    one enemy card can be used at a time, otherwise the previous effect will
    instantly wear off.
    
    *Using certain map cards or maxing out on the number of map cards you can have
    may increase the possibilty of getting an enemy card.
    
    *** For more info on attack/support or enemy card locations, effects,
    statistics, and Keyblade-associated worlds, go to Section XIV.
    
    
    Switching Card Categories
    -------------------------
    
    When in battle, press the Select button to switch between attack/magic/item
    cards and enemy cards.
    
    
                            ~~~~~~~~|Friend Cards|~~~~~~~~
    
    These are the green cards that can appear randomly on-screen hopping around in
    battle to use singularly or in combos like regular battle cards to produce
    summon-like attacks, although they aren't considered to be any type of battle
    card. They aren't like normal cards that you can put into your deck, for they
    are solely used in the battle you collect them in and then they disappear until
    you possibly get more in the next battle. There is no limit to how many friend
    cards you can collect per battle. For the most part, you will be able to use
    the Donald and Goofy cards, the two most common friend cards, for most of the
    game and in most battles. Certain worlds also have an additional friend card
    you can use, which becomes available at a certain point in that world, is
    available for the boss fight, cannot be used after the boss battle while you
    are still on that floor of Castle Oblivion, but can be used at any time in the
    world if you return later. Also note that if you do not pick up a friend card
    within a short amount of time when it appears on-screen, it will disappear.
    
    *** For more info on friend cards, go to Section XV.
    
    
                              ~~~~~~~~|Map Cards|~~~~~~~~
    
    These are the cards obtained after battles which are used to open doors
    throughout each world. Each map card has its own effect on the room which is
    opened with that card. Keep in mind that you can only carry up to 99 map cards
    at one time, else you will have to delete some.
    
    *** For more info on map cards, go to Part G of Section V or Section XVII.
    
    
                             ~~~~~~~~|World Cards|~~~~~~~~
    
    These are the cards obtained in sets throughout the game and used to enter a
    new world on each floor of Castle Oblivion.
    
    
    ***************************
    *  E. Building Your Deck  *
    ***************************
    
    In the game, you have the opportunity to build up to three decks of cards, with
    up to 99 cards in each, that can be used in battle. Any battle cards that you
    have in your possession can be added to your deck and you can arrange the cards
    in whatever order you would like. Adding battle cards to your deck requires
    card points, or CP. Each card has a particular CP value (higher leveled cards =
    higher CP value), and the total CP of all the cards in your deck cannot exceed
    your current CP limit. If you do, you will not be able to leave the card menu
    until you fix your deck to have less total CP. Every time you level up in the
    game, you have the opportunity to raise your CP limit by 25. To access the card
    menu, choose the first option on the main menu. The card menu has 6 different
    options and they are as follows: 
    
    Equip Deck - you choose to equip one of the three decks you are allowed in the
                 game
    Rename Deck - you can rename a deck of cards
    Clear Deck - all cards in the current deck will be removed
    Add Cards - you can add cards to the current deck
    Remove Cards - you can remove cards from the current deck
    Delete Cards - you can delete any cards in your possession
    
    When pressing the L Button while on the card menu, you will automatically
    access the Remove Cards section, and pressing the R Button will result in you
    automatically accessing the Add Cards section.
    
    
    Premium Cards 
    -------------
    
    These are attack and magic cards which shine gold and cost less CP to equip
    than normal battle cards. The downside to using premium cards is that each can
    only be used once per battle and is lost for the rest of the battle, unless a
    special item card is used or if you use one as the second or third card in a
    stock combo. Premium cards can be gotten in one of two ways. Sometimes you may
    receive a premium card in a moogle shop. Other times, you may get the
    opportunity to upgrade regular cards through a special bonus feature after a
    battle. To access this bonus, you have to collect a small golden P card that
    could appear on-screen during battle (using a Premium map card increases the
    possibility of getting the bonus). Following battle, the bonus wheel will
    appear in which you can select, at random of course, one of the cards that you
    currently have in your deck to make premium. You can always hit the B button to
    exit the bonus without upgrading a card, so be sure you know what you want to
    do.
    
    
    Strategies
    ----------
    
    There are many different ways you can customize your deck to fit your style of
    fighting, but these are a few of the things you should keep in mind.
    
    - If you are going to use more of an attacker's deck, mainly go for CP gains at
      level-up and try to obtain as many sleights as possible. If you are going for
      more of a defender's deck, keep your HP high, but don't give up on CP. If you
      want to stay well-rounded, keep your HP and CP increasing moderately.
    
    - Attack cards are the best battle cards you can possibly use. Always make sure
      to include a fair amount of them regardless of the type of deck you are going
      to use. Try to consistently switch in stronger and higher valued cards as you
      progress in the game.
    
    - Due to the fact that after card breaking an enemy, usually you can get in a
      2-3 hit combo, you may want to keep 8 and 9 cards scattered about every 3
      cards in your deck with any lower valued ones in-between so you can
      potentially use them without fear of them being broken.
    
    - Having some sort of item card, especially a potion or so, is something you
      should definitely consider regardless of what type of deck you are building.
      They can be especially useful for attacker decks so you don't have to
      constantly reload and you can continously attack without pause.
    
    - You should always carry at least 1 or 2 cure cards even if you have an
      incredibly powerful deck or a very high HP. There are some bosses in the game
      which can still take you out. 
    
    - There are a few summons that are useful for both attacker and defender decks,
      so you may want to consider using them.
    
    - Magic cards can be useful, especially against certain bosses, so you should
      think about including them. Placing them in decks used for defensive purposes
      rather than a lot of attack cards can be a good thing. Just make sure not to
      overdo it because attack cards are always better.
    
    - There are certain boss or enemy cards which can make a world of difference in
      particular boss battles, but if you are going to use any, keep in mind that
      many of them require a large amount of CP.
    
    - 0 cards are a must. I would suggest trying to add another 0 card to your deck
      every 3-4 Floors. Keep in mind that 0 cards cost a lot of CP and aren't going
      to be used for attacking, just card breaking, therefore you should probably
      stick with the low CP-costing Kingdom Key cards.
    
    - Important cards like 0's and Cures should be kept either at the front or
      back, particularly the back, of your deck so that you can have easy access to
      them. By keeping them in the front or middle of your deck, you will have to
      cycle past or to them, wasting a lot of time.
    
    
    *For more info on CP values, go to Section XIV.
    
    
    **********************
    *  F. Battle System  *
    **********************
    
    The battle system in KH:CoM is real-time, despite what some people may believe
    when they think about the cards. You have the ability to move, jump, and
    execute attacks whenever and wherever you please while in battle. As you
    approach enemies on screen in battle, you will automatically lock-on to the
    nearest one to improve the precision of your attacks. The cards act like the
    first game's command menu, allowing you to set up decks to fit your own
    strategy and to work their own magic while you are fighting. Not only does the
    battle system deal with action and cards at the same time, but the other main
    factor is numbers.
    
    
    Card Values and Card Breaking
    -----------------------------
    
    Each battle card, with the exception of enemy cards has what is called a CV or
    card value, indicated in the lower right hand of the card. The only thing that
    the CV affects is the probability to get off an attack against the enemy, not
    the power of the attack. Enemies and bosses also use their own cards with CVs
    to attack you. If you play a card that has a greater value than the card the
    enemy is in the middle of playing or vice versa, you or the enemy will “break”
    the other’s card causing you or the enemy to be temporarily delayed so the
    other can potentially take advantage, and the card breaker will get off the
    attack or move. If you play a card that has a smaller value than the card the
    enemy is in the middle of playing or vice versa, the attack or move will be
    deflected, but not broken. Also, if cards of equal values are played against
    each other, they will both be deflected. Cards are valued from 0 to 9. Cards
    valued at 1 to 9 are respectively greater than one another. On the other hand,
    cards valued at 0 are special in that they can break any other card or even
    card combos, but can be broken by any card.
    
    
    Reloading Cards
    ---------------
    
    Restoring cards to your deck that have been used before can be done of course
    with certain item cards, but if you do not have any item cards or have used
    them all up, then you will have to reload your cards to continue fighting in a
    battle. When cycling through your deck of cards, you may notice an icon that
    looks like a black card with a number on it. This is the reload gauge. By
    holding down the A button for the number of seconds shown on that gauge, your
    cards will be reshuffled (not randomly, just brought back into play). Every
    time you reload your cards, the gauge number will increase by 1 up until a
    maximum of 3. Afterwards, every reload during that battle will require 3
    seconds of time. Once the battle is over, the reload gauge will reduce back to
    1 for the next battle.
    
    When charging the reload gauge you will not be able to move, so make sure to
    position yourself in a good spot on the screen, or use the "partial charge,
    move, then do it again" method, so that you won't sustain much damage. When the
    cards are shown actually reloading, you can move again.
    
    
    Stocking Cards and Stock Combos
    -------------------------------
    
    Another element to battling in the game is using card combos. To use them, you
    must stock cards by simultaneously pressing the L and R Buttons. Any type of
    battle card or friend card, with the exception of enemy cards, can be stocked.
    When you stock cards, values are added together and the total is shown along
    with the set of cards you stock in the upper left of your screen just below
    your health bar. By again pressing the L and R Buttons at the same time, after
    3 cards have been stocked, a card combo will be executed. There are 2 types of
    card combinations: sleights and regular ones.
    
    Sleights - These are the card combinations which result in special abilities
               being used. To learn a new sleight you must either level up by
               gaining experience, get one from a bounty or Key to Rewards treasure
               chest, or get one in some special way. A new sleight will be
               available every 5 levels you grow in the game, with the first
               becoming available at Lvl. 2. Sleights include attack and magic
               combinations and require certain total values and possibly card
               types to execute them. To execute a sleight, 3 cards must be used
               and they cannot be used unless they have first been learned.
    
       *** There are also higher level magic/summon/friend abilities that can be
       used by stocking cards. Although not necessarily considered sleights, they
       can basically be categorized with them. These abilities are already learned
       once you have encountered the type of card needed.
    
    Regular - These are the card combinations with no special results. If you use 3
              cards of certain types or values that do not match the requirements
              of any sleights, or if you have not picked up the sleight for those
              requirements yet, a regular series of attacks will be executed. One
              good thing about this is if the combo is high enough to not be broken
              by another card, every card can be used, or at least until the enemy
              does break the combo. This means that you may be able to throw in
              low leveled cards and still use them against enemies or bosses with
              higher leveled cards without the risk of them being broken.
    
       *** If you only have 1 or 2 cards left in your deck before you must reload
       your cards and you stock them, or if you just stock 1 or 2 cards and then
       switch to the reload gauge and press the L and R buttons, the result will
       be the same as a regular stock combo or a special non-sleight magic/summon/
       friend ability (if 2 cards are used).
    
    The one bad thing about using stock combos, although there are a few noteworthy
    times when this becomes useful later in the game, is that the first card that
    you stock, no matter how many you do stock, is lost until the next battle
    unless you use a special item card that can restore lost cards. This can be
    avoided though if you use a premium or friend card (both of which are lost
    anyways) as the first card in a combo.
    
    Stocks combinations can be broken by cards, other stock combos, or by 0 cards
    by either you or the enemy (only bosses use stock combos and the same rules as
    above apply to them also).
    
    *** For more info on sleights and stock combos, go to Section XIII.
    
    
    Green Mickey Cards
    ------------------
    
    Sometimes during a boss fight, a special green card with Mickey's silouhette
    will appear that when used, will cause something special to happen during the
    fight that will help you to easier and quicker defeat the boss. These Green
    Mickey Cards have a CV of 0 and will always be executed immediately (cannot be
    broken). Keep in mind that you can potentially get more than 1 in a battle
    (though not all at once) and that like friends cards, they disappear if not
    picked up quickly enough.
    
    Entering Battle
    ---------------
    
    To enter battle, you must come in contact with one of the Heartless that roam
    the field area of rooms in each world. If you choose to just run into the
    Heartless or if it comes to you, nothing special will happen, but if you hit
    Heartless with your Keyblade, the first wave of enemies in battle will be
    temporarily stunned (they can also receive some damage). There are some ways to
    improve on this <Section XVII>.
    
    Escaping Battle
    ---------------
    
    To escape from battle, move to the left or right side of the screen and hold
    the left or right directional button. An escape gauge will begin to fill and if
    it is completely filled (within a few seconds) before an enemy does damage to
    you, you will escape. Note that you can move up or down while pushing to the
    left or right and the gauge will continue filling. Any experience already
    gained from that battle will be kept.
    
    
    Losing Battle
    -------------
    
    If you run out of HP, any experience you picked up from the battle will be
    lost. You will have the option of continuing the game or loading a save file.
    If you choose to continue your game, you will do so from the last non-event
    room you were in.
    
    
    Battle Screen
    -------------
    
    Upper left - Sora's Health Bar; Sora's current stocked cards, total value, and
                 sleight name (beneath)
    Upper right - Enemy's Health Bar; enemy's current stocked cards and total value
                  (beneath)
    Lower left - Sora's deck w/ current card, card to left, card to right and
                 current number of cards in deck shown
    Lower right - Enemy card to be played or Boss deck (you can see cards being
                  cycled through)
    Bottom center - Card or card combo currently being executed by either side
    
    
    ******************************
    *  G. Room Synthesis System  *
    ******************************
    
    Going from one room to the next in each world requires you hitting doors with
    your Keyblade and using map cards, either of particular values, colors or
    special keycards, to open doors. The game refers to these requirements as
    criterion. Rooms are divided into two categories: those in which storyline
    events occur (keycard rooms) and those in which no events occur.
    
    
                           ~~~~~~~~|Non-Event Rooms|~~~~~~~~
    
    When opening a door to a non-event room, a map card of a certain value will
    need to be used. The value required may need to fit in a range or be equal to
    0. Ranges for non-event rooms are “greater than or equal to” ranges. For
    example, if the requirement is 1+ (+ is indicated by an up arrow in the game
    meaning “or higher”), a card valued at 1 or anything higher can be used. In the
    same sense as an in-battle card with a CV of 0 being greater in value than all
    other cards, a map card valued at 0 can be used for any range requirement
    needed to open a non-event room. ***0's cannot be used for “greater than or
    equal to” range requirements to open event rooms. If the requirement to enter a
    non-event room is 0, the card needed must be equal to 0 even though there is no
    equals sign present.
    
    After opening a door leading to a non-event room, you have the option to
    re-synthesize the previous non-event room for your own benefit (talked about
    later) as long as you do not exit that floor of Castle Oblivion. To do so, all
    you have to do is swing your keyblade at where the door was when it was closed
    (you can still see the frame) and the room synthesis menu will open like
    normal. All non-event rooms can be re-synthesized, but keycard rooms cannot.
    
    The requirement to open the first non-event room beyond the entrance room or
    exit room, when initially entering a world or re-creating it, is always 1+, but
    of course that requirement can change if you re-synthesize the entrance or exit
    room. Afterwards, the requirements to enter the other non-event rooms depend on
    the values of the map cards you use. After using one map card of a certain
    value, the minimum requirement to enter the next or previous room, whether
    re-synthesizing that room or not, will be one higher than the value of the card
    that you used to enter the room you are currently in. For example: to enter
    room B, requirement is 2+; you use a card valued at 4 and enter room B, so to
    recreate room A or enter room C the requirement will be 5+. If a card valued at
    9 is used to enter a room then the next requirement will be set back to 0.
    
    *** Doors leading to non-event rooms do not have anything special on them.
    
    
                        ~~~~~~~~|Event (Keycard) Rooms|~~~~~~~~
    
    Ranges are also required when opening keycard rooms. In addition to “equal to
    or greater than” ranges, “less than or equal to” ranges may be required, such
    as 1- (- is indicated by a down arrow in the game meaning “or lower”) and other
    exact requirements besides 0 (which has an equals sign with it when it is a
    requirement for opening an event room) such as 3= also may be needed. With
    event rooms, regular valued map cards, cards of particular colors (red, blue or
    green) or possibly combinations may need to be used in addition (there can be
    more than 1 additional requirement) to one of three orange special keycards
    that is always needed to enter an event room. These are the Key of Beginning
    (has a keyblade symbol), Key of Guidance (has a heart symbol) and Key to Truth
    (has a heartless symbol), each of when used may trigger a scene, dialogue or
    possibly battle. Upon entering the world, you will receive the Key of
    Beginning, while the Key of Guidance is received after the Key of Beginning
    room event is over and the Key to Truth is obtained following the Key of
    Guidance room event. As the game progresses, not all three of these cards will
    necessarily be found in a world. Sometimes to open event rooms, totals will
    have to be met. Any type card and value, other than 0, may be used when adding
    to the total and there is no limit to how many cards that can be used. Also,
    just as with ranges, these totals do not have to be met exactly; therefore
    using two cards valued at 9 to meet a requirement of 15 will work just as well
    as an 8 and a 7. 
    
    *** Doors leading to event rooms have a crown symbol above them.
    
    *** Note that event or keycard room requirements are not affected by anything
    you use or do (they are always the same).
    
    
                         ~~~~~~~~|Key to Rewards Rooms|~~~~~~~~
    
    Also in the game is a fourth orange keycard called the Key to Rewards card (it
    has a golden emblem on it) which can be used to open up a special room in each
    world that has a treasure chest which may contain either a rare card or special
    sleight that can be used in battle. Like regular map cards, Key to Rewards
    cards are not particular to a world and are obtained randomly from battle;
    however only 1 can be held at a time. They typically appear more often towards
    the end of the game and thus returning to previously visited worlds is
    required. Other requirements, like those needed for entering event rooms, may
    need to be met in conjunction with using a Key to Rewards card. After a Key to
    Rewards room is opened, you will not be able to re-synthesize that room until
    you recreate that world. Requirements to enter that room will always be the
    same; however the rare prize can only be collected once and regular cards will
    potentially appear in the treasure chest in the room afterwards.
    
    *** Doors leading to Key to Rewards rooms have a crown symbol above them.
    
    
    ***************************
    *  H. Re-creating Worlds  *
    ***************************
    
    *** All this section has to do with is just changing what is inside a world,
    not where you can enter the world from.
    
    While you are within a world or in the vicinity of that floor of Castle
    Oblivion, all doors that have been opened in that world will remain open and
    rooms that have been cleared of battles (assuming you do not re-synthesize 
    rooms for more battles to be fought) will remain cleared until you actually
    re-create that world, when everything is reset. Of course, event rooms are the
    one thing that cannot be redone in a world. Due to the fact that nothing in a
    world will be reset if you remain on the same floor of Castle Oblivion, you
    have one opportunity to go back and re-enter the world you just came from
    without having to later go through the trouble of making your way through the
    world again if you choose to go back.
    
    When re-entering a world or exiting it, you can do so from either the entrance
    or exit rooms. If you return to a world through the entrance room after having
    been to another floor of the castle, none of the room types will be definite
    (although the entrance room does seem to bear resemblance to a Tranquil
    Darkness room); in other words, again you must re-create that world and
    everything depends on the map cards you choose to use. However, if you go back
    to a world through the exit room, it will return to being a save point
    (Moment’s Reprieve) room, which is the room type that room automatically dons
    in a world when you play through it the first time, although you can change it.
    
    
    *************
    *  I. Maps  *
    *************
    
                            ~~~~~~~~|In-game Maps|~~~~~~~~
    
    The following is how you use and interpret the maps in the game which you can
    view by choosing the second option on the main menu screen or by pressing
    Select when on the field. Arrows in blue indicate an entrance or exit while
    arrows in red indicate a path that has not yet been traveled, but that can be
    opened. Paths in yellow indicate those that have been traveled. Brightened
    rooms are those that are accessible while darkened rooms are those that are not
    accessible at the moment. Orange rooms with exclamation points are event rooms
    (the exclamation point disappears after the event room has been visited).
    Rooms with a crown symbol are non-event rooms or the Key to Rewards room (the
    crown symbol disappears after the non-event room has been visited). The room
    you are currently in flashes blue and you have the capability to view
    information about any rooms that have been entered or that you can enter. There 
    is a small white hand pointer that indicates what room you are currently
    looking at and if you press A while pointing to a room, the current known
    requirements to enter, but not leave, that room from other rooms are shown.
    Also while pointing at an already synthesized room, the type of room will be
    noted in the upper-right hand corner of the screen.
    
    Maps are floor, not world, specific. They (should) indicate any known
    information about the generic floor structure that will always remain true in
    any save file. Although the design of each room changes in accordance to the
    map card used, the general layout of each floor remains the same and the
    requirements to enter some rooms (event rooms and the Key to Rewards room) are
    always the same. In the game, you will have the option of choosing which floor
    you can enter some worlds on. Your choice of world that you enter on a
    particular floor will not affect the layout of that floor or any events that
    happen in the world you choose. For example, whether you choose to possibly
    enter Atlantica, Neverland or Hollow Bastion on Floor 8 of Castle Oblivion,
    Floor 8's layout will not change and the world will take on Floor 8's layout.
    Also, there are some worlds which you must enter on one particular floor.
    
    
                          ~~~~~~~~|Walkthrough Maps|~~~~~~~~
    
    The maps in my walkthrough are listed along with the worlds that I chose for
    each floor (the game pre-chooses the same floor-world combinations for you),
    and any notes that are mentioned beneath each map are particular to the world,
    not floor. If you choose to enter a world on a different floor, you will have
    to search in another section for that floor’s map, but use the notes listed
    under that world’s section. My personal advice to the reader is to enter the
    worlds in the order the game presets for you if you are going to use the maps I
    have provided, or at least if this is the first time you are using them, else
    you are bound to get confused.
    
    Each of the maps that I have created includes all of the rooms for that
    particular floor as well as all possible connecting paths. The non-changing
    (event or Key to Rewards card) room creation requirements are listed along with
    either a ‘v’ or a ‘^’ thus indicating if those requirements are specific of the
    room above or below along that path. All other potential paths are noted by the
    word “AUTO,” meaning that you are automatically sent back to the room you enter
    an “event” room from or to a nearby room, noted by the letter “N” along with a
    direction meaning that there is no path access in that particular direction, or
    are left blank, indicating that the requirements to enter rooms along those
    paths are controlled by the cards you select to open doors. If there are two
    paths between two rooms, one direct and one indirect where you also go through
    additional rooms, and the indirect path is taken, the direct path will
    automatically open up. Whenever a boss battle is finished, you will be sent to
    the exit room. The path between the exit room and the room that it is connected
    to it will automatically be open when you are sent to the exit room if the
    second room has already been entered, otherwise it will be closed if the second
    room has not been previously entered.
    
    Lastly, each of my maps includes a legend that indicates what other letters and
    symbols present on the map represent, including required card colors and types.
    
    *** Please keep in mind that for the sole purpose of compact space when writing
    this guide, I have chosen not to refer to each keycard and event room on the
    maps by their proper name, but rather by the symbol each card bears (Key Card,
    Heart Card, Heartless Card). The Key to Rewards card is referred to as the
    Gold Door Card when dealing with maps. Note that in the walkthrough, I will
    refer to each keycard (including Key to Rewards card) and event room by its
    true name, so either learn which symbol goes with which card or pay attention
    to the number of exclamation points in rooms on each map which are used to
    indicate event rooms (in the order you visit them).
    
    
    *********************
    *  J. Moogle Shops  *
    *********************
    
    Moogle shops are card shops that you can visit in the game to buy battle (not
    enemy) cards with moogle points you receive from out of battle or sell cards
    for more moogle points. To get moogle points besides selling cards, you must
    come in contact, in some form or another, with certain field objects <Section
    XVIII> that appear in the worlds in the game. Moogle points look like red orbs,
    with small ones you get from field objects giving you 4 points apiece and large
    ones giving you 10.
    
    To access a moogle shop you must use a Moogle Shop (tentative name) map card to
    synthesize a room with a moogle whom you can speak with to open the shop. If it
    is the first time that you are using that particular moogle shop, 5 random
    Keyblade cards will be shown that you will get to keep for free. Afterwards,
    or if you return to the shop later, you will have two options.
    
    
                          ~~~~~~~~|Purchasing Cards|~~~~~~~~
    
    The option on the left of the moogle shop menu opens up the card-purchasing
    menu where you will be able to spend various amounts of moogle points to buy
    1 of 4 different types of cards packs which are: an attack card pack, a
    magic/summon card pack, an item card pack, and a mixed pack. You will be able
    to buy up to 2 or 4 packs of each type, depending on the floor of Castle
    Oblivion you are currently on. The different packs are bound by small bands
    which represent the potential rarity of the cards you will receive.
    Those packs that may contain rarer cards then the previous packs require more
    moogle points to buy. Card packs can be bought in any order meaning that you
    don’t have to purchase all of the attack card packs prior to the magic card
    packs, and you don’t have to purchase a 100 point pack before a 150 point pack.
    After every pack of every type has been bought, you will no longer be able to
    buy any more cards from that particular moogle shop; therefore you will have to
    move on to another. 
    
    The moogle shops in each world or world set offer only certain cards, with
    those same cards and more being offered in moogle shops of the next world set.
    Each different Keyblade card will only appear there after the associated world
    has been visited or the first of a particular Keyblade card has been gotten.
    Each magic, summon, and item card will only appear in a moogle shop after the
    first has been gotten.
    
    
                            ~~~~~~~~|Selling Cards|~~~~~~~~
    
    The option on the right of the moogle shop menu opens up the card-selling (or
    point charge) menu where you can sell any battle or enemy cards for varying
    amounts of moogle points, depending on the CV level and power of the cards.
    
    *** For more information on what cards can be purchased from the moogle shops
    in each world, card pack rarities and for buying and selling prices, go to
    Section XVI.
    
    
    ********************
    *  K. Leveling Up  *
    ********************
    
    Leveling up in KH:CoM is based on an experience per level system. In other
    words, every time you gain a certain total or accumulated number of experience
    points, you will level up (these total do not change in any save file). Each
    time you level up, your HP will be refilled and you will have the option of
    potentially raising you total HP by 15, increasing your CP limit by 25, or
    learn a new sleight. Both HP and CP have their own final limits, and once you
    reach those maximum limits, you will no longer be allowed to increase HP or CP.
    Each sleight becomes available every 5 levels after Lvl. 2 (the first
    opportunity to learn a sleight) and will remain available until you choose to
    learn it. Once you do learn a new sleight, you will not be able to learn
    another until you reach the appropriate level. If you are a beginner to the
    game, I would suggest using a 2:1 or a 3:1 ratio of CP to HP increases. If you
    have played the game before, you may want to use a 4:1 or 5:1 ratio in favor of
    CP or something greater for more of a challenge.
    
    Experience in the game is received from every enemy and boss. The enemy itself
    as well as the floor on which you encounter that particular enemy both affect
    the amount of experience gotten. On later floors, whether you fight the same
    enemies as before or new and stronger ones, you will receive more experience
    than before. For bosses, it does not matter what boss you fight on a particular
    floor because the amount of experience gained will always be the same, so don't
    think that changing the order in which you visit worlds will net you more
    experience in the long run.
    
    Every time you destroy an enemy or defeat a boss, experience crystals of
    different colors and sizes will appear on-screen. You must collect these for
    points to be added to your total experience, but do so quickly because they
    will disappear if not gotten within a short period of time. The following lists
    the values of the experience crystals you pick up:
    
    Small blue = 1
    Small red = 5
    Medium blue = 10
    Medium red = 30
    Large blue = 60
    Large red = 199
    Silver = 1400
    
    *** For more info on leveling up, go to Section XII. For more info on
    experience gained from each enemy and boss go to Section X.
    
    
    ***************
    *  L. Saving  *
    ***************
    
    In the game, you have the option of saving in one of two ways. The first is to
    save at a save crystal, which permanently saves information in the game, until
    overwritten. To find save crystals in the game, look to the lobby area of each
    floor of Castle Oblivion right before entering a world, the exit room of a
    world (first time through world or later re-entry from exit room side) or by
    creating a room with a save point in it using the Moment's Repreive map card.
    All you have to do is press the A Button when next to a save point to be
    prompted to save your game. The other method of saving is called quick saving.
    Quick saving allows you to temporarily save your game and return to the title
    screen, letting you reaccess your file and continue your game from the room or
    floor that you saved on. By continuing your game or shutting off the GBA's
    power, quick save data will be erased. To use a quick save, choose the last
    option in the main menu.
    
    For Sora's part of KH:CoM, you will be allowed up to 2 game saves at a time.
    
    
    ********************
    *  M. Warp Points  *
    ********************
    
    The lobby of every floor, or area of Castle Oblivion before each world, has a
    globe-like object, called a warp point, in it in addition to a save point. By
    using these warp points, you can automatically move to the lobby of another
    floor of the castle that you have already been to without having to go through
    every world in-between again.
    
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                        Section VI.    Walkthrough                       |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    ********************************
    *  1. Floor 1 (Traverse Town)  *
    ********************************
    
    
                         ~~~~~~~~|FLOOR 1 WORLD LAYOUT|~~~~~~~~
    
    
           ___                  ____
             /|                |!!! |
        ____/ |                |    |
       |    |                  |____|
       |    |                       \\
       |____|                Gr,HL(^)\\%
                        ____ N(v)     \\____
                       |!!  |          |    |                 Ent. - Entrance Room
                       |    |          |    |                 Ex. - Exit Room
                       |____|          |____|                 ! - Key Card Room
                            \\        //    \\     ___        !! - Heart Card Room
                      3+,H(^)\\%     //      \\      /|       !!! - Heartless Card
                ____  AUTO(v) \\____//        \\____/ |             Room (Boss)
               |!   |          |    |          |Ex.*|         % - Path disappears
               |    |          |    |          |    |             after Event Room
               |____|          |____|          |____|         * - Room accessible
                    \\        //              //                  after Boss Battle
              1+,K(^)\\%     //              //               K - Key Card
        ____  AUTO(v) \\____//          ____//                H - Heart Card
       |Ent.|          |    |          |*   |                 HL - Heartless Card
       |    |          |    |          |    |                 G - Gold Door Card
       |____|          |____|          |____|                 Gr - Green Card
     | /    \\        //              //
     |/__    \\      //              //G(v)
         2+(v)\\____//          ____//
               |    |          |*   |
               |    |          |    |
               |____|          |____|
    
    
    Traverse Town Map Notes: 1) Traverse Town is always entered on Floor 1.
                             2) The small part of the map in the upper left is the
                                room in which the first battle tutorial occurs in.
                                The requirement to enter the true entrance room
                                from there is 1+, and there will thus be a 2+
                                requirement to move from the entrance room to the
                                next room at first. Re-entry into the world
                                thereafter will immediately put you into the
                                entrance room and the opening requirement to move
                                forwards will be the normal 1+.
    
    
    
    The entrance into Castle Oblivon raises hopes and arouses new mysteries right
    from the start of the game. Goofy begins by questioning the trio’s right to
    enter the castle, but Donald quickly counters by saying that they need to if
    they’re going to find King Mickey. Goofy’s reply is one of wonder and surprise,
    and Donald says that he isn’t positive, but he feels an unexplained something
    that is leading him to believe that the king is in the castle. Goofy, Sora, and
    even Jiminy proclaim that they oddly feel the same way. Soon after, the group
    decides to go exploring in the castle for the king, but as Goofy turns to close
    the door leading into the castle before they move on, the mysterious hooded
    figure from the opening FMV enters.
    
    Donald believes that the entity is a Heartless but he fails in an attempt at
    using a barrage of magic attacks. The man says that upon entering the castle,
    our heroes forgot every spell and ability they learned. He follows this with a
    puzzling message: “In this place, to find is to lose and to lose is to find.
    That is the way of things in Castle Oblivion.” The hooded man says that inside
    the castle, Sora is bound to meet those who he knows and misses. Sora comes to
    the conclusion, at least from his hopeful point of view, that the entity is
    heavily referring to Riku. The man then quickly drives through Sora in an
    almost phantom-like way disappearing and then reappearing behind the group
    after they turn. The man explains that he took a sample of Sora’s memories
    and from them created a card which is the key to helping him reunite with his
    friends.
    
    Afterwards, the World Menu opens along with a short explanation on how to
    choose worlds to enter on the different floors of Castle Oblivion. Choose
    Traverse Town, the only world you can enter at the moment, and the screen will
    shift back to Sora asking if he used the card properly, with the unknown entity
    acknowledging and then disappearing.
    
    You are then automatically sent into Traverse Town, which Sora recognizes. The
    unknown man then reappears on screen saying that the town is only an illusion
    created by Sora’s memories which are inherent in the card he used before.
    Before any more conversation can ensue on the subject, Jiminy calls out that
    Donald and Goofy are missing. Sora looks around but with no luck and the man
    says that they are at the mercy of the cards and he must master them to regain
    his strength.
    
    With all of that being said, the first battle tutorial begins with the hooded
    man taking you step by step through different aspects of the battle system and
    the controls. To begin, when the Donald card appears on-screen, pick it up and
    use it. Next, you will have to jump once and use dodge roll upon instruction
    followed by using 3 attack cards. After that you will be required to use the
    rest of the cards in the tutorial deck and reload the cards. Next you will have
    to cycle through 6 of your cards, and after being told about the different
    types of cards, you will have to switch to the enemy card category of your deck
    and then back. After all of this has been completed, the tutorial will end.
    
    Back onto the field screen, Donald and Goofy have returned and everyone is
    wondering what happened and how they were separated. Then, Goofy asks Donald
    where he got the clothes he now has on. Donald notices Goofy is also dressed
    differently than they were from their adventures in the first game. He
    concludes that someone must be messing with their clothes. When Sora wonders if
    the cards have had anything to do with this, the unknown man replies once again
    without answering Sora’s question: “That is for you to ponder.” The man also
    says that Sora must go on alone which results in sympathetic and brash comments
    by Goofy and Donald respectively aimed at Sora. Sora sarcastically thanks
    Donald for his snide remark that Sora can’t do anything by himself and then
    claims that he will be fine on his own. The hooded figure then departs for the
    time with closing words of a “let’s just see how you’ll do” attitude. Jiminy
    voices worry, but Sora responds completely free of any worries.
    
    After that, the field controls are explained and you are given your very first
    Key of Beginnings keycard. Go over to the door in the room you are in and swing
    your Keyblade at it to access the Room Synthesis menu and learn a little about
    it. Use the (1) Moment’s Reprieve card to move onwards and the game will
    explain some more about room synthesis and map cards. 
    
    Upon entering the next room, the Traverse Town title will appear on-screen and
    the nifty music will start. In this room, first head in front of the save point
    (swirling crystal) to learn about saving your game using the regular and quick
    save options. Do save and then approach one of the field objects on the screen
    to be told more about them. A barrel will then fall from the air which you
    should smash to obtain your first battle card, of course excluding the ones
    currently in your deck. Then, a shadow will appear on the field, and getting
    into battles will be explained. To get your first taste of making a battle a
    bit easier to fight, whack the shadow with your Keyblade to cause the first
    wave of Heartless in the upcoming battle to be stunned temporarily. An easy
    fight vs. 3 shadows will ensue and for winning, you will pick up a (2) Tranquil
    Darkness card to continue. Go to the next room and from here on out, you can
    now access the main menu and finally check out your deck. You notice that you
    initially begin the game with the following cards:
                - (7) Kingdom Key
                - (6) Kingdom key
                - 2x (5) Kingdom Key
                - 2x (4) Kingdom Key
                - 2x (3) Kingdom Key
                - 2x (2) Kingdom Key
                - (1) Kingdom Key
                - (0) Kingdom Key
                - (5) Blizzard
                - (6) Potion
                - (7) Cure
    
    Make your way to the Key of Beginnings event room, fighting Heartless along the
    way and picking up more map cards to help you get into the rhythm of the game.
    When you try to open the door to the Key of Beginnings room, you will be
    instructed about keycards. Following that, use a card valued 1+ and the Key of
    Beginnings card to continue. In the event room, Donald and Goofy will appear,
    spooking Sora. Goofy says that Sora seems to be a little off in his fighting.
    Then all of a sudden, an unidentified person says that Sora is not going to
    last long if he thinks with an attitude of not needing any help. Sora
    recognizes the person as Leon, who is confused as to how Sora knows him and as
    to what Castle Oblivion is when Sora mentions it. Leon says he’s never seen our
    hero before, but Sora is upset, wondering how Leon could have forgotten them.
    Leon says that Sora must have the wrong person, but then out-of-the-blue calls
    Sora by his name. Leon is surpised as to how he does know Sora’s name and then
    soon after calls Donald and Goofy by their names too. Leon does not know what
    is happening to his memory. Yuffie then appears saying that Aerith was right in
    her sensing of an “uncanny power” and that Sora should be taken to her. Sora is
    glad that Yuffie knows his name and she comments on his knowledge of hers,
    cheerfully saying that they can luckily skip introducing themselves. After,
    Yuffie goes off to see Aerith, Leon takes you into another battle tutorial.
    
    This battle tutorial discusses the specifics of using battle cards. You will
    first need to use 9 cards as Leon explains to you about CVs and card breaking.
    Then you will be told about stocking cards; stock three and then use your stock
    combo. In closing, Leon will talk about sleights and then the tutorial will
    end, with Leon giving you a (6) Simba card afterwards and you also obtaining
    the Key of Guidance card.
    
    Next, make your way to the Key of Guidance room and use a card valued at 3+ and
    the Key of Guidance card. Sora will meet Aerith who is not sure how to greet
    him. She says the she feels like she doesn’t know him, but that he belongs-an
    idea Yuffie agrees with. Still seeming to not accept that they don’t know him,
    Sora cries out that they have met and fought together. He then reminds Leon of
    what he was told by his freind in Hollow Bastion in the first game, “We may
    never meet again...but we’ll never forget each other.” Leon completes this and
    everyone declares that they can remember this, whether they were directly
    present or not. Aerith then says that maybe Sora’s heart is doing the
    remembering for them, and the strength of his memories of all of them together
    is causing them to recall those same memories. Sora believes that maybe
    everything that the mysterious hooded figure had told him about the power his
    memories have was true all along. After some more conversation about Sora
    looking for Riku in Castle Oblivion (still nobody knows what he’s talking
    about), he decides to continue scouting the town and Leon acknowledges his
    fighting skills with honest belief. You will then obtain the Key to Truth
    keycard. 
    
    Lastly, make your way to the final event room and get ready for the boss battle
    beforehand. Use a green map card and the Key to Truth card to enter the room.
    Sora will see Cid who will call out to him, but then wonder why he just called
    him by that name. Cid reasons that our hero looks like a “Sora” due to his
    appearance. Sora then says that Cid was right. Cid is glad to here that Sora
    has heard of him and then our hero asks if Cid can help him to find his friend.
    Cid responds by mentioning that Heartless are everywhere in the town and that a
    large Heartless is supposed to appear when the plaza bell tolls. Cid then
    leaves and suddenly the bell rings, the ground rumbles, and you are thrown into
    your first boss battle!
    
    _____//=============\\_____
    _____|  GUARD ARMOR  |_____
         \\=============//
    
    Recommended level: 2-4
    Boss HP: 5x 1/2 health bar
    Difficulty: Very Easy
    Battle Spoils: 48 Exp Point; Guard Armor card
    
    This is the first boss battle you have to fight in the game. At this point so
    early in the game, you will probably not have any, or at least many, higher
    level cards to replace or add to those you begin the game with in your deck, so
    it is probably pointless to prepare your deck in any special way for this
    fight.
    
    Guard Armor is made up of 5 parts: 2 feet, 2 arms and the torso, with each body
    part having about half an HP bar. You must destroy the feet and arms before you
    can damage the torso.
    
    Guard Armor attacks with the following moves when the feet and arms are still
    intact:
    
    * Ground Stomp - Guard Armor jumps in the air and lands on the ground, causing
                     tremors and inflicting damage
    * Feet Attack - Guard Armor sends his feet stomping directly after you
    * Punch - Guard Armor throws his arms forward at you, causing minimal damage
    * Arm Spin - Guard Armor sends his arms whirling at you to cause harm
    
    When the torso is all that is left, Guard Armor will use these attacks:
    
    * Spin Attack - Guard Armor's torso wildly spins after you to cause a fair
                    amount of damage
    * Jump Attack - Guard Armor's torso jumps up and down causing the floor to
                    rumble
    
    Keep in mind that none of Guard Armor's attacks are truly very damaging. If you
    pick up the green Mickey card and use it, Guard Armor will fall to the ground
    with body parts laying around stunned temporarily, leaving it open to easy
    attacks. Basically, just keep using your attack cards, restoring them with any
    potion cards you may have or by reloading. Use blizzard cards to attack the
    legs, the torso, or any part of the body when Guard Armor is stunned. Stocking
    cards or using sleights (you probably only have Sliding Dash if any at all) is
    pretty much useless in this battle unless you use friend cards for fairly
    powerful attacks.
    
    Don't forget to pick up the spoils after the battle.
    
    _____//===========\\_____
    _____|   BOSS END  |_____
         \\===========//
    
    
    After the battle vs. Guard Armor, Yuffie will ask if Sora didn’t find his
    friend, to which Sora will answer that he couldn’t find Riku, but that he
    thinks he will find him somewhere in the castle (for the million time)! Cid
    thinks Sora’s mention of a castle is funny, but Leon defends our hero saying
    that Sora knows more than them about what is going on. Sora is unsure about
    this. Afterwards, Leon, Yuffie and Cid bid goodbye to Sora and leave along with
    Aerith. Donald and Goofy also depart, but then Aerith returns only to tell Sora
    news he doesn’t like: she and everyone else in the town are just figments of
    his mind. Sora can’t believe this, and Aerith says that she isn’t really
    herself for things that should be known are not and those that shouldn’t are.
    She then warns Sora about his memories, indicating to him that they could lead
    him astray and distracting illusions are to come. Donald and Goofy call out to
    Sora and he says that he will be ready to go soon, but when he turns to speak
    more with Aerith, she is gone, and the others indicate to him that no one was
    there with him the whole time. The dialogue ends with Sora pondering Aerith’s
    words in connection to her sudden disappearance.
    
    After, you are sent to the exit room where you should save before exiting into
    the next hallway of Castle Oblivion.
    
    *** Return later to Traverse town and head towards the Key to Rewards room,
    where you can use the card to enter the room and obtain a randomly leveled
    Lionheart Keyblade card from the treasure chest within.
    
    
    ============================= Interlude (Floors 1-2)===========================
    
    As you enter the next hallway of Castle Oblivion, Sora is encountered once
    again by the strange hooded man. Sora questions the man’s reasons as to showing
    him an illusion, wondering exactly what is wanted from him. The man replies
    that it depends on what he has to give. Suddenly, as Sora prepares to fight the
    unknown man, a spiky red-headed man in a black coat appears claiming that he is
    bored waiting around while the hooded man has all this time with Sora. The
    mysterious one throws cards to the red-head and disappears, leaving the other
    to “test” Sora. The red-head introduces himself as Axel, telling Sora to make
    sure to remember it. Then, Axel, with an understanding that he and Sora are on
    a first-name basis, summons to him his weapons, a pair of spiked wind and fire
    wheels, and a battle commences.
    
    
    _____//======\\_____
    _____|  AXEL  |_____
         \\======//
    
    Recommended level: 4-5
    Boss HP: 3/4 health bar
    Difficulty: Very Easy
    Battle Spoils: 75 Exp Point; (5) Fire card; World Cards 2-6
    
    To prepare for this battle, customize your deck to have higher-valued attack
    cards and blizzard cards, in addition to basic things like cures, potions, etc.
    
    This will be the second boss you will have to fight and although no more
    difficult than the first, you will probably notice that the battle is a little
    faster-paced. This is also the first battle in which you will have to deal with
    elemental-based attacks, so use that knowledge to your advantage.
    
    Axel attacks with the following attacks:
    
    * Slash barrage - Axel will strike at you with his weapon multiple times,
                      causing a fair amount of damage if not stopped.
    * Wheel Toss - Axel will throw his weapons one at a time across the battle
                   field towards you and will catch them as he teleports from one
                   place to another.
    * Fire Wall - Axel will send a wall of flames slowly towards you that will
                  cause minor damage.
    
    Due to the fact that Axel uses fire, blizzard cards will be your best friend
    for this battle. Don't use sleights and be careful when attacking because Axel
    quite frequently teleports from spot to spot to avoid attacks and try to attack
    you from behind. To avoid Axel's wheel toss attack, which is probably the one
    he will use the most, just move up and down because he only throws his weapons
    horizontally or diagonally (if he is in a position to do so). Friend cards are
    fairly pointless for this battle because he teleports so often. You can also
    get your first taste of using 0 cards for breaking boss sleights by using one
    to break his fire wall attack.
    
    Don't forget to pick up the spoils after the battle.
    
    _____//===========\\_____
    _____|   BOSS END  |_____
         \\===========//
    
    
    With the defeat of Axel, the trio observes the set of cards received from the
    fight. Jiminy mentions that they look like the Traverse Town card and Sora says
    that they need them to move on within the castle. Suddenly, Axel’s voice is
    heard and he reappears, startling everyone. He says that after their
    introduction, he wouldn’t die that easily. Sora then realizes that Axel was
    just testing their strength. Axel congratulates Sora, telling him that he has
    passed the test and can now proceed within Castle Oblivion. Sora is told to
    follow his memories, trust what he remembers, and seek what he forgets in order
    to find those special to him. In response to Goofy’s understanding of those
    special being Riku and King Mickey, Axel comments that the trio will just have
    to give more thought as to who is really important. This confuses the trio,
    prompting Axel to explain how the most precious of memories lie out of reach
    deep within the heart. He tells Sora that he will be able to find his, but Sora
    is unsure. Axel tells him that he has lost sight of the light within the
    darkness and thus has forgotten forgetting. Sora doesn’t understand and Axel
    offers him help, apparently trying to delve into Sora’s memory, but Sora
    chooses to figure it out on his own. He warns Axel to stay out of his way and
    Donald says he’ll prevent Axel from getting to him. Axel gladly approves of
    Sora’s response and then leaves with one final remark: “When your sleeping
    memories awaken, you may no longer be you.”
    
    As you move forward to the next floor, you will be told about having to
    re-create worlds when exiting and re-entering floors.
    
    Upon entering the second floor, Jiminy tells Sora that Axel’s final comment has
    been bothering him. Sora tries to appease Jiminy’s worry by asking how he could
    possibly be anyone but himself. Jiminy agrees, though points out that they
    still should always be careful. Goofy says that anything could happen in the
    castle, the name of which Donald has to correct him of. Sora says that
    together, they can handle anything the strangers are concocting. Then, Goofy
    asks his companions if they remember the castle with many contraptions that
    they all had explored before. Sora and Donald can’t recall anything like that
    happening, and Goofy attempts, but fails, to say the name of that place, Hollow
    Bastion. Sora wonders if Goofy made it up, but Goofy denies it.
    
    ===============================================================================
    
    
    **************************
    *  2. Floor 2 (Agrabah)  *
    **************************
    
    
                         ~~~~~~~~|FLOOR 2 WORLD LAYOUT|~~~~~~~~
    
    
                        ____            ____
                       |!!  |          |    |
                       |    |          |    |
                       |____| N(^)     |____|
               15,H(^)//    \\AUTO(v) //
               N(v)  //%    %\\      //G(^)
                ____//        \\____//                        Ent. - Entrance Room
               |    |          |    |                         Ex. - Exit Room
               |    |          |    |                         ! - Key Card Room
               |____|          |____|                         !! - Heart Card Room
                    \\        //    \\     ___                !!! - Heartless Card
                     \\      //      \\      /|                     Room (Boss)
        ____          \\____//        \\____/ |               % - Path disappears
       |!   |          |    |          |Ex.*|                     after Event Room
       |    |          |    |          |    |                 * - Room accessible
       |____|          |____|          |____|                     after Boss Battle
            \\        //                                      K - Key Card
      Gr,K(^)\\%     //                                       H - Heart Card
      AUTO(v) \\____//                                        HL - Heartless Card
               |Ent.|                                         G - Gold Door Card
               |    |                                         Gr - Green Card
               |____|                                         R - Red Card
             | /    \\ N(^)
             |/__   %\\R,HL(v)
                      \\____
                       |!!! |
                       |    |
                       |____|
    
    
    Agrabah Map Notes: 1) Agrabah can be entered on Floors 2, 3, 4, 5 or 6.
    
    
    
    As you enter Agrabah, everyone will notice that Aladdin is in trouble,
    surrounded by a group of Heartless. You will be prompted into a battle against
    4 Bandits and 2 Green Requiems. Once that battle is through, more Heartless
    come, so Aladdin holds up the magic lamp, wishing to get rid of the Heartless.
    Genie appears, with jokes aplenty, and causes all of the Heartless to vanish.
    Donald wonders why Aladdin didn’t just call upon Genie right from the start.
    Aladdin gets ready to explain then Genie does so, telling everyone that his
    master can only make 3 wishes and can’t wish for any more wishes. Sora tells
    Aladdin to use his last 2 wishes carefully. Aladdin tells our heroes that he
    needs to get to the palace and the trio decides that they might as well go with
    Aladdin because they’re heading that way too. Aladdin will join your party and
    you will get the Key of Beginnings card.
    
    Head towards the Key of Beginnings room and use the necessary cards to enter.
    Goofy asks why Aladdin’s going to the palace. Aladdin says that he found the
    lamp in the Cave of Wonders and needs it to get to the palace, mentioning that
    he was lucky getting past all the Heartless within the cave. Sora asks if there
    was anyone to help him, and Genie then chimes in saying that he’s been
    delivering happiness for 2,000 years, hoping that one day someone will free him
    from his job. Aladdin then offers, to everyone’s surprise to set Genie free
    using his third wish. Genie is skeptical, but Aladdin promises saying that all
    he wants is one thing, to be able to meet Princess Jasmine, whom Jafar promised
    he would get to see. Sora says that Aladdin’s wish should be that he can see
    Jasmine whenever he wants. Genie then offers to turn Aladdin into a prince so
    he can also go in style. Aladdin is stunned and then he urges everyone to hurry
    to the palace. You will then obtain the Key of Guidance card.
    
    Use the proper cards to enter the Key of Guidance room. As you enter, it
    becomes apparent to everyone that Jasmine is in trouble, with Heartless
    attacking her. Realizing that she is too far away, Aladdin uses his second wish
    to save Jasmine. Everyone goes up to Jasmine and Goofy notes that she is okay,
    and she just fainted. Suddenly, more Heartless appear. Aladdin thinks that
    using another wish will be the only way to help them, but Sora calls him off,
    saying that they’ll handle the situation this time. You will then have to
    battle 2 Shadows, 3 Bandits, and a Fat Bandit, netting you experience and a (3)
    Ether card. After the battle, Aladdin will thank Sora and then the screen will
    flash. Aladdin will realize that the lamp is no longer in his possession. Jafar
    then speaks up, saying that his plan unfortunately failed, as he was hoping
    that Aladdin would waste his last wish on Jasmine. He then holds out the lamp,
    prompting Aladdin to wonder why Jafar is doing all this. Jafar says that he is
    the one Jasmine will marry, not Aladdin, and in wedding her, he will become
    king of Agrabah. He then wishes for Genie to get Jasmine for him. Genie does
    so, saying that he has to obey whoever has control of the lamp. Afterwards,
    Jafar, Genie, and Jasmine leave. Aladdin is depressed, but Sora says that if he
    doesn’t pull himself together, then he will never see Jasmine again. He says
    that they can still save her without the lamp and that losing someone is bad,
    but not as bad as never getting them back. Aladdin agrees. Donald wonders how
    they can defeat Jafar since he has the lamp, but Aladdin says that he has a
    plan. You will then receive the Key to Truth card.
    
    Head to the Key to Truth room and enter using the appropriate cards. Jafar will
    be present, wondering if Aladdin already gave up because he is nowhere to be
    found. Jafar says that he’ll deal with Sora and company himself, but then Sora
    calls out to Aladdin, who jumps on-screen and runs for Jafar. Jafar tells Genie
    to get Aladdin and he knocks Aladdin away. Aladdin then tells Jafar that he
    fell for their trick, which Sora explains was to make Jafar waste a wish. Jafar
    then walks towards Aladdin and wishes to be transformed into a genie himself.
    You will then appear in a lava-filled room with Jafar as a Genie and the battle
    will begin.
    
    _____//=======\\_____
    _____|  JAFAR  |_____
         \\=======//
    
    Recommended level (for Floor 2): 7-8
    Boss HP: Floor 2 - 1 health bar
             Floor 3
             Floor 4
             Floor 5
             Floor 6
    Difficulty: Easy
    Battle Spoils: Jafar card and experience: Floor 2 - 232
                                              Floor 3 
                                              Floor 4
                                              Floor 5
                                              Floor 6
    
    To prepare for this battle, customize your deck to have higher-valued attack
    cards and do not put any magic cards in your deck, unless you want Cloud cards
    if you have already been to Olympus Coliseum.
    
    This boss fight is not very difficult, only a little bit annoying because you
    have to strike at Iago who flies above the battlefield holding Jafar's lamp. To
    make that worse, 3 rising and falling platforms are present forcing you to
    jump up higher at various times to easier reach the target.
    
    
    Jafar attacks with the following attacks:
    
    * Lava Boulder - Jafar heaves a large boulder towards you.
    * Laser Beam - Jafar shoots a laser beam on the platform you are currently on
                   as well as across other platforms at the same level.
    * Smash - Jafar sends his fist flying at the platform you are on.
    
    Avoiding Jafar's attacks is very easy. You can potentially use the elevated
    platforms to avoid the Lava Beam and Lava Boulder attacks. Striking at Iago
    is easiest at the second platform elevation level; however if you jump in the
    proper spots, it is possible to make a connection. Keep in mind that after 1
    hit, you can remain in the air near Iago by laying out a combo. Sleights, magic
    cards, and friend cards will not really help in this battle due to the fact
    that you are going for a flying target. Be sure to collect any Green Mickey
    cards and use them because they will cause all platforms to be elevated to the
    highest level, right under Iago, enabling you to get some easy hits in for a
    short period of time.
    
    Don't forget to pick up the spoils after the battle.
    
    _____//===========\\_____
    _____|   BOSS END  |_____
         \\===========//
    
    After defeating Jafar, Sora will mention that Aladdin still has one wish left.
    Genie gets ready to turn Aladdin into a prince. He says that he would like to
    be free, but genies can’t be choosers, and Aladdin is probably not very happy
    about him working with Jafar. Genie tells Aladdin to wish for what’s in his
    heart. So that’s what Aladdin does; he wishes for Genie’s freedom explaining
    that he was wrong to try to use Genie to win Jasmine. Aladdin tells everyone
    that he would’ve been no better than Jafar and that he wants to show Jasmine
    his true self. Aladdin then thanks Sora, telling him that everything Sora told
    him helped to keep him going. He says that he realized that Sora must be
    looking for someone he cares about too. So Genie gives Sora a (6) Genie card,
    so that he can call upon the big blue guy anytime he needs. Then, Aladdin
    wishes Sora good luck and leaves.
    
    After, you are sent to the exit room where you should save before exiting into
    the next hallway of Castle Oblivion.
    
    *** Return later to Agrabah and head towards the Key to Rewards room, where you
    can use the card and any other cards required to enter the room and obtain the
    Blazing Donald skill from the treasure chest within.
    
    ***********************************
    *  3. Floor 3 (Olympus Coliseum)  *
    ***********************************
    
    
                         ~~~~~~~~|FLOOR 3 WORLD LAYOUT|~~~~~~~~
    
    
                        ____
                       |!!! |
                       |    |
                       |____|
                            \\                     ___
                     3-,HL(^)\\%                     /|
                ____ N(v)     \\____            ____/ |
               |    |          |    |          |Ex.*|         Ent. - Entrance Room
               |    |          |    |          |    |         Ex. - Exit Room
               |____|          |____|          |____|         ! - Key Card Room
                    \\        //    \\        //              !! - Heart Card Room
                 G(^)\\      //      \\      //               !!! - Heartless Card
        ____          \\____//        \\____//                      Room (Boss)
       |Ent.|          |    |          |    |                 % - Path disappears
       |    |          |    |          |    |                     after Event Room
       |____|          |____|          |____|                 * - Room accessible
     | /    \\        //    \\        //                          after Boss Battle
     |/__    \\      //      \\%    %//N(^)                   K - Key Card
              \\____// AUTO(^)\\____// 5+,7+,K(v)             H - Heart Card
               |    |  N(v)    |!   |                         HL - Heartless Card
               |    |          |    |                         G - Gold Door Card
               |____|          |____|                         Gr - Green Card
                    \\
              AUTO(^)\\%
              Gr,H(v) \\____
                       |!!  |
                       |    |
                       |____|
    
    
    Olympus Coliseum Map Notes: 1) Olympus Coliseum can be entered on Floors 2, 3,
                                   4, 5 or 6.
                                2) The heart card room contains a mini-boss fight,
                                   but you will not be sent to the exit room
                                   afterwards.
    
                                  (more coming soon...)
    
    
    *****************************
    *  4. Floor 4 (Wonderland)  *
    *****************************
    
    
                         ~~~~~~~~|FLOOR 4 WORLD LAYOUT|~~~~~~~~
    
    
                        ____
                       |    |
                       |    |
                       |____|
                      //
        R9=,Gr9=,G(^)//
                ____//          ____
               |    |          |!!! |
               |    |          |    |
               |____|          |____|
                    \\              \\ R,Gr,HL(^)             Ent. - Entrance Room
                     \\             %\\N(v)                   Ex. - Exit Room
                      \\____          \\____                  ! - Key Card Room
                       |    |          |    |                 !! - Heart Card Room
                       |    |          |    |                 !!! - Heartless Card
                       |____|          |____|                       Room (Boss)
              N(^)    //    \\        //    \\     ___        % - Path disappears
              8+,K(v)//%     \\      //      \\      /|           after Event Room
                ____//        \\____//        \\____/ |       * - Room accessible
               |!   |          |    |          |Ex.*|             after Boss Battle
               |    |          |    |          |    |         K - Key Card
               |____|          |____|          |____|         H - Heart Card
                    \\        //    \\ N(^)                   HL - Heartless Card
              N(^)   \\%     //     %\\1+,H(v)                G - Gold Door Card
              AUTO(v) \\____//        \\____                  Gr - Green Card
                       |    |          |!!  |                 R - Red Card
                       |    |          |    |
                       |____|          |____|
                            \\        //
                             \\     %//N(^)
                              \\____// AUTO(v)
                               |Ent.|
                               |    |
                               |____|
                             | /
                             |/__
    
    
    Wonderland Map Notes: 1) Wonderland can be entered on Floors 2, 3, 4, 5 or 6.
                          2) The key card room contains a mini-boss fight, but you
                             will not be sent to the exit room afterwards.
    
                                  (more coming soon...)
    
    
    **************************
    *  5. Floor 5 (Monstro)  *
    **************************
    
    
                         ~~~~~~~~|FLOOR 5 WORLD LAYOUT|~~~~~~~~
    
    
                                           ___
                                             /|
                                        ____/ |
                                       |Ex.*|
                                       |    |
                                       |____|
                                      //
                                     //
                                ____//          ____
                               |    |          |!!! |
                               |    |          |    |         Ent. - Entrance Room
                               |____|          |____|         Ex. - Exit Room
                              //    \\        //              ! - Key Card Room
                             //      \\     %//0=,HL(^)       !! - Heart Card Room
                        ____//        \\____// N(V)           !!! - Heartless Card
                       |    |          |    |                       Room (Boss)
                       |    |          |    |                 % - Path disappears
                       |____|          |____|                     after Event Room
                      //    \\                                * - Room accessible
                     //      \\                                   after Boss Battle
                ____//        \\____            ____          K - Key Card
               |Ent.|          |    |          |    |         H - Heart Card
               |    |          |    |          |    |         HL - Heartless Card
               |____|          |____|          |____|         G - Gold Door Card
             | /    \\        //    \\        //              Gr - Green Card
             |/__    \\      //      \\      //Gr15,G         R - Red Card
                      \\____//        \\____//
                       |    |          |    |
                       |    |          |    |
                       |____|          |____|
            AUTO(^)   //                    \\ AUTO(^)
            R,5-,H(v)//%                    %\\20,K(v)
                ____//                        \\____
               |!!  |                          |!   |
               |    |                          |    |
               |____|                          |____|
    
    
    Monstro Map Notes: 1) Monstro can be entered on Floors 2, 3, 4, 5 or 6.
                       2) Although there is a major boss fight in the heart card
                          room, it is considered to be a mini-boss fight and you
                          will not be sent to the exit room afterwards. The battle
                          in the Heartless card room, although not a major one, is
                          considered to be the final boss fight and you will be
                          sent to the exit room after it.
                       3) The battle in the Heartless card room can be escaped from
                          or left incomplete. If this is the case, you will be
                          asked whether you want to re-attempt the battle at that
                          moment or wait. If you choose to wait, you will be sent
                          back to the room you entered the Heartless card room
                          from.
    
                                  (more coming soon...)
    
    
    *********************************
    *  6. Floor 6 (Halloween Town)  *
    *********************************
    
    
                         ~~~~~~~~|FLOOR 6 WORLD LAYOUT|~~~~~~~~
    
    
                ____            ____
               |!   |          |    |
               |    |          |    |
               |____|  3=,4=,  |____|
      N(^)    //    \\  K(^)  //    \\
      AUTO(v)//%    %\\N(v)  //      \\
        ____//        \\____//        \\____
       |Ent.|          |    |          |    |
       |    |          |    |          |    |
       |____|          |____|          |____|
     | /    \\        //    \\        //
     |/__    \\      //      \\%    %//N(^)
              \\____// AUTO(^)\\____// 6=,7=,H(v)             Ent. - Entrance Room
               |    |  N(v)    |!!  |                         Ex. - Exit Room
               |    |          |    |                         ! - Key Card Room
               |____|          |____|                         !! - Heart Card Room
                    \\                                        !!! - Heartless Card
                     \\                                             Room (Boss)
                      \\____                                  % - Path disappears
                       |    |                                     after Event Room
                       |    |                                 * - Room accessible
                       |____|                                     after Boss Battle
                      //    \\                     ___        K - Key Card
             R20,G(v)//      \\                      /|       H - Heart Card
                ____//        \\____            ____/ |       HL - Heartless Card
               |    |          |    |          |Ex.*|         G - Gold Door Card
               |    |          |    |          |    |         Gr - Green Card
               |____|          |____|          |____|         R - Red Card
                                    \\        //
                                     \\      //
                                      \\____//
                                       |    |
                                       |    |
                                       |____|
                                      //
                                    %//N(^)
                                ____// R3-,Gr30,HL(v)
                               |!!! |
                               |    |
                               |____|
    
    
    Halloween Town Map Notes: 1) Halloween Town can be entered on Floors 2, 3, 4,
                                 5 or 6.                            
    
                                  (more coming soon...)
    
    
    ****************************
    *  7. Floor 7 (Atlantica)  *
    ****************************
    
    
                         ~~~~~~~~|FLOOR 7 WORLD LAYOUT|~~~~~~~~
    
    
                           ___
                             /|
                        ____/ |
                       |Ex.*|
                       |    |
                       |____|                                 Ent. - Entrance Room
                      //                                      Ex. - Exit Room
                     //                                       ! - Key Card Room
                ____//          ____                          !! - Heart Card Room
               |    |          |    |                         !!! - Heartless Card
               |    |          |    |                               Room (Boss)
               |____|          |____|                         % - Path disappears
      N(^)    //    \\        //                                  after Event Room
      B,HL(v)//%     \\      //                               * - Room accessible
        ____//        \\____//          ____                      after Boss Battle
       |!!! |          |    |          |    |                 K - Key Card
       |    |          |    |          |    |                 H - Heart Card
       |____|          |____|          |____|                 HL - Heartless Card
                      //    \\        //                      G - Gold Door Card
                     //      \\      //30,G(^)                Gr - Green Card
                ____//        \\____//          ____          R - Red Card
               |    |          |    |          |    |         B - Blue Card
               |    |          |    |          |    |
               |____|          |____|          |____|
                              //    \\        //    \\ N(^)
                            %//      \\      //     %\\Gr,H(v)
                        ____//AUTO(^) \\____//        \\____
                       |!   | N(v)     |    |          |!!  |
                       |    |          |    |          |    |
                       |____|          |____|          |____|
                            \\        //    \\        //
                      R,K,(^)\\%     //      \\     %//N(^)
                      N(v)    \\____//        \\____// AUTO(v)
                               |    |          |Ent.|
                               |    |          |    |
                               |____|          |____|
                                             | /
                                             |/__
    
    
    Atlantica Map Notes: 1) Atlantica can be entered on Floors 7, 8, 9 or 10.
    
                                  (more coming soon...)
    
    
    ****************************
    *  8. Floor 8 (Neverland)  *
    ****************************
    
    
                         ~~~~~~~~|FLOOR 8 WORLD LAYOUT|~~~~~~~~
    
    
                                           ___
                                             /|
                                        ____/ |
                                       |Ex.*|
                                       |    |
                                       |____|
                                            \\
                                             \\
                                ____          \\____
                               |    |          |    |
                               |    |          |    |
                               |____|          |____|
                              //    \\        //    \\ N(^)
                     B15,G(v)//      \\      //     %\\30,HL(v)
                        ____//        \\____//        \\____
                       |    |          |    |          |!!! |
                       |    |          |    |          |    |
                       |____|          |____|          |____|
                                      //    \\
                                     //      \\
                ____            ____//        \\____
               |Ent.|          |    |          |    |
               |    |          |    |          |    |
               |____|          |____|          |____|         Ent. - Entrance Room
             | /    \\        //    \\ AUTO(^)                Ex. - Exit Room
             |/__    \\      //     %\\5=,K(v)                ! - Key Card Room
                      \\____//        \\____                  !! - Heart Card Room
                       |    |          |!   |                 !!! - Heartless Card
                       |    |          |    |                       Room (Boss)
                       |____|          |____|                 % - Path disappears
                      //    \\                                    after Event Room
                     //      \\                               * - Room accessible
                ____//        \\____                              after Boss Battle
               |    |          |    |                         K - Key Card
               |    |          |    |                         H - Heart Card 
               |____|          |____|                         HL - Heartless Card
                    \\        //                              G - Gold Door Card
              AUTO(^)\\%    %//N(^)                           B - Blue Card
              N(v)    \\____// 6=,H(v)
                       |!!  |
                       |    |
                       |____|
    
    
    Neverland Map Notes: 1) Neverland can be entered on Floors 7, 8, 9 or 10.
    
                                  (more coming soon...)
    
    
    *********************************
    *  9. Floor 9 (Hollow Bastion)  *
    *********************************
    
    
                         ~~~~~~~~|FLOOR 9 WORLD LAYOUT|~~~~~~~~
    
    
                                ____
                               |!   |
                               |    |
                               |____|
                                    \\ R,K(^)
                                    %\\AUTO(v)
                                      \\____
                                       |    |
                                       |    |
                                       |____|
                                      // 
                                     // 
                ____            ____//          ____
               |!!! |          |    |          |    |
               |    |          |    |          |    |
               |____|          |____|          |____|
                    \\        //              //    \\
             1=,HL(^)\\%     //              //      \\B2=,G(v)
             N(v)     \\____//          ____//        \\____
                       |    |          |    |          |    |
                       |    |          |    |          |    |
                       |____|          |____|          |____|
                      //    \\        // 
                     //      \\      // 
                ____//        \\____//
               |    |          |    |
               |    |          |    |                         
               |____|          |____|                         Ent. - Entrance Room
              //              //    \\     ___                Ex. - Exit Room
             //              //      \\      /|               ! - Key Card Room
        ____//          ____//        \\____/ |               !! - Heart Card Room
       |Ent.|          |    |          |Ex.*|                 !!! - Heartless Card
       |    |          |    |          |    |                       Room (Boss)
       |____|          |____|          |____|                 % - Path disappears
     | /              //                                          after Event Room
     |/__            //                                       * - Room accessible
                ____//                                            after Boss Battle
               |    |                                         K - Key Card
               |    |                                         H - Heart Card
               |____|                                         HL - Heartless Card
                    \\                                        G - Gold Door Card
              AUTO(^)\\%                                      B - Blue Card
              9=,H(V) \\____  
                       |!!  |
                       |    |
                       |____|
    
    
    Hollow Bastion Map Notes: 1) Hollow Bastion can be entered on Floors 7, 8, 9 or
                                 10.
    
                                  (more coming soon...)
    
    
    ***********************************
    *  10. Floor 10 (100 Acre Woods)  *
    ***********************************
    
    
                         ~~~~~~~~|FLOOR 10 WORLD LAYOUT|~~~~~~~~
    
    
                                                           ___
                                                             /|
                        ____            ____            ____/ |
                       |    |          |    |          |Ex.*|
                       |    |          |    |          |    |
                       |____|   N(^)   |____|          |____|
         Gr3=,R7=,G(^)//        R,0=, //    \\        //
                     //         HL(v)//%     \\      //       Ent. - Entrance Room
                ____//          ____//        \\____//        Ex. - Exit Room
               |    |          |!!! |          |    |         ! - Key Card Room
               |    |          |    |          |    |         !! - Heart Card Room
               |____|          |____|          |____|         !!! - Heartless Card
       AUTO(^)//    \\                        //    \\              Room (Boss)
       N(v)  //%     \\                      //      \\       % - Path disappears
        ____//        \\____            ____//        \\____      after Boss Battle
       |!   |          |    |          |    |          |    | * - Room accessible
       |    |          |    |          |    |          |    |     after Boss Battle
       |____|          |____|          |____|  N(^)    |____| K - Key Card
            \\        //    \\        //    \\ Gr,7+,         H - Heart Card
    B,3-,K(^)\\%     //      \\      //     %\\H(v)           HL - Heartless Card
    N(v)      \\____//        \\____//        \\____          G - Gold Door Card
               |    |          |    |          |!!  |         Gr - Green Card
               |    |          |    |          |    |         R - Red Card
               |____|          |____|          |____|         B - Blue Card
                                    \\              \\ N(^)
                                     \\             %\\AUTO(v)
                                      \\____          \\____
                                       |    |          |    |
                                       |    |          |    |
                                       |____|          |____|
                                      //    \\        //
                                     //      \\      //
                                ____//        \\____//
                               |    |          |Ent.|
                               |    |          |    |
                               |____|          |____|
                                             | /
                                             |/__
    
    
    *******MAJOR NOTE: 100 Acre Woods does not have a normal level layout like
                       shown above. The layout is just there for if you put another
                       world on Floor 10.
    
    100 Acre Woods Map Notes: 1) 100 Acre Woods can be entered on Floors 7, 8, 9,
                                 or 10.
    
                                  (more coming soon...)
    
    
    **********************************
    *  11. Floor 11 (Twilight Town)  *
    **********************************
    
    
                         ~~~~~~~~|FLOOR 11 WORLD LAYOUT|~~~~~~~~
    
    
                                ____
                               |!   |
                               |    |
                               |____|
                                    \\ 5+,5-,B,K(^)
                                    %\\N(v)
                        ____          \\____
                       |    |          |    |
                       |    |          |    |
                       |____|          |____|
                            \\        // 
            B8=,R1=,Gr20,G(^)\\      // 
                ____          \\____//
               |Ent.|          |    |
               |    |          |    |                         Ent. - Entrance Room
               |____|          |____|                         Ex. - Exit Room
             | /    \\        //    \\     ___                ! - Key Card Room
             |/__    \\      //      \\      /|                   (Boss)
                      \\____//        \\____/ |               % - Path disappears
                       |    |          |Ex.*|                     after Boss Battle
                       |    |          |    |                 * - Room accessible
                       |____|          |____|                     after Boss Battle
                      //                                      K - Key Card
                     //                                       G - Gold Door Card
                ____//                                        Gr - Green Card
               |    |                                         R - Red Card
               |    |                                         B - Blue Card
               |____|
                    \\
                     \\
                      \\____ 
                       |    |
                       |    |
                       |____|
                            \\
                             \\
                              \\____
                               |    |
                               |    |
                               |____|
    
    
    Twilight Town Map Notes: 1) Twilight Town is always entered on Floor 11.
                             2) The only event map card is the key card. The boss
                                battle is in the key card room and you will still
                                be sent to the exit room following the battle.
    
                                  (more coming soon...)
    
    
    ************************************
    *  12. Floor 12 (Destiny Islands)  *
    ************************************
    
    
                         ~~~~~~~~|FLOOR 12 WORLD LAYOUT|~~~~~~~~
    
    
                           ___
                             /|
                        ____/ |
                       |Ex.*|
                       |    |
                       |____|
                            \\                                Ent. - Entrance Room
                             \\                               Ex. - Exit Room
                              \\____                          ! - Key Card Room
                               |    |                         !! - Heart Card Room
                               |    |                              (Boss)
                               |____|                         % - Path disappears
                              //    \\                            after Boss Battle
                             //      \\                       * - Room accessible
                        ____//        \\____                      after Boss Battle
                       |    |          |    |                 K - Key Card
                       |    |          |    |                 H - Heart Card
                       |____|          |____|                 G - Gold Door Card
                      //    B33,R33   //    \\                Gr - Green Card
                     //     Gr33,G(v)//      \\               R - Red Card
                ____//          ____//        \\____          B - Blue Card
               |    |          |    |          |    |
               |    |          |    |          |    |
               |____|          |____|          |____|
              //    \\ N(^)                         \\ N(^)
             //     %\\2=,8=,K(v)                   %\\50,H(v)
        ____//        \\____                          \\____
       |    |          |!   |                          |!!  |
       |    |          |    |                          |    |
       |____|          |____|                          |____|
            \\        //
             \\     %//N(^)
              \\____// AUTO(v)
               |Ent.|
               |    |
               |____|
             | /
             |/__
    
    
    Destiny Islands Map Notes: 1) Destiny Islands is always entered on Floor 12.
                               2) The only event map cards are the key and heart
                                  cards. The boss battle is in the heart card room
                                  and you will still be sent to the exit room
                                  following the battle.
    
                                  (more coming soon...)
    
    
    ************************************
    *  13. Floor 13 (Castle Oblivion)  *
    ************************************
    
    
                         ~~~~~~~~|FLOOR 13 WORLD LAYOUT|~~~~~~~~
    
                                  (more coming soon...)
    
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                       Section IX.    Characters                         |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    ******************
    *  Sora's Story  *
    ******************
    
    
                             ~~~~~~~~|Characters I|~~~~~~~~
    
    
    Sora
    ----
    
    Journal Entry (Page 001/025) - A bright and spirited boy chosen by the Keyblade
                                   to battle the Heartless. It was Sora who
                                   defeated Ansem, ending his plans to shroud the
                                   world in darkness. However, Sora continues his
                                   journey, seeking the friends he lost during the
                                   struggle.
    
    
    Donald Duck
    -----------
    
    Journal Entry (Page 002/025) - Court wizard at Disney Castle who set out with
                                   Goofy after the king’s disappearance. His short
                                   temper sometiems gets him into trouble, but he
                                   is very brave. Donald is currently seeking clues
                                   to what happened to the king after he was locked
                                   behind the door to darkness.
    
    
    Goofy
    -----
    
    Journal Entry (Page 003/025) - Captain of the Disney Castle Royal Knights. He
                                   set out with Donald after the king’s
                                   disappearance. He is cheerful and calm, and no
                                   one is more loyal to the king. Goofy and Sora
                                   are especially good friends. 
    
    
    Jiminy Cricket
    --------------
    
    Journal Entry (Page 004/025) - That’s right, me again. I’m keeping a journal of
                                   everyone’s adventures. I also act as Pinocchio’s
                                   conscience, so he’ll know right from wrong.
    
    
    Riku
    ----
    Journal Entry (Page 005/025) - Sora’s childhood friend. Baited by the darkness
                                   and used by Maleficent and Ansem, Riku once
                                   fought against Sora. In order to seal the door
                                   to darkness, Riku stayed with the king on the
                                   other side. His current whereabouts are unknown.
                                   Sora journeys in the hopes of finding Riku. 
    
    
    Kairi
    -----
    Journal Entry (Page 006/025) - Sora’s childhood friend. Sora’s journey began as
                                   a search for Kairi, who disappeared when their
                                   island home was swallowed by darkness. Kairi was
                                   held captive by the Heartless, but thanks to
                                   Sora she and the islands were saved. She waits
                                   there for Sora and Riku’s return.
    
    
    Simba
    -----
    
    Journal Entry (Page 007/025) - Successor to his father as ruler of the Pride
                                   Lands. Sora need only call and Simba will appear
                                   and lend his strength.
    
    
    Dumbo
    -----
    
    Journal Entry (Page 008/025) - A small elephant born in a circus. The other
                                   animals laughed at his big ears, but the courage
                                   to fly made Dumbo the star of the circus. If
                                   Sora calls, Dumbo will come to the rescue.
    
    
    Bambi
    -----
    
    Journal Entry (Page 009/025) - A young deer prince whose father is king of the
                                   Forest. Sora can call on Bambi for help anytime.
    
    
    Mushu
    -----
    
    Journal Entry (Page 010/025) - Once a guardian dragon of a Chinese family. Due
                                   to past mistakes, he lost much of his former
                                   power. If Sora calls, Mushu will come to our
                                   aid.
    
    
    The Moogles
    -----------
    
    Journal Entry (Page 011/025) - A strange race that seems to pop up just about
                                   anywhere. In Castle Oblivion, the moogles run
                                   shops where Sora can trade in unwanted cards.
    
    
    Leon
    ----
    
    Journal Entry (Page 012/025) - A cool and collected swordsman who wields a
                                   gunblade. His real name: Squall Leonhart. Leon
                                   once fought with Sora against the Heartless, but
                                   the Leon we met in Castle Oblivion is a product
                                   of Sora’s memory, so he can’t remember much of
                                   what happened before.
    
    
    Yuffie
    ------
    
    Journal Entry (Page 013/025) - A girl whose cheerful personality belies her
                                   painful memories. When she was still young the
                                   Heartless robbed her of her home. Never one to
                                   sweat the small stuff, Yuffie seems unfazed by
                                   her fuddled memory.
    
    Aerith
    ------
    
    Journal Entry (Page 014/025) - A young woman who fought the Heartless. Her calm
                                   demeanor hides an unbreakable will. Aerith also
                                   has a mysterious sense of truth, and is aware
                                   that Traverse Town and its inhabitants are a
                                   figment of Sora’s memory.
    
    
    Cid
    ---
    
    Journal Entry (Page 015/025) - A gifted pilot who saved Leon and the others
                                   from the Heartless when they were just children.
                                   Cid lives in Traverse Town now.
    
    
    Cloud
    -----
    
    Journal Entry (Page 016/025) - A swordsman hired by Hades to take out Hercules.
                                   Cloud seeks the true memories he has lost. Were
                                   they memories of someone dear to him, or
                                   memories of his own hazy past?
    
    
    Tidus
    -----
    
    Journal Entry (Page 017/025) - A young boy from Sora's islands with a sunny
                                   personality and lots of energy. Tidus has no
                                   shortage of confidence either, and considers
                                   himself a champ at everything.
    
    
    Wakka
    -----
    
    Journal Entry (Page 018/025) - A boy from Sora's islands. Despite being the
                                   oldest, Wakka is modest and takes good care of
                                   his friends.
    
    
    Selphie
    ------
    
    Journal Entry (Page 019/025) - A perky girl from Sora's islands. Selphie is
                                   assertive and tends to leap before she looks,
                                   and she also has a romantic side.
    
    Naminé
    ------
    
    Journal Entry (Page 020/025) - A young witch who, under orders from Marluxia,
                                   rewrote much of Sora's memory. Because Naminé
                                   based the false memories on Sora's feelings
                                   toward Kairi, Sora believed he and Naminé had
                                   been friends since childhood. But truth be told,
                                   the two had never met before Castle Oblivion.
    
    Riku Replica
    ------------
    
    Journal Entry (Page 021/025) - A replica of Riku created by Vexen from the real
                                   Riku's data. Through Naminé's power he was
                                   infused with false memories and made to believe
                                   he was the real Riku. The truth has wounded him
                                   deeply.
    
    
    Axel
    ----
    
    Journal Entry (Page 022/025) - 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.
    
    
    Larxene
    -------
    
    Journal Entry (Page 023/025) - 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.
    
    
    Vexen
    -----
    
    Journal Entry (Page 024/025) - 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 this plan failed, he confronted
                                   Sora personally.
    
    
    Marluxia
    --------
    
    Journal Entry (Page 025/025) - Lord of Castle Oblivion and a member of the
                                   Organization. In a move to bring the group under
                                   his control, Marluxia used Naminé to overrun
                                   Sora's memory and tried to claim the power of
                                   the Keyblade.
    
    
                             ~~~~~~~~|Characters II|~~~~~~~~
    
    Alice
    -----
    
    Journal Entry (Page 001/040) - A curious girl who fell down the rabbit hole
                                   into Wonderland. Alice was falsely accused of
                                   stealing the Queen of Hearts's memory and put on
                                   trial, but we intervened and helped her clear
                                   her name.
    
    
    The Queen of Hearts
    -------------------
    
    Journal Entry (Page 002/040) - A selfish ruler who commands an army of card
                                   soldiers. A Heartless stole the Queen's memory,
                                   but she accused Alice and put her on trial.
    
    
    The White Rabbit
    ----------------
    
    Journal Entry (Page 003/040) - A loyal retainer of the Queen of Hearts. He
                                   always carries out the Queen's orders, no matter
                                   what they may be.
    
    
    Card of Hearts
    --------------
    
    Journal Entry (Page 004/040) - Guards in the service of the Queen of Hearts.
                                   They fear her temper and will do anything she
                                   orders.
    
    
    Card of Spades
    --------------
    
    Journal Entry (Page 005/040) - Guards in the service of the Queen of Hearts.
                                   They fear her temper and will do anything she
                                   orders.
    
    
    The Cheshire Cat
    ----------------
    
    Journal Entry (Page 006/040) - A mysterious, grinning cat who always talks in
                                   riddles. He appears when you least expect it,
                                   and disappears whenever he pleases.
    
    
    Hercules
    --------
    
    Journal Entry (Page 007/040) - Son of the gods Zeus and Hera, but not a god
                                   himself. With a godlike strength and a gentle
                                   heart, Hercules is a true hero. He has never
                                   lost at the Coliseum games.
    
    
    Philoctetes
    -----------
    
    Journal Entry (Page 008/040) - Trainer of countless heroes, including Hercules.
                                   Nowadays Phil runs the Coliseum and manages the
                                   games.
    
    
    Hades
    -----
    
    Journal Entry (Page 009/040) - Ruler of the Underworld. Hades can't stand
                                   Hercules. He tricked Cloud into challenging
                                   Hercules to the death, but we put an end to his
                                   plotting.
    
    
    Aladdin
    -------
    
    Journal Entry (Page 010/040) - A young man who lives in Agrabah and dreams of
                                   meeting Princess Jasmine. Aladdin became Genie's
                                   master when he found the magic lamp. At first
                                   Aladdin wanted to become a prince and impress
                                   Jasmine, but in the end he gave Genie his
                                   freedom and decided to show Jasmine his true
                                   self.
    
    
    Genie
    -----
    
    Journal Entry (Page 011/040) - Captive of the magic lamp. Genie must grant the
                                   lamp's holder three wishes. He longs for
                                   freedom, but can only get it if someone uses a
                                   wish to set him free.
    
    
    Jasmine
    -------
    
    Journal Entry (Page 012/040) - Princess of Agrabah. Jasmine feels cooped up in
                                   the palace and longs for the freedom outside its
                                   walls.
    
    
    Iago
    ----
    
    Journal Entry (Page 013/040) - A cunning and chatty parrot. Iago flies about
                                   Agrabah, serving as the evil Jafar's eyes and
                                   ears.
    
    
    Jafar
    -----
    
    Journal Entry (Page 014/040) - A sorcerer and Agrabah's royal vizier. Jafar
                                   stole the magic lamp from Aladdin and, with
                                   Genie's power, schemed to become ruler of
                                   Agrabah.
    
    
    Jafar (Genie)
    -------------
    
    Journal Entry (Page 015/040) - Jafar's genie form. After taking the magic lamp
                                   from Aladdin, Jafar wished for the powers of a
                                   genie and tried to do us in.
    
    
    Jack
    ----
    
    Journal Entry (Page 016/040) - Halloween Town's master of the macabre. Jack is
                                   always looking for new ways to bring the spooks
                                   and shivers of Halloween to all.
    
    
    Sally
    -----
    
    Journal Entry (Page 017/040) - Dr. Finkelstein's helper at the lab. He created
                                   her from various odds and ends. Sally is
                                   secretly in love with Jack.
    
    
    Dr. Finkelstein
    ---------------
    
    Journal Entry (Page 018/040) - The made scientist of Halloween Town. He's
                                   always immersed in his odd experiments. This
                                   time Dr. Finkelstein came up with a potion to
                                   restore true memories, only to have it guzzled
                                   by Oogie Boogie.
    
    
    Oogie Boogie
    ------------
    
    Journal Entry (Page 019/040) - A villain who's always plotting against Jack.
                                   Oogie Boogie stole Dr. Finkelstein's potion
                                   thinking it would make him stronger, but it
                                   drove him mad with fear instead.
    
    
    Pinocchio
    ---------
    
    Journal Entry (Page 020/040) - A wooden puppet Geppetto made, brought to life
                                   by the Blue Fairy. To become a real boy,
                                   Pinocchio has to learn bravery, kindness, and
                                   honesty. He and Geppetto were swallowed by
                                   Monstro, but they escaped with a little help
                                   from us.
    
    
    Geppetto
    --------
    
    Journal Entry (Page 021/040) - A gentle and earnest clockmaker who carved
                                   Pinocchio from a block of wood. Geppetto was
                                   swallowed by Monstro, boat and all, while
                                   searching for Pinocchio. The two were reunited
                                   inside the giant whale, and escaped with our
                                   help.
    
    
    Ariel
    -----
    
    Journal Entry (Page 022/040) - The daughter of King Triton who longs to see the
                                   outside world. Worried by Flounder's
                                   disappearance, Ariel was cajoled by Ursula into
                                   forking over the king's trident. We helped Ariel
                                   save Flounder and recover the trident, and she
                                   resolved to tell her father the truth.
    
    
    Sebastian
    ---------
    
    Journal Entry (Page 023/040) - Triton's music director and Ariel's guardian.
                                   Sebastian is constantly scolding Ariel for her
                                   escapades, but only because he worries for her
                                   safety.
    
    
    Flounder
    --------
    
    Journal Entry (Page 024/040) - A young fish. He's not exactly brave, but
                                   Flounder is Ariel's most loyal friend. Ursula
                                   kidnapped Flounder as part of her plan to trick
                                   Ariel and steal the trident.
    
    
    Ursula
    ------
    
    Journal Entry (Page 025/040) - The sea witch. She once lived in the palace, but
                                   was banished for her scheming. Ursula deceived
                                   Ariel and stole the trident in an attempt to
                                   rule all Atlantica.
    
    
    Peter Pan
    ---------
    
    Journal Entry (Page 026/040) - A boy who lives in Never Land, where no one ever
                                   grows up. Peter can be stubborn, but deep down
                                   he's brave and just. He was upset that Wendy
                                   wanted to return to London, but in the end he
                                   wished her well.
    
    
    Tinker Bell
    -----------
    
    Journal Entry (Page 027/040) - A fairy with a jealous streak, especially when
                                   Peter pays attention to other girls.
    
    
    Wendy
    -----
    
    Journal Entry (Page 028/040) - A dreamy English girl. Peter showed her the way
                                   to Never Land. Wendy really likes Peter, but
                                   decided to return home to London.
    
    
    Hook
    ----
    
    Journal Entry (Page 029/040) - A pirate who holds a grudge against Peter Pan.
                                   Hook kidnapped Wendy to lure Peter out. Normally
                                   proud, Hook falls to pieces the moment the
                                   crocodile that took his hand shows up.
    
    
    The Beast
    ---------
    
    Journal Entry (Page 030/040) - A prince transformed into a beast because of his
                                   selfishness. Meeting Belle restored humanity to
                                   his heart. Though stunned by Belle's cold
                                   behavior, his faith in their love never wavered.
    
    
    Belle
    -----
    
    Journal Entry (Page 031/040) - A young woman who saw kindness behind the
                                   Beast's gruff exterior. Realizing Maleficent
                                   sought her heart, Belle acted coldly toward the
                                   Beast to keep her heart beyond the witch's
                                   reach.
    
    
    Maleficent
    ----------
    
    Journal Entry (Page 032/040) - A witch who commands the darkness. Sora faced
                                   Maleficent and her Heartless once before. She
                                   stole Belle's heart to perfect her dark powers,
                                   though Belle had seen through her plan.
    
    
    Dragon Maleficent
    -----------------
    
    Journal Entry (Page 033/040) - Maleficent's dragon form. Her own sorcery
                                   mingled with the vast powers of darkness made
                                   Maleficent a fearful opponent.
    
    
    Winnie the Pooh
    ---------------
    
    Journal Entry (Page 034/040) - A bear who lives in the base of a tree in the
                                   Hundred Acre Wood. Pooh loves to eat-especially
                                   honey. He's gentle and easygoing, but a little
                                   absent-minded.
    
    
    Piglet
    ------
    
    Journal Entry (Page 035/040) - Pooh's closest friend. Piglet is very shy, and
                                   when he's surprised he covers his eyes with his
                                   floppy ears.
    
    
    Owl
    ---
    
    Journal Entry (Page 036/040) - The wisest animal in the Hundred Acre Wood.
                                   Sometimes he talks so much his friends fall
                                   asleep.
    
    
    Roo
    ---
    
    Journal Entry (Page 037/040) - A feisty kangaroo who's full of energy. Little
                                   Roo wants to learn to bounce as high as Tigger.
    
    
    Eeyore
    ------
    
    Journal Entry (Page 038/040) - A gloomy donkey whose tail keeps falling off and
                                   getting lost. Eeyore is timid and always a
                                   little down, and likes to take things slow.
    
    
    Tigger
    ------
    
    Journal Entry (Page 039/040) - The one and only. Cheerful Tigger loves to
                                   bounce all day long. Sometimes his energy is too
                                   much for the others, but he always means well.
    
    
    Rabbit
    ------
    
    Journal Entry (Page 040/040) - A diligent gardener who's always busy with his
                                   vegetables. Sometimes Rabbit is a bit
                                   short-tempered, especially when Tigger bounces
                                   around in his garden.
    
    
    *********************
    *  Reverse Rebirth  *
    *********************
    
                                  (more coming soon...)
    
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                   Section X.     Enemies and Bosses                     |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    *** Note that experience gained for each enemy is floor-specific not
    world-specific. Journal entries and enemy locations are the same for both
    Sora's Story and Reverse Rebirth. Any experience that applies only to Reverse
    Rebirth will be placed within brackets.
    
    
    Shadow
    ------
    
    Journal Entry (Page 001/0??) - A Heartless that pops up in all kinds of places.
                                   The Shadow ambles around and attacks without
                                   warning. It is completely invulnerable while
                                   hiding within the darkness.
    
    Locations: Traverse Town, Agrabah, Olympus Coliseum, Wonderland, Monstro,
               Halloween Town, Neverland, Hollow Bastion, Twilight Town, Destiny
               Islands and Castle Oblivion
    
    Floors + Experience: Floor 1 _____ 3 _______ Basement 12
                         Floor 2 _____ 7 _______ Basement 11
                         Floor 3 _____ 12 ______ Basement 10
                         Floor 4 _____ 16 ______ Basement 9
                         Floor 5 _____ 21 ______ Basement 8
                         Floor 6 _____ 25 ______ Basement 7
                         Floor 7 _____    ______ Basement 6
                         Floor 8 _____ 32 ______ Basement 5
                         Floor 9 _____ 36 ______ Basement 4
                         Floor 10 ____    ______ Basement 3
                         Floor 11 ____ 75 ______ Basement 2
                         Floor 12 ____ 80 ______ Basement 1
                         Floor 13 ____ 91
    
    
    Soldier
    -------
    
    Journal Entry (Page 002/0??) - A swift-moving Heartless that attacks its prey
                                   with a spin kick. Its whimsical nature makes the
                                   Soldier a less than tenacious foe.
    
    Locations: Traverse Towns, Wonderland and Twilight Town
    
    Floors + Experience: Floor 1 _____ 5 _______ Basement 12
                         Floor 2 _____    ______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____ 25 ______ Basement 9
                         Floor 5 _____    ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ 130 _____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Large Body
    ----------
    
    Journal Entry (Page 003/0??) - A rotund Heartless. The Large Body repels
                                   frontal attacks with its jiggly belly. Sometimes
                                   it throws its weight around and shakes the
                                   ground, so jumping is key.
    
    Locations: Olympus Coliseum, Wonderland and Monstro 
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ 25 ______ Basement 11
                         Floor 3 _____ 40 ______ Basement 10
                         Floor 4 _____ 50 ______ Basement 9
                         Floor 5 _____ 70 ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Red Nocturne
    ------------
    
    Journal Entry (Page 004/0??) - A magic-wielding Heartless that drifts through
                                   the air. It’s flighty and hard to hit. The Red
                                   Nocturne attacks with Fire from a distance, and
                                   absorbs Fire damage.
    
    Locations: Traverse Town, Wonderland and Castle Oblivion
    
    Floors + Experience: Floor 1 _____ 3 _______ Basement 12
                         Floor 2 _____    ______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____ 16 ______ Basement 9
                         Floor 5 _____    ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ 91
    
    
    Blue Rhapsody
    -------------
    
    Journal Entry (Page 005/0??) - A magic-wielding Heartless that drifts through
                                   the air. The Blue Rhapsody attacks with Blizzard
                                   once it’s close enough, and absorbs Blizzard
                                   damage.
    
    Locations: Traverse Town, Olympus Coliseum and Castle Oblivion
    
    Floors + Experience: Floor 1 _____ 3 _______ Basement 12
                         Floor 2 _____ 7 _______ Basement 11
                         Floor 3 _____ 12 ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____    ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ 91
    
    
    Yellow Opera
    ------------
    
    Journal Entry (Page 006/0??) - A magic-wielding Heartless that drifts through
                                   the air. The Yellow Opera hurls itself at
                                   enemies or attacks with Thunder. It absorbs all
                                   Thunder damage.
    
    Locations: Agrabah, Monstro, and Castle Oblivion
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ 7 _______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____ 21 ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ 91
    
    
    Green Requiem
    -------------
    
    Journal Entry (Page 007/0??) - A magic-wielding Heartless that drifts through
                                   the air. It doesn't attack, but it can cast Cure
                                   to heal other Heartless. The Green Requiem is
                                   slow, but its immunity to magic attacks makes it
                                   tough to squash.
    
    Locations: Agrabah, Monstro, and Castle Oblivion
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ 7 _______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____ 21 ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ 91
    
    
    Powerwild
    ---------
    
    Journal Entry (Page 008/0??) - A simian Heartless that excels at jumping. It
                                   has destructive instincts and attacks with
                                   punches and sliding kicks.
    
    Locations: Olympus Coliseum
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ 12 ______ Basement 11
                         Floor 3 _____ 20 ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____    ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Bouncywild
    ----------
    
    Journal Entry (Page 009/0??) - A simian Heartless. It teases its enemies and
                                   throws banana peels from far away. Be careful
                                   not to slip!
    
    Locations: Olympus Coliseum
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ 12 ______ Basement 11
                         Floor 3 _____ 20 ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____    ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Air Soldier
    -----------
    
    Journal Entry (Page 010/0??) - A winged Heartless. It swoops down onto its
                                   opponent's head, or slams into them when they
                                   let their guard down. The Air Soldier is swift,
                                   resilient, and not easy to ground.
                                    
    Locations: Agrabah, Monstro and Twilight Town
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ 12 ______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____ 35 ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ 130 _____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Bandit
    ------
    
    Journal Entry (Page 011/0??) - A Heartless that mainly appears in Agrabah. The
                                   Bandit deftly wields the scimitar it carries,
                                   and should be approached cautiously.
    
    Locations: Agrabah
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ 12 ______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____    ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Fat Bandit
    ----------
    
    Journal Entry (Page 012/0??) - A Heartless that mainly appears in Agrabah. The
                                   Fat Bandit repels frontal attacks with its
                                   jiggly belly and spits fireballs.
    
    Locations: Agrabah
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ 25 ______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____    ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Barrel Spider
    -------------
    
    Journal Entry (Page 013/0??) - A gunpowder-packed barrel transformed by the
                                   darkness into a Heartless. The Barrel Spider
                                   sets upon anyone foolish enough to think it's an
                                   ordinary barrel.
    
    Locations: Agrabah, Olympus Coliseum, Monstro, Neverland, Twilight Town, and
               Destiny Islands
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ 12 ______ Basement 11
                         Floor 3 _____ 20 ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____ 35 ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____    ______ Basement 6
                         Floor 8 _____ 50 ______ Basement 5
                         Floor 9 _____    ______ Basement 4
                         Floor 10 ____    ______ Basement 3
                         Floor 11 ____ 130 _____ Basement 2
                         Floor 12 ____ 130 _____ Basement 1
                         Floor 13 ____ None
    
    
    Search Ghost
    ------------
    
    Journal Entry (Page 014/0??) - A spooky Heartless. The Search Ghost can warp
                                   out of harm's way and absorb its enemies' HP,
                                   making it a tough opponent.
    
    Locations: Monstro, Halloween Town, and Atlantica
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ 12 ______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____ 35 ______ Basement 8
                         Floor 6 _____ 41 ______ Basement 7
                         Floor 7 _____ 50 ______ Basement 6
                         Floor 8 _____    ______ Basement 5
                         Floor 9 _____    ______ Basement 4
                         Floor 10 ____    ______ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Sea Neon
    --------
    
    Journal Entry (Page 015/0??) - A jellyfish-like Heartless. It might look laid
                                   back, but the Sea Neon's long tentacles can
                                   propel it toward enemies for a ferocious attack.
    
    Locations: Atlantica
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ None ____ Basement 11
                         Floor 3 _____ None ____ Basement 10
                         Floor 4 _____ None ____ Basement 9
                         Floor 5 _____ None ____ Basement 8
                         Floor 6 _____ None ____ Basement 7
                         Floor 7 _____ 40 ______ Basement 6
                         Floor 8 _____    ______ Basement 5
                         Floor 9 _____    ______ Basement 4
                         Floor 10 ____    ______ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Screwdiver
    ----------
    
    Journal Entry (Page 016/0??) - A Heartless that likes to team up with the
                                   Aquatank. It attacks with a spear or charges its
                                   enemies.
    
    Locations: Atlantica
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ None ____ Basement 11
                         Floor 3 _____ None ____ Basement 10
                         Floor 4 _____ None ____ Basement 9
                         Floor 5 _____ None ____ Basement 8
                         Floor 6 _____ None ____ Basement 7
                         Floor 7 _____ 80 ______ Basement 6
                         Floor 8 _____    ______ Basement 5
                         Floor 9 _____    ______ Basement 4
                         Floor 10 ____    ______ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Aquatank
    --------
    
    Journal Entry (Page 017/0??) - A fish-like Heartless that lazily wanders the
                                   sea. The Aquatank attacks with Thunder or by
                                   whirling its sizable body about.
    
    Locations: Atlantica
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ None ____ Basement 11
                         Floor 3 _____ None ____ Basement 10
                         Floor 4 _____ None ____ Basement 9
                         Floor 5 _____ None ____ Basement 8
                         Floor 6 _____ None ____ Basement 7
                         Floor 7 _____ 100 _____ Basement 6
                         Floor 8 _____     _____ Basement 5
                         Floor 9 _____     _____ Basement 4
                         Floor 10 ____     _____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Wight Knight
    ------------
    
    Journal Entry (Page 018/0??) - A Heartless that calls Halloween Town its main
                                   haunt. The Wight Knight's long appendages make
                                   it dangerous to approach.
    
    Locations: Halloween Town
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____    ______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____    ______ Basement 8
                         Floor 6 _____ 66 ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Gargoyle
    --------
    
    Journal Entry (Page 019/0??) - A winged Heartless that mainly appears in
                                   Halloween Town. It pelts its stunned opponents
                                   with fireballs.
    
    Locations: Halloween Town
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____    ______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____    ______ Basement 8
                         Floor 6 _____ 41 ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Pirate
    ------
    
    Journal Entry (Page 020/0??) - A Heartless that mostly sticks to Never Land. A
                                   skilled swordsman, the Pirate can knock its
                                   enemies out cold and then finish them off with a
                                   vicious combo. If its sword flashes, watch out!
    
    Locations: Neverland
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ None ____ Basement 11
                         Floor 3 _____ None ____ Basement 10
                         Floor 4 _____ None ____ Basement 9
                         Floor 5 _____ None ____ Basement 8
                         Floor 6 _____ None ____ Basement 7
                         Floor 7 _____    ______ Basement 6
                         Floor 8 _____ 91 ______ Basement 5
                         Floor 9 _____    ______ Basement 4
                         Floor 10 ____    ______ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Air Pirate
    ----------
    
    Journal Entry (Page 021/0??) - A winged Heartless that mostly sticks to Never
                                   Land. It's not armed, but it doesn't need to be.
                                   The Air Pirate deals a brutal punch right after
                                   its fist flashes.
    
    Locations: Neverland
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ None ____ Basement 11
                         Floor 3 _____ None ____ Basement 10
                         Floor 4 _____ None ____ Basement 9
                         Floor 5 _____ None ____ Basement 8
                         Floor 6 _____ None ____ Basement 7
                         Floor 7 _____    ______ Basement 6
                         Floor 8 _____ 91 ______ Basement 5
                         Floor 9 _____    ______ Basement 4
                         Floor 10 ____    ______ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ None
    
    
    Darkball
    --------
    
    Journal Entry (Page 022/0??) - A Heartless made from the very shadows of
                                   darkness. The Darkball mostly just bobs through
                                   the air, but its random weaving and biting are a
                                   nuisance.
    
    Locations: Atlantica, Neverland, Hollow Bastion, Destiny Islands, and Castle
               Oblivion
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ None ____ Basement 11
                         Floor 3 _____ None ____ Basement 10
                         Floor 4 _____ None ____ Basement 9
                         Floor 5 _____ None ____ Basement 8
                         Floor 6 _____ None ____ Basement 7
                         Floor 7 _____ 100 _____ Basement 6
                         Floor 8 _____ 100 _____ Basement 5
                         Floor 9 _____ 130 _____ Basement 4
                         Floor 10 ____     _____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ 269 _____ Basement 1
                         Floor 13 ____ 289
    
    
    Defender
    --------
    
    Journal Entry (Page 023/0??) - A Heartless that primarily resides in Hollow
                                   Bastion. Its shield stops head-on physical and
                                   magical attakcs, and can launch fireballs. The
                                   Defender is also a skilled card user, and will
                                   break the cards of unprepared opponents.
    
    Locations: Hollow Bastion and Castle Oblivion
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ None ____ Basement 11
                         Floor 3 _____ None ____ Basement 10
                         Floor 4 _____ None ____ Basement 9
                         Floor 5 _____ None ____ Basement 8
                         Floor 6 _____ None ____ Basement 7
                         Floor 7 _____     _____ Basement 6
                         Floor 8 _____     _____ Basement 5
                         Floor 9 _____ 150 _____ Basement 4
                         Floor 10 ____     _____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ 403
    
    Wyvern
    ------
    
    Journal Entry (Page 024/0??) - An enormous Heartless that hunts its enemies
                                   from the skies. The Wyvern is agile despite its
                                   size. Upon sighting its prey, it rushes forward
                                   and attacks with a flurry of kicks.
    
    Locations: Hollow Bastion and Castle Oblivion
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ None ____ Basement 11
                         Floor 3 _____ None ____ Basement 10
                         Floor 4 _____ None ____ Basement 9
                         Floor 5 _____ None ____ Basement 8
                         Floor 6 _____ None ____ Basement 7
                         Floor 7 _____     _____ Basement 6
                         Floor 8 _____     _____ Basement 5
                         Floor 9 _____ 130 _____ Basement 4
                         Floor 10 ____     _____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ 289
    
    
    Wizard
    ------
    
    Journal Entry (Page 025/0??) - A Heartless proficient in magic. The Wizard is a
                                   formidable opponent that attacks with high-level
                                   Fire, Blizzard, and Thunder spells.
    
    Locations: Hollow Bastion and Castle Oblivion
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ None ____ Basement 11
                         Floor 3 _____ None ____ Basement 10
                         Floor 4 _____ None ____ Basement 9
                         Floor 5 _____ None ____ Basement 8
                         Floor 6 _____ None ____ Basement 7
                         Floor 7 _____     _____ Basement 6
                         Floor 8 _____     _____ Basement 5
                         Floor 9 _____ 130 _____ Basement 4
                         Floor 10 ____     _____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ 289
    
    
    Neoshadow
    ---------
    
    Journal Entry (Page 026/0??) - A nimble Heartless that swims through the
                                   shadows.
    
    Locations: Castle Oblivion
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ None ____ Basement 11
                         Floor 3 _____ None ____ Basement 10
                         Floor 4 _____ None ____ Basement 9
                         Floor 5 _____ None ____ Basement 8
                         Floor 6 _____ None ____ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ None ____ Basement 1
                         Floor 13 ____ 289
    
    
    White Mushroom
    --------------
    
    Journal Entry (Page 0??/0??) -
    
    Locations: Everywhere (use card)
    
    Floors + Experience: Floor 1 _____    ______ Basement 12
                         Floor 2 _____    ______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____    ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____    ______ Basement 6
                         Floor 8 _____    ______ Basement 5
                         Floor 9 _____    ______ Basement 4
                         Floor 10 ____    ______ Basement 3
                         Floor 11 ____    ______ Basement 2
                         Floor 12 ____    ______ Basement 1
                         Floor 13 ____
    
    
    Black Fungus
    ------------
    
    Journal Entry (Page 0??/0??) -
    
    Locations: Everywhere (use card)
    
    Floors + Experience: Floor 1 _____    ______ Basement 12
                         Floor 2 _____    ______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____    ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____    ______ Basement 6
                         Floor 8 _____    ______ Basement 5
                         Floor 9 _____    ______ Basement 4
                         Floor 10 ____    ______ Basement 3
                         Floor 11 ____    ______ Basement 2
                         Floor 12 ____    ______ Basement 1
                         Floor 13 ____
    
    
    Creeper Plant
    -------------
    
    Journal Entry (Page 0??/0??) - A flower-like Heartless. It's rooted in one
                                   place, but staying far away isn't enough, since
                                   it can spit seeds or attack from below with its
                                   sharp roots.
    
    Locations: Wonderland, Halloween Town, and Destiny Islands
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____    ______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____ 41 ______ Basement 9
                         Floor 5 _____    ______ Basement 8
                         Floor 6 _____ 66 ______ Basement 7
                         Floor 7 _____ None ____ Basement 6
                         Floor 8 _____ None ____ Basement 5
                         Floor 9 _____ None ____ Basement 4
                         Floor 10 ____ None ____ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ 219 _____ Basement 1
                         Floor 13 ____ None
    
    
    Tornado Step
    ------------
    
    Journal Entry (Page 0??/0??) - A Heartless that flies about using its arms like
                                   propeller blades. Whether moving or attacking,
                                   it's always spin, spin, spinning-but never seems
                                   to get dizzy.
    
    Locations: Monstro, Hollow Bastion, and Destiny Islands
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____ 20 ______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____    ______ Basement 9
                         Floor 5 _____ 50 ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____    ______ Basement 6
                         Floor 8 _____    ______ Basement 5
                         Floor 9 _____ 100 _____ Basement 4
                         Floor 10 ____    ______ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ 219 _____ Basement 1
                         Floor 13 ____ None
    
    
    Crescendo
    ---------
    
    Journal Entry (Page 0??/0??) - A hopping, horn-like Heartless. It's a
                                   bothersome foe that can honk and call other
                                   Heartless.
    
    Locations: Wonderland, Neverland, and Destiny Islands
    
    Floors + Experience: Floor 1 _____ None ____ Basement 12
                         Floor 2 _____    ______ Basement 11
                         Floor 3 _____    ______ Basement 10
                         Floor 4 _____ 41 ______ Basement 9
                         Floor 5 _____    ______ Basement 8
                         Floor 6 _____    ______ Basement 7
                         Floor 7 _____    ______ Basement 6
                         Floor 8 _____ 91 ______ Basement 5
                         Floor 9 _____    ______ Basement 4
                         Floor 10 ____    ______ Basement 3
                         Floor 11 ____ None ____ Basement 2
                         Floor 12 ____ 219 _____ Basement 1
                         Floor 13 ____ None
    
    
    (more on enemies as well as bosses coming soon...)
    
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                    Section XI.    Battle Combinations                   |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    *** Note that battle combinations are world-specific. Unless otherwise noted,
    these battle combinations are true for both Sora's Story and Reverse Rebirth.
    
    
    Traverse Town
    -------------
    
    - 3 shadows
    - 2 shadows and 2 blue rhapsodies
    - 2 shadows and 1 soldier
    - 2 red nocturnes and 2 blue rhapsodies
    - 1 red nocturne and 2 shadows
    - 2 soldiers and 2 blue rhapsodies
    - 2 shadows and 2 soldiers
    - 1 red nocturne, 1 blue rhapsody, 2 shadows and 2 soldiers
    - 3 shadows and 3 soldiers
    - 2 red nocturens and 1 soldier
    
    
    Agrabah
    -------
    
    - 4 bandits and 2 green requiems
    - 4 air soldiers and 2 green requiems
    - 6 shadows and 3 air soldiers
    - 1 fat bandit, 4 yellow operas and 4 green requiems
    - 3 fat bandits
    - barrel spider barrage
    - 4 shadows, 4 yellow operas and 2 air soldiers
    - 3 shadows, 2 air soldiers, 2 bandits and 1 fat bandit
    - 4 bandits, 3 green requiems and 3 yellow operas
    - 2 shadows, 3 bandits and 1 fat bandit
    
    
    Olympus Coliseum
    ----------------
    
    - 2 bouncy wilds and 6 blue rhapsodies
    - 3 shadows, 2 power wilds and 1 large body
    - 4 power wilds and 2 bouncy wilds
    - 4 blue rhapsodies, 3 shadows, 3 power wilds and 4 bouncy wilds
    - 4 shadows, 3 power wilds and 2 large bodies
    - 4 power wilds and 1 large body
    - 3 blue rhapsodies and 3 power wilds
    - 3 bouncy wilds, 2 blue rhapsodies and 1 large body
    - 2 bouncy wilds, 2 large bodies and 2 blue rhapsodies
    - barrel spider barrage
    - 6 blue rhapsodies and 2 bouncy wilds
    
    
    Wonderland
    ----------
    
    - 2 red nocturnes, 2 crescendos and 1 large body
    - 3 soldiers, 2 crescendos and 2 creeper plants
    - 4 shadows and 1 large body
    - 3 soldiers and 2 flowers
    - 2 shadows, 1 large body and 4 red nocturnes
    - 2 shadows 2 soldiers and 2 large bodies
    - 3 red nocturnes, 2 large bodies and 2 shadows
    - 5 crescendos
    - 2 creeper plants, 3 shadows and 3 red nocturnes
    
    
    Monstro
    -------
    
    - 4 shadows, 2 yellow operas and 2 green requiems
    - 3 shadows, 2 air soldiers and 1 large body
    - 4 yellow operas and 4 green requiems
    - 2 air soldiers, 2 search ghosts and 2 tornado steps
    - 1 large body and 3 tornado steps
    - 3 large bodies and 6 green requiems
    - 3 search ghosts and 5 yellow operas
    - 5 tornado steps
    - 15 shadows
    
    
    Halloween Town
    --------------
    
    - 2 creeper plants and 2 wight knights
    - 3 gargoyles and 2 search ghosts
    - 4 shadows, 2 creeper plants and 2 search ghosts
    - 5 shadows and 2 wight knights
    - 4 gargoyles, 4 wight knights and 4 shadows
    - 5 creeper plants
    - 1 search ghost, 1 gargoyle and 3 creeper plants
    - 3 creeper plants and 2 wight knights
    - 5 shadows, 2 gargoyles and 1 search ghost
    
    
    Atlantica
    ---------
    
    - 2 search ghosts, 3 sea neons, 1 screwdiver and 1 aquatank
    - 4 sea neons and 2 darkballs
    - 4 screwdivers and 1 aquatank
    - 4 darkballs
    - 3 darkballs and 2 search ghosts
    - 3 screwdivers and 2 darkballs
    - 6 sea neons and 2 darkballs
    - 4 sea neons, 2 search ghosts and 1 aquatank
    
    
    Neverland
    ---------
    
    - 3 shadows and 3 pirates
    - barrel spider barrage
    - 4 shadows, 2 pirates and 2 crescendos
    - 3 air pirates and 3 crescendos
    - 2 air pirates and 2 darkballs
    - 2 darkballs and 3 crescendos
    - 5 shadows and 5 pirates
    - 3 air pirates and 3 pirates
    - 3 pirates and 2 darkballs
    - 6 pirates and 2 air pirates
    - 4 shadows and 3 darkballs
    
    
    Hollow Bastion
    --------------
    
    - 4 shadows and 3 darkballs
    - 3 tornado steps and 2 wyverns
    - 2 wyverns, 1 wizard and 2 darkballs
    - 6 shadows, 2 tornado steps and 1 defender
    - 5 shadows, 1 wizard and 2 defenders
    - 4 darkballs and 3 tornado steps
    - 2 defenders, 1 wyvern and 1 wizard
    - 8 shadows and 2 wizards
    - 2 defenders and 2 wizards
    - 2 wyverns and 3 darkballs
    
    
    Twilight Town
    -------------
    
    - 6 soldiers
    - 4 shadows and 3 air soldiers
    - 5 shadows and 2 soldiers
    - 2 soldiers and 3 air soldiers
    - 4 air soldiers, 2 soldiers and 3 shadows
    - 3 soldiers, 3 shadows and 2 air soldiers
    - 4 shadows and 4 soldiers
    - 6 air soldiers
    - barrel spider barrage
    - 12 shadows
    - 2 air soldiers and 5 shadows
    
    
    Destiny Islands
    ---------------
    
    - 4 shadows and 3 darkballs
    - 3 tornado steps and 2 darkballs
    - 3 crescendos and 2 darkballs
    - 3 tornado steps and 3 crescendos
    - 4 creeper plants and 2 darkballs
    - barrel spider barrage
    - 4 darkballs and 5 shadows
    - 3 tornado steps, 3 crescendos and 3 creeper plants
    - 6 shadows and 6 creeper plants
    - 4 creeper plants and 3 tornado steps
    - 4 creeper plants, 2 crescendos and 1 tornado step
    
    
    Castle Oblivion
    ---------------
    
    - 7 darkballs
    - 8 shadows, 2 wizards and 2 darkballs
    - 2 wyverns, 2 defenders and 4 yellow operas
    - 5 shadows and 3 neoshadows
    - 1 defender, 1 red nocturne, 1 blue rhapsody, 1 yellow opera, 1 green requiem
      and 2 wizards
    - 1 defender, 1 red nocturne, 1 blue rhapsody, 1 yellow opera, 1 green requiem,
      1 wizard, 1 wyvern and 2 neoshadows
    - 6 neoshadows and 6 shadows
    - 4 shadows, 2 wizards and 2 neoshadows
      
    
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                   Section XII.   Experience per Level                   |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    *** These numbers are true for leveling up both Sora and Riku.
    
    
     Level | Experience Needed          Level | Experience Needed
    -------|-------------------        -------|-------------------
       1   |       0                      51  |       136588
       2   |       25                     52  |       144700
       3   |       52                     53  |       153127
       4   |       10                     54  |       161875
       5   |       175                    55  |       170950
    -------|-------------------        -------|-------------------
       6   |       283                    56  |       180358
       7   |       430                    57  |       190105
       8   |       622                    58  |       200197
       9   |       865                    59  |       210640
       10  |       1165                   60  |       221440
    -------|-------------------        -------|-------------------
       11  |       1528                   61  |       232603
       12  |       1960                   62  |       244135
       13  |       2467                   63  |       256042
       14  |       3055                   64  |       268330
       15  |       3730                   65  |       281005
    -------|-------------------        -------|-------------------
       16  |       4498                   66  |       294073
       17  |       5365                   67  |
       18  |       6337                   68  |
       19  |       7420                   69  |
       20  |       8620                   70  |
    -------|-------------------        -------|-------------------
       21  |       9943                   71  |
       22  |       11395                  72  |
       23  |       12982                  73  |
       24  |       14710                  74  |
       25  |       16585                  75  |
    -------|-------------------        -------|-------------------
       26  |       18613                  76  |
       27  |       20800                  77  |
       28  |       23152                  78  |
       29  |       25675                  79  |
       30  |       28375                  80  |
    -------|-------------------        -------|-------------------
       31  |       31258                  81  |
       32  |       34330                  82  |
       33  |       37597                  83  |
       34  |       41065                  84  |
       35  |       44740                  85  |
    -------|-------------------        -------|-------------------
       36  |       48628                  86  |
       37  |       52735                  87  |
       38  |       57067                  88  |
       39  |       61630                  89  |
       40  |       66430                  90  |
    -------|-------------------        -------|-------------------
       41  |       71473                  91  |
       42  |       76765                  92  |
       43  |       82312                  93  |
       44  |       88120                  94  |
       45  |       94195                  95  |
    -------|-------------------        -------|-------------------
       46  |       100543                 96  |
       47  |       107170                 97  |
       48  |       114082                 98  |
       49  |       121285                 99  |
       50  |       128785                 100 |
    
    
                                  (more coming soon...)
    
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                Section XIII.  Sleights and Card Combos                  |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    
    *** Remember that you will not be able to use sleights unless you learn them
    first.
    
    ******************
    *  Sora's Story  *
    ******************
    
                          ~~~~~~~~|Attack Sleights|~~~~~~~~
    
    
    Sliding Dash
    ------------
    
    Menu Entry - Slide toward distant targets for a close-range attack.
    
    How to Use: Three attack cards of the same type that total 10-15 in value.
    
    When to use: Use when there are many enemies on the screen, especially early in
                 the game when you have lower leveled cards.
    
    Learned: Available at Lvl. 2 - you must choose to learn it at level-up
    
    
    Blitz
    -----
    
    Menu Entry - Unleash a powerful three-hit combo upon the enemy.
    
    How to use: Three attack cards of different types that total 10-15 in value.
    
    When to use: Use when there are strong enemies in battle and when they are far
                 away from you.
    
    Learned: Available at Lvl. 17 - you must choose to learn it at level-up
    
    
    Stun Impact
    -----------
    
    Menu Entry - Stun surrounding enemies with a single attack.
    
    How to use: Three attack cards of the same type that total 20-23 in value.
    
    When to use: Use when there are many enemies surrounding you and you need to
                 get away, reload cards, or get into a better position to attack.
    
    Learned: Available at Lvl. 7 - you must choose to learn it at level-up
    
    
    
    Zantetsuken
    -----------
    
    Menu Entry - Break a card and render it unreloadable until the end of the
                 battle.
    
    How to use: Three attack cards of any type that total 0 or 27.
    
    When to use: 
    
    Learned: Available at Lvl. 27 - you must choose to learn it at level-up
    
    
    Strike Raid
    -----------
    
    Menu Entry - Hurl the Keyblade forward, stunning and dealing damage to enemies
                 in its path.
    
    How to use: Three attack cards of any type that total 24-26 in value.
    
    When to use: Use when there are many enemies in front of you or against enemies
                 that normally cannot be damaged by frontal attacks.
    
    Learned: Available at Lvl. 12 - you must choose to learn it at level-up
    
    
    Sonic Blade
    -----------
    
    Menu Entry - Rocket across the field, striking down any enemies in the way.
                 Press the A Button for up to six additional attacks.
    
    How to use: Three attack cards of different types that total 20-23 in value.
    
    When to use: Use when there are many enemies in battle, especially against
                 those that are strong, have high HP, or can normally deflect
                 frontal attacks.
    
    Learned: Available at Lvl. 22 - you must choose to learn it at level-up
    
    
    Ars Arcanum
    -----------
    
    Menu Entry - Rain a flurry of blows upon the enemy.
    
    How to use: Three attack cards of any type that total 1-6.
    
    When to use: 
    
    Learned: Available at Lvl. 37 - you must choose to learn it at level-up
    
    
    Ragnarok
    --------
    
    Menu Entry - Leap into the air and fire a stream of rays in front of you.
    
    How to use: Three attack cards of any type that total 7-9.
    
    When to use:
    
    Learned: Available at Lvl. 47 - you must choose to learn it at level-up
    
    
    Trinity Limit
    -------------
    
    Menu Entry - Inflict heavy damage on all enemies in sight.
    
    How to use: Any attack card, Donald, and Goofy
    
    When to use: 
    
    Learned: After entering Castle Oblivion on Floor 13
    
    
                           ~~~~~~~~|Magic Sleights|~~~~~~~~
    
    Fira
    ----
    
    Menu Entry - Sizzle the opposition with powerful fire magic.
    
    How to use: 2 Fire cards
    
    When to use: Use against stronger enemies, especially those weak against ice
                 magic and those who are far away from you (the magic rises
                 upwards and sort of homes in on enemies as it travels further). Do
                 not use against enemies that absorb fire magic.
    
    Learned: Obtain first Fire card from Axel
    
    
    Firaga
    ------
    
    Menu Entry - Scorch the opposition with supreme fire magic.
    
    How to use: 3 Fire cards
    
    When to use: Use against very strong enemies or bosses, especially those weak
                 against fire magic and those who are far away from you (the magic
                 rises upwards and sort of homes in on enemies as it travels
                 further). Do not use against enemies that absorb fire magic.
    
    Learned: Obtain first Fire card from Axel
    
    
    Blizzara
    --------
    
    Menu Entry - Chill the opposition with powerful ice magic.
    
    How to Use: 2 Blizzard cards
    
    When to use: Use against stronger enemies, especially those weak against ice
                 magic and those on the ground (for better accuracy). Do not use
                 against enemies that absorb ice magic.
    
    Learned: Beginning of game
    
    
    Blizzaga
    --------
    
    Menu Entry - Freeze the opposition with supreme ice magic.
    
    How to use: 3 Blizzard cards
    
    When to use: Use against very strong enemies or bosses, especially those weak
                 against ice magic and those on the ground (for better accuracy).
                 Do not use against enemies that absorb ice magic.
    
    Learned: Beginning of game
    
    
    Thundara
    --------
    
    Menu Entry - Shock the opposition with powerful lightning magic.
    
    How to use: 2 Thunder cards
    
    When to use: 
    
    Learned: Obtain first Thunder card after defeating Larxene on Floor 6
    
    
    Thundaga
    --------
    
    Menu Entry - Fry the opposition with supreme lightning magic.
    
    How to use: 3 Thunder cards
    
    When to use: 
    
    Learned: Obtain first Thunder card after defeating Larxene on Floor 6
    
    
    Cura
    ----
    
    Menu Entry - Restore a lot of HP.
    
    How to use: - 2 Cure cards
    
    When to use: Use whenever you are low on HP, mainly if you have a higher total
                 HP.
    
    Learned: Beginning of game
    
    
    Curaga
    ------
    
    Menu Entry - Restore a very large amount of HP.
    
    How to use: 3 Cure cards
    
    When to use: Use whenever you are extremely low on HP, mainly if you have a
                 very high total HP.
    
    Learned: Beginning of game
    
    
    Gravira
    -------
    
    Menu Entry - Deal damage relative to the enemy's remaining HP.
    
    How to use: 2 Gravity cards
    
    When to use: Use against enemies with high HP. Do not use against bosses.
    
    Learned: Obtain first Gravity card from bounty treasure chest in Agrabah
    
    
    Graviga
    -------
    
    Menu Entry - Deal damage relative to the enemy's remaining HP.
    
    How to use: 3 Gravity cards
    
    When to use: Use against enemies with very high HP. Do not use against bosses.
    
    Learned: Obtain first Gravity card from bounty treasure chest in Agrabah
    
    
    Stopra
    ------
    
    Menu Entry - Halt enemy movement for a long period of time.
    
    How to use: 2 Stop cards
    
    When to use: Use against strong enemies, those with high HP, or when you need
                 to get away.
    
    Learned: Obtain first Stop card from bounty treasure chest in Wonderland
    
    
    Stopga
    ------
    
    Menu Entry - Halt enemy movement for a very long period of time.
    
    How to use: 3 Stop cards
    
    When to use: Use against very strong enemies, those with very high HP, or when
                 you need to get away.
    
    Learned: Obtain first Stop card from bounty treasure chest in Wonderland
    
    
    Aerora
    ------
    
    Menu Entry - Blow away surrounding enemies and inflict damage.
    
    How to use: 2 Aero cards
    
    When to use: 
    
    Learned: Obtain first Aero card after defeating Riku on Floor 7
    
    
    
    Aeroga
    ------
    
    Menu Entry - Blow away all enemies in a large radius and inflict damage.
    
    How to use: 3 Aero cards
    
    When to use: 
    
    Learned: Obtain first Aero card after defeating Riku on Floor 7
    
    
    
    Fire Raid
    ---------
    
    Menu Entry - Hurl the Keyblade and inflict fire damage.
    
    How to use: Fire and any 2 attack cards
    
    When to use: Use when there are many enemies in front of you or against enemies
                 that normally cannot be damaged by frontal attacks, especially
                 those weak against fire.
    
    Learned: Bounty treasure chest in Monstro
    
    
    Blizzard Raid
    -------------
    
    Menu Entry - Hurl the Keyblade and inflict ice damage.
    
    How to use: Blizzard and any 2 attack cards
    
    When to use: Use when there are many enemies in front of you or against enemies
                 that normally cannot be damaged by frontal attacks, especially
                 those weak against ice.
    
    Learned: Bounty treasure chest in Olympus Coliseum
    
    
    Thunder Raid
    ------------
    
    Menu Entry - Hurl the Keyblade and inflict lightning damage.
    
    How to use: Thunder and any 2 attack cards
    
    When to use:
    
    Learned: Key to Rewards chest in Never Land
    
    
    Gravity Raid
    ------------
    
    Menu Entry - Hurl the Keyblade and trigger Gravity upon impact.
    
    How to use: Gravity and any 2 attack cards
    
    When to use:
    
    Learned: Key to Rewards chest in Halloween Town
    
    
    Stop Raid
    ---------
    
    Menu Entry - Hurl the Keyblade and trigger Stop upon impact.
    
    How to use: Stop and any 2 attack cards
    
    When to use:
    
    Learned: Key to Rewards chest in Wonderland
    
    
    Judgment
    --------
    
    Menu Entry - Hurl the Keyblade toward the enemy for multiple attacks.
    
    How to use: Aero and any 2 attack cards
    
    When to use:
    
    Learned: Bounty treasure chest in Destiny Islands
    
    
    Reflect Raid
    ------------
    
    Menu Entry - Hurl the Keyblade and make it ricochet around to strike many
                 enemies.
    
    How to use: Cloud and any 2 attack cards
    
    When to use: 
    
    Learned: Bounty treasure chest in Hollow Bastion
    
    
    Homing Fira
    -----------
    
    Menu Entry - Cast a Fira spell that seeks out the targeted enemy.
    
    How to use: Aero, Fire, and any magic card
    
    When to use: 
    
    Learned: Bounty treasure chest in Never Land
    
    
    Firaga Break
    ------------
    
    Menu Entry - Inflict fire damage on enemies in front of you with a powerful
                 attack.
    
    How to use: Fire, Mushu, and any attack card
    
    When to use: 
    
    Learned: Bounty treasure chest in Twilight Town
    
    
    Mega Flare
    ----------
    
    Menu Entry - Incinerate all enemies in a wide area.
    
    How to use: Mushu and 2 fire cards
    
    When to use:
    
    Learned: Available at Lvl. 52 - you must choose to learn it at level-up
    
    
    Homing Blizzara
    ---------------
    
    Menu Entry - Cast a Blizzara spell that seeks out the targeted enemy.
    
    How to use: Aero, Blizzard, and any magic card
    
    When to use: 
    
    Learned: Bounty treasure chest in Atlantica
    
    
    Aqua Splash
    -----------
    
    Menu Entry - Spray melted ice at the enemy over a period of time, inflicting
                 ice damage.
    
    How to use: Blizzard, Fire, and Aero
    
    When to use:
    
    Learned: Key to Rewards chest in Monstro
    
    
    Shock Impact
    ------------
    
    Menu Entry - Simba's roar sends enemies flying and triggers Stop.
    
    How to use: Simba and any 2 attack cards
    
    When to use: 
    
    Learned: Bounty treasure chest in Atlantica
    
    
    Tornado
    -------
    
    Menu Entry - Blow away enemies in a wide area, inflicting damage and stunning
                 them.
    
    How to use: Aero, Gravity, and any summon card
    
    When to use: 
    
    Learned: Available at Lvl. 32 - you must choose to learn it at level-up
    
    
    Quake
    -----
    
    Menu Entry - Inflict damage on all ground enemies with a violent tremor.
    
    How to use: Gravity, Simba, and any magic card
    
    When to use:
    
    Learned: Key to Rewards chest in Atlantica
    
    
    Warpinator
    ----------
    
    Menu Entry - Eliminate the closest enemy. Not always successful.
    
    How to use: Stop, Gravity, and Aero
    
    When to use: 
    
    Learned: Defeat Riku on Floor 8
    
    
    Warp
    ----
    
    Menu Entry - Eliminate all enemies in sight.
    
    How to use: Stop and 2 Aero cards
    
    When to use: 
    
    Learned: Key to Rewards chest in Twilight Town
    
    
    Bind
    ----
    
    Menu Entry - Hold enemies in place. Enemies can still attack from their
                 positions.
    
    How to use: Gravity, Stop, and any magic card
    
    When to use: 
    
    Learned: From Eeyore in 100 Acre Wood
    
    
    Confuse
    -------
    
    Menu Entry - Temporarily confuse enemies so they attack less often.
    
    How to use: Genie, Tinker Bell, and any summon card
    
    When to use: 
    
    Learned: From Piglet in 100 Acre Wood
    
    
    Terror
    ------
    
    Menu Entry - Strike fear in the enemy so they no longer approach.
    
    How to use: Any 2 summon cards and Jack
                Simba, Mushu, and any item card
    
    When to use: Use when there are many enemies in battle and when you want to
                 escape easier or take the upper hand in battle.
    
    Learned: After Jack joins your party in Halloween Town
    
    
    Synchro
    -------
    
    Menu Entry - Set surrounding enemies' HP to that of the target.
    
    How to use: Cure, Gravity, and Aero
    
    When to use: 
    
    Learned: From Rabbit in 100 Acre Wood
    
    
    Gifted Miracle
    --------------
    
    Menu Entry - Reload cards and reset the counter while restoring HP to friends
                 and foes alike.
    
    How to use: Any summon card, any magic card, and Jack
                Bambi, Blizzard, and any item card
    
    When to use: Use when you are in desperate need of cards to continue battling
                 or if you are low on HP and are willing to restore enemy HP.
    
    Learned: Bounty treasure chest in Halloween Town
    
    
    Teleport
    --------
    
    Menu Entry - Rematerialize behind the targeted enemy, stunning it for a short
                 time.
    
    How to use: Any 2 magic cards and Peter Pan
                Stop, Aero, and any item card
    
    When to use: 
    
    Learned: Bounty treasure chest in Neverland
    
    
    Holy
    ----
    
    Menu Entry - Inflict damage on a targeted enemy and all surrounding enemies.
    
    How to use: Mega-Ether, Megalixir, and any item card
    
    When to use: 
    
    Learned: Available at Lvl. 42 - you must choose to learn it at level-up
    
    
                       ~~~~~~~~|Summon/Friend Card Combos|~~~~~~~~
    
    
    Proud Roar
    ----------
    
    Menu Entry - Simba’s roar stuns and deals damage to enemies in front of him.
    
    How to use: 2 Simba cards
    
    When to use: Use whenever there are many enemies on the screen and you need to
                 take the upper hand in the battle or get away.
    
    Learned: Obtain first Simba card from Leon in Traverse Town
    
    
    Proud Roar (2)
    --------------
    
    Menu Entry - Simba's roar stuns and deals even more damage to enemies in front
                 of him.
    
    How to use: 3 Simba cards
    
    When to use: Use whenever there are many enemies on the screen and you need to
                 take the upper hand in the battle or get away.
    
    Learned: Obtain first Simba card from Leon in Traverse Town
    
    
    Splash
    ------
    
    Menu Entry - Dumbo douses enemies over a set time period, dealing ice damage.
    
    How to use: 2 Dumbo cards
    
    When to use: Use against enemies weak against ice.
    
    Learned: Obtain first Dumbo card in Monstro
    
    
    Splash (2)
    ----------
    
    Menu Entry - Dumbo douses enemies in a wide area for a set time period, dealing
                 ice damage.
    
    How to use: 3 Dumbo cards
    
    When to use: Use against enemies weak against ice.
    
    Learned: Obtain first Dumbo card in Monstro
    
    
    Paradise
    --------
    
    Menu Entry - Bambi bounds around and drops HP recovery items.
    
    How to use: 2 Bambi cards
    
    When to use: 
    
    Learned: Obtain first Bambi card in 100 Acre Wood
    
    
    Paradise (2)
    ------------
    
    Menu Entry - Bambi bounds around and drops HP recovery items while stunning the
                 enemy.
    
    How to use: 3 Bambi cards
    
    When to use: 
    
    Learned: Obtain first Bambi card in 100 Acre Wood
    
    
    Idyll Romp
    ----------
    
    Menu Entry - Bambi zigzags around the battlefield, confusing the enemy.
    
    How to use: Bambi and any 2 attack cards
    
    When to use: 
    
    Learned: From Tigger in 100 Acre Wood
    
    
    Flare Breath
    ------------
    
    Menu Entry - Mushu breathes fire at enemies in a wide area, inflicting fire
                 damage.
    
    How to use: 2 Mushu cards
    
    When to use:
    
    Learned: After getting first Mushu card from Key to Rewards chest in Hollow
             Bastion
    
    
    Flare Breath (2)
    ----------------
    
    Menu Entry - Mushu breathes even more fire at enemies in a wide area, 
                 inflicting fire damage.
    
    How to use: 3 Mushu cards
    
    When to use:
    
    Learned: After getting first Mushu card from Key to Rewards chest in Hollow
             Bastion
    
    
    Showtime
    --------
    
    Menu Entry - Genie randomly casts two spells chosen from Gravira, Thundara, and
                 Stopra.
    
    How to use: 2 Genie cards
    
    When to use: Use against stronger enemies or those with higher HP. Do not use
                 against magic-absorbing enemies.
    
    Learned: After getting first Genie card from Genie in Agrabah.
    
    
    Showtime (2)
    ------------
    
    Menu Entry - Genie randomly casts three spells chosen from Gravira, Thundara,
                 and Stopra.
    
    How to use: 3 Genie cards
    
    When to use: Use against stronger enemies or those with higher HP. Do not use
                 against magic-absorbing enemies.
    
    Learned: After getting first Genie card from Genie in Agrabah.
    
    
    Twinkle
    -------
    
    Menu Entry - Tinker Bell restores a lot of HP over a set time period.
    
    How to use: 2 Tinker Bell cards
    
    When to use: 
    
    Learned: Obtain first Tinker Bell card in Neverland
    
    
    Twinkle (2)
    -----------
    
    Menu Entry - Tinker Bell restores a very large amount of HP over an extended
                 time period.
    
    How to use: 3 Tinker Bell cards
    
    When to use: 
    
    Learned: Obtain first Tinker Bell card in Neverland
    
    
    Cross-slash
    -----------
    
    Menu Entry - Cloud assaults the enemy with a three-hit combo.
    
    How to use: 2 Cloud cards
    
    When to use: Use against enemies that are strong and have a high HP.
    
    Learned: After getting first Cloud card from Cloud in Olympus Coliseum.
    
    
    Omnislash
    ---------
    
    Menu Entry - Cloud swoops down from the skies, attacking enemies in a wide
                 area.
    
    How to use: 3 Cloud cards
    
    When to use: Use whenever there are many strong enemies on the screen or
                 against bosses.
    
    Learned: After getting first Cloud card from Cloud in Olympus Coliseum.
    
    
    Cross-slash+
    ------------
    
    Menu Entry - Cloud singles out an enemy and uses Cross-slash.
    
    How to use: Cloud, Stop, and any attack card
    
    When to use: 
    
    Learned: Bounty treasure chest in Hollow Bastion
    
    
    Magic
    -----
    
    Menu Entry - Donald double-casts Fira, Blizzara, Thundara, or Cura.
    
    How to use: 2 Donald cards
    
    When to use: Use whenever there are strong enemies on the screen or you need
                 HP (hopefully you will be cured).
    
    Learned: Beginning of game
    
    
    Magic (2)
    ---------
    
    Menu Entry - Donald double-casts Firaga, Blizzaga, Thundaga, or Curaga.
    
    How to use: 3 Donald cards
    
    When to use: Use whenever there are very strong enemies on the screen or you
                 need HP (hopefully you will be cured).
    
    Learned: Beginning of game
    
    
    Blazing Donald
    --------------
    
    Menu Entry - Donald flubs a Fire spell...
    
    How to use: Fire, Donald, and any magic card
    
    When to use:
    
    Learned: Key to Rewards chest in Agrabah
    
    
    Goofy Charge
    ------------
    
    Menu Entry - Goofy rushes at enemies bashing and stunning them with his shield.
    
    How to use: 2 Goofy cards
    
    When to use: Use when there are many enemies in front of you, especially
                 against those that can normally guard physical attacks from the
                 front.
    
    Learned: Beginning of game
    
    
    Goofy Tornado
    -------------
    
    Menu Entry - Goofy whirls his shield around, bashing enemies in a wide area.
    
    How to use: 3 Goofy cards
    
    When to use: Use when there are many strong enemies in front of you, especially
                 against those that can normally guard physical attacks from the
                 front.
    
    Learned: Beginning of game
    
    
    Sandstorm
    ---------
    
    Menu Entry - Aladdin runs around while swinging his sword.
    
    How to use: 2 Aladdin cards
    
    When to use: Use when there are many enemies on-screen.
    
    Learned: As soon as Aladdin joins your party in Agrabah
    
    
    Sandstorm (2)
    -------------
    
    Menu Entry - Aladdin runs around for a longer period of time while swinging his
                 sword.
    
    How to use: 3 Aladdin cards
    
    When to use: Use when there are many enemies on-screen.
    
    Learned: As soon as Aladdin joins your party in Agrabah
    
    
    Surprise!
    --------
    
    Menu Entry - Jack double-casts Fira, Blizzara, Thundara, or Gravira.
    
    How to use: 2 Jack cards
    
    When to use: Use whenever there are strong enemies, or those weak against
                 magic, on the screen.
    
    Learned: AS soon as Jack joins your party in Halloween Town
    
    
    Surprise! (2)
    ------------
    
    Menu Entry - Jack triple-casts Firaga, Blizzaga, Thundaga, or Graviga.
    
    How to use: 3 Jack cards
    
    When to use: Use whenever there are very strong enemies, or those weak against
                 magic, on the screen.
    
    Learned: AS soon as Jack joins your party in Halloween Town
    
    
    Spiral Wave
    -----------
    
    Menu Entry - Ariel whirls back and forth, striking many enemies.
    
    How to use: 2 Ariel cards
    
    When to use: 
    
    Learned: As soon as Ariel joins your party in Atlantica
    
    
    Spiral Wave (2)
    ---------------
    
    Menu Entry - Ariel whirls back and forth, striking many enemies for an even
                 longer time.
    
    How to use: 3 Ariel cards
    
    When to use: 
    
    Learned: As soon as Ariel joins your party in Atlantica
    
    
    Hummingbird
    -----------
    
    Menu Entry - Peter Pan soars around, striking enemies in a wide area.
    
    How to use: 2 Peter Pan cards
    
    When to use: 
    
    Learned: As soon as Peter Pan joins your party in Never Land
    
    
    Hummingbird (2)
    ---------------
    
    Menu Entry - Peter Pan soars around for an even longer time, striking enemies
                 in a wide area.
    
    How to use: 3 Peter Pan cards
    
    When to use: 
    
    Learned: As soon as Peter Pan joins your party in Never Land
    
    
    Ferocious Lunge
    ---------------
    
    Menu Entry - The Beast charges in a straight line, scattering the opposition.
    
    How to use: 2 Beast cards
    
    When to use: 
    
    Learned: As soon as Beast joins your party in Hollow Bastion
    
    
    Ferocious Lunge (2)
    -------------------
    
    Menu Entry - The Beast charges in a straight line, crushing the opposition.
    
    How to use: 3 Beast cards
    
    When to use: 
    
    Learned: As soon as Beast joins your party in Hollow Bastion
    
    
                                  (more coming soon...)
    
    *********************
    *  Reverse Rebirth  *
    *********************
    
    (coming soon...)
    
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                       Section XIV.   Battle Cards                       |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    *** Remember that some battle cards require you to obtain the first of a type
    or do something special before they will begin to appear in treasure
    chests/field objects and/or moogle shops. If so, the way to get the first will
    be indicated.
    *** Sections A-E apply to Sora's Story.
    
    
    *********************
    *  A. Attack Cards  *
    *********************
    
    Kingdom Key
    -----------
    
    Menu Entry - Attack: D, Swing Speed: B, CB Recovery: B, <Physical>
    
    Journal Entry (Page 001/017): Strike: D+
                                  Thrust: D+
                                  Combo Finish: D+
                                  Swing Speed: B
                                  Element: Physical
                                  Break Recovery: B
                                  Required CP: *
                                  Description: The default weapon. Not very
                                               powerful, but reliable and easy to
                                               handle.
    
    Associated World: None
    First Obtained: Not required
    Moogle Shop Locale: Every world
    
    
    Three Wishes
    ------------
    
    Menu Entry - Attack: C+, Swing Speed: A, CB Recovery: B, <Physical>
    
    Journal Entry (Page 002/017): Strike: C+
                                  Thrust: D+
                                  Combo Finish: B
                                  Swing Speed: A
                                  Element: Physical
                                  Break Recovery: B
                                  Required CP: A
                                  Description: Obtained in Agrabah. Fairly strong
                                               with a fast swing.
    
    Associated World: Agrabah
    First Obtained: Not required
    Moogle Shop Locale: Every world
    
    
    Crabclaw
    --------
    
    Menu Entry - Attack: C+, Swing Speed: B, CB Recovery: *, <Physical>
    
    Journal Entry (Page 003/017): Strike: C
                                  Thrust: C
                                  Combo Finish: B+
                                  Swing Speed: B
                                  Element: Physical
                                  Break Recovery: *
                                  Required CP: B
                                  Description: Obtained in Atlantica. Easy to
                                               handle with an impressive recovery
                                               time after card breaks.
    
    Associated World: Atlantica
    First Obtained: Not required
    Moogle Shop Locale: Floors 7-13
    
    
    Pumpkinhead
    -----------
    
    Menu Entry - Attack: C, Swing Speed: B, CB Recovery: A, <Physical> 
    
    Journal Entry (Page 004/017): Strike: C+
                                  Thrust: C+
                                  Combo Finish: D+
                                  Swing Speed: B
                                  Element: Physical
                                  Break Recovery: A
                                  Required CP: A
                                  Description: Obtained in Halloween Town. Easy to
                                               handle with a fast recovery after a
                                               card break.
    
    Associated World: Halloween Town
    First Obtained: Not required
    Moogle Shop Locale: Every world
    
    
    Fairy Harp
    ----------
    
    Menu Entry - Attack: C+, Swing Speed: *, CB Recovery: B, <Physical>
    
    Journal Entry (Page 005/017): Strike: C+
                                  Thrust: C+
                                  Combo Finish: C
                                  Swing Speed: *
                                  Element: Physical
                                  Break Recovery: B
                                  Required CP: B
                                  Description: Obtained in Never Land. Easy to
                                               handle with a formidable swing
                                               speed.
    
    Associated World: Never Land
    First Obtained: Not required
    Moogle Shop Locale: Floors 7-13
    
    
    Wishing Star
    ------------
    
    Menu Entry - Attack: D+, Swing Speed: A, CB Recovery: A, <Physical>
    
    Journal Entry (Page 006/017): Strike: C
                                  Thrust: C
                                  Combo Finish: D+
                                  Swing Speed: A
                                  Element: Physical
                                  Break Recovery: A
                                  Required CP: A
                                  Description: Obtained in Monstro. Not very
                                               powerful, but very easy to handle.
    
    Associated World: Monstro
    First Obtained: Not required
    Moogle Shop Locale: Every world
    
    
    Spellbinder
    -----------
    
    Menu Entry - Attack: C+, Swing Speed C, CB Recovery A, <Lightning>
    
    Journal Entry (Page 007/017): Strike: D+
                                  Thrust: A
                                  Combo Finish: D+
                                  Swing Speed: C
                                  Element: Lightning
                                  Break Recovery: A
                                  Required CP: B
                                  Description: A special attack card with
                                               lightning-based attacks.
    
    Associated Worlds: Twilight Town and Castle Oblivion
    First Obtained: From Owl in 100 Acre Wood
    Moogle Shop Locale: Floors 7-13
    
    
    Metal Chocobo
    -------------
    
    Menu Entry - Attack: B, Swing Speed: C, CB Recovery: B, <Neutral>
    
    Journal Entry (Page 008/017): Strike: C+
                                  Thrust: C+
                                  Combo Finish: B+
                                  Swing Speed: C
                                  Element: Neutral
                                  Break Recovery: B
                                  Required CP: B
                                  Description: A special attack card that can break
                                               through physical defenses. A bit
                                               difficult to handle.
    
    Associated World: None
    First Obtained: Key to Rewards chest in Olympus Coliseum
    Moogle Shop Locale: Floors 7-13
    
    
    Olympia
    -------
    
    Menu Entry - Attack: C+, Swing Speed: C, CB Recovery: A, <Physical>
    
    Journal Entry (Page 009/017): Strike: C+
                                  Thrust: D+
                                  Combo Finish: B
                                  Swing Speed: C
                                  Element: Physical
                                  Break Recovery: A
                                  Required CP: A
                                  Description: Obtained in Olympus Coliseum.
                                               Powerful with a quick recovery after
                                               card breaks.
    
    Associated World: Olympus Coliseum
    First Obtained: Not required
    Moogle Shop Locale: Every world
    
    
    Lionheart
    ---------
    
    Menu Entry - Attack: B, Swing Speed: D, CB Recovery: A, <Fire>
    
    Journal Entry (Page 010/017): Strike: B
                                  Thrust: B
                                  Combo Finish: B
                                  Swing Speed: D
                                  Element: Fire
                                  Break Recovery: A
                                  Required CP: B
                                  Description: A special attack card with
                                               fire-based attacks.
    
    Associated World: None
    First Obtained: Key to Rewards chest in Traverse Town
    Moogle Shop Locale: Floors 7-13
    
    
    Lady Luck
    ---------
    
    Menu Entry - Attack: C, Swing Speed: A, CB Recovery: B, <Physical>
    
    Journal Entry (Page 011/017): Strike: C+
                                  Thrust: C+
                                  Combo Finish: D
                                  Swing Speed: A
                                  Element: Physical
                                  Break Recovery: B
                                  Required CP: A
                                  Description: Obtained in Wonderland. A balanced
                                               weapon that is easy to handle.
    
    Associated World: Wonderland
    First Obtained: Not required
    Moogle Shop Locale: Every world
    
    
    Divine Rose
    -----------
    
    Menu Entry - Attack: B, Swing Speed: A, CB Recovery: C, <Physical>
    
    Journal Entry (Page 012/017): Strike: A
                                  Thrust: D+
                                  Combo Finish: C
                                  Swing Speed: A
                                  Element: Physical
                                  Break Recovery: C
                                  Required CP: B
                                  Description: Obtained in Hollow Bastion. Features
                                               a powerful strike and fast swing.
    
    Associated World: Hollow Bastion
    First Obtained: Not required
    Moogle Shop Locale: Floors 7-13
    
    
    Oathkeeper
    ----------
    
    Menu Entry - Attack: B+, Swing Speed: B, CB Recovery: B, <Physical>
    
    Journal Entry (Page 013/017): Strike: B
                                  Thrust: *
                                  Combo Finish: B+
                                  Swing Speed: B
                                  Element: Physical
                                  Break Recovery: B
                                  Required CP: C
                                  Description: A well-balanced weapon with a very
                                               powerful thrust.
    
    Associated World: Destiny Islands
    First Obtained: After defeating Darkside in Destiny Islands
    Moogle Shop Locale: Floors 7-13
    
    
    Oblivion
    --------
    
    Menu Entry - Attack: A, Swing Speed: C, CB Recovery: A, <Neutral>
    
    Journal Entry (Page 014/017): Strike: A
                                  Thrust: A
                                  Combo Finish: D
                                  Swing Speed: C
                                  Element: Neutral
                                  Break Recovery: A
                                  Required CP: C
                                  Description: A special attack card that can break
                                               through physical defenses.
                                               First-class strength.
    
    Associated World: Destiny Islands
    First Obtained: After defeating Larxene on Floor 12
    Moogle Shop Locale: Floors 7-13
    
    
    Diamond Dust
    ------------
    
    Menu Entry - Attack: B+, Swing Speed: *, CB Recovery: *, <Ice>
    
    Journal Entry (Page 015/017): Strike: B+
                                  Thrust: B+
                                  Combo Finish: B
                                  Swing Speed: *
                                  Element: Ice
                                  Break Recovery: *
                                  Required CP: C
                                  Description: A special attack card with ice-based
                                               attacks. Powerful and the easiest to
                                               handle.
    
    Associated World: Castle Oblivion
    First Obtained: *It will not appear anywhere until Marluxia is defeated for the
                     first time. Make sure to save after doing so.
    Moogle Shop Locale: Floor 13
    
    
    One-Winged Angel
    ----------------
    
    Menu Entry - Attack: A, Swing Speed: A, CB Recovery: C, <Fire>
    
    Journal Entry (Page 016/017): Strike: C
                                  Thrust: C
                                  Combo Finish: *
                                  Swing Speed: A
                                  Element: Fire
                                  Break Recovery: C
                                  Required CP: C
                                  Description: A special attack card with
                                               fire-based attacks. Exceptional
                                               combo finish.
    
    Associated World: Castle Oblivion
    First Obtained: *It will not appear anywhere until Marluxia is defeated for the
                     first time. Make sure to save after doing so.
    Moogle Shop Locale: Floor 13
    
    
    Ultima Weapon
    -------------
    
    Menu Entry - Attack: *, Swing Speed: B, CB Recovery: B, <Physical>
    
    Journal Entry (Page 017/017): Strike: *
                                  Thrust: *
                                  Combo Finish: A
                                  Swing Speed: B
                                  Element: Physical
                                  Break Recovery: B
                                  Required CP: D
                                  Description: The strongest attack card to be
                                               found.
    
    Associated World: None
    First Obtained: Bounty treasure chest in Castle Oblivion after Marluxia has
                    been defeated for the first time and Reverse Rebirth has been
                    completed.
    Moogle Shop Locale: Floors 13
    
    
    ********************
    *  B. Magic Cards  *
    ********************
    
    Fire
    ----
    
    Menu Entry - Inflict fire damage.
    
    Journal Entry (Page 001/014) - Magic that deals fire damage. Stock 2 cards for
                                   Fira and 3 cards for Firaga.
    
    
    First Obtained: Defeat Axel on Floor 1
    Treasure Chest/Field Object Locale: Floors 2-13
    Moogle Shop Locale: Every world
    
    
    Blizzard
    --------
    
    Menu Entry - Inflict ice damage.
    
    Journal Entry (Page 002/014) - Magic that deals ice damage. Stock 2 cards for
                                   Blizzara and 3 cards for Blizzaga.
    
    
    First Obtained: In possession at beginning of game
    Treasure Chest/Field Object Locale: Every world
    Moogle Shop Locale: Every world
    
    
    Thunder
    -------
    
    Menu Entry - Inflict lightning damage.
    
    Journal Entry (Page 003/014) - Magic that deals lightning damage. Stock 2 cards
                                   for Thundara and 3 cards for Thundaga.
    
    
    First Obtained: Defeat Larxene on Floor 6
    Treasure Chest/Field Object Locale: Floor 6-13
    Moogle Shop Locale: Every world
    
    
    Cure
    ----
    
    Menu Entry - Restore HP.
    
    Journal Entry (Page 004/014) - Magic that restores HP. Stock 2 cards for Cura
                                   and 3 cards for Curaga.
    
    First Obtained: In possession at beginning of game
    Treasure Chest/Field Object Locale: Every world
    Moogle Shop Locale: Every world
    
    
    Gravity
    -------
    
    Menu Entry - Deal damage relative to the enemy's remaining HP.
    
    Journal Entry (Page 005/014) - Magic that deals damage relative to the enemy’s
                                   remaining HP. Stock 2 cards for Gravira and 3
                                   cards for Graviga.
    
    First Obtained: Bounty treasure chest in Agrabah
    Treasure Chest/Field Object Locale: Agrabah onwards
    Moogle Shop Locale: Floors 7-13
    
    
    Stop
    ----
    
    Menu Entry - Halt enemy movement for a set time period.
    
    Journal Entry (Page 006/014) - Magic that halts enemy movement for a set time
                                   period. Stock 2 cards for Stopra and 3 cards for
                                   Stopga.
    
    First Obtained: Bounty treasure chest in Wonderland
    Treasure Chest/Field Object Locale: Wonderland onwards
    Moogle Shop Locale: Floors 7-13
    
    
    Aero
    ----
    
    Menu Entry - Blow away nearby enemies and inflict damage.
    
    Journal Entry (Page 007/014) - Magic that blows away nearby enemies and
                                   inflicts damage. Stock 2 cards for Aerora and 3
                                   cards for Aeroga.
    
    
    First Obtained: Defeat Riku on Floor 7
    Treasure Chest/Field Object Locale: Floors 7-13
    Moogle Shop Locale: Floors 7-13
    
    
    Simba
    -----
    
    Menu Entry - Simba’s roar inflicts damage on enemies in front of him.
    
    Journal Entry (Page 008/014) - 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.
    
    First Obtained: From Leon in Traverse Town
    Treasure Chest/Field Object Locale: Every world
    Moogle Shop Locale: Every world
    
    
    Dumbo
    -----
    
    Menu Entry - Dumbo douses enemies over a set time period.
    
    Journal Entry (Page 009/014) - Dumbo douses enemies with water over a set time
                                   period, dealing ice damage. Stock more than one
                                   to prolong the attack.
    
    First Obtained: Defeat Shadow storm in Monstro
    Treasure Chest/Field Object Locale: Monstro onwards
    Moogle Shop Locale: Every world
    
    
    Bambi
    -----
    
    Menu Entry - Bambi bounds around and drops HP recovery items.
    
    Journal Entry (Page 010/014) - Bambi bounds around and drops recovery items.
                                   Stock more than one to boost the effect.
    
    
    First Obtained: From Pooh after leading him to end of 100 Acre Wood
    Treasure Chest/Field Object Locale: 100 Acre Wood onwards
    Moogle Shop Locale: Floors 7-13
    
    
    Mushu
    -----
    
    Menu Entry - Mushu breathes fire at the enemy, inflicting damage.
    
    Journal Entry (Page 011/014) - Mushu breathes fire at the enemy, dealing fire
                                   damage. Stock more than one to prolong the
                                   attack.
    
    
    First Obtained: Key to Rewards chest in Hollow Bastion
    Treasure Chest/Field Object Locale: Hollow Bastion onwards
    Moogle Shop Locale: Floors 7-13
    
    
    Genie
    -----
    
    Menu Entry - Genie casts Thundara, Gravira, or Stopra.
    
    Journal Entry (Page 012/014) - Genie casts Thundara, Gravira, or Stopra. Stock
                                   more than one and Genie will cast multiple
                                   spells.
    
    First Obtained: From Genie after defeating Jafar in Agrabah
    Treasure Chest/Field Object Locale: Agrabah onwards
    Moogle Shop Locale: Every world
    
    
    Tinker Bell
    -----------
    
    Menu Entry - Tinker Bell restores HP over a set time period.
    
    Journal Entry (Page 013/014) - Tinker Bell restores HP over a set time period.
                                   Stock more than one to boost the effect.
    
    First Obtained: From Tinker Bell after defeating Hook in Never Land
    Treasure Chest/Field Object Locale: Never Land onwards
    Moogle Shop Locale: Floors 7-13
    
    
    Cloud
    -----
    
    Menu Entry - Cloud unleashes two successive sword attacks.
    
    Journal Entry (Page 014/014) - Cloud unleashes two successive sword attacks.
                                   Stock 3 cards to use Omnislash.
    
    First Obtained: From Cloud after defeating Hades in Olympus Coliseum
    Treasure Chest/Field Object Locale: Olympus Coliseum onwards
    Moogle Shop Locale: Every world
    
    
    *******************
    *  C. Item Cards  *
    *******************
    
    Potion
    ------
    
    Menu Entry - Quickload available attack cards with no charge time.
    
    Journal Entry (Page 001/007) - Quickly reloads attack cards with no charge time
                                   required. It does not work on cards that cannot
                                   be reloaded.
    
    First Obtained: In possession at beginning of game
    Treasure Chest/Field Object Locale: Every world
    Moogle Shop Locale: Every world
    
    
    Hi-Potion
    ---------
    
    Menu Entry - Quickload all attack cards with no charge time.
    
    Journal Entry (Page 002/007) - Quickly reloads attack cards with no charge time
                                   required. Even normally unreloadable cards are
                                   restored.
    
    First Obtained: Defeat Cloud in Olympus Coliseum
    Treasure Chest/Field Object Locale: Olympus Coliseum onwards
    Moogle Shop Locale: Floors 7-13
    
    
    Mega-Potion
    -----------
    
    Menu Entry - Quickload all attack cards and reset reload counter.
    
    Journal Entry (Page 003/007) - Quickly reloads attack cards with no charge time
                                   and resets the reload counter. Even normally
                                   unreloadable cards are restored.
    
    First Obtained: Defeat Riku on Floor 11
    Treasure Chest/Field Object Locale: Floors 11-13
    Moogle Shop Locale: Floors 7-13
    
    
    Ether
    -----
    
    Menu Entry - Quickload available magic cards with no charge time.
    
    Journal Entry (Page 004/007) - Quickly reloads magic cards with no charge time
                                   required. It does not work on cards that cannot
                                   be reloaded.
    
    First Obtained: Win battle in Key of Guidance room in Agrabah
    Treasure Chest/Field Object Locale: Agrabah onwards
    Moogle Shop Locale: Every world
    
    
    Mega-Ether
    ----------
    
    Menu Entry - Quickload all magic cards and reset reload counter.
    
    Journal Entry (Page 005/007) - Quickly reloads magic cards with no charge time
                                   and resets the reload counter. Even normally
                                   unreloadable cards are restored.
    
    First Obtained: Defeat Vexen on Floor 10
    Treasure Chest/Field Object Locale: Floors 10-13
    Moogle Shop Locale: Floors 7-13
    
    
    Elixir
    ------
    
    Menu Entry - Quickload all attack cards and magic cards.
    
    Journal Entry (Page 006/007) - Quickly reload attack cards and magic cards,
                                   including normally unreloadable cards.
    
    First Obtained: From Roo in 100 Acre Wood
    Treasure Chest/Field Object Locale: 100 Acre Wood onwards
    Moogle Shop Locale:
    
    
    ********************
    *  D. Enemy Cards  *
    ********************
    
    Shadow
    ------
    
    Menu Entry - Increases the values of all cards by 1.
    
    Journal Entry (Page 001/0??) - Incrementor - Increase the value of all cards by
                                                 1.
                                   Duration: 2 reloads
    
    Obtained: Defeat Shadow as last enemy in battle
    
    
    Soldier
    -------
    
    Menu Entry - Add an extra hit to normal combos.
    
    Journal Entry (Page 002/0??) - Combo Plus - Add an extra hit to normal combos.
                                   Duration: 3 reloads
    
    Obtained: Defeat Soldier as last enemy in battle
    
    
    Large Body
    ----------
    
    Menu Entry - Deflect frontal physical attacks and nullify damage.
    
    Journal Entry (Page 003/0??) - Guard - Deflect frontol physical attacks and
                                           completely nullify damage.
                                   Duration: 1 reload
    
    Obtained: Defeat Large Body as last enemy in battle
    
    
    Red Nocturne
    ------------
    
    Menu Entry - Increase the strength of Fire abilities.
    
    Journal Entry (Page 004/0??) - Fire Boost - Increase the strength of Fire
                                                abilities.
                                   Duration: 1 reload
    
    Obtained: Defeat Red Nocturne as last enemy in battle
    
    
    Blue Rhapsody
    -------------
    
    Menu Entry - Increase the strength of Blizzard abilities.
    
    Journal Entry (Page 005/0??) - Blizzard Boost - Increase the strength of
                                                    Blizzard abilities.
                                   Duration: 1 reload
    
    Obtained: Defeat Blue Rhapsody as last enemy in battle
    
    
    Yellow Opera
    ------------
    
    Menu Entry - Increase the strength of Thunder abilities.
    
    Journal Entry (Page 006/0??) - Thunder Boost - Increase the strength of Thunder
                                                   abilities.
                                   Duration: 1 reload
    
    Obtained: Defeat Yellow Opera as last enemy in battle
    
    
    Green Requiem
    -------------
    
    Menu Entry - Increase the potency of Cure abilities.
    
    Journal Entry (Page 007/0??) - Cure Boost - Increase the potency of Cure
                                                abilities.
                                   Duration: 1 reload
    
    Obtained: Defeat Green Requiem as last enemy in battle
    
    
    Powerwild
    ---------
    
    Menu Entry - Reverse the values of all cards: 1 -> 9, 2 -> 8, etc.
    
    Journal Entry (Page 008/0??) - Retrogade - Reverse the values of all cards. 1
                                               becomes 9, 2 becomes 8, etc. Cards
                                               with value 0 are not affected.
                                   Duration: 1 reload
    
    Obtained: Defeat Powerwild as last enemy in battle
    
    
    Bouncywild
    ----------
    
    Menu Entry - Attract fallen cards and items for easy retrieval.
    
    Journal Entry (Page 009/0??) - Draw - Attract fallen cards and items for easy
                                          retrieval.
                                   Duration - 5 reloads
    
    Obtained: Defeat Bouncywild as last enemy in battle
    
    
    Air Soldier
    -----------
    
    Menu Entry - Reload while in motion.
    
    Journal Entry (Page 010/0??) - Reload Kinesis - Reload while in motion.
                                   Duration: 3 reloads
    
    Obtained: Defeat Air Soldier as last enemy in battle
    
    
    Bandit
    ------
    
    Menu Entry - Make any normal attack as strong as a finishing blow.
    
    Journal Entry (Page 011/0??) - Combo Finish - Make any normal attack as strong
                                                  as a finishing blow.
                                   Duration: 1 reload
    
    Obtained: Defeat Bandit as last enemy in battle
    
    
    Fat Bandit
    ----------
    
    Menu Entry - Increase damage when hitting enemies from behind.
    
    Journal Entry (Page 012/0??) - Back Attack - Increase damage when striking
                                                 enemies from behind.
                                   Duration: 2 reloads
    
    Obtained: Defeat Fat Bandit as last enemy in battle
    
    
    Barrel Spider
    -------------
    
    Menu Entry - Reload cards instantly.
    
    Journal Entry (Page 013/0??) - Quickload - Reload cards instantly.
                                   Duration: 3 reloads
    
    Obtained: Defeat Barrel Spider as last enemy in battle
    
    
    Search Ghost
    ------------
    
    Menu Entry - Absorb enemy HP when striking with attack cards.
    
    Journal Entry (Page 014/0??) - Drain - Absorb enemy HP when striking with
                                           attack cards, but enemies will drop
                                           fewer items.
                                   Duration: 1 reload
    
    Obtained: Defeat Search Ghost as last enemy in battle
    
    
    Sea Neon
    --------
    
    Menu Entry - Randomize the values of cards you use.
    
    Journal Entry (Page 015/0??) - Random Values - Randomize the values of cards
                                                   you use.
                                   Duration: 1 reload
    
    Obtained: Defeat Sea Neon as last enemy in battle
    
    
    Screwdiver
    ----------
    
    Menu Entry - Decrease the values of all cards by 1.
    
    Journal Entry (Page 016/0??) - Decrementor - Decrease the values of all cards
                                                 by 1.
                                   Duration: 1 reload
    
    Obtained: Defeat Screwdiver as last enemy in battle
    
    
    Aquatank
    --------
    
    Menu Entry - Automatically reload cards when they run out.
    
    Journal Entry (Page 017/0??) - Auto-Reload - Automatically reload cards when
                                                 they run out.
                                   Duration: 1 reload
    
    Obtained: Defeat Aquatank as last enemy in battle
    
    
    Wight Knight
    ------------
    
    Menu Entry - Alter gravity to increase jumping ability.
    
    Journal Entry (Page 018/0??) - Float - Alter gravity to increase jumping
                                           ability.
                                   Duration: 3 reloads
    
    Obtained: Defeat Wight Knight as last enemy in battle
    
    
    Gargoyle
    --------
    
    Menu Entry - Become invisible and reduce your chances of being hit.
    
    Journal Entry (Page 019/0??) - Vanish - Become invisible and reduce your
                                            chances of being hit.
                                   Duration: 1 reload
    
    Obtained: Defeat Gargoyle as last enemy in battle
    
    
    Pirate
    ------
    
    Menu Entry - Change the values of all cards to 0.
    
    Journal Entry (Page 020/0??) - All Zeroes - Change the values of all cards to
                                                0.
                                   Duration: 1 reload
    
    Obtained: Defeat Pirate as last enemy in battle
    
    
    Air Pirate
    ----------
    
    Menu Entry - Stop enemies from breaking item cards you use.
    
    Journal Entry (Page 021/0??) - Item Bracer - Stop enemies from breaking item
                                                 cards you use.
    
    Obtained: Defeat Air Pirate as last enemy in battle
    
    
    Darkball
    --------
    
    Menu Entry - Hide the cards you hold from hostile eyes.
    
    Journal Entry (Page 022/0??) - Cardblind - Hide the cards you hold from hostile
                                               eyes.
                                   Duration: 3 reloads
    
    Obtained: Defeat Darkball as last enemy in battle
    
    
    Defender
    --------
    
    Menu Entry - Decrease damage from enemies' physical attacks.
    
    Journal Entry (Page 023/0??) - Protect - Decrease damage from physical attacks
                                             by the enemy. Magical attacks do
                                             normal damage.
                                   Duration: 1 reload
    
    Obtained: Defeat Defender as last enemy in battle
    
    
    Wyvern
    ------
    
    Menu Entry - Reload without incrementing the reload counter.
    
    Journal Entry (Page 024/0??) - Reload Lock - Reload without incrementing the
                                                 reload counter.
                                   Duration: 3 reloads
    
    Obtained: Defeat Wyvern as last enemy in battle
    
    
    Wizard
    ------
    
    Menu Entry - Forfeit summon card use to power up magic cards.
    
    Journal Entry (Page 025/0??) - Magic Boost - Forfeit summon card use to power
                                                 up magic cards.
                                   Duration: 1 reload
    
    Obtained: Defeat Wizard as last enemy in battle
    
    
    Creeper Plant
    -------------
    
    Menu Entry - Stop enemies from breaking Cure abilities you use.
    
    Journal Entry (Page 0??/0??) - Leaf Bracer - Stop enemies from breaking Cure
                                                 abilities you use.
                                   Duration: 1 reload
    
    Obtained: Defeat Creeper Plant as last enemy in battle
    
    
    Tornado Step
    ------------
    
    Menu Entry - Subtract 2 from the reload counter.
    
    Journal Entry (Page 0??/0??) - Reload Haste - Subtract 2 from the reload
                                                  counter.
                                   Duration: 1 reload
    
    Obtained: Defeat Tornado Step as last enemy in battle
    
    
    
    Crescendo
    ---------
    
    Menu Entry - Forfeit magic card use to power up summon cards.
    
    Journal Entry (Page 0??/0??) - Summon Boost - Forfeit magic card use to power
                                                  up summon cards.
                                   Duration: 1 reload
    
    Obtained: Defeat Crescendo as last enemy in battle
    
    
    Guard Armor
    -----------
    
    Menu Entry - Slightly extend the range of attack cards.
    
    Journal Entry (Page 0??/0??) - Wide Attack - Slightly extend the range of
                                                 attack cards.
                                   Duration: 30 attacks
    
    Obtained: Defeat Guard Armor
    
    
    Parasite Cage
    -------------
    
    Menu Entry - Break an opponent's enemy card without fail.
    
    Journal Entry (Page 0??/0??) - Dispel - Break an opponent's enemy card without
                                            fail. Nothing happens if your opponent
                                            has no enemy card in play.
                                   Duration: ----
    
    Obtained: Defeat Parasite Cage
    
    
    Trickmaster
    -----------
    
    Menu Entry - Devalue the enemy's card when you lose a card break.
    
    Journal Entry (Page 0??/0??) - Value Break - When you lose a card break, reduce
                                                 the value of the enemy's card by
                                                 the value of your broken card.
                                   Duration: 10 breaks
    
    Obtained: Defeat Trickmaster
    
    
    Darkside
    --------
    
    Menu Entry - Copy the enemy card your opponent is using.
    
    Journal Entry (Page 0??/0??) - Mimic - Copy the enemy card your opponent is
                                           using. Nothing happens if your opponent
                                           has no enemy card in play.
                                   Duration: ----
    
    Obtained: Defeat Darkside
    
    
    Card Soldier
    ------------
    
    Menu Entry - Increase the swing speed of attack cards.
    
    Journal Entry (Page 0??/0??) - Attack Haste - Increase the swing speed of
                                                  attack cards.
                                   Duration: 30 attacks
    
    Obtained: Defeat Card Soldiers
    
    
    Hades
    -----
    
    Menu Entry - Boost the power of attack cards when low on HP.
    
    Journal Entry (Page 0??/0??) - Berserk - Boost the power of attack cards when
                                             low on HP (when the gauge is flashing
                                             red).
                                   Duration: 30 attacks
                                   - Resistant to fire
                                   - Stunned by ice
    
    Obtained: Defeat Hades
    
    
    Jafar
    -----
    
    Menu Entry - Stop enemies from breaking attack cards you use.
    
    Journal Entry (Page 0??/0??) - Attack Bracer - Stop enemies from breaking
                                                   attack cards you use.
                                   Duration: 20 attacks
    Obtained: Defeat Jafar
    
    
    Oogie Boogie
    ------------
    
    Menu Entry - Gradually restore HP.
    
    Journal Entry (Page 0??/0??) - Regen - Gradually restore HP. HP return more
                                           quickly when low.
                                   Duration: 10 uses
    
    Obtained: Defeat Oogie Boogie
    
    
    Ursula
    ------
    
    Menu Entry - Halve the damage from enemies' magical attacks.
    
    Journal Entry (Page 0??/0??) - Shell - Halve the damage from magical attacks by
                                           the enemy. Summon magic does normal
                                           normal damage.
                                   Duration: 5 hits taken
    
    Obtained: Defeat Ursula
    
    
    Hook
    ----
    
    Menu Entry - Retain 1 HP after a critical hit (unless only 1 HP is left).
    
    Journal Entry (Page 0??/0??) - Second Chance - Retain 1 HP after a critical
                                                   hit, provided you have 2 or more
                                                   HP left.
                                   Duration: 3 uses
                                   - Resistant to lightning
                                   - Stunned by fire
    
    Obtained: Defeat Hook
    
    
    Dragon Maleficent
    -----------------
    
    Menu Entry - Sacrifice reload speed to power up attack cards.
    
    Journal Entry (Page 0??/0??) - Overdrive - Sacrifice reload speed to power up
                                               attack cards.
                                   Duration: 30 attacks
    
    Obtained: Defeat Dragon Maleficent
    
    
    Riku
    ----
    
    Menu Entry - Keep cards used in sleights available for reloading.
    
    Journal Entry (Page 0??/0??) - Sleight Lock - Keep cards used in sleights
                                                  available for reloading.
                                   Duration: 5 sleights
                                   - Resistant to fire, ice, and lightning
    
    Obtained: Defeat Riku on Floor 12
    
    
    Axel
    ----
    
    Menu Entry - Use cards even while staggering from damage.
    
    Journal Entry (Page 0??/0??) - Quick Recovery - Use cards even while staggering
                                                    from damage.
                                   Duration: 10 hits taken
                                   - Immune to fire
                                   - Stunned by ice
    
    Obtained: Defeat Axel in Castle Oblivion
    
    
    Larxene
    -------
    
    Menu Entry - Increase running speed.
    
    Journal Entry (Page 0??/0??) - Dash - Increase running speed.
                                   Duration: 15 cards
                                   - Immune to lightning
                                   - Weak against special attacks
    
    Obtained: Defeat Larxene on Floor 12
    
    
    Vexen
    -----
    
    Menu Entry - Revive automatically when your HP reach 0.
    
    Journal Entry (Page 0??/0??) - Auto-Life - Revive automatically when your HP
                                               reach 0. Only a small amount of HP
                                               is restored.
                                   Duration: 1 use
                                   - Immune to ice
                                   - Stunned by fire
    
    Obtained: Defeat Vexen in Twilight Town
    
    
    Marluxia
    --------
    
    Menu Entry - Use stocked cards and sleights twice in a row.
    
    Journal Entry (Page 0??/0??) - Double Sleight - Use stocked cards and sleights
                                                    twice in a row. However, during
                                                    versus battles it bumps up the
                                                    reload counter.
                                   Duration: 3 sleights
                                   - Resistant to fire, ice, lightning, and special
                                     attacks
                                   - Weak against physical attacks
    
    Obtained: Defeat Marluxia for first time in Castle Oblivion
    
    
    ******************
    *  E. CP Values  *
    ******************
    
    *** Premium cards of any CV that belong to the same set require the same
    indicated CP.
    
    
                                ~~~~~~~~|Set 1|~~~~~~~~
    
    Cards: Kingdom Key
    
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     CP |19 |10 |11 |12 |13 |14 |15 |16 |17 |18
    
    *Premium Card CP = 10
    
    
    
                                ~~~~~~~~|Set 2|~~~~~~~~
    
    Cards: Three Wishes, Olympia, Lady Luck, Wishing Star, Pumpkinhead, Fire,
           Blizzard, and Thunder
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     CP |24 |15 |16 |17 |18 |19 |20 |21 |22 |23
    
    *Premium Card CP = 15
    
    
    
                                ~~~~~~~~|Set 3|~~~~~~~~
    
    Cards: Crabclaw, Fairy Harp, Divine Rose, Spellbinder, Lionheart, Metal
           Chocobo, Gravity, Stop, Aero, Simba, Genie, Bambi, Dumbo, Tinker Bell,
           and Ether
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     CP |38 |20 |22 |24 |26 |28 |30 |32 |34 |36
    
    *Premium Card CP = 20
    
    
    
                                ~~~~~~~~|Set 4|~~~~~~~~
    
    Cards: Oathkeeper, Oblivion, Diamond Dust, One-Winged Angel, Cure, Mushu, and
           Cloud
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     CP |43 |25 |27 |29 |31 |33 |35 |37 |39 |41
    
    *Premium Card CP = 25
    
    
    
                                ~~~~~~~~|Set 5|~~~~~~~~
    
    Cards: Potion and Ultima Weapon
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     CP |57 |30 |33 |36 |39 |42 |45 |48 |51 |54
    
    *Premium Card CP = 30
    
    
    
                                ~~~~~~~~|Set 6|~~~~~~~~
    
    Cards: Mega-Ether
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     CP |62 |35 |38 |41 |44 |47 |50 |53 |56 |59
    
    *Premium Card CP = 35
    
    
    
                                ~~~~~~~~|Set 7|~~~~~~~~
    
    
    Cards: Hi-Potion
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     CP |76 |40 |44 |48 |52 |56 |60 |64 |68 |72
    
    *Premium Card CP = 40
    
    
    
                                ~~~~~~~~|Set 8|~~~~~~~~
    
    Cards: Mega-Potion and Elixir
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     CP |81 |45 |49 |53 |57 |61 |65 |69 |73 |77
    
    *Premium Card CP = 45
    
    
    
                                ~~~~~~~~|Set 9|~~~~~~~~
    
    Cards: Megalixir
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     CP |95 |50 |55 |60 |65 |70 |75 |80 |85 |90
    
    Premium Card CP = 50
    
    
                            ~~~~~~~~|Enemy Card CP|~~~~~~~~
    
    Shadow: 25
    Soldier: 20
    Large Body: 40
    Red Nocturne: 20
    Blue Rhapsody: 20
    Yellow Opera: 20
    Green Requiem: 20
    Powerwild: 40
    Bouncywild: 10
    Air Soldier: 30
    Bandit: 30
    Fat Bandit: 40
    Barrel Spider: 30
    Search Ghost: 35
    Sea Neon: 20
    Screwdiver: 15
    Aquatank: 30
    Wight Knight: 15
    Gargoyle: 30
    Pirate: 30
    Air Pirate: 30
    Darkball: 25
    Defender: 25
    Wyvern: 25
    Wizard: 30
    Creeper Plant: 35
    Tornado Step: 25
    Crescendo: 20
    Guard Armor: 30
    Parasite Cage: 60
    Trickmaster: 25
    Darkside: 99
    Card Soldier: 55
    Hades: 40
    Jafar: 65
    Oogie Boogie: 40
    Ursula: 50
    Hook: 35
    Dragon Maleficent: 70
    Riku: 80
    Axel: 75
    Larxene: 60
    Vexen: 60
    Marluxia: 99
    
    
                                  (more coming soon...)
    
    *****************************
    *  F. Reverse Rebirth Info  *
    *****************************
    
    (coming soon...)
    
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                       Section XV.    Friend Cards                       |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    ******************
    *  Sora's Story  *
    ******************
    
    Donald Duck
    -----------
    
    Journal Entry (Page 001/007) - Donald randomly casts Fire, Blizzard, Thunder,
                                   or Cure. Stock more than one to power up
                                   Donald’s magic.
    
    Available - Every world and boss battle except Destiny Islands and fight vs.
                Riku IV. During the time he is not with you, he will not be
                available when returning to previous worlds. 
    
    Goofy
    -----
    
    Journal Entry (Page 002/007) - Goofy swings his shield at the enemy. Stock more
                                   than one to power up Goofy’s attack.
    
    Available - Every world and boss battle except Destiny Islands and fight vs.
                Riku IV. During the time he is not with you, he will not be
                available when returning to previous worlds.
    
    
    Aladdin
    -------
    
    Journal Entry (Page 003/007) - Aladdin swings his sword at the enemy
                                   repeatedly. Stock more than one to power up
                                   Aladdin's attack.
    
    Available - Agrabah, after meeting him for the first time. After you defeat
                Jafar, he will no longer be available until you exit that floor and
                return.
    
    
    Jack
    ----
    
    Journal Entry (Page 004/007) - Jack casts Fire, Blizzard, Thunder, or Gravity.
                                   Stock more than one to power up Jack's magic.
    
    Available - Halloween Town, after meeting him for the first time. After you
                defeat Oogie Boogie, he will no longer be available until you exit
                that floor and return.
    
    
    Ariel
    -----
    
    Journal Entry (Page 005/007) - Ariel whirls across the field, striking many
                                   enemies. Stock more than one to power up Ariel's
                                   attack.
    
    Available - Atlantica, after the Key of Guidance room event. After you defeat
                Ursula, she will no longer be available until you exit that floor
                and return.
    
    
    Peter Pan
    ---------
    
    Journal Entry (Page 006/007) - Peter Pan attacks with his dagger. Stock more
                                   than one to power up Peter's attack.
    
    Available - Never Land, after the Key of Beginnings room event. He will no
                longer be available after the Key of Guidance room event, but will
                return for the boss battle. After you defeat Hook, he will no
                longer be available until you exit that floor and return.
    
    
    The Beast
    ---------
    
    Journal Entry (Page 007/007) - The Beast mows down anyone in Sora's path. Stock
                                   more than one to power up the Beast's attack.
    
    Available - Hollow Bastion, after the Key of Guidance room event. After you
                defeat Dragon Maleficent, he will no longer be available until you
                exit that floor and return.
    
    
    *********************
    *  Reverse Rebirth  *
    *********************
    
    (coming soon...)
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                    Section XVI.   Moogle Shops Extended                 |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    *** This section only applies to Sora's Story
    
    
    *********************
    *  A. Availability  *
    *********************
    
    *** Don't forget that these cards will only appear in moogle shops after the
    first has been gotten (magic/summon/item/some attack) or after the associated
    world has been visited (some attack). For more info on how to get cards to
    appear in moogle shops, go to Section XIV.
    
    
                             ~~~~~~~~|World Set 1|~~~~~~~~
    
    Worlds Included: Traverse Town, Agrabah, Olympus Coliseum, Wonderland, Monstro,
                     and Halloween Town
    
    Cards Available: Kingdom Key, Three Wishes, Olympia, Lady Luck, Wishing Star,
                     Pumpkinhead, Blizzard, Cure, Fire, Thunder, Simba, Genie,
                     Cloud, Dumbo, Potion, Ether.
    
    
                             ~~~~~~~~|World Set 2|~~~~~~~~
    
    Worlds Included: Atlantica, Neverland, and Hollow Bastion
    
    Cards Available: Kingdom Key, Three Wishes, Olympia, Lady Luck, Wishing Star,
                     Pumpkinhead, Crabclaw, Fairy Harp, Divine Rose, Spellbinder,
                     Lionheart, Metal Chocobo, Oathkeeper, Oblivion, Blizzard,
                     Cure, Fire, Thunder, Stop, Aero, Gravity, Simba, Genie, Cloud
                     Dumbo, Bambi, Tinker Bell, Mushu, Potion, Hi-Potion,
                     Mega-Potion, Ether, and Mega-Ether
    
    
    **********************
    *  B. Buying Prices  *
    **********************
    
    (coming soon...)
    
    
    ***********************
    *  C. Selling Prices  *
    ***********************
    
    ***All premium cards sell for 10 more moogle points than regular cards.
    
    
                                ~~~~~~~~|Set 1|~~~~~~~~
    
    Cards: Kingdom Key
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     MP |6  |4  |4  |4  |4  |4  |6  |6  |6  |6
    
    
                                ~~~~~~~~|Set 2|~~~~~~~~
    
    Cards: Three Wishes, Olympia, Lady Luck, Wishing Star, Pumpkinhead, Fire,
           Blizzard, and Thunder
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     MP |8  |6  |6  |6  |6  |6  |8  |8  |8  |8
    
    
    
                                ~~~~~~~~|Set 3|~~~~~~~~
    
    Cards: Crabclaw, Fairy Harp, Divine Rose, Spellbinder, Lionheart, Metal
           Chocobo, Gravity, Stop, Aero, Simba, Genie, Bambi, Dumbo, Tinker Bell,
           and Ether
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     MP |14 |8  |8  |8  |10 |10 |12 |12 |12 |14
    
    
    
                                ~~~~~~~~|Set 4|~~~~~~~~
    
    Cards: Oathkeeper, Oblivion, Diamond Dust, One-Winged Angel, Cure, Mushu, and
           Cloud
    
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     MP |16 |10 |10 |10 |12 |12 |   |14 |   |16
    
    
    
                                ~~~~~~~~|Set 5|~~~~~~~~
    
    Cards: Potion
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     MP |   |12 |   |14 |14 |16 |18 |18 |   |20
    
    
    
                                ~~~~~~~~|Set 6|~~~~~~~~
    
    Cards: Mega Ether
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     MP |   |   |   |   |16 |   |20 |   |   |
    
    
    
                                ~~~~~~~~|Set 7|~~~~~~~~
    
    Cards: Hi-Potion and Ultima Weapon
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     MP |   |   |   |18 |20 |22 |24 |   |   |
    
    
    
                                ~~~~~~~~|Set 8|~~~~~~~~
    
    Cards: Mega Potion and Elixir
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     MP |   |18 |18 |20 |   |   |26 |   |   |
    
    
    
                                ~~~~~~~~|Set 9|~~~~~~~~
    
    Cards: Megalixir
    
     CV |0  |1  |2  |3  |4  |5  |6  |7  |8  |9
    ----|---|---|---|---|---|---|---|---|---|---
     MP |   |   |   |24 |   |   |   |   |   |
    
    
    
                             ~~~~~~~~|Enemy Cards|~~~~~~~~
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                        Section XVII.  Map Cards                         |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    *** All map cards are available in Sora's Story. Those that aren't available in
    Reverse Rebirth will be noted.
    
    
    Tranquil Darkness
    -----------------
    
    Menu Entry - A room where only a few Heartless appear.
    
    Journal Entry (Page 001/026) - A room where only a few Heartless appear.
    
    Effects: 
    
    Description: A red card w/ a single Shadow.
    
    
    Teeming Darkness
    ----------------
    
    Menu Entry - A room where many Heartless appear.
    
    Journal Entry (Page 002/026) - A room where many Heartless appear. Enemies are
                                   more likely to drop enemy cards.
    
    Effects:
    
    Description: A red card w/ many Shadows.
    
    
    Feeble Darkness
    ---------------
    
    Menu Entry - A room where Heartless with weak cards appear.
    
    Journal Entry (Page 003/026) - A room where Heartless with weak cards appear.
    
    Effects:
    
    Description: A red card w/ a Shadow and a -2.
    
    
    Almighty Darkness
    -----------------
    
    Menu Entry - A room where Heartless with strong cards appear.
    
    Journal Entry (Page 004/026) - A room where Heartless with strong cards appear.
                                   Enemies are more likely to drop enemy cards.
    
    Effects:
    
    Description: A red card w/ a Shadow and a +2.
    
    
    Sleeping Darkness
    -----------------
    
    Menu Entry - A room where Heartless are drowsy and easy to ambush.
    
    Journal Entry (Page 005/026) - A room where Hearltess are drowsy and easy to
                                   ambush.
    
    Effects:
    
    Description: A red card w/ a Shadow and 3 squiggly yellow lines.
    
    
    Looming Darkness
    ----------------
    
    Menu Entry - A room where Heartless attack relentlessly.
    
    Journal Entry (Page 006/026) - A room where Heartless attack relentlessly.
                                   Enemies are more likely to drop enemy cards.
    
    Effects:
    
    Description: A red card w/ a Shadow ready to strike.
    
    
    Premium Room
    ------------
    
    Menu Entry - 
    
    Journal Entry (Page 007/026) - A room where victory often leads to Premium
                                   Bonuses.
    
    Effects:
    
    Description: A red card w/ a Premium card on it.
    
    
    White Room
    ----------
    
    Menu Entry - A room where only White Mushrooms appear.
    
    Journal Entry (Page 008/026) - A room where only White Mushrooms appear. But
                                   what happens when you help them out?
    
    Effects:
    
    Description: A red card w/ a White Mushroom.
    
    
    Black Room
    ----------
    
    Menu Entry - A room where only Black Funguses appear.
    
    Journal Entry (Page 009/026) - A room where only Black Funguses appear. But
                                   what happens when you defeat one?
    
    Effects:
    
    Description: A red card w/ a Black Fungus.
    
    
    Martial Waking
    --------------
    
    Menu Entry - A room where attack cards are more effective.
    
    Journal Entry (Page 010/026) - A room where attack cards are more effective.
    
    Effects:
    
    Description: A green card w/ a Keyblade and an up arrow.
    
    
    Sorcerous Waking
    ----------------
    
    Menu Entry - A room where magic cards are more effective.
    
    Journal Entry (Page 011/026) - A room where magic cards are more effective.
    
    Effects:
    
    Description: A green card w/ a hat and an up arrow.
    
    
    Alchemic Waking
    ---------------
    
    Menu Entry - A room where item cards are more effective.
    
    Journal Entry (Page 012/026) - A room where item cards are more effective.
    
    Effects:
    
    Description: A green card w/ a potion and an up arrow.
    
    
    Meeting Ground
    --------------
    
    Menu Entry - A room where friend cards appear at battle’s start.
    
    Journal Entry (Page 013/026) - A room where a friend card appears at the
                                   beginning of all battles (if your friends are
                                   with you).
    
    Effects:
    
    Description: A green card w/ a friend card emblem and a +2.
    
    
    Stagnant Space
    --------------
    
    Menu Entry - A room where the Heartless move slowly.
    
    Journal Entry (Page 014/026) - A room where the Heartless move slowly.
    
    Effects:
    
    Description: A green card w/ a Shadow and a 1/2.
    
    
    Strong Initiative
    -----------------
    
    Menu Entry - A room where striking first does additional damage.
    
    Journal Entry (Page 015/026) - A room where striking first in the field does
                                   additional damage to Heartless.
    
    Effects:
    
    Description: A green card w/ a Keyblade and a x2.
    
    
    Lasting Daze
    ------------
    
    Menu Entry - A room where striking first stuns all foes.
    
    Journal Entry (Page 016/026) - A room where striking first in the field stuns
                                   all Heartless that join the battle.
    
    Effects:
    
    Description: A green card w/ a Keyblade and stars inside an oval.
    
    
    Calm Bounty
    -----------
    
    Menu Entry - A room containing treasure.
    
    Journal Entry (Page 017/026) - A room containing treasure.
    
    Effects:
    
    Description: A blue card w/ a single treasure chest.
    
    
    Guarded Trove
    -------------
    
    Menu Entry - A room where treasure is guarded by Heartless.
    
    Journal Entry (Page 018/026) - A room where treasure is guarded by Heartless.
    
    Effects:
    
    Description: A blue card w/ a shadow and a treasure chest.
    
    
    False Bounty
    ------------
    
    Menu Entry - A room where only one treasure chest is real.
    
    Journal Entry (Page 019/026) - A room where only one treasure chest is real.
                                   Opening the wrong chest triggers a battle.
    
    Effects:
    
    Description: A blue card w/ a treasure chest and 3 question marks.
    
    
    Moment's Reprieve
    -----------------
    
    Menu Entry - A room where you can save your progress.
    
    Journal Entry (Page 020/026) - A room where you can save your progress.
    
    Description: A blue card w/ a save point.
    
    
    Mingling Worlds
    ---------------
    
    Menu Entry - A room where anything could happen.
    
    Journal Entry (Page 021/026) - A room where anything could happen.
    
    Effects:
    
    Description: A blue card w/ a !?.
    
    
    Moogle Room
    -----------
    
    Menu Entry - A room where cards can be traded with moogles.
    
    Journal Entry (Page 022/026) - A room where cards can be traded with moogles at
                                   the Moogle Shop.
    
    Description: A blue card w/ a moogle.
    
    
    Key of Beginnings
    -----------------
    
    Menu Entry: A room where untold stories unfold.
    
    Journal Entry (Page 023/026) - A room where untold stories unfold.
    
    Description: An orange card w/ a Keyblade symbol.
    
    
    Key of Guidance
    ---------------
    
    Menu Entry: A room where untold stories unfold.
    
    Journal Entry (Page 024/026) - A room where untold stories unfold.
    
    Description: An orange card w/ a heart symbol.
    
    
    Key to Truth
    ------------
    
    Menu Entry: A room where untold stories unfold.
    
    Journal Entry (Page 025/026) - A room where untold stories unfold.
    
    Description: An orange card w/ a Heartless symbol.
    
    
    Key to Rewards
    --------------
    
    Menu Entry - 
    
    Journal Entry (Page 026/026) - A room containing special treasure.
    
    Effects:
    
    Description: An orange card w/ a gold bar/door.
    
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                       Section XVIII. Field Objects                      |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    ***This section includes all of the field objects in each world of the game 
    (both for Sora's Story and Reverse Rebirth). You can potentially get HP orbs,
    moogle points, or cards by interacting with a field object in Sora's Story. In
    Reverse Rebirth you can only get HP orbs.
    
    
    Traverse Town
    -------------
    
    - smash box
    - jump on crate
    - hit lamp post
    
    
    Agrabah
    -------
    
    - jump on fruit stand
    - Jump on cart w/ pots on top
    - jump on rug cart
    - jump on barrel cart
    - smash barrel
    - hit small shaking barrel
    - hit large shaking barrel
    - hit wooden tower
    - jump on wooden stick ledge
    
    
    Olympus Coliseum
    ----------------
    
    - jump on gray pedestal
    - jump on set of 3 barrels
    - smash barrel
    - jump on pillar
    - hit column
    
    
    Wonderland
    ----------
    
    - hit red flower
    - jump on small mushroom
    - jump on large mushroom
    
    
    Monstro
    -------
    
    - smash barrel
    - jump on pink platform
    - jump on big jelly-like platform
    - jump on small jelly-like platform
    
    
    Halloween Town
    --------------
    
    - smash pumpkin
    - hit tree
    - hit pumpkin set
    - hit graves
    - jump on webbed-roof covered building
    - hit tomb
    - hit graves with lights
    - hit tomb with bug on top
    
    
    Atlantica
    ---------
    
    - hit clamshell
    - jump on rock platform
    - jump on yellow coral
    
    
    Neverland
    ---------
    
    - smash barrel
    - hit small treasure chest
    - hit large treasure chest
    - jump on barrel set
    - jump on box
    - hit single cannon
    - hit pair of cannons
    - hit large barrel
    
    
    Hollow Bastion
    --------------
    
    - hit gas tank
    - hit steam spouter
    - jump on treasure chest-looking platform
    - hit short broken piller
    - hit medium broken piller
    - hit tall broken piller
    
    
    100 Acre Woods
    --------------
    
    - hit blue flowers (upper part of screen)
    - hit purple flowers (upper part of screen)
    - hit white flowers (upper part of screen)
    - hit flower bush (upper part of screen)
    - hit flowerless bush (upper part of screen)
    - hit small log (upper part of screen)
    - step on flower patch
    
    
    Twilight Town
    -------------
    
    - hit lamp post
    - jump on set of crates
    - jump on flower bed
    - smash barrel
    
    
    Destiny Islands
    ---------------
    
    - smash barrel
    - jump on small moss-covered rock
    - jump on large moss-covered rock
    - hit palm tree
    - jump on plant w/ 3 leaves
    - smash large crate
    
    
    Castle Oblivion
    ----------------
    
    - jump on flower-topped platform
    - smash small flower-topped pedestal
    - hit flower statue on ground
    
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                        Section XIX.   World Cards                       |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    
    Traverse Town
    -------------
    
    Menu Entry - A haven for those whose homes fell to darkness.
    
    Floor Used for Sora's Story: 1
    Basement used for Reverse Rebirth: 
    
    
    Agrabah
    -------
    
    Menu Entry - A bustling city with a grand palace.
    
    Floor Used for Sora's Story: 2, 3, 4, 5, or 6
    Basement used for Reverse Rebirth:
    
    
    Olympus Coliseum
    ----------------
    
    Menu Entry - A legendary arena where heroes test their might.
    
    Floor Used for Sora's Story: 2, 3, 4, 5, or 6
    Basement used for Reverse Rebirth:
    
    
    Wonderland
    ----------
    
    Menu Entry - A magical land full of eccentric residents.
    
    Floor Used for Sora's Story: 2, 3, 4, 5, or 6
    Basement used for Reverse Rebirth:
    
    
    Monstro
    -------
    
    Menu Entry - Inside the belly of the giant whale.
    
    Floor Used for Sora's Story: 2, 3, 4, 5, or 6
    Basement used for Reverse Rebirth:
    
    
    Halloween Town
    --------------
    
    Menu Entry - A terrifying town of tricks and treats.
    
    Floor Used for Sora's Story: 2, 3, 4, 5, or 6
    Basement used for Reverse Rebirth:
    
    
    Atlantica
    ---------
    
    Menu Entry - Undersea kingdom protected by King Triton.
    
    Floor used for Sora's Story: 7, 8, 9, or 10
    Basement used for Reverse Rebirth:
    
    
    Never Land
    ----------
    
    Menu Entry - Inside Captain Hook's pirate ship.
    
    Floor used for Sora's Story: 7, 8, 9, or 10
    Basement used for Reverse Rebirth:
    
    
    Hollow Bastion
    --------------
    
    Menu Entry - A once peaceful castle ruined by Maleficent.
    
    Floor used for Sora's Story: 7, 8, 9, or 10
    Basement used for Reverse Rebirth: 
    
    
    100 Acre Wood
    -------------
    
    Menu Entry - A quiet wood resided by friendly fellows.
    
    Floor used for Sora's Story: 7, 8, 9, or 10
    Basement used for Reverse Rebirth: None
    
    
    Twilight Town
    -------------
    
    Menu Entry - A mysterious town between light and dark.
    
    Floor used for Sora's Story: 11
    Basement used for Reverse Rebirth:
    
    
    Destiny Islands
    ---------------
    
    Menu Entry - Serene islands where Sora and Riku were born.
    
    Floor used for Sora's Story: 12
    Basement used for Reverse Rebirth:
    
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                Section XX.    Additional Journal Entries                |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    ******************
    *  Sora's Story  *
    ******************
    
                                ~~~~~~~~|Story|~~~~~~~~
    
    
    Sora’s Tale I
    -------------
    
    Page 001/017 - Our friends may be here... It was that thought that led us to
                   Castle Oblivion, where cards rule over all. A mysterious man
                   gave Sora a card, and using it took us to Traverse Town—of all
                   places! It turned out the town was just a figment of our own
                   remembrances, the first world of many that lie in Sora’s heart.
                   And so our journey through these worlds begins.
    
    
    Sora's Tale II
    --------------
    
    Page 002/017 - It seems we're slowly losing our memories of what happened
                   before the castle. And all my notes about the last journey have
                   vanished! But in exchange, Sora is remembering other things he
                   must have forgotten until now-like a girl he knew when he was
                   little. While fighting Larxene, Sora finally remembered the
                   girl's name...Naminé.
    
    
    Sora's Tale III
    ---------------
    
    Page 003/017 - Sora pressed on in his search for Naminé, and can you believe
                   it? He found Riku, his best friend whom we thought was lost.
                   Sora was so happy, but Riku attacked him just like that, saying,
                   "I'll protect Naminé!" What could he mean? Will something happen
                   if Sora finds Naminé? Sora is chasing after Riku...and the
                   answers.
    
    
    Sora's Tale IV
    --------------
    
    Page 004/017 - So Sora's memories of Naminé were false... Marluxia wanted
                   Sora's heart and the strength within, so he used Naminé to
                   create fake memories and place them in Sora's heart. Larxene is
                   gone, so we're going to the top floor to finish Marluxia. We
                   want our memories back. And Sora-he wants to keep the promise he
                   remembers. Naminé may not be his friend, but in his heart,
                   protecting her is the only choice.
    
    
    Traverse Town
    -------------
    
    Page 005/017 - The card the hooded man gave us took us to Traverse Town, where
                   we were reunited with Leon Yuffie, and our other friends. Leon
                   acted like he’d forgotten Sora, but for whatever reason still
                   knew his name. I guess his memory got mixed up somehow. Aerith
                   sensed that the town and everyone there was a product of Sora’s
                   memories. It may sound crazy, but I think she was right.
    
    
    Wonderland
    ----------
    
    Page 006/017 - When we chased after the White Rabbit, we stumbled upon a trial
                   in progress. The Queen of Hearts accused Alice of stealing her
                   memory and sentenced her to death! Angered by the shoddy trial,
                   Sora freed Alice and hunted down the real culprit. But even
                   after we bested the Trickmaster, the Queen refused to believe
                   that Alice was innocent. Fortunately, Alice's quick thinking
                   pacified the Queen and no one had to lose their head.
    
    
    Olympus Coliseum
    ----------------
    
    Page 007/017 - Sora wanted to take on Hercules, so we all decided to compete in
                   the games. Hades, frantic to dispose of Hercules, hired Cloud to
                   take him out. Cloud cooperated, thinking he would get his lost
                   memories back. But not even Cloud could beat Hercules. Hades
                   stepped in to finish the job, but we put his plans on ice.
    
    
    Agrabah
    -------
    
    Page 008/017 - Aladdin brought the magic lamp back from the Cave of Wonders,
                   hoping for a chance to meet Jasmine, Princess of Agrabah. Inside
                   the lamp was Genie, who would grant three wishes to the lamp's
                   bearer. Aladdin hoped to become a prince so he could see Jasmine
                   whenever he wanted. But he used two wishes battling the
                   Heartless, and then Jafar stole the lamp. Jafar turned into a
                   genie, but we defeated him and Aladdin got the lamp back.
                   Instead of becoming a prince, Aladdin used his last wish to set
                   Genie free, and decided he wanted Jasmine to know him as he
                   really is.
    
    
    Halloween Town
    --------------
    
    Page 009/017 - Dr. Finkelstein invented a potion that restores true memories,
                   but it drew the Heartless to Halloween Town. Intrigued, Sora
                   went with Jack to look for Sally, who had nabbed the potion
                   because she was scared of what it could do. Oogie Boogie swiped
                   the potion and downed it in a single gulp. But his true memories
                   drove him made with fear. What if true memories do that to
                   everyone's heart? Scary.
    
    
    Monstro
    -------
    
    Page 010/017 - Geppetto went out looking for Pinocchio and was swallowed up by
                   the whale Monstro. But finding Pinocchio inside filled him with
                   joy. But Pinocchio felt bad about running away from home and
                   putting his father in danger, so he set off to find a way out of
                   Monstro. After a run-in with a big Heartless, Pinocchio had a
                   great idea: Why not make a commotion and get Monstro to spit us
                   out? With our help, the plan worked, and Pinocchio and Geppetto
                   escaped safely.
    
    
    Atlantica
    ---------
    
    Page 011/017 - Ariel, Princess of Atlantica, was worried about her little
                   friend Flounder, who was nowhere to be found. The sea witch
                   Ursula told Ariel Flounder was trapped in the outside world, and
                   King Triton's trident was the only way to save him. Ariel was so
                   worried, she stole the trident for Ursula, but it was all a
                   trick-Ursula had Flounder all along. With the trident's power
                   Ursula became a giant, but we stopped her and Ariel resolved to
                   apologize to her father, the king.
    
    Never Land
    ----------
    
    Page 012/017 - Peter Pan stowed away on Captain Hook's ship to save the
                   kidnapped Wendy. But no sooner had she been saved that Wendy
                   told Peter she wanted to go home to London. Would Wendy grow up
                   and forget about him and Never Land? Peter didn't like that one
                   bit, and left in a huff. Meanwhile we were just trying to get
                   off the ship. Hook caught us on the deck, but Peter came back
                   and bailed us out. In the end, Peter and Wendy said their
                   farewells, but promised to meet again one day.
    
    
    Hollow Bastion
    --------------
    
    Page 013/017 - The Beast came to rescue Belle from Maleficent's clutches, but
                   to his dismay, Belle acted coldly and would not go with him. We
                   felt bad for him, so we went to see Belle. It turned out she was
                   only pretending to be cruel, to keep her heart and the love
                   within safe from Maleficent. But faced with a choice, Belle
                   couldn't hide how she felt for the Beast, and Maleficent stole
                   her heart. Together with the Beast, we took care of Maleficent
                   and restored Belle's heart.
    
    
    100 Acre Wood
    -------------
    
    Page 014/017 - Pooh seemed to have lost his friends, so Sora stopped to help
                   him look. Maybe Sora saw something of himself in Pooh, since
                   he's looking for friends too.
    
    
    Twilight Town
    -------------
    
    Page 015/017 - The card Vexen gave us led to a town none of us remembered. But
                   Sora held fast to his promise to Naminé, and we pressed on.
                   Speaking of which, Vexen seemed ready to say something about
                   that, but Axel showed up, and... Well, we won't be seeing Vexen
                   again.
    
    
    Destiny Islands
    ---------------
    
    Page 016/017 - The last card led to the place where Sora grew up. Sora wandered
                   the islet that was once his playground, wading through his
                   memories to find the girl he cared for. But when he found
                   Naminé, she told him the bitter truth-nothing he remembered of
                   her ever happened.
    
    
    Castle Oblivion
    ---------------
    
    Page 017/017 - Well, we've made it to the top, and many of our memories are
                   gone. Sora can't even recall the name of the person he cares for
                   most. But we've made a promise. No distance can separate us, and
                   we'll be friends even if we can't remember it to be so. Axel is
                   out of the way. We just have to stop Marluxia. He ordered Naminé
                   to wipe Sora's memory, but it doesn't matter. Sora knows that
                   promises don't fade as easily as memories.
    
    
    
                            ~~~~~~~~|Premium Cards|~~~~~~~~
    
    About Premium Cards
    -------------------
    
    Page 001/001 - Evolved versions of normal cards. Premium cards require very
                   little CP, but can only be used once per battle-no reloads
                   allowed. Only attack and magic cards can be upgraded to premium
                   cards. You can forfeit a Premium Bonus by pressing the B Button.
    
    
    *********************
    *  Reverse Rebirth  *
    *********************
    
    (coming soon...)
    
    --------------------------------
    Sections XXI - XXII coming soon...
    --------------------------------
    
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                          Section XXIII. F.A.Q.                          |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
                   ~~~~~~~~|General Questions (no spoilers)|~~~~~~~~
    
    
    Q: Should I get this game or [insert other game name here]?
    
    A: This game is quite good. However, you can finish it in a couple hours. If
       you want to get a game which keeps you busy for several days, you may want
       to try another game, but if you just want to spend some interesting time,
       get this!
    
    
    Q: Does this have a high replay value?
    
    A: Not really, but don't let that stop you from playing it.
    
    
    Q: Where can I get the rom?
    
    A: I won't help you with that, sorry!
    
    
    Q: I saw a commercial in which the game showed 3D FMV sequences. Does this game
       has them?
    
    A: Yes, it does, and their quality is quite good for a GBA game!
    
    
    Q: I loved Kingdom Hearts for Playstation 2. Do I need to play this game in
       order to understand the new Kingdom Hearts 2?
    
    A: I don't think so. This game clears up some things from the first one and is
       an introduction for the second one, but due to some events that happen in
       the game (read section 3. if you want to have it spoiled for you) you
       probably won't need to play this game in order to understand the next one
       for Playstation 2.
    
    
    Q: Is this game a remake of Kingdom Hearts 1 for the PS2?
    
    A: The story in this game starts exactly where that game ends, so it is a
       continuation, not a remake.
    
    
    Q: Should I play this even if I never played the original game?
    
    A: Yeah, this game may be also seen as a completely separate storyline...
    
    
    Q: I heard this is a card game, is that true?
    
    A: Somehow... It is not a card game like Yu-gi-oh or Magic the Gathering, but
       you will need to use cards in order to perform any of the actions in
       battles. I mean, there are cards that let you summon someone, others that
       heal you, some let you attack with the many keyblades you find during the
       game, and so on! Don't get me wrong, all this is made in real time, as you
       move Sora while in the battles and you choose your cards at the same time!
    
    
    Q: I've seen a commercial on television, and I wanted to get the music that I
       can hear in it. What song is that, actually?
    
    A: It's "Simple and Clean", by Utada Hikaru.
    
    
    Q: I heard about "Reverse Rebirth", what's that?
    
    A: It's a story mode in which you will play as Riku, after completing Sora's
       story.
    
    
    Q: How many worlds/floors are there in this game?
    
    A: 13 for Sora, 12 for Riku.
    
    
    Q: I am parent and I am thinking of getting this game for my kid, is it a
       good idea?
    
    A: Yeah, but if he/she has a Playstation 2, offer him/her the original Kingdom
       Hearts too, as he/she may enjoy it more than this one! Also keep in mind
       that this game can be challenging and frustrating at times.
    
    
    Q: Is there any way for me to skip the cutscenes?
    
    A: Yeah, press START during them! However, you can't skip the video sequences,
       but I doubt you want to do that anyway...
    
    
    Q: Why isn't the Deep Jungle (Tarzan) level in this game?
    
    A: Copyright reasons, plus it may be that that nothing important happens there, 
       so maybe they chose not to include it in order to spend less money making
       the game!
    
    
    Q: What is the maximum level you can reach?
    
    A: Level 99, for both Sora and Riku.
    
    
    Q: What is the maximum amount of HP, CP, and number of Sleights that you
       can learn for Sora's Story?
    
    A: If you don't use cheat devices, the maximum values that you can have are:
       HP: 560, CP: 1900, and you can learn 66 Sleights, 11 of them being learned
       in level-ups and the others being acquired by events in the game or by
       opening certain chests! Keep in mind that you will not be able to have the
       maximum amount of all three things due to the fact that you can't go beyond
       Level 99.
    
    
                  ~~~~~~~~|Gameplay Questions (some spoilers)|~~~~~~~~
    
    
    Q: How can I learn the controls for this game? I don't have the original
       manual!
    
    A: During the first parts of game you will face two battles that will teach you
       how to play in the battles. Every time you face a new function (or you enter
       a menu you never entered before), it will be explained to you! You could
       also read the Game Info sections of my guide for a little more detail that
       isn't explained in the game.
    
    
    Q: I need the map card [insert card color and value here], where can I get it?
    
    A: Almost everything in this game is completely random, so there isn't any
       place specific where you can get a certain card, although there are some
       cards which won't appear in certain worlds. However, if you need that card
       to get into a non-event room, you can re-create that room by using a
       different valued card and thus change the requirements. On the other hand,
       if it is an event door, you can't change the requirements; therefore you
       will need to keep on searching for it. A way to possibly prevent this is
       defeating ALL the Heartless you see, this way you will have plenty of cards!
    
    
    Q: How can I open the "keycard" doors with a golden bar card requirement?
    
    A: You will need that type of card, which can be gotten randomly in 
       battles, most commonly in worlds on Floors 7+.
    
    
    Q: What is there inside those "storyline" doors with the golden bar card
       requirement?
    
    A: Inside them you will find rare cards or sleights.
    
    
    Q: How do I get to play "Reverse Rebirth"?
    
    A: Finish the game with Sora; you will then be able to play as Riku, in an
       option given in the main menu.
    
    
    Q: What is the link option for? How do I unlock it?
    
    A: In it, you will be able to play against a friend of yours, provided that
       both have the game. You can only play as Sora and using the deck that you
       currently have on Sora's side. You will see your friend as a dark Sora, and
       so will he see you. You unlock it by finishing Sora's Story mode.
    
    
    Q: What happens in the 100 Acre Wood?
    
    A: You find Pooh and all of his friends, and if you help Pooh with many tasks,
       each of his friends will then reward you with some interesting gift!
    
    
    Q: How can I enter Moogle Shops?
    
    A: Well, just Use a Moogle Room map card (blue card with a moogle on it) to
       enter a room!
    
    
    Q: How can I get more Moogle points?
    
    A: You can get the red balls that sometimes appear when you interact with field
       objects or sell cards that you don't need to the Moogles, by using the RIGHT
       option in the shop menu.
    
    
    Q: What are the battle cards with value 0 for?
    
    A: Those cards can break ANY attack, but can also be broken by ANY attack,
       which makes them only really good for breaking the combos that the most
       powerful of enemies and bosses use against you.
    
    
    Q: How are premium cards different from regular cards?
    
    A: Premium cards cost less CP to add to your deck, but they can "normally"
       only be used once in battle. However, if you use one as the second or third
       card in a stock combo, they will not disappear.
    
    
    Q: How do we use Boss/enemy cards?
    
    A: First, add them to your deck, as you would do with any card usable in
       battle. Then, press SELECT during a battle and you will be taken into a new
       menu where you will be able to choose between the boss/enemy cards that you
       currently have in your deck!
    
    
    Q: The enemies I face are not dropping any more map cards! What can I do?
    
    A: If that is the case, it probably means that you have maxed out on map cards.
       Press START, and then access the "Map Cards" menu and look at the top right
       corner to see "Map Cards: XX/99." If XX is equal to 99, then it means that
       you can't have any more map cards. In order to get rid of some of them, just
       create a lot of rooms or select a card, it's value, and press A, and you
       will then be able to delete one of your cards (the second choice is the best
       one!).
    
    
               ~~~~~~~~|Storyline Questions (lots of spoilers)|~~~~~~~~
    
    
    Q: Why do you say that this game isn't necessary to play Kingdom Hearts 2?
    
    A: At the end of the game, Sora chooses to retrieve his lost memories, but in
       order to do that he would have to forget everything that happened in the
       game. Riku is confronted with the same choice, but he chooses not
       to forget what happened. At the moment, basically everything that is going
       to happen in KH2 is still up in the air, but it is definitely possible, and
       probably, that references to this game are going to be made!
    
    
    Q: I heard that people die in this game, is that true?
    
    A: Yep, it is... You actually don't see them dying or anything (hey, this
       is still a game made by Disney!), but you see some strong language
       (parents, I bet you know what I am talking about...) and they disappear
       from that moment on.
    
    
    Q: Do you ever fight Sora, when playing as Riku?
    
    A: No.
    
    
    Q: Who is Diz?
    
    A: He is a masked guy in a red suit. Nobody knows yet who he really is, and
       it isn't said in this game, but rumors strongly suggest that he is Ansem's
       body and soul!
    
    
    
                   ~~~~~~~~|Secret Stuff (obvious spoilers)|~~~~~~~~
    
    
    Q: What can I find inside each of rooms with a golden bar card requirement?
    
    A: Here is a list of what you find inside each of the doors, the value of
       the card (if there is a card in it) being random:
        Agrabah -> Blazing Donald skill
        Atlantica -> Quake skill
        Destiny Islands -> Megalixir
        Halloween Town -> Gravity Raid skill
        Hollow Bastion -> Mushu
        Monstro -> Aqua Splash skill
        Neverland -> Lightning Raid skill
        Olympus Coliseum -> Metal Chocobo
        Traverse Town -> Lionheart
        Twilight Town -> Warp skill
        Wonderland -> Stop Raid skill
    
    
    Q: Where can I find the (first) Oblivion card?
    
    A: You get it after the battle with Larxene on Floor 12.
    
    
    Q: Where can I find the (first) Ultima Weapon card?
    
    A: Finish the game with both Sora and Riku, making sure to save with Sora
       before fighting Marluxia for a second time. Now, use a bounty card in any of
       the rooms on Floor 13 you will get this card.
    
    
    Q: Where can I find Lexaeus boss card?
    
    A: Get the first Ultima Weapon card and then use another bounty card on Floor
       13 to get it from a chest.
    
    
    Q: Where can I find Ansem boss card?
    
    A: Get the Lexaeus boss card and then use another bounty card on Floor 13 to
       get it from a chest.
    
    
    Q: Where can I find the Diamond Dust card?
    
    A: After defeating Marluxia for the first time, search in either bounty chests
       or moogle shops on Floor 13.
    
    
    Q: Where can I find the One Winged Angel card?
    
    A: After defeating Marluxia for the first time, search in either bounty chests
       or moogle shops on Floor 13.
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                          Section XXIV.  Credits                         |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    - myself (David Wald)
    
    - Mykas0 for constructing basically the entire F.A.Q. section of my guide. Much
      thanks to him, and be sure to check out his contribution page:
      (http://www.gamefaqs.com/features/recognition/25182.html)
    
    - GameFAQs
    
    - Square Enix, Disney, and Jupiter for their collaboration and creation of a
      great game.
    
    
    |-----------------------------------------------------------------------------|
    ||---------------------------------------------------------------------------||
    |||                   Section XXV.   Contact Information                    |||
    ||---------------------------------------------------------------------------||
    |-----------------------------------------------------------------------------|
    
    If you have any questions, comments, concerns, notices of copyright violation,
    or suggestions please feel free to send an e-mail to
    illuminatingdarkness@hotmail.com under the subject KH:CoM. Note that anything
    negative or derogatory will not be accepted, so please do not bother with
    sending that sort of thing.
    
    
    _______________________________________________________________________________
    
    This document is Copyright ©2004 dragonblade3325 and is the sole property of
    the author. It may be not be reproduced under any circumstances except for
    personal, private use. 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
    respective trademark and copyright holders.
    
    The following web sites may use my guide:
    www.gamefaqs.com