+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
           +                                                       +
           +   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                     |||
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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                     |||
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*** 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                        |||
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*************************
*  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...
--------------------------------


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|||                          Section XXIII. F.A.Q.                          |||
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               ~~~~~~~~|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.

|-----------------------------------------------------------------------------|
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|||                          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