All trademarks and copyrights contained in his document are owned by their 
                 respective trademark and copyright holders.

Version 2.5

                     K             
                    KK    K        H        
                    KK   KK       HH        
                   KKK  KK       HHH    H   
                 KKKKK KK      HHHHH   HH   
                KK KKKKK      HH HHH  HHH    
               KK  KKKK      HH  HHH   HH
              KK   KKKK      H   HHH   HH
               K   KKK           HHHHHHHH
                   KKKKK         HHHHHHHH
                   KKK KK        HHH   HH
                   KKK   KK      HHH   HH
                  KKKK    KKK   HHHH    H
                   KKK           HHH    
                    KK            HH 
                     Kingdom       Hearts
                      Chains of Memories

Kingdom Hearts: Chains of Memories
(Anyone feel like making something better than that crappy thing up there?)

This FAQ/Walkthrough is copyright of Alan Quirino (grayfox2510 (at) gmail 
(dot) com).

Ok, so let us go over a few basic things...

Ownership, Borrowing Info, Contributing, etc.:

1) Please do not take any of this without my consent or at the very least,
   without a written gratitude in wherever you posted this. I had to spend
   quite some time getting all there is to this, or at least as close as
   possible, and well, if you have written any document of this kind and
   someone took something without gratitude then you must know it sucks... 

2) Taking up part of the previos point, if you wish to take some information
   from my guide, then make it reasonable... I mean, don't take a whole 
   section. Nonetheless, give credit where it's due; golden rule of 
   GameFAQs.com. I don't mind if I'm not told, as long as I'm given credit
   for what I did to contribute.

3) So, you notice a similarity between my guide and a piece of someone's else
   but it looks out of place? What do you do? Simple, just let me know. 
   It might be a coincidence, it might be plagiarize, who knows, but I'll 
   contact the other author and find what's going on. Thank you for the 
   support if you do notice this by the way.

4) I try, but perhaps my efforts alone are not enough and thus I end up 
   missing something here or there. Contributions are of course welcome, but
   be sure to be looking at the latest version, which is always found here:
   http://www.gamefaqs.com/features/recognition/8373.html
   Or just to be sure, hit Ctrl+F5 while viewing this file to ensure it's not
   a cached version. Also, be sure to put "Kingdom Hearts: CoM" or the 
   like as the subject of your mail. If you wish for me to put you under a
   special name, include so. I normally also include e-mails just for
   reference, but if you want otherwise, then please let me know.

Permission, Posting, etc.:

1) First and foremost, I am NOT allowing other sites to post my works. The only
   sites that can host this at the time, are both GameFAQs and NeoSeeker. 
   GameSpot is a wild card, since they are the only ones allowed to link from
   GameFAQs.com. Be advised however, while NeoSeeker does its best to keep 
   updated, somethings might happen or the like, since I only manage my files
   at GameFAQs. So check both just in case.

2) So, assuming you inded had permissiong to post this... Do not change the
   format, the font size, the font... Nothing. Why? Simple, the whole basis
   of this guide is based on the current format, so changing it will simply
   corrupt the whole file or make it hard to read. 

3) Pay note that this is a free FAQ/Walkthrough. I make nothing out of this,
   so why should you? In other words, don't charge people for this. If I
   allowed this to be on display in your site, it must be free. Do not go
   around distributing this asking for money either. In short, don't get
   money at all for this...

4) Yes, I do get questions about this... You are free to download this and
   store it on your computer. No problem with that, just be careful with the
   format unless you want to have trouble reading. But if you want to e-mail
   me for any reason, make sure you are using the latest version...

Mailing, Inquires, etc.:

1) Ok, first of all, go to the TOC (Table of Contents). Then look at it
   again, and again a third time. Sorry for stressing that out, but most often
   the answers to your questions can be found in a particular section of the
   guide. Make sure you are also viewing the latest version, which will always
   be found at:
   http://www.gamefaqs.com/features/recognition/8373.html
   Hit Ctrl+F5 to make sure you aren't seeing a cached version. That aside,
   if you still need to contact me for an inquire, then put a subject relevant
   to the game such as, but not limited to "Kingdom Hearts: CoM."
   {No Subject) mails will be deleted 90% of the time, so...

2) In addition to the previous point, I reserve the right to answer or not, and
   as such, I will only answer questions that I missed to detail here at all,
   or extreme cases. Mails asking about information that is already found here 
   might, and probably will end up in the trash can on my mail account. 

3) A few things though, use proper grammar and spelling for all that is holy.
   Even if the answer can be found here, the odds of me answering a mail like
   those will raise if you took the time to write properly. Now, I understand
   not everyone knows English, heck, even mine ain't that good, but if so,
   say so. Is that so much to ask?

4) Lastly, I check my mail around twice a day. Some times even more, but on 
   the rare occasion, allow up to two business days for a reply. If they are
   gone and you haven't heard back from me, then either the mail got lost, both
   mine or yours. That, or I ignored your mail for X reason, such as, but not
   limited to: Crappy grammar, inquires already answered here, etc.

So what if it's a long TOS, it needs to be done nowadays... *Rolls eyes*
_______________________________________________________________________________
-----------------------------------Contents------------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
BE SURE TO USE THE [] WHILE SEARCHING WITH THE KEY, OTHERWISE YOU MIGHT, AND 
PROBABLY WILL LAND IN ANOTHER PLACE.

##. Section                       [Key] Status                        Updated?

00. To Do, Updates & Forewords    [000] Updated                       V 2.2
01. Story                         [001] Done                          V 0.1
02. Controls                      [002] Done                          V 0.1
03. Menus, Etc.                   [003] Done                          V 1.2
04. Sora                  
 04.01. Battle System             [041] Done                          V 1.0
 04.02. Walkthrough
  04.02.01. Traverse Town         [421] Done                          V 0.7
  04.02.02. Wonderland            [422] Done                          V 0.7
  04.02.03. Olympus Coliseum      [423] Done                          V 0.7
  04.02.04. Agrabah               [424] Done                          V 0.7
  04.02.05. Monstro               [425] Done                          V 0.7
  04.02.06. Halloween Town        [426] Done                          V 0.7
  04.02.07. Atlantica             [427] Done                          V 0.7
  04.02.08. Never Land            [428] Done                          V 0.7
  04.02.09. 100 Acre Wood         [429] Done                          V 0.7
  04.02.10. Hollow Bastion        [420] Done                          V 0.7
  04.02.11. Twilight Town         [42A] Done                          V 1.0
  04.02.12. Destiny Islands       [42B] Done                          V 1.0
  04.02.13. Castle Oblivion       [42C] Done                          V 1.0
05. Riku
 05.01. Riku's System             [051] Updated                       V 2.1
 05.02. Walkthrough
  05.02.01. Hollow Bastion        [521] Done                          V 1.2
  05.02.02. Agrabah               [522] Done                          V 1.2
  05.02.03. Monstro               [523] Done                          V 1.2
  05.02.04. Neverland             [524] Done                          V 1.5
  05.02.05. Traverse Town         [525] Done                          V 1.5
  05.02.06. Atlantica             [526] Done                          V 1.5
  05.02.07. Olympus Coliseum      [527] Done                          V 1.8
  05.02.08. Wonderland            [528] Done                          V 1.8
  05.02.09. Halloween Town        [529] Done                          V 1.8
  05.02.10. Destiny Islands       [520] Done                          V 1.8
  05.02.11. Twilight Town         [52A] Done                          V 2.0
  05.02.12. Castle Oblivion       [52B] Done                          V 2.0
06. Card List
 06.01. Attack Cards              [061] Complete                      V 2.5
 06.02. Magic Cards               [062] Complete                      V 0.7
 06.03. Item Cards                [063] Complete                      V 1.0
 06.04. Enemy Cards               [064] Complete                      V 2.5
 06.05. Friend Cards              [065] Complete                      V 0.1
 06.06. Map Cards
  06.06.01. Red Cards             [661] Complete                      V 0.1
  06.06.02. Green Cards           [662] Complete                      V 0.1
  06.06.03. Blue Cards            [663] Complete                      V 0.1
  06.06.04. Yellow Cards          [664] Complete                      V 0.1
 06.07. Riku's Card Index         [067] Complete                      V 1.8
07. Sleight List
 07.01. Attack                    [071] Updated                       V 1.0
 07.02. Magic                     [072] Updated                       V 2.5
 07.03. Summon/Friend             [073] Updated                       V 2.5
08. Story Transcript
 08.01. Sora's Story              [081] Complete                      V 1.0
 08.02. Riku's Story              [082] Complete                      V 2.0
09. Character List 
 09.01. Sora
  09.01.01. Characters I          [911] Complete                      V 1.0
  09.01.02. Characters II         [912] Complete                      V 1.8
  09.01.03. The Heartless         [913] Updated                       V 1.0
 09.02. Riku
  09.02.01. Characters I          [921] Complete                      V 2.0
  09.02.02. Characters II         [922] Complete                      V 2.0
10. Conclusion                    [010] Done                          V 2.4
 10.01. Thanks                     [101] Done so far                   V 2.4
_______________________________________________________________________________
[000]-------------------00. To Do, Updates & Forewords-------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
To do:
 -> Who knows, maybe I'm still missing some Sleights. *Shrugs*


Updates:
 -> Version 2.5 - April 16, 2006 ~ 225 KBs
      Finished the Enemy Cards section and the Attack Cards, finally. Also,
      added a few sleights. I wonder if I'm still missing some...
 -> Version 2.4 - August 29, 2005 ~ 222Kbs
      No real new updates, just changing Thanks/Copyright into separate 
      sections of Conclusion and Thanks.
 -> 2.2: Just modified somestuff in the TOS. 
 -> 2.1: Added some Cards, and some extra info to Riku's System.
 -> 2.0: Finished everything related to Riku. Also updated some of Sora's
         stuff.
 -> 1.7: Riku's walkthrough again and completed the character list for Sora.
         Pardon any typos if you see any, it's freaking cold in here and my
         hands are going slightly numb...
 -> 1.5: Updated Riku's walkthrough up to Atlantica; 6th World. And general
         update to some other stuff.
 -> 1.2: Did Riku's walkthrough up to Monstro, or the 3rd world.
 -> 1.0: Sora's Walkthrough is finished. From here on, version 1 to 2 will be
         dependant on Riku's story progress. -- Redid the whole TOC and 
         sections to comply with Riku's stuff...
 -> 0.7: Made some modifications to section 03, refering to the maps, and
         general update: Walkthrough, cards, etc. -- Also made modifications
         to every map, since well, I realized some stuff...
 -> 0.4: Did The Hearless list, missing one though... Also updated the walk-
         through up to Halloween Town.
 -> 0.1: Started it all. Walkthrough done only for Traverse Town and a few 
         extra things.
_______________________________________________________________________________
[001]------------------------------01. Story-----------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Ok, assuming you've played the first Kingdom Hearts, you should pretty much
have a nice idea of what is going on... I, for one, can't really remember, so
I'm replaying it for now...

So, the story of this particular game:
During the strange FMV at the beginning (Hah, bet you never saw one of those
coming for a GBA!) you see Pluto holding a letter and then Sora, Goofy, and
Donald go after him. They go up a hill and...

Sora wakes up. Seems he was just dreaming, so he goes to take some fresh air
and walks away a little, then a voice behind him speaks: "Ahead lies something
you need-" Sora turns around but finds nothing. He looks around and finds the
same person again, which is in fact someone totally dressed in black, the
figure continues: "-But to claim it, you must lose something dear."

The figure then disappears and the screen changes to a blond girl in a cage
drawing something, which looks like a castle of sorts. The screen goes back to
Sora, who is standing in front of a castle just like the one the girl drew.

Lastly, the tile of the game appears and onto the game!
_______________________________________________________________________________
[002]----------------------------02. Controls----------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-> D-Pad
  -> Moves Sora/Riku around. 
  -> Inside battle, press right or left twice to jump and roll in that 
     direction.

-> A Button
  -> Outside battle you can swing your Keyblade. If you hit an enemy outside of
     battle, the enemies will start stunned for a moments in the fight.
     Hitting a door however will open the Room Synthesis screen. 
  -> Inside a fight, pressing A will activate the current Card selected.
  -> And of course, you can scroll text, select options and such.

-> B Button
  -> Jumps. Simple as that, both inside and out of battle.
  -> You can also cancel some choices, and back out from the menu with this.

-> L Button
  -> Rotates your cards in a clockwise way inside battle.
  -> Inside the Deck Review menu, you can remove cards by pressing L to enter
     the Remove mode.
  -> Pressing both L and R during a fight will stock the card selected for a 
     sleight.

-> R Button
  -> Rotates your cards in a counter-clockwise way inside battle.
  -> Inside the Deck Review menu, you can add cards by pressing R to enter the
     Add mode.
  -> Pressing both L and R during a fight will stock the card selected for a 
     sleight.

-> Start Button
  -> Inside battle, this pauses the game.
  -> Outside battle, you enter the menu. Check the following section for more
     details.

-> Select Button
  -> Outside battle this brings up the World Map screen.
  -> Inside battle, this switches between your normal cards, and enemy cards
     equipped.
_______________________________________________________________________________
[003]---------------------------03. Menus, Etc.--------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Main Menu: 
-> Review Decks: This lets you build your decks. You have up to three possible
    decks. 
    Details: You get CP (Card Points) as you level up, and if you choose to 
    upgrade it; you get 25 per upgrade. Each card uses a certain amount of CP,
    and the amount depends on the level of the card, and its type. The total
    sum of CP on your deck can't exceed your max CP, otherwise the deck is
    unusable. 
    In the Review Deck screen, press L to enter Remove mode. Basically, the 
    cards you remove won't count towards the total CP obviously.
    Pressing R will get you to the Add mode, so you can add cards, but keep an 
    eye on CP cost.
    You can also rename each deck and such, up to you. By the way, be sure to
    organize your deck, as exactly how it looks on that screen is how it will
    appear inside battle. 
-> World Map: Shows the map of the current world, the name of Map Card used
    in each room and such.
-> Map Cards: Displays a list of the current Map Cards you hold.
-> World Cards: Displays a list of the World Cards you've used and in which
    floor.
-> Status: You can check Sleights, your level and such in here.
-> Journal: This keeps track of the story, every single card and character.
    Look at its respective section for more details.
-> Quick Save: Makes a temporary save in case you can't reach a save point. But
    it will be gone the moment you resume it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Room Synthesis:
 Well, just in case. Each time you hit a door in the map, you enter this mode.
 There are several requisites. Sometimes they ask for a card higher than 'X'
 number, other times you must give one lower than that number. On some 
 occassions you must also use one of the same number, or even a card of just a
 color, the value is unimportant. The worst are when they give you a number and
 you gotta synth cards to lower it until it hits 0. 

 Also, there are 4 yellow cards, 3 are gotten by the story and the last one is 
 from enemies, but that one only lets you nab a chest. 

 Red Map cards affect the enemies, such as make more appear, or make them
 slower, stronger, weaker, etc. Also, you have higher chances of finding Enemy
 cards with this one.
 
 Green Map cards affect stuff mainly related to Sora. Such as raising all the
 number of your attack cards by 2, or Magic, or such. 

 Blue Map cards have all sort of effects. You can use them to spawn chests with
 no enemies, or make a moogle appear, save point, etc.

 Before I forget, Moogles here act as, well, Moogle Shops. You get Moogle
 points from collecting red orbs on the maps, and 'selling' cards to them.
 You can also buy booster packs, or packs with cards if you wish *Rolls eyes*
 from them by spending Moogle points.

 The cards you use also affect the requirements to synth adjacent rooms, with
 the exception of the yellow rooms. In short, if you use, say, a 3 to synth
 a room, adjacent ones will need a 4 Upwards to be synthed. If you use a 0, 
 then the others will need a 1 Upwards, etc...

 Lastly, you can re-synth a room by striking the door again, just use a new
 card and you are set.

 About the Walkthroughs... Doors that progress the story (The yellow squares
 with a ! on them) have fixed card requirements. All the other rooms are
 dependant on the card you used to synth said room, as previously stated two
 paragraphs above.
 First of all, normal squares will only ask for a number and up, or to equal
 a 0, no other type. Story squares are different. When making the notes for the
 walkthrough, you can check what it needs looking at the side of the map,
 the notes will be made in the following way:
  -> #<Modificator> <Color>, <Yellow Map Card>
 In-depth:
  -> #: Means the number of the card or cards needed. If you see the number
        by itself, such as just "50", then it means you must sum up 50 points
        worth of card values.
  -> <Modificator>: This can be either 'Up', 'Down', or '='. Up means you must
                    equal the number shown, or use a higher number. Down
                    means the opposite, and '=' means you must provide the
                    exact same number. The absence of a modifier means you
                    must use cards to lower the number shown until it hits 0.
  -> <Color>: Here you can see either 'Red', 'Green', or 'Blue'. If one of 
              those colors is mentioned, then you must supply the previous
              requirements only with cards of that color. If no color is shown,
              then you can use any type of card.
  -> <Yellow Map Card>: Since I can only give notes of Story rooms, they 
                        always require one of these cards. I omitted the 'Key 
                        of' or 'Key to' and only give the last word.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

World Cards:
 Oh well, just to be sure, a mail from someone whom I'll refer as Mystical
 Moon (The sender name was the mail, so...) made me realize that the Maps
 for each world change in accordance to the floor in which the World was
 created.

 In other words, the maps I provide will only work with you if you create the
 Worlds in the same floor I did. So yeah, each floor is represented by the
 3rd number of the section; for example: Wonderland's section is 04.02.02,
 that 02 means the floor as well.
_______________________________________________________________________________
-----------------------------------04. Sora------------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
_______________________________________________________________________________
[041]-------------------------04.01. Battle System-----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Ok, if you ask me, the battle system is pretty cool. Sure, tedious at times,
like a few bosses, but heck.

So, let us go over some basics. There are 4 types of cards you can use in 
battles. Red colored cards are all the different Keyblades. Blue cards are
summons and magic spells. Green cards are items. And last, but not least, are
the black cards, which are enemy cards. 

Attack cards are just that, you swing your Keyblade, and can make combos out
of them.
Magic cards, the spell ones work in the own way. Such as, Fire sends a fireball
in a straight line; Thunder makes a thunder fall on the targetted enemy, etc.
Summons however, unlike the first KH, only appear, do what they should, and 
disappear.
Item cards can only be used once per battle, and their uses vary.
Enemy cards give you a certain effect, and to actually access these cards you
must hit the Select button for them to show up in their own roulette-thingy.

Back to topic, each card has a number in the lower right corner. No, that's
not exactly the strength. Let me give some examples instead to make this easier
to explain:
 - The enemy plays a card with a 7. You try using another card with a 5 on it, 
   but your card will simply bounce off. In short, you can't play lower cards
   than the enemy's one, and viceversa.
 - The enemy has an 8 in play, and you use a card with an 8 as well. The enemy
   attack will be canceled and you both will enter Card Break mode (look
   a little below). This also works for the enemy.
 - The enemy plays a 5, and you play a 9. You Card Break the enemy, stunning 
   it for a few moments.
 - The numer 0 is special. If you play it, then any card can Card Break you,
   however, if played when a card is in play already, it will be a certain
   Card Break. Lesson: Always keep a couple of 0 cards for breaking enemy
   attacks.

Card Breaks will render the target stunned for a few moments, so use the
time to unleash some pain.

If you press R and L while over a card, you will 'stock' it for a Sleight.
Sleights are combinations of 3 cards, and you can make special combos by doing
this, and each Sleight has its own requisites to be activated. If you want to
release the cards you have stocked, but you don't want to use 3, then simply
place the cursor over the reload card and hit R+L.
Warning: The first card of the Sleight will be rendered unusable for the 
rest of the fight, even if you reload. The only option is to use a Hi-Potion
or Mega-Potion for attack cards, or Mega-Ether for magic card.

So, you ran out of cards? You see the black one with a number? Hold A while on
top of it to fill it up. Once the number is one and it's full, you will reload
all available cards. Though remember the first card used in a Sleight can't be
restored with normal reloads, and supposedly Premium Cards can't be either.

Oh yeah, Premium Cards. They have a shiny coat, like a collectible card. They
take up less CP for deck building, but you can only use them once per battle, 
or so the game says. In reality, if you directly use them, as in just pressing
A while the cursor is on it, then you can't reload it normally. If you use
the card as the 2nd or 3rd card in a Sleight, then you can reload it
apparently. Or so it has worked for me.

One more thing, when you kill enemies, they drop crystals. Be sure to grab 
them, as that's your exp. The last enemy to be killed will also drop a map
card, or perhaps even the enemy card. Sometimes you will see a P jumping 
around. If you grab it, at the end of a fight you can turn a card into
Premium at random. And should you wish not to, just press B.

Lastly, when you level up, you have 3 possible bonuses:
 -> HP Boost: Raises your max HP by 15.
 -> CP Boost: Raises your max CP by 25.
 -> Sleight: Teaches you a new Sleight, if possible. They are based on your
    levels, so you can't get Sleights all the time.

So... What else... Oh yeah, deck building. Please refer to the previous section
under the Main Menu section, in Deck Review.
_______________________________________________________________________________
-------------------------------04.02. Walkthrough------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Few notes for the maps. An 'arrow' preceded by a line means the exit. Such
as:   ^
      |
Oh yeah, the last room of each world can only be accessed by defeating the
boss. Afterwards you can normally walk into it.

READ: The maps I provide will only be of use to you if you created the world
      in the same floor I did. The 3rd number of the section is the floor as
      well, for example: Agrabah is 04.02.04, and it's also the 4th florr, as
      denoted by the last two numbers. 
      In other words, don't go around saying the maps are wrong if you created
      the World in another floor...

READ 2: About the notes for opening each door... Please refer to the previous
        section (03), under Room Sysnthesis.
_______________________________________________________________________________
[421]-----------------------04.02.01. Traverse Town----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Map:        ^                          -> A: 1 Up, Beginnings.
            |                          -> B: 3 Up, Guidance.
   [C]-[5]-[6]                         -> C: Green, Truth.
        |   |                          -> R: Rewards.
   [B]-[4] [7]
        |   | 
   [A]-[3] [R]
        |     
   [1]-[2]    


You enter the castle you previously saw and everything is silent. And after a
while, the shady character will show up again. Donald tries casting something
on it, but nothing happens. 

The shady character then says how the moment you stepped into the castle, you
started to forget all your skills and magic and some cryptic messages. You also
find the name of this place: Castle Oblivion. 

You will then get a World Map Card for Traverse Town and automatically use
it. 

And yes, you appear there, but Donald and Goofy are gone! And you get to learn
the basics of this new fighting system. 

During the fights, cards of your friends will often appear, pick them up to be
able to call them. 

Once you are done, walk to the door and hit to open the Room Synthesis screen.
You get another mini-tutorial and the you must use the Moment's Reprieve. 
Proceed and get more tutorials, like saving points, striking objects and
initiating battle. Rooms are randomly created by the way, so I can't really
give much into each and every room...

Proceed into room labeled as 2 when ready, and then to 3. Clear enemies, or
the like, and when you are ready, proceed to room labeled as A and use the
Key of Beginnings. 

You will find Leon here, but he doesn't seems to know you... Odd. But he
does knows your name, fun stuff going on. You will now learn about Card
Breaking and how to use Sleights. You will also get a Simba and the Key of
Guidance. Proceed to room 4.

Go inside B for now. More awkwardness. You get the Key to Truth. Proceed into
room 5 for now and into C. I suggest you do some last minute leveling, or
get used to the battle system if you haven't yet, as a boss is near.

Inside room C you find Cid, who will mention that a large Heartless will appear
when the bell rings, and so it does and you fight the Guard Armor.

 ## ##  Heartless
#######  Guard Armor
 #####   Resistance: None.
   #     Weakness: None.
Tactics: This guy ain't too tough, but don't use the Sliding Dash
         Sleight. And try not to use Sleights at all while we are at it, since
         you probably have very few cards right now. Just attack each section
         until you knock them all off.
         If you see a card with Mickey's head in green color, it will bust
         up the Guard Armor and stun it for a few moments. Take advantage of
         that time. It should fall sooner or later.
         Ah well, if you want to use Sleights, make sure you use Goofy or
         Donald as the first card.
Attacks: At first, he only tries to swipe or stomp you; nothing biggy. Once 
         only the body remains however, it will start jumping around, and the
         impact of it colliding with the floor will hurt you, so be sure to
         jump it.
Rewards: Guard Armor Card.

Once that is done with, and the talking ends you end up in room 6. You can 
leave this world by heading up, or instead head down to 7, in which if by
a strange reason you have a Key to Rewards, which is highly unlikely at this
point, you can get a treasure: a Lionheart Keyblade.

For now, leave this world from screen 6, but be sure to save your game first.

Back in the staircase room, we find the hodded character again. And now we
fight Axel.

 ## ##  Unknown
#######  Axel
 #####   Resistance: Abosrbs Fire.
   #     Weakness: Ice.
Tactics: Axel moves a little too much. So be careful of where you are striking,
         and try not to use Sleights. Though, feel free to go with them if you
         have a Goofy or Donald card ready.
         Try to catch him with your Blizzard(s) cards when he is reloading his
         cards.
Attacks: Firewall: He creates a slowly advancing firewall, which you can
                   easily avoid by rolling past it.
         Combo: He attacks you a couple of times, and is quite to hard to get
                out of it once he starts. So keep rolling.
Rewards: Fire Card.

You will get 4 World Cards. After the talk, you can move up the stairs, but
be warned that if you do so, the cards you used in the world you are leaving
will reset, so you will have to synth all over again.

When you are done, head up, save, and go to the door. Right now you can go
to Wonderland, Olympus Coliseum, Agrabah, Monstro and Halloween Town.
I will do them in that same order, so to Wonderland!
_______________________________________________________________________________
[422]------------------------04.02.02. Wonderland------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made Wonderland the 2nd floor.
Map: 
                                       -> A: Green, Beginnings.
       [R]  ^                          -> B: 15 total, Guidance.
        |   |                          -> C: Red, Truth.
   [B] [4]-[5]                         -> R: Blue, Rewards.
    |   |     
   [3]-[2]    
        |     
   [A]-[1]-[C]

We begin, and the White Rabbit appears. Long story short, we end up with the
Key of Beginnings and, well, we are basically there. enter the left room to
go with the story. 

Sora, being rash as he is, steps in for Alice and you have a few Card
Soldiers sent at you. In the end you get the Card Soldier Card. You also end
up with the Key of Guidance. Go to room 2.

Do whatever you must, but when you are ready, proceed to 3 and into B.
So, after you two sort some things out, and that weird cat drops a riddle on
you, you'll get the Key to Truth. You end up in room 4. If by some freak chance
you can open the Rewards room, do so: You can get the Stop Raid Sleight.
Otherwise, wind up back to room 1 and open C. Though if you have a Moment's 
Reprieve Map Card, you might want to re-synthetize Room 1 so you can save 
prior to the boss.

You go inside and...

 ## ##  Heartless
#######  Trickmaster
 #####   Resistance: Fire.
   #     Weakness: Possibly Ice.
Tactics: This thing just moves from one place to the other, but we are still
         not in the hard stuff. Just refrain from doing Sleights as well, as
         they won't work here at all considering the size of this thing.
         Try to go for a 3x Donald combo if you can, or if you have more than
         one Blizzard, use as the 2nd and 3rd cards of a Sleight you start with
         a Friend card. The Green Trinity card will make a table appear in the
         middle, which you can use for those Blizzard spells.
Attacks: It pretty much just hurls fireballs at you. Roll to evade them and
         you are set.
Rewards: Trickmaster Card.

With this guy down, and with the next chain of events, we are done with
Wonderland. You'll automatically appear in room 5, and ready to enter the
staircase room again. 

Head up and get a scene with the blonde girl from the starting FMV, though it
doesn't lasts long before we are back with Sora. Off to the Olympus Coliseum!
_______________________________________________________________________________
[423]---------------------04.02.03. Olympus Coliseum---------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made the Coliseum the 3rd floor.
Map:        ^
            |                          -> A: 5 Up, 7 Up, Beginnings.
           [6]                         -> B: Green, Guidance.
            |                          -> C: 3 Down, Truth.
   [C]-[4]-[5]                         -> R: 0= Red, Rewards.
        |   | 
   [R]-[3] [A]
        |     
   [1]-[2]-[B]

We go in, read about a tournament and the crew is off to it. Hades and Cloud, 
yes, THE Cloud show up at this point as well. Anyway, you end up with the
Key of Beginnings as usual.

Head through rooms 2, 3, 4 and finally 5 in order to reach A.
And we cleared the prelims, huzzah! -- Well, the competition is on and we get
the Key of Guidance. Make your way back to room 2 and open B.

Another one for Sora. We gotta fight Cloud now.

 ## ##  Human
#######  Cloud
 #####   Resistance: None.
   #     Weakness: None.
Tactics: Hope you have a few 0 cards ready, because if you see him use his
         strongest combo, you can break it. He isn't that tough anyway, but
         you might want to bring a Cure card or two just in case. Just don't
         Sleight it, whatever you do. 
Attacks: Omnislash: He floats around and dives for three hits. You can easily
                    roll out of the way, or break it, as you wish.
         Cross-Slash: He jumps next to you and delivers 3 slashes. 
Rewards: Hi-Potion.

You get the Key to Truth after the fight. So hurry up to room C. You might want
to re-synth 4 with a Moment's Reprieve though. You can get a Metal Chocobo
Keyblade Card from the Hidden Room here. 

 ## ##  ...What the heck is Hades here anyway?
#######  Hades
 #####   Resistance: Fire.
   #     Weakness: Ice.
Tactics: This can be a tough fight if you don't know what the heck is going on
         yet. I hope you have a few 0 cards and some Cure or two as well, cause
         you might need them. Just refrain from using Sleights to often, unless
         of course, the usual Friend-fodder tactic. I hope you can cast 
         Blizzara though.
Attacks: Burst: Makes a fire cloud explode at his finger.
         Firaga Ball: He throws a ball of fire at you, which is quite easy to
                      evade actually.
         Temper Flare: He turns red, enabling the use of Fire Wave.
         Fire Wave: This is the big one. He turns red and starts to pour
                    out flames from his hands. It's rather hard to completely 
                    avoid this unless you break him off, so...
Rewards: Hades Card.

After the fight, and the event, Cloud leaves, but not before giving you his
summon card, huzzah!

You are ready to leave this place for now. So save and head up. No fights this
time, but when you head up to the 4th floor, you see an event with Axel and a
girl who reminds me a little too much of Seymour from FF X. 
And some other stuff with Sora. 

You might want to save again, but whether you do or not, we are off to Agrabah!
_______________________________________________________________________________
[424]--------------------------04.02.04. Agrabah-------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made Agrabah the 4th floor.
Map:            ^
                |
   [R] [C]-[5]-[7]                     -> A: 8 Up, Beginnings.
    |       |                          -> B: 1 Up, Guidance.
   [6]-[4]-[3]-[B]                     -> C: Red, Green, Truth.
        |   |                          -> R: 9= Red, 9= Green, Rewards.
       [A] [2]-[1]

We begin by seeing Aladdin being swarmed by Heartless, and thus, you 
automatically jump in to help. -- But they keep coming, and so Aladdin 
wast-- Erm, *coughs*, uses his first wish, to get rid of the Heartless 
attacking them. You get the Key of Beginnings in the end.

Head through Rooms 2, 3 and 4 in order to reach A.

You get the part of the story about how Al thinks of becoming prince, or more
like he is given the idea. In the end, you gotta go to the palace and end up
getting the Key of Guidance.

You are back in Room 2, so simply head up to 3, and right to B.

Surprise surprise, now it's Jasmine turn to be surrounded by Heartless. Sora
says they won't make it in time to save her, but in the same time Genie
whisks away the Heartless to the void, the crew ends up down... Go figure.

Anyway, in a fleeting moment of last-wish-casting, you stop Al and take on
the Heartless yourself. Not too much of an issue anyway. You do get an Ether
card as reward however. 

It seems Jafar has stolen the lamp. I don't know how, but he did, so...
Key to Truth now, and you know what that means. Yep, boss time. So head to
5, preferably with a Moment's Reprieve if you wish, but finally into C, and
get ready to fight Jafar. 

 ## ##  Crazied Genie
#######  Jafar
 #####   Resistance: ...?
   #     Weakness: ...?
Tactics: No, you don't attack Jafar directly. See the bird whose name I can't
         remember? Well, it is holding the lamp, so attack that instead.
         You must go around jumping in the platforms in order to reach it, and
         Sleights are pretty much useless here.
Attacks: Fire Ball: Throws a giant stone of fire in a straight line.  
         Slam: Slams his fist on the floor. 
         Energy Ray: Creates a ray of energy which he moves at will. 
Rewards: Jafar Card.

After the closing sequence for this world, you also get a Genie card. 
Feel free to leave the world, and see a couple more things.

So, fancy for a ride inside the belly of a giant whale?
_______________________________________________________________________________
[425]--------------------------04.02.05. Monstro-------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made Monstro the 5th floor.
Map:^
    |
   [8]-[C]                             -> A: 20, Beginnins.
        |                              -> B: Red, 5 Down, Guidance.
   [6]-[7] [R]                         -> C: 0=, Truth.
    |       |                          -> R: 15 Green, Rewards.
   [2]-[3]-[4]-[A]
    |   | 
   [1]-[5]
        | 
       [B]

Well, look who we found? Mister-I-don't-lie-anymore... *Rolls eyes*
And yes, just like the movie, they obviously want a way out, and as such we
end up with the Key of Beginnings. 

Head up to 2 (Or take the route of 5, whatever...), go through 3 and 4 so you
can reach A. You'll find Geppetto, and well, more story about this particular
segment. In the end, and as usual, you get the Key of Guidance. -- If you
can, you might want to make a sidetrip to the Hidden Room (R) to get the
Aqua Splash Sleight.

So, head to room 5 and down to B. You might want to make a Moment's Reprieve
somewhere, as a boss is coming...
You find Pinocchio in a strange looking area. Everything's looking good but
the place starts to rumble, and that's never a good sign...

 ## ##  Heartless
#######  Parasite Cage
 #####   Resistance: ...?
   #     Weakness: Stunned by Fire. 
Tactics: How Pinocchio wound up inside the Parasite Cage, I don't know, but
         heck... Anyway, there are four platforms, as you can see. If you end
         up stepping on what I believe are Monstro's gastric acids, you'll
         take damage, so be careful. The Green Trinity card makes you float
         for some time, so use it wisely. Cloud cards work well here, as well 
         as high leveled spells, since most combos will take you into the
         acid. Sleights, as usual, aren't too good at this fight.
Attacks: Down Slam: The Cage sends down both arms thingies to shock the ground.
         Body Slam: The Cage uses boths arms as support and throws its body
                    ahead to hit you.
Rewards: Parasite Cage Card.

Some more events. In the end, you get the Key to Truth. So head to 2, and
through 6 and 7 so you can reach C. No need to save, no more bosses for now...
It's a little different this time...

You just have to kill and kill the Shadow Heartless that appear until the
bar at the top and the right of the screen fills up. -- If you take too much
however, you will have to start over, and yes, the bar can decrease... 
Once the bar is full, it won't decrease anymore though.

You get the Dumbo Card as well, and you'll be able to leave the world
afterwards. No fight again, and we are off to the last word: Halloween Town!
_______________________________________________________________________________
[426]----------------------04.02.06. Halloween Town----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made the Town the 6th floor.
Map:

       [4]-[5]      ^                  -> A: 3=, 4=, Beginnings.
        |   |       |                  -> B: 6=, 7=, Guidance.
   [A]-[3] [B]     [9]                 -> C: 3 Down Red, 30 Green, Truth.
        |           |                  -> R: 20 Red, Rewards.
   [1]-[2]-[6]-[7]-[8]
            |       | 
           [R]     [C]

Meh, we don't get spiffy costumes like in the first KH...
Oh well, after the strange indtroduction from Jack, he sends out some 
Heartless at us!

Erm, he says he didn't called them, but they are plaguing this world... Just
like every other, go figure. But for now, we are off to find Dr. Finkelstein, 
with of course, the Key of Beginnings. -- You also learn Terror, a Sleight
for combining 2 or 3 Jack cards. In this world, besides having Goofy and 
Donald cards in the battlefield, Jack will often appear as well.

Friggin map layout... Head through 2 and 3 and enter A. -- You can make a
sidetrip to the Hidden Room (R) if you want to get the Gravity Raid Sleight.

Once there, you find out that Dr. Finkelstein made a potion that can bring
out the true memories of someone, but just smelling caused the Heartless
to appear! Fishy if you ask me, but anyway, Sora decides to help and look
for the potion which Sally apparently took because she was scared of what
could happen if someone drank from it, considering a whiff made the Heartless
appear...

In the end you get the Key of Guidance; and you are left back in Room 1.
Make your way through 2, 3, 4 and finally 5 so you can enter B.

You find Sally, and she sort of decides to go back, but suddenly the sack of 
potat-Er, I mean, Oogie Boogie appears out of nowhere and swipes away the 
potion! -- Yes, Key to Truth now and boss coming in a few.
So make your way from room 3, down to 2, and right all the way to 8, in which
I suggest you call a Moment's Reprieve and into C for...

Ok, how the heck we wound up in this place I have no idea, but, we are here
so... Anyway, Oogie drinks the whole potion and goes mad, to which I'm not
surprised actually... I mean, look at him! -- Anyway... Now he is getting
scared by Sora, go figure.

 ## ##  Sack-of-potatoes-slash-weird-ghost
#######  Oogie Boogie
 #####   Resistance: ...?
   #     Weakness: ...?
Tactics: You have to Card Break him, that's the only way the gates protecting
         him will lower. It takes 3 Card Breaks for you to be able to jump
         inside and lay the smackdowm on him. That's pretty much it, this guy
         must be one of the easiest bosses there is in this game...
Attacks: Dice: Hmm, varying effects. Some recover him, some explode on you,
               etc...
         Summon: He can summon Wight Knights to fight you while he is up there
                 cowering...
Rewards: Oogie Boogie Card.

Now, was that easy or what? -- So yeah, Sora decides to go along with the
promise he made to Axel and find his memories on his own. And so we end up
on room 9. You better save, as we have another boss coming up: Larxene.

 ## ##  Organization Member
#######  Larxene
 #####   Resistance: Immune to Thunder.
   #     Weakness: Special Attacks.
Tactics: She might be a nuisance with all that momevent, and can be of some
         trouble to some... Be sure to have a few 0 cards to Break her, or
         just good timing/reflexes.
Attacks: Combo: She swipes at you a few times. Overall not too hurtful.
         Energy Burst: She sends out quite a few rays of energy in a straight
                       line from her. 
         Thunder: Just like a Thunder card, she calls down thunders on you.
         Lightning Bolt: Careful with this one. If you see she is going to use
                         it, try to move behind her at the right time, or 
                         stay the heck away, as it drags you in and the only
                         way to Card Break it is with a Sleight, or 0 card.
Rewards: Thunder Card.

You get more World Cards as well: Atlantica, Never Land, Hollow Bastion and
100 Acre Wood; and we are going through them in that order as well. So head up,
but before we can actually do something, we see some more scenes with Larxene
and Axel, and now Vexen shows up...
Two things, noticed how all the Organization characters have an 'x' in their
name? Two, I swear the first time I saw Vexen's name I understood vixen...
I'm so obsessed with foxes... *Shakes head*
Now, who does that white-head belongs to?

Anyway, once you can, head up and into Atlantica, in which thankfully we 
don't have to swim...
_______________________________________________________________________________
[427]-------------------------04.02.07. Atlantica------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made Atlantica the 7th floor.
Map:^
    |
   [0]-[9] [R] [4]-[B]                 -> A: Red, Beginnings.
        |   |   |                      -> B: Green, Guidance.
   [7]-[6]-[5]-[2]-[1]                 -> C: Blue, Truth.
    |   |       |                      -> R: 30, Rewards.
   [C] [8] [A]-[3]    

Ariel will come swiming right to you after a quick moment on wondering just
how the heck are they breathing, and she leaves as quickly as she came...
So, Key of Beginnings...

As usual, we start on 1, so go left to 2, and down to 3 so you can reach A.
Here you find Sebastian, who tells you the king's magic trident was stolen,
and this Atlantica is now defenseless, not to mention Ariel, who is in fact a
princess, has disappeared. So yeah, now we are off to find her with the Key 
of Guidance. 

You end up in Room 5, if you want to use a Key to Rewards Card, you can learn
the Quake Sleight here, otherwise head right to 2 and up to 4, reaching B 
this way.

We find Ariel, but we instead spy on her for a little. Seems Ursula wants to
help Ariel... Uh huh, anyway, Ursula mentions how Flounder was apparently
fished, and she just wants to borrow the trident to help her. Ariel says she
needs time to think and Ursula leaves.

Sora comes out of nowhere, telling Ariel she shouldn't trust the octopus, and
the crew decides to help her. You get the Key to Truth and Ariel as a new
battle friend. So, seeing how we are in Room 1, head left all the way to 7,
and make a quick turn in 8 if you wish, just for exp, a chest, or whatnot,
but you might want to use a Moment's Reprieve as usual before the boss just
in case...

We find Ursula, and Ariel asks for proof she can save Flounder and surprise,
it turns out Ursula had him trapped ever since the beginning! Ariel turns in
the Trident and Flounder escapes, and now we have a huge-ass Octopus to take
care of...

 ## ##  Giant Octopus
#######  Ursula
 #####   Resistance: ...?
   #     Weakness: ...?
Tactics: This one is trickier than normal, well, sort of. Like Oogie Boogie,
         you can't get to her right away. You can either use a Green Trinity
         Card and she will drop so you can hit her face, or whack a tentacle
         so you can attack her face from the direction, but in the air only.
         Again, Sleights aren't that incredibly useful here.
Attacks: Thunder: Just like a Thunder card. 
         Bubble Spray: She creates a couple of bubbles and sends them in the
                       direction she is facing, but they home at you anyway.
                       They can inverse your controls if you are hit. 
         Tentacle: If you are near her face when a tentacle recovers, she can
                   hit you.
         Energy Burst: Once she is around half of her life down, she will start
                       moving around. At one point or another, she can send out
                       a huge energy stream from her mouth and swipe across
                       the field. 
Rewards: Ursula Card.

Closing events. Enjoy and when you are in the last screen, save, trust me, you
want to save just in case. Because the moment you head up...

 ## ##  ...
#######  Riku
 #####   Resistance: Resistant to every element.
   #     Weakness: None.
Tactics: This one ain't as tough as the others... Though he can Card Break you,
         it won't happen that often. Just keep moving, he isn't so hard. 
         Some Sleights can work here, like Cross-Slash/OmniSlash or stuff like
         that. This version doesn't uses Sleights, so you are good for now.
Attacks: Jump Slash: He jumps and slashes at you. 
         Side Slash: He spins in a slash. 
         Incrementor: Shadow-enemy Card. Raises all of his cards by 1.
Rewards: Aero Card.

And he just runs away... How nice. Go up and when you can, head off into 
Never Land!
_______________________________________________________________________________
[428]------------------------04.02.08. Never Land------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made Never Land the 8th floor.
Map:^
    |
   [0]-[6]-[C]                         -> A: 5=, Beginnings.
        |                              -> B: 6=, Guidance.
   [8]-[5]-[9]                         -> C: 30, Truth.
    |   |                              -> R: 15 Blue, Rewards.
   [R] [3]-[A]
        |     
   [1]-[2]-[4]
        |   | 
       [7] [B]

Arr mateys! -- Ok, no... Anyway, we are in a ship, you go around thinking how
the heck to get out when a faery comes out of nowhere and you end up following
her, which of course, gives us the Key of Beginnings.

So, head right to 2, up to 3, and into A.
Here we find Peter Pan, who in my oppinion, is just a spoiled brat... -_-
Anyway, after he mistakes you for pirates, mentions you are aboard Captain
Hook's ship, he decides to help YOU around this place, and we are off to find 
Wendy with, of course, the Key of Guidance. -- Oh yeah, you can now find
Peter Pan Cards on the battlefield.

You end up in Room 3, so down to 2, right to 4 and into B.
You find Wendy, but well, remember how I said Peter is just a spoiled, stuck-
up brat? Ah well, just watch. -- We get the Key to Truth, and lose Peter as
an ally. And since we are standing in room 7, you have to hear north all the
way through 2, 3, 5 and 6 to reach C. If you want to spare a Key to Rewards
card, you can get the Thunder Raid Sleight.

You make it to the deck, but Captain Hook finds us, and somehow he has Wendy
up the plank... Peter appears to save the day, sort of, and we end up
fighting the ol' captain...

 ## ##  Pirate Captain
#######  Hook
 #####   Resistance: Thunder.
   #     Weakness: ...?
Tactics: This one might be a bit tough, seeing some of his attacks really dish
         some damage. His best attack, Rush & Present, is a sleight, so either
         you bring some 0 cards, or prepare to sacrifice some cards.
Attacks: Swipe: He makes a swipe at you. Though only when ahead of you. 
         Gift: He throws either one gift box at you, which explode doing
               quite some damage. Though he remains unbalanced during the 
               attack...
         Rush & Present: Same as above, but WAY more gift boxes... You better
                         Card Break this with a 0, or another Sleight.
         Combo & Present: This one slashes at you quite some times and finishes
                          off with a stray gift box. 
Rewards: Hook Card. 

And so they leave, though 'Tink' comes back and gives you her card. And for
some reason a Moogle falls on Donald... You end up in Room 0, so save and
head up.

And here we go again...

 ## ##  ...
#######  Riku II
 #####   Resistance: Resistant to every element.
   #     Weakness: None.
Tactics: This one is slightly tougher, as he starts using Sleights, but only
         Dark Firaga, which quite frankly downright sucks...
Attacks: Jump Slash: He jumps and slashes at you. 
         Side Slash: He spins in a slash. 
         Incrementor: Shadow-enemy Card. Raises all of his cards by 1.
         Dark Firaga: A Sleight, and one very easy to evade actually. He
                      just throws a dark fireball at you, so just roll ahead
                      past it.
Rewards: None! Stingy bast...

Ok, so maybe there is some sort of reward, I don't know, but you do learn the
Warpinator Sleight... Anyway, head up to the 9th floor and you see more events
with Naminé and Axel. Oh well, prepare to be desperated beyond normal
measures, as we are heading into 100 Acre Woods...
_______________________________________________________________________________
[429]----------------------04.02.09. 100 Acre Woods----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
There is no map here. 

If you ask me, Pooh drives me nuts... Seriously... If I were Sora, I would have
attacked that bear right off the bat, don't know how he can put up though...

So, we gotta move Pooh down the path and finding his friends... So use the R
button to call the bear down to you and wait for about a minute or so before
he actually reaches you or realizes you are calling him...

Head slightly down, and lead Pooh to Rabbit's cart, which is just below said
rabbit. Pooh will climb up. Jump into the cart as well and a wheel will break
and go flying. 

Head down until you find Piglet, and try to make Pooh go in contact with him
to trigger a scene. You get the Confuse sleight in the end.

Go further down to all the balloons. Lead Pooh into a set of balloons that has
about 6 of them, they are right next to a hole. Pooh will go flying up and
Owl will bring him down, you also get a Spellbinder Card.

Head slightly down to the hole that has a set of tracks heading into it. Make
Pooh fall on it and Roo will give you an Elixir card. 

Go down past Tigger, and talk to Eeyore. Then head further down to the stumps
near Roo. You see the 4 center stumps which resemble a square? Make Pooh climb
one of them and jump around them in a circle fashion. If you do it right, 
Tigger will come down. At the end, you learn the Idyll Romp Sleight.

Now, head slightly up and right to the beehive. Lead Pooh to it, and well,
long story short, you end up getting Eeyore's tail, which in return earns you
the Bind Sleight. 

Now, head down past Roo. There are 12 posts here. Smack them down all the way
with your Keyblade, and head further down to find another 5 posts, which should
pound down as well. Once that's done, lead Pooh around back and forth. As you
do, several Cabbages will come rolling down. Hit them with your Keyblade, and
when you've stacked 14 of them, Rabbit will come down and well, in the end
you receive the Syncro Sleight. 

Finally, we are almost over. Lead Pooh all the way down near the stump to
trigger the last cut-scene, which will net you the Bambi Card, and we are
finally out!

Head up for another scene with the Organization. Now Marluxia shows up. 
See what I was saying about that 'x' in their names? *Shakes head*
And Vexen is coming at one point or another, but seeing how we only have one
World Card left... Use it.
_______________________________________________________________________________
[42A]----------------------04.02.10. Hollow Bastion----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made Hollow Bastion the 10th floor.
Map:        ^
            |
           [0]                         -> A: Blue, 3 Down, Beginnings.
            |                          -> B: Green, 7 Up, Guidance.
       [8]-[7]-[#]                     -> C: Red, 0=, Truth.
        |   |                          -> R: 3= Green, 7= Red, Rewards.
   [R] [C] [6]-[B] [@]
    |       |       |
   [9]-[4]-[3]-[2]-[1]
        |       |
   [A]-[5]     [$]

As we begin we see Belle and The Beast, arguing- well, sort of- because of
how Beast came to save her but she refuses him, and overall looks slightly
pissed off, which, needless to says, breaks the Beast. -- You get the Key of
Beginnings. 

And I thought the map layout for Halloween Town was rare...
Oh well, starting in 1 as usual, you can make @ whatever you like, but we 
should hea through 2, 3, 4 and 5 into A. 

You reach a Library with Belle inside. She is about to mention why she was so
mean to Beast, but Maleficent is coming. So you hide. Suddenly, both of them
disappear... You end up with a Key of Guidance, and in room 9. -- If you make 
a trip to the Hidden Room (R), you can get a Mushu card.

Anyway, go through 4, 3 and 6 into B.
We find Maleficent and Belle again. The witch threatens Belle, but Sora jumps
in. Beast also shows up and makes his confession to Belle. It seems 
Maleficent's plan was to just get a pure heart, and hearing the Beast's
confession, she decides to take his, but Belle jumps in to save him. 
She disappears shortly after, and we get the Beast as an ally, and the Key to
Truth. 

You end up in room @. So go down to 1, through 2, 3, 6, 7, 8 and finally into
C. -- Need I remember you to make a Moment's Reprieve in 8 or the like?
You find Maleficent, as expected, and you find out that the reason Belle was
rejecting Beast was to hide the 'radiance' of her heart, which Maleficent
needed, so... 

 ## ##  Magical Dragon
#######  Dragon Maleficent
 #####   Resistance: ...?
   #     Weakness: ...?
Tactics: Overall, she isn't that tough. If you see one of her feet raise,
         start jumping to evade the shockwaves. The green fire, well, just
         let it be, no sense in attacking a target that fades away in a few
         seconds. The Green Trinity card makes a pile of stones appear near
         her face, so you can hit her with Keyblades with ease. 
Attacks: Bite: She bites you.
         Slam: She makes a slam on the floor with her feet, creating a 
               shockwave.
         Green Fire: She breathes green fire at the floor, and leaves out 
                     a couple of flames around, which can be destroyed and
                     can hurt you all the like. 
Rewards: Dragon Maleficent Card.

And Belle is saved. Don't ask me how, but she is there so... We end up in 
room 0. Save, get your deck ready with a couple of 0s, and head up.
It's time to fight Vixen, erm, sorry, Vexen... I swear it's compulsory...

 ## ##  Organization Member
#######  Vexen
 #####   Resistance: Ice.
   #     Weakness: Stunned by Fire.
Tactics: He isn't tough at all. He won't move much, he won't Card Break
         much... His attacks are so damn easy to evade. Just go at him with a
         couple of Fire cards and he goes down...
Attacks: Shield Swipe: He swipes you with his shield. 
         Blizzard: Just like an Blizzard Card.
         Freeze: His Sleight, and quite easy to evade. When you hear him
                 laugh, start rolling. This makes ice appear below you and
                 if you are caught, you will be encased frozen solid. If you
                 roll away, it won't work though.
Rewards: Mega-Ether Card.

You get yet another World Card, this one for Twilight Town.
_______________________________________________________________________________
[42B]-----------------------04.02.11. Twilight Town----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Map:

   [A]-[4]  ^                          -> A: 5 Up, 5 Down, Blue, Beginnings.
        |   |                          -> R: 8= Blue, 1= Red, 20 Green, Rewards
   [R]-[3]-[5]
        |
   [1]-[2] 
        |
       [6]-[7]-[8]

So... Where the heck are we? -- Oh well, more reminiscing from Sora, and the
Key of Beginnings. So, head right into 2, and up pass 3 and 4 so you can reach
A. -- You can learn the Warp Sleight by going into the Hidden Room. 

In case you wonder, rooms 6, 7 and 8 are pretty much just there for show.
So use them as you like. But head to A when ready.

You end up in front of a giant gate. And suddenly Vi--Vexen appears again.
(>.<) 

 ## ##  Organization Member
#######  Vexen
 #####   Resistance: Ice.
   #     Weakness: Stunned by Fire.
Tactics: Ok, so it gets a little harder now... Pretty much the same as before,
         except that he should Card Break you slightly more than normal.
         His 2nd Sleight is just, well... No comments, and he will come back
         to life with about half of a bar. If you have the Firaga Break
         Sleight and can use it, I suggest you do.
Attacks: Blizzard: Like a Blizzard card.
         Shield Swipe: Single swipe of his shield at you.
         Freeze: His Sleight, and quite easy to evade. When you hear him
                 laugh, start rolling. This makes ice appear below you and
                 if you are caught, you will be encased frozen solid. If you
                 roll away, it won't work though.
         Iceburn: 2nd Sleight. Not really offensive, as it just creates 
                  some ice patches on the ground, and if you walk on them, 
                  you'll slip, leaving you off-guard.
         Ice Needles: 3rd Sleight. He sends a chain of ice needles at you.
                      Just roll back and forth continously to be safe.
Rewards: Vexen Card.

Vexen is about to talk about this whole Organization mess, but Axel jumps in
and kills him. 

We end up in room 5. So save and head up. -- After another Organization event,
we find Riku yet again. 

 ## ##  ...
#######  Riku III
 #####   Resistance: Resistant to every element.
   #     Weakness: None.
Tactics: This is pretty much the same as the second. Seriously, no new
         attacks or the like. 
Attacks: Jump Slash: He jumps and slashes at you. 
         Side Slash: He spins in a slash. 
         Incrementor: Shadow-enemy Card. Raises all of his cards by 1.
         Dark Firaga: A Sleight, and one very easy to evade actually. He
                      just throws a dark fireball at you, so just roll ahead
                      past it.
Rewards: Mega-Potion Card.

He leaves in a fit as usual and drops Naminé's charm. Sora grabs it and it
turns into another World Card: Destiny Islands. 

As you start to head up, an argument between Sora, Donald and Goofy stirs up,
mainly because of Sora's adrenaline. In the end, he ends up going solo. 
Another event with the Organization, well, mainly about Axel. And we switch
back to Sora. 

As a reminder, since you left Donald and Goofy, they will no longer assist
you in battle. So head up and use the last World Card.
_______________________________________________________________________________
[42C]----------------------04.02.12. Destiny Islands---------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Map: 

   [8]-[5]-[6]-[7]-[B]                 -> A: 2=, 8=, Beginnings. 
        |   |                          -> B: 50, Guidance.
       [4] [R]                         -> R: 33 Blue, 33 Red, 33 Green, Rewards
        |
       [3]-[A]
        |
       [2]-[1]

Recognize the place? No? What, never played the first KH? *Shakes head*
Anyway, Wakka, Selphie and Tidus appear and long story short, more strange
events, they leave and you get the Key of Beginnings as usual.

Head through 2 and 3 into A. 
You find Riku, but the normal one. Everything is going fine but suddenly
things start shaking, and we know that the screen shaking meands bad news...

But, we are not there yet, as we get the Key of Guidance. We end up back in
room 1, so make your way past all the rooms until you hit 7. -- You can try
opening that Hidden Room for a Megalixir though. But regardless of what you
do, you'll face another boss in B.

 ## ##  Heartless
#######  Darkside
 #####   Resistance: ...?
   #     Weakness: ...?
Tactics: This one will just annoy you a little on the fact that the wind is
         messing up with you... Also, since the target is on high terrain,
         you might have some trouble with it. My suggestion is that you wait
         for it to slam down his fist, which you then can start hitting.
         Other than that, there's not so much as to this battle.
         The Green Trinity card will make a platform that gets you to his
         head. Sleights are your friends, especially Ars Arcanum, and stuff
         like Firaga Break. You should have a Mega-Potion/Ether/Elixir 
         in your deck by now, and if not... I've got no comments...
Attacks: Shadow Summon: Slams fist at ground, and summons 2 Shadows. The
                        initial impact can hurt you. 
         Shock Impact: Slams fist at ground, creating a small shockwave.
         Fireworks: Sends a ball of light into the sky and several balls of
                    light will fall down. 
         Energy Ball: Sends a ball of energy at you. 
Rewards: Darkside Card.

Consider this a warm up. -- You find Naminé. After a couple of words, a 
second Naminé show up?! -- In the end, we get the whole situation sort of 
explained to us. In another FMV, the charm changes it's shape. Looks
familiar to you? Yes, it's the same charm Kairi gave Sora back in Traverse
Town in KH before going to The End of the World. Naminé also changes shape
into Kairi. Sora still can't remember her though. 

In the end, we get the Oathkeeper Keyblade Card and we are ready to leave this
world. Now, remember what I said about a warm up? Well, be prepared to face
what a few nicknamed as 'the devil'...

SAVE! Really, save. Pack up at the very least 3 0 cards. And some healing
and get ready as you head up. 

We find the real Naminé and she is about to explain what has happened, and 
why we can't remember anything and regaining memories... But, Riku comes in
and stops her. And...

 ## ##  "Teh devil" (Yes, 'teh' was mispelled in purpose...)
#######  Riku IV
 #####   Resistance: Resistant to every element.
   #     Weakness: None.
Tactics: Ok, if you didn't brought a few 0 cards as I told you, you are so
         damn screwed... His best attack, Dark Aura (It turns the screen a 
         purple color) will really hurt you and is somewhat hard to actually
         evade, and since it's a Sleight, you either need something stronger,
         or a 0 card, so we better use the latter. Other than that, well, he
         is just going to be bothering you while you kick him...
         The first time he is a witch with a capital B... The second time is
         was easy as hell... -_-
Attacks: Jump Slash: He jumps and slashes at you. 
         Side Slash: He spins in a slash. 
         Incrementor: Shadow-enemy Card. Raises all of his cards by 1.
         Dark Firaga: A Sleight, and one very easy to evade actually. He
                      just throws a dark fireball at you, so just roll ahead
                      past it.
         Dark Aura: Best Sleight of this guy. The screen turns purple-ish and
                    he goes around flying, warping from one place to another
                    and hitting you for all you are worth. You better cancel
                    this with a 0 card or prepare to get hurt.
Rewards: Riku Card.

I suggest you back out and save, then come back in. Approach Riku and, my, he
seems to want more as he slashes you five meters away. He is about to lay the
finishing strike but Naminé stops him and he falls to the floor. Larxene shows
up and spells it out for us: "That thing lying there is a pupper Vexen made.
Nothing more than a toy." -- "OMGZ!" Ok, so no one actually says the last
thing, but... We get more about what is going on.

She is about to finish you, but Goofy smacks her away with his shield and 
Donald heals you. And here we go again!

 ## ##  Organization Member
#######  Larxene
 #####   Resistance: Immune to Thunder.
   #     Weakness: Special Attacks.
Tactics: So she moves more this time... Her normal combo is even more 
         devastating, since she flings you around like some sort of ball.
Attacks: Combo: She swipes at you a 'few' times. Can be anywhere from no
                damage to downright hurtful.
         Energy Burst: She sends out quite a few rays of energy in a straight
                       line from her. 
         Thunder: Just like a Thunder card, she calls down thunders on you.
         Lightning Bolt: Careful with this one. If you see she is going to use
                         it, try to move behind her at the right time, or 
                         stay the heck away, as it drags you in and the only
                         way to Card Break it is with a Sleight, or 0 card.
         Teleport Rush: You will be lucky to evade this, as she goes right
                        next to you and starts to let out several attacks.
                        Unless you roll at the same time she uses it...
Rewards: Larxene Card.

And she just disappears... Meh, what a lousy death if you ask me.
Oh well, we get the explanation of what is going on. Naminé finally explains
how she was taking Sora's memories and modifying them bit by bit to end up with
what Sora currently thinks is the truth. 

You also get the Oblivion Keyblade Card. Head up and into the golden gate-door
thingy. This is it, the final floor. The three of you make a promise and in
the end you learn the Trinity Limit Sleight. Which is pretty nice actually. 
And we move into...
_______________________________________________________________________________
[42D]----------------------04.02.13. Castle Oblivion---------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Map:                ^
                    |
   [A]-[#]-[$]-[%]>[&]                 -> A: 1= Blue, 3= Red, 99, Beginnings.
        |           ^                  &: Paths to '&' will open once you
   [!]-[@]         [*]                    defeat Axel in A.
    |               |
   [0]-[9]-[8]-[7]-[6]
                    |
                   [5]
                    |
       [1]-[2]-[3]-[4]

So, who wants a stranger map? -- As usual, Key of Beginnings and.. Wait, 
there's only one door of those and it's on the other side! 

As you enter room 4, you get a small scene of Naminé and a sudden appearance
of Marluxia. Keep going on, and in room 0 you get a scene between Axel and
Marluxia. So, you made your way to #... I hope you have enough Map Cards, 
because you are going to need a few in order to get pass that 99 lock...

And it's time for Axel to go down now...

 ## ##  Organization Member
#######  Axel
 #####   Resistance: Abosrbs Fire.
   #     Weakness: Ice.
Tactics: Well, he is as easy as the first time. He still has that crappy
         Firewall Sleight, and just deals a little more damage...
         His second Sleight is overall random. As it sends two balls of fire
         at you in a random way...
Attacks: Firewall: He creates a slowly advancing firewall, which you can
                   easily avoid by rolling past it.
         Combo: He attacks you a couple of times, and is quite to hard to get
                out of it once he starts. So keep rolling.
         Wheel Throw: He throws one of those wheel-thingies in a straight
                      line.
         Firetooth: Throws two fireballs at you. There are several versions
                    of this, as he can throw the balls in different ways.
                    Move accordingly to evade each one or cancel them as you
                    see fit.
Rewards: Axel Card.

Now that we are done, head to & on the map. Which I suggest you make a Moment's
Reprieve as usual, because the second to final boss is coming!

More stuff going on. Marluxia wants Naminé to erase Sora's memory but she
refuses saying how Sora forgave her even with what she has done up to now.
But Sora tells Naminé to do so after Marluxia threaten her. As Marluxia tells
Sora how his heart won't be able to feel anything, just like Riku's, he
appears and attacks him. And we are into battle...

 ## ##  Organization Member
#######  Marluxia
 #####   Resistance: Fire, Ice, Lightning and Special attacks.
   #     Weakness: Physical attacks.
Tactics: Well, like any Organization member. He just moves around quite a bit,
         but most of his attacks are avoidable. Provided of course you aren't
         being Card Broken every now and then, cause he will...
Attacks: Marluxia Card: Double Sleight: Name says it all. He will perform
                        3 Sleights twice.
         Matrix Slash: Ignore the name, I just called it that because when he
                       swings his scythe, the whole screen is frozen for a
                       second.
         Shockwave: He creates a small shockwave around him.
         Energy Scythe: He creates an energy rift in the form of a giant
                        blade, which flies in a straight line.
         Blossom Shower: He makes a whirl of blossoms (pink petals in other
                         words). Just roll as it's about to hit you to evade.
         Deathscythe: He lifts his scythe, and moments after swinging it down,
                      a giant scythe falls on you. Roll just a moment after he
                      swings down to avoid.
Rewards: Marluxia Card.

He'll go down eventually. After the talk is done, I suggest you back out and
save, and do any last minute stuff. When you are ready, go to the door in
the back of the room and select Yes.

 ## ##  Organization Member-slash-Final Boss
#######  Marluxia
 #####   Resistance: ...?
   #     Weakness: ...?
Tactics: This battle is more tedious than hard. As it can draw on for a while.
         Marluxia itself is not a threat, well, he can do some damage every
         now and then, but in my opinion, the normal Marluxia was harder...
         The thing with this one is that you have to Card Break him before you
         can actually hit him. Or stuff like that. As the battle starts 
         however, you must get rid of both legs, arms, whatever the heck they
         are.
         When his two leg-thingies are gone. He will be floating around. Card
         Break him to get him down. Just don't use too many Sleights, or at
         least don't include Keyblades in them.
Attacks: Blossom Shower: Same like the first one, but it's a normal attack now.
         Energy Scythes: Like the first one, but he first creates what looks
                         like rose-buds and each one of them becomes a scythe
                         that flies at you. Minimum of 1, max of 5.
         Rose Torpedoes: He creates what look like torpedoes in form of an 
                         unopened rose. And each of them shoots a pink ray
                         as he commands.
         Death Scythe: When he has both legs, or whatever they are, he can
                       jump and slash downwards, recreating the original
                       Death Scythe.
         Dash: He dashes at you when both legs are gone. Way easy to evade.
         Ground Shaker: When his legs are gone and he is floating around, he
                        will plummet down and shake the nearby area. 
Rewards: What? It's the end of the game, why do you need more cards?

Easy right? Sora then seals the door just like he did with the Keyholes back
in KH and we get the closing events. -- For some reason the music that plays in
the last FMV reminds me of a cross between Zelda and Final Fantasy...
Anyway, it's nice hearing Simple and Clean in the credits, though I prefer
the Jp version. 

"Fading memories... Reconstructed memories... And a dream- a dream of you... In
a world without you..." -- The End.

After the credits and everything else, you should now have the option to play
Reverse Rebirth.
_______________________________________________________________________________
-----------------------------------05. Riku------------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
_______________________________________________________________________________
[051]------------------------05.01. Riku's System------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Riku follows a system somewhat like Sora's. The battle system is the same,
with cards. The thing is you can't modify your deck. The deck will change by
itself through the course of the game. I'll list the deck changes are you 
through the game though.

Inside battles, well, it's the same, just attack as you go. The only summon
you can do, is King Mickey, and he will damage the enemies, stun them and
heal you, so try to save him for dire situations. Also, boss cards are always
usable since Riku has no CP and the like.

After a certain point in the game, you should notice the heartless symbol
below Riku's life. That's his Dark Mode gauge as par se. If you get hit, it
will raise by one. If you Card Break an enemy, the difference between the cards
will be added (Ex. Card Break the enemy's 2 with an 8, and you get a 6 raise).
Likewise, being Card Broken will substract the difference.
Once the meter hits 30, it will be reduced to your current Max Dark Point
value. From there on, each time you get hit will substract a point.
While in Dark Mode, you move faster, deal more damage, and it's the only
time you can execute Riku's Sleights.
Once the meter hits 0, it's over and you must start over.

Riku's Sleights...
 -> Dark Aura
  -> Rush enemies repeatedly with blade in hand. Only available in Dark Mode.
  -> Three Soul Eaters. Total value: 27.

 -> Dark Break
  -> Leap into the air and attack enemies from above. Only available in Dark
     Mode.
  -> Three Soul Eaters. Total value: 5~15.

 -> Dark Firaga
  -> Expel dark energy ina searing blast. Only available in Dark Mode.
  -> Three Soul Eaters. Total value: 16~25.

 -> MM Miracle 
  -> The king restores HP, and stuns and deals damage to all enemies.
   -> The King + The King.
  -> The king resotres a lot of HP, and stuns and deals damage to all enemies.
   -> The King + The King + The King.

There are some other moves you can perform in battle. The usual being what
Sora had as a roll, except Riku simply leaps. In Dark Mode, he'll cover almost
all of the screen in a leap, but attacks can get him while in mid-jump.
In Dark Mode, if you jump, and press B again while in mid-air, he will jump
away as well, as if he 'rolled' in mid-air.

Still in Dark Mode, if press A while in mid air, he will make spin attack,
if you keep pressing A (And thus, using more cards), he will keep spinning
when he hits the floor.
And thanks to "Dak and Jaxter" for mentioning to me that Riku has another 
move while in Dark Mode, if you jump twice, but press A while in the middle
of the jum/roll, he will fly down to an enemy with an attack just like the
finisher of his normal combo. Really nice move actually.
 
Lastly, when you level up, you have 3 choices.
 -> HP Boost: Like Sora's. You raise your max HP by 15. 
 -> Attack Boost: You raise Riku's Attack Power by 1. Meaning more damage.
 -> Darkness Boost: You raise Riku's Max DP by 2.

And that's about it...
_______________________________________________________________________________
------------------------------05.02. Walkthrough-------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
If by any reason you need help with the notes for the room synth requirements,
refer to section 03 under Room Synthesis. 
_______________________________________________________________________________
[521]----------------------05.02.01. Hollow Bastion----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Map:    ^
        |
       [7]                             -> A: Red, Beginnings.
        |                              -> B: Green, Guidance.
       [6]-[C]                         -> C: 5 Up, Truth.
        |
   [B]-[5]-[4]
        |   |
       [2]-[3]-[A]
        |
       [1]

And we begin. Riku is laying in a gray space of sorts. A place void of pretty
much just everything. He wakes up and starts to go talk with some sort of
shadow (face is darkened), who in the ends give you a card: A World Card to
be precise. You end up in a room similar to the floors of Castle Oblivion, and
as Riku uses the card, he ends up in Hollow Bastion.

Initial Deck: Soul Eater: 1x 9, 2x 8, 3x 7, 3x 6, 3x 5, 2x 4, 1x 3.
              Potion: 1x 9.
              Defender Enemy-Card.

After the events are done, you are free to move. So, head through 2 and 3
into A. -- You end up in a Library. Or what looks like one, since it seems to
have been Riku's room while he stayed in Maleficent's castle.

We get the Key of Guidance, and back on room 3. So make through 2 and 5, or
4 and 5, whichever you choose, but into B. The shadow here says how Riku has
nothing left, since he casted aside everything. Riku retorts that he casted
away the darkness as well, which was what made him lost everything in the 
first place. In the end, we only get the Key to Truth. 

So move up to 6 and into C.
We find Maleficent, 

 ## ##  Magical Dragon
#######  Maleficent
 #####   Resistance: ...?
   #     Weakness: ...?
Tactics: So, remember this fight with Sora? It should be pretty much the
         same with Riku. But stay the heck away from Sleights. You have very
         few cards to actually think of using them right now. Not to mention 
         you still can't do any Sleight at all. Just go at her.
Attacks: Bite: She bites you.
         Slam: She makes a slam on the floor with her feet, creating a 
               shockwave.
         Green Fire: She breathes green fire at the floor, and leaves out 
                     a couple of flames around, which can be destroyed and
                     can hurt you all the like. 
Rewards: Dragon Maleficent Card.

No closing events or anything. You just appear at 6 and can open the door to
7. As you enter the stairwell of Castle Oblivion once again, Ansem reveals
himself. What? Don't tell me you didn't knew it was him all along?
Riku tries attacking him, but he is bounced away. Suddenly, King Mickey shows
up as a weird light. In the end...

Deck Modification: Soul Eater: 6x 9, 6x 8, 6x 7, 6x, 6, 4x 0.
                   Hi-Potion: 1x 0, 1x 9.
                   Dragon Maleficent Enemy-Card.

 ## ##  Master of Darkness
#######  Ansem
 #####   Resistance: ...?
   #     Weakness: ...?
Tactics: You have a hell lot more of cards now. And I do mean a lot. So be
         sure to use them. Remember you have the Dragon Maleficent Enemy 
         Card, so use it if you wish. King Mickey's card will appear as 
         your ally in battle. Summoning him will reload your deck, heal you, 
         and harm the enemy.
Attacks: Shadow Strike: His shadow takes a swing at you.
         Lightning Driver: A bolt of lightning sweeps the floor in a straight
                           line.
         Rockshatter: His Sleight. He goes back and forth through the screen
                      with a weird energy field at his front. 
Rewards: None, sort of...

In the end, you get World Cards, and learn about the Dark Mode. 

Head up and we see two more members of the Organization. Lexaeus, and Zexion.
Again with the 'x' thingy...
_______________________________________________________________________________
[522]--------------------------05.02.02. Agrabah-------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made Agrabah the 11th basement.
Map:^
    |
   [6]                                 -> A: 3 Up Red, Beginnings.
    |
   [4] [5]
    |   |
   [2]-[3]-[A]
    |
   [1]

Deck Modification: Soul Eater: 5x 7, 5x 6, 5x 4, 5x 3.
                   Hi-Potion: 1x 7.
                   Dragon Maleficent Enemy-Card.
                   Fat Bandit Enemy-Card.

From here on the game becomes pretty much a standard hit-and-run operation.
Make your way into A. -- You simply enter a fight with Jafar.

 ## ##  Crazied Genie
#######  Jafar
 #####   Resistance: ...?
   #     Weakness: ...?
Tactics: Same as Sora. Attack Iago who's holding thelamp instead. If you want,
         you can try using Dark Break. Other than that, just go at it.
         The Green Trinity Card raises all 3 steps to the highest.
Attacks: Fire Ball: Throws a giant stone of fire in a straight line.  
         Slam: Slams his fist on the floor. 
         Energy Ray: Creates a ray of energy which he moves at will. 
Rewards: Jafar Card.

You appear back in 3. Head through 4 and 6 to go up again. You can do a side
trip to 5 if you want, heck, I don't know, more enemies.

Anyway, head up to the 10th basement for another even with Zexion and V... Erm,
Vexen. Save, head to the door, and we are off to Monstro!
_______________________________________________________________________________
[523]--------------------------05.02.03. Monstro-------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made Monstro the 10th basement.
Map:^
    |
   [6]                                 -> A: 5 Up Green, Beginnings.
    |
   [2]-[3]-[4]-[5]-[A]
    |
   [1]

Deck Modification: Soul Eater: 5x 7, 3x 6, 2x 5, 5x 4, 4x 1.
                   Dragon Maleficent Enemy-Card.
                   Jafar Enemy-Card.
                   Search Ghost Enemy-Card

Pretty self-explanatorious.... Just head into A.

 ## ##  Heartless
#######  Parasite Cage
 #####   Resistance: ...?
   #     Weakness: Stunned by Fire. 
Tactics: The acid is still there, but meh, this fight, like any other, should
         be very easy with Riku. Just go at him. You might want to use Dark
         Break once you are in Dark Mode.
Attacks: Down Slam: The Cage sends down both arms thingies to shock the ground.
         Body Slam: The Cage uses boths arms as support and throws its body
                    ahead to hit you.
Rewards: Parasite Cage Card.

Now, make your way into the 9th basement. We find Vexen (Yey, wrote it 
right...) and well...

Deck Modification: Soul Eater: 6x 9, 6x 8, 6x 7, 6x 6, 4x 0.
                   Hi-Potion: 1x 0, 1x 9.
                   Dragon Maleficent Enemy-Card.
                   Jafar Enemy-Card.
                   Parasite Cage Enemy-Card.

 ## ##  Organization Member
#######  Vexen
 #####   Resistance: Ice.
   #     Weakness: Stunned by Fire.
Tactics: He ain't so tough. With your new deck you can now make the Dark
         Aura Sleight (27 Total value), which can really hurt this guy.  
         Other than that, it's the same as with Sora.
Attacks: Blizzard: Like a Blizzard card.
         Shield Swipe: Single swipe of his shield at you.
         Freeze: His Sleight, and quite easy to evade. When you hear him
                 laugh, start rolling. This makes ice appear below you and
                 if you are caught, you will be encased frozen solid. If you
                 roll away, it won't work though.
         Iceburn: 2nd Sleight. Not really offensive, as it just creates 
                  some ice patches on the ground, and if you walk on them, 
                  you'll slip, leaving you off-guard.
         Ice Needles: 3rd Sleight. He sends a chain of ice needles at you.
                      Just roll back and forth continously to be safe.
Rewards: None...

And he leaves saying he collected some great data. Which yes, is what he used
to make Riku Replica. So head up to Basement 9 and we are off to Never Land!
_______________________________________________________________________________
[524]------------------------05.02.04. Never Land------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made Never Land the 9th basement.
Map:        ^
            |
   [A]     [8]                         -> A: Blue, Beginnings.
    |       |
   [3]-[4]-[7]
    |   |   |
   [2]-[5]-[6]
    |
   [1]

Deck Modification: Soul Eater: 1x 9, 1x 8, 2x 7, 2x 6, 2x 5, 2x 4, 2x 3, 2x 2,
                               2x 1, 1x 0.
                   Pirate Enemy-Card.
                   Dragon Maleficent Enemy-Card.
                   Jafar Enemy-Card.
                   Parasite Cage Enemy-Card.

Make your way to A. There's not much science into this layout...

 ## ##  Pirate Captain
#######  Hook
 #####   Resistance: Thunder.
   #     Weakness: ...?
Tactics: Just like every boss with Riku, this should be a lot easier now.
         His attacks can still hurt you a bit though... You should try using
         Dark Break if you can, or simply hack at him.
Attacks: Swipe: He makes a swipe at you. Though only when ahead of you. 
         Gift: He throws either one gift box at you, which explode doing
               quite some damage. Though he remains unbalanced during the 
               attack...
         Rush & Present: Same as above, but WAY more gift boxes... You better
                         Card Break this with a 0, or another Sleight.
         Combo & Present: This one slashes at you quite some times and finishes
                          off with a stray gift box. 
Rewards: Hook Card. 

That being done, go right through any route and into 8. No fights here, but as
you go up you get a scene with Zexion and Lexaeus. Now we are off into the
last World of these batch of cards: Traverse Town!
_______________________________________________________________________________
[525]-----------------------05.02.05. Traverse Town----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made TraverseTown the 8th basement.
Map:^
    |
   [7]     [A]                         -> A: 0= Red, Beginnings.
    |       |
   [6]-[4]-[5]
    |   |   |
   [8] [3] [@]
    |   |   |
   [9]-[2]-[0]
        |
       [1]

Deck Modification: Soul Eater: 1x 8, 1x 7, 1x 6, 1x 5, 1x 4.
                   Shadow Enemy-Card.
                   Dragon Maleficent Enemy-Card.
                   Jafar Enemy-Card.
                   Parasite Cage Enemy-Card.
                   Hook Enemy-Card.

Yeah, get a load of that deck... And the map is unnecessarily long...
So just get to A by whatever means you want.

 ## ##  Heartless
#######  Guard Armor
 #####   Resistance: None.
   #     Weakness: None.
Tactics: So... Have fun with those 5 cards and this guy... It's the same
         as usual, just go at him.
Attacks: At first, he only tries to swipe or stomp you; nothing biggy. Once 
         only the body remains however, it will start jumping around, and the
         impact of it colliding with the floor will hurt you, so be sure to
         jump it.
Rewards: Guard Armor Card.

Now, move to leave this place. As you enter back the stairwell of Castle 
Oblivion, you find... Riku?! Thankfully our deck is modified before the
fight.

Deck Modification: Soul Eater: 6x 9, 6x 8, 6x 7, 6x 6, 4x 0.
                   Hi-Potion: 1x 0, 1x 9.
                   Dragon Maleficent Enemy-Card.
                   Jafar Enemy-Card.
                   Parasite Cage Enemy-Card.
                   Hook Enemy-Card.
                   Guard Armor Enemy-Card.

 ## ##  Fake Riku
#######  Riku
 #####   Resistance: Resistant to every element...?
   #     Weakness: None.
Tactics: Well... Feel like paying him back with his own skills? A Dark Aura 
         here is highly recomfortating~ Other than that, he shouldn't pose
         too much of a threat.
Attacks: Jump Slash: He jumps and slashes at you. 
         Side Slash: He spins in a slash. 
         Incrementor: Shadow-enemy Card. Raises all of his cards by 1.
         Dark Firaga: You know this Sleight, roll against it to evade it.
Rewards: None..

You go up, and after a scene with Riku Replica and Vexen, the real Riku shouts
for the Replica to come out, but instead Ansem does so. In the end, you
get more World Cards, as expected: Atlantica, Olympus Coliseum, Wonderland and
Halloween Town. And yes, we are going in that order.
_______________________________________________________________________________
[526]-------------------------05.02.06. Atlantica------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made Atlantica the 7th basement.
Map:^
    |
   [9]     [A]                         -> A: 15 Red, Beginnings.
    |       |
   [8] [@] [5]
    |   |   |
   [7] [0] [4]
    |   |   |
   [6]-[2]-[3]
        |
       [1]

Deck Modification: Soul Eater: 4x 5, 4x 4, 4x 3, 4x 2, 4x 1.
                   Sea Neon Enemy-Card.
                   Dragon Maleficent Enemy-Card.
                   Jafar Enemy-Card.
                   Parasite Cage Enemy-Card.
                   Hook Enemy-Card.
                   Guard Armor Enemy-Card.

Almost the same map layout as Traverse Town, so as usual, just head over there.

 ## ##  Giant Octopus
#######  Ursula
 #####   Resistance: ...?
   #     Weakness: ...?
Tactics: I wonder why I keep writing these? Bosses as Riku are just painfully
         easy and you know it. So as usual, just hack at her, there's not
         really anything else you can do... I don't think going into Dark
         Mode is a good idea here though, seeing how Riku DM's air attack is
         a weird spn...
Attacks: Thunder: Just like a Thunder card. 
         Bubble Spray: She creates a couple of bubbles and sends them in the
                       direction she is facing, but they home at you anyway.
                       They can inverse your controls if you are hit. 
         Tentacle: If you are near her face when a tentacle recovers, she can
                   hit you.
         Energy Burst: Once she is around half of her life down, she will start
                       moving around. At one point or another, she can send out
                       a huge energy stream from her mouth and swipe across
                       the field. 
Rewards: Ursula Card.

As usual, head to the stairwell. As you head up, you see the same scene that
you would normally see in Sora's playthrough not long before he fights with
Riku Replica. And we also see more. Now we know how exactly Riku Replica came
to be... Anyway, we are off to the Coliseum~
_______________________________________________________________________________
[527]---------------------05.02.07. Olympus Coliseum---------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made Olympus the 6th basement.
Map:    ^
        |
       [9]                             -> A: Red, Green, Beginnings.
        |
       [7]-[8]
        |   |
   [3]-[5]-[6]-[A]
    |   |
   [2]-[4]
    |
   [1]

Deck Modification: Soul Eater: 1x 9, 1x 8, 1x 7, 1x 6, 1x 5, 1x 4, 1x 3, 1x 2,
                               10x 1, 3x 0.
                   Powerwild Enemy-Card.
                   Dragon Maleficent Enemy-Card.
                   Jafar Enemy-Card.
                   Parasite Cage Enemy-Card.
                   Hook Enemy-Card.
                   Guard Armor Enemy-Card.
                   Ursula Enemy-Card.

You better use that Powerwild card... Anyway, as usual, into A.

 ## ##  ...What the heck is Hades here anyway?
#######  Hades
 #####   Resistance: Fire.
   #     Weakness: Ice.
Tactics: Again, do I need to stress out the fact that bosses with Riku are
         easy as hell? You might want to save that Powerwild for when you go
         into Dark Mode though.
Attacks: Burst: Makes a fire cloud explode at his finger.
         Firaga Ball: He throws a ball of fire at you, which is quite easy to
                      evade actually.
         Temper Flare: He turns red, enabling the use of Fire Wave.
         Fire Wave: This is the big one. He turns red and starts to pour
                    out flames from his hands. It's rather hard to completely 
                    avoid this unless you break him off, so...
Rewards: Hades Card.

Head up when done. You get a small event with Larxene and Naminé. We are off
to Wonderland. 
_______________________________________________________________________________
[528]------------------------05.02.08. Wonderland------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made Wonderland the 5th basement.
Map:    ^
        |
   [A] [0]                             -> A: 30 Red, Beginnings.
    |   |
   [6]-[7]-[8]-[9]
    |   |   |   |
   [5]-[4]-[3]-[2]
                |
               [1]

Deck Modification: Soul Eater: 4x 5, 4x 4, 4x 3.
                   Large Body Enemy-Card.
                   Dragon Maleficent Enemy-Card.
                   Jafar Enemy-Card.
                   Parasite Cage Enemy-Card.
                   Hook Enemy-Card.
                   Guard Armor Enemy-Card.
                   Ursula Enemy-Card.
                   Hades Enemy-Card.

You know the routine...

 ## ##  Heartless
#######  Trickmaster
 #####   Resistance: Fire.
   #     Weakness: Possibly Ice.
Tactics: Stick away from Dark Aura... Wait, you can't even do it... Just use
         Dark Break if you want. Otherwise, this can't be a pain in the tail
         due to Riku's air attack.
Attacks: It pretty much just hurls fireballs at you. Roll to evade them and
         you are set.
Rewards: Trickmaster Card.

Head up for an event with Zexion and Lexaeus. We only have one card left, so
use it to head into...
_______________________________________________________________________________
[529]----------------------05.02.09. Halloween Town----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Map below will only be correct if you made HalloweenT the 4th basement.
Map:            ^
                |
               [0]                     -> A: 4 Up Blue, Beginnings.
                |
           [6]-[5]
            |   |
       [8]-[7] [4]-[3]
        |   |   |   |
   [A]-[9]-[!] [$]-[2]
            |   |   |
           [@]-[#] [1]

Deck Modification: Soul Eater: 5x 7, 5x 6, 5x 5, 3x 4.
                   Wight Knight Enemy-Card.
                   Dragon Maleficent Enemy-Card.
                   Jafar Enemy-Card.
                   Parasite Cage Enemy-Card.
                   Hook Enemy-Card.
                   Guard Armor Enemy-Card.
                   Ursula Enemy-Card.
                   Hades Enemy-Card.
                   Trickmaster Enemy-Card.

Freaking map layout! >.<
Ugh, good luck. For some reason Riku's playthrough is becoming tedious to me.
The lack of story must have something to do with that I guess...
I suggest you take the path marked by numbers in the mini map above.

 ## ##  Sack-of-potatoes-slash-weird-ghost
#######  Oogie Boogie
 #####   Resistance: ...?
   #     Weakness: ...?
Tactics: Meh, just a tad annoying due to the cards we have and you have to 
         Card Break him to lower the gates... Otherwise, he is toast...
         I got him down in two sessions nonetheless.
Attacks: Dice: Hmm, varying effects. Some recover him, some explode on you,
               etc...
         Summon: He can summon Wight Knights to fight you while he is up there
                 cowering...
Rewards: Oogie Boogie Card.

So, step us as usual and we find Lexaeus...

Deck Modification: Soul Eater: 6x 9, 6x 8, 6x 7, 6x 6, 4x 0.
                   Hi-Potion: 1x 0, 1x 9.
                   Dragon Maleficent Enemy-Card.
                   Jafar Enemy-Card.
                   Parasite Cage Enemy-Card.
                   Hook Enemy-Card.
                   Guard Armor Enemy-Card.
                   Ursula Enemy-Card.
                   Hades Enemy-Card.
                   Trickmaster Enemy-Card.
                   Oogie Boogie Enemy-Card.

 ## ##  Organization Member
#######  Lexaeus
 #####   Resistance: Immune to ice. Resistant to physical attacks.
   #     Weakness: Special attacks.
Tactics: Come on, use Dark Aura while you shout "I'll kick yer bloody arse
         so hard ye'll kiss the moons!" (Or however the quote from Kid was...)
         Seriously, you can wreak havoc with that Sleight. Other than that,
         you have the good deck, so use it.
Attacks: Mega Slam: He slams down hard, and as usual, creating a shockwave.
         Rockshatter: Sleight. He hits the ground and a rock flies up, then
                      shatters it. Somewhat rough to evade most of the time,
                      though you might want to be close to him to move behind
                      him as he does this.
Rewards: Lexaeus Card.

Well, here's the story I've longing for... *Rolls eyes*
Seriously, at least it makes thing slightly less monotone...

Head up. By this time Sora already finished Marluxia. And we get the card for
Destiny Islands. So head there.
_______________________________________________________________________________
[520]----------------------05.02.10. Destiny Islands---------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Map:        ^
            |
           [0]                         -> A: 7 Up Green, Beginnings.
            |
       [6]-[7]-[8]
        |       |
   [A]-[5]     [9]
        |       |
       [4]-[3]-[2]
                |
               [1]

Deck Modification: Soul Eater: 1x 8, 2x 7, 2x 6, 2x 5, 2x 4, 2x 3, 3x 2, 1x 1,
                               4x 0.
                   Dragon Maleficent Enemy-Card.
                   Jafar Enemy-Card.
                   Parasite Cage Enemy-Card.
                   Hook Enemy-Card.
                   Guard Armor Enemy-Card.
                   Ursula Enemy-Card.
                   Hades Enemy-Card.
                   Trickmaster Enemy-Card.
                   Oogie Boogie Enemy-Card.
                   Lexaeus Enemy-Card.

So... Just head to A...
You see Kairi, but as Riku approaches her, she disappears. Zexion appears and
after some more stuff...

 ## ##  Heartless
#######  Darkside
 #####   Resistance: ...?
   #     Weakness: ...?
Tactics: Again with the air attacks. I suggest you stay clear from Dark Mode
         or use only Dark Break. Remind you that you no longer have The King's
         card showing around.	Since you can't heal yourself, remember you have
         a 0 card at the top of your deck, so Card Break the guy and always
         reload right away. Attack only with the attack where he slams his
         fist into the ground. And only with normal combos.
Attacks: Shadow Summon: Slams fist at ground, and summons 2 Shadows. The
                        initial impact can hurt you. 
         Shock Impact: Slams fist at ground, creating a small shockwave.
         Fireworks: Sends a ball of light into the sky and several balls of
                    light will fall down. 
         Energy Ball: Sends a ball of energy at you. 
Rewards: Darkside Card.

Sora suddenly appears! He says it's time for you to accept the light or 
something like that and Riku is engulfed in a white light. Oh, lookie, it
wasn't Sora... It was Zexion!

Anyway, no fight now. So just head up. You see Axel trying to put Riku
Replica against Zexion. Though that "Sorry Zexy." line was a little... I mean,
'sexy', 'zexy', can you notice any difference in the pronunciation? o.O

Riku finds Ansem again. But 'The King' comes now, in flesh and bone, no
freak ilussions this time. You get the Twilight Town Card from him, so
use it!
_______________________________________________________________________________
[52A]-----------------------05.02.11. Twilight Town----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Map:        ^
            | 
   [B]     [@]                         -> A: 2 Down Blue, Beginnings.
    |       |                          -> B: 50, Guidance.
   [6]     [0]
    |       |
   [5]     [9]
    |       |
   [4] [A] [8] 
    |   |   |
   [3]-[2]-[7]
        |
       [1]

Deck Modification: Soul Eater: 3x 9, 2x 8, 2x 7, 3x 6, 2x 5, 2x 4, 3x 3, 3x 2,
                               2x 1, 3x 0.
                   Dragon Maleficent Enemy-Card.
                   Jafar Enemy-Card.
                   Parasite Cage Enemy-Card.
                   Hook Enemy-Card.
                   Guard Armor Enemy-Card.
                   Ursula Enemy-Card.
                   Hades Enemy-Card.
                   Trickmaster Enemy-Card.
                   Oogie Boogie Enemy-Card.
                   Lexaeus Enemy-Card.
                   Darkside Enemy-Card.

Riku, like Sora, doesn't know where he is. He asks the King, but he is gone.
Not quite like Ansem however. But, it seems he is not Ansem, apparently we
never met Ansem in this place. Instead of him, we have someone named DiZ, and
has a very strange attire... He asks you to meet Naminé so you can choose 
between the dark and the light and disappears. Leaving us with the Key of
Beginnings.

Oh look, first map to have 2 story rooms! Head up and into A.
You are in front of the same gate in which Sora fought Vexen. Riku Replica
suddenly walks in. Well, someone needs a life and thus, we are attacked.
That made no sense, right...?

 ## ##  The-not-so-devil Riku
#######  Riku II
 #####   Resistance: Resistant to every element.
   #     Weakness: None.
Tactics: He is the same as Riku IV for Sora. Just slightly easier as well,
         what with being Riku... You might have some health issues (Remember
         Oogie-Boogie's card) or some trouble Card Breaking him due to the
         randomness of the deck, but he ain't that hard.
Attacks: Jump Slash: He jumps and slashes at you. 
         Side Slash: He spins in a slash. 
         Incrementor: Shadow-enemy Card. Raises all of his cards by 1.
         Dark Firaga: A Sleight, and one very easy to evade actually. He
                      just throws a dark fireball at you, so just roll ahead
                      past it.
         Dark Aura: Best Sleight of this guy. The screen turns purple-ish and
                    he goes around flying, warping from one place to another
                    and hitting you for all you are worth. You better cancel
                    this with a 0 card or prepare to get hurt.
Rewards: None...

After a somewhat sad scene, we get the Key of Guidance. So make your way to
B.

You find Naminé. This is after Sora's game has ended, as you can see since he
is sleeping in the weird chamber thingy. Naminé then proceeds to tell you
everything, which happens in a quick change of screens. 

She tells you that she can lock your heart so Ansem won't awaken again. 
But after some scenes Riku decides against her offer. 

Back in Twilight town... See the other edge of the map? Yep, we are going
there now... As you head up, the King appears. It seems DiZ is there as well
and he gives you the last card. As you head up, Riku decides to face Ansem
alone, and for the King to destroy him if Ansem wins, but the King instead is
decided to save him should that happen. So, to Castle Oblivion!
_______________________________________________________________________________
[52B]----------------------05.02.12. Castle Oblivion---------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Map: 

   [A]                                 -> A: 13, Beginnings.
    |
   [3]
    |
   [2]
    |
   [1]

Deck Modification: Soul Eater: 6x 9, 6x 8, 6x 7, 6x 6, 4x 0.
                   Hi-Potion: 1x 9, 1x 0.
                   Dragon Maleficent Enemy-Card.
                   Jafar Enemy-Card.
                   Parasite Cage Enemy-Card.
                   Hook Enemy-Card.
                   Guard Armor Enemy-Card.
                   Ursula Enemy-Card.
                   Hades Enemy-Card.
                   Trickmaster Enemy-Card.
                   Oogie Boogie Enemy-Card.
                   Lexaeus Enemy-Card.
                   Darkside Enemy-Card.

"OMGZ!" Meh, easy map... Do I need to say 'Head forward...'?
I was expecting the last door to have a 99 however...
Gotta love Riku's 'taunt'...

 ## ##  Master of Darkness
#######  Ansem
 #####   Resistance: ...?
   #     Weakness: ...?
Tactics: Bah, he ain't as tough as I had expected. Remember you have 4 0 cards,
         so use them wisely. Dark Aura is nice here, though he can block most
         of the attacks... He has quite a lot of life, but he shouldn't pose 
         too much of a problem. You might just want to stick to basic combos
         instead.
Attacks: Shadow Strike: His shadow takes a swing at you.
         Lightning Driver: A bolt of lightning sweeps the floor in a straight
                           line.
         Rockshatter: His Sleight. He goes back and forth through the screen
                      with a weird energy field at his front. 
         ...?: Couldn't get the name, but it's a Sleight, and it blew off about
               a whole bar of life. BREAK IT!!
Rewards: Nothing.

Ansem flinches and Riku strikes through. And it's over. You watch the ending.
We get too see Riku and Mickey matrix-style however. Man, I would have laughed
so hard if they pulled out a set of shades...

And you get some more shots, etcetera...

"Walking this road...without you...to remake forgotten promises...and meet you
at road's end..."

Now you can get Sora's Ultima Weapon card. Simply load a data from Sora and
go to a Moogle Shop. You should get one eventually.
_______________________________________________________________________________
---------------------------------06. Card List---------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
All cards are alphabetically ordered.
_______________________________________________________________________________
[061]-------------------------06.01. Attack Cards------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Crabclaw:
 Strike: C                     Obtained in Atlantica.
 Thrust: C                     Easy to handle with an
 Combo Finish: B+              impressive recovery
 Swing Speed: B                time after card breaks.
 Element: Physical
 Break Recovery: Star
 Required CP: B
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Diamond Dust: (Thanks to Jesse James)
 Strike: B+
 Thrust: B+                     A special attack card 
 Combo Finish: V                with Ice based attacks.
 Swing Speed: Star              Powerful and the easiest
 Element: Ice                   to handle.
 Break Recovery: Star
 Required CP: C
CP Usage: ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Divine Rose: (Thanks to Lorinan Rivendale. I kinda forgot to note this down...)
 Strike: A                     Obtained in Hollow 
 Thrust: D+                    Bastion. Features a
 Combo Finish: C               powerful strike and
 Swing Speed: A                fast swing.
 Element: Physical
 Break Recovery: C
 Required CP: B
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fairy Harp:
 Strike: C+                    Obtained in Never Land.
 Thrust: C+                    Easy to handle with a
 Combo Finish: C               formidable swing speed.
 Swing Speed: Star
 Element: Physical
 Break Recovery: B
 Required CP: B
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Key: 
 Strike: D+                    The default weapon. 
 Thrust: D+                    Not very powerful, but 
 Combo Finish: D+              reliable and easy to
 Swing Speed: B                handle. 
 Element: Physical
 Break Recovery: B
 Required CP: Star
CP Usage: Lv0: 19     Lv4: 14     Lv8: 18
          Lv1: 10     Lv5: 15     Lv9: 19
          Lv2: 11     Lv6: 16
          Lv3: 13     Lv7: 17
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lady Luck:
 Strike: C+                    Obtained in Wonderland.
 Thrust: C+                    A balanced weapon 
 Combo Finish: D               that is easy to handle.
 Swing Speed: A
 Element: Physical
 Break Recovery: B
 Required CP: A
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lionheart:
 Strike: B                     A special attack card
 Thrust: B                     with fire-based
 Combo Finish: B               attacks.
 Swing Speed: D
 Element: Fire
 Break Recovery: A
 Required CP: B
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Metal Chocobo:
 Strike: C+                    A special attack card
 Thrust: C+                    that can break through
 Combo Finish: B+              physical defenses. A
 Swing Speed: C                bit difficult to handle.
 Element: Neutral
 Break Recovery: B
 Required CP: B
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Oathkeeper:
 Strike: B                     A well-balanced 
 Thrust: Star                  weapon with a very
 Combo Finish: B+              powerful thrust.
 Swing Speed: B
 Element: Physical
 Break Recovery: B
 Required CP: C
CP Usage: Lv0: 43     Lv4: 31     Lv8: 39
          Lv1: 25     Lv5: 33     Lv9: 41
          Lv2: 27     Lv6: 35
          Lv3: 29     Lv7: 37
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Oblivion: 
 Strike: A                     A special attack card
 Thrust: A                     that can break through
 Combo Finish: D               physical defenses.
 Swing Speed: C                First-class strength.
 Element: Neutral
 Break Recovery: A
 Required CP: C
CP Usage: Lv0: 43     Lv4: 31     Lv8: 39
          Lv1: 25     Lv5: 33     Lv9: 41
          Lv2: 27     Lv6: 35
          Lv3: 29     Lv7: 37
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Olympia: 
 Strike: C+                    Obtained in Olympus 
 Thrust: D+                    Coliseum. Powerful with
 Combo Finish: B               a quick recovery after
 Swing Speed: C                card breaks.
 Element: Physical
 Break Recovery: A
 Required CP: A
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
One-Winged Angel:
 Strike: C                     A special attack card
 Thrust: C                     with fire-based 
 Combo Finish: Star            attacks. Exceptional
 Swing Speed: A                combo finish.
 Element: Fire
 Break Recovery: C
 Required CP: C
CP Usage: Lv0: 43     Lv4: 31     Lv8: 39
          Lv1: 25     Lv5: 33     Lv9: 41
          Lv2: 27     Lv6: 35
          Lv3: 29     Lv7: 37
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pumpkinhead:
 Strike: C+                    Obtained in Halloween
 Thrust: C+                    Town. Easy to handle 
 Combo Finish: D+              with a fast recovery 
 Swing Speed: B                after a card break.
 Element: Physical
 Break Recovery: A
 Required CP: A
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23	
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spellbinder:
 Strike: D+                    A special attack card
 Thrust: A                     with lightning-based
 Combo Finish: D+              attacks.
 Swing Speed: C
 Element: Lightning
 Break Recovery: A
 Required CP: B
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Three Wishes:
 Strike: C+                    Obtained in Agrabah.
 Thrust: D+                    Fairly strong with a
 Combo Finish: B               fast swing.
 Swing Speed: A
 Element: Physical
 Break Recovery: B
 Required CP: A
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ultima Weapon: (Thanks to Jesse James)
 Strike: Star
 Thrust: Star                  The strongest attack
 Combo Finish: A               card to be found.
 Swing Speed: B
 Element: Physical
 Break Recovery: B
 Required CP: D
CP Usage: ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wishing Star:
 Strike: C                     Obtained in Monstro.
 Thrust: C                     Not very powerful, but
 Combo Finish: D+              very easy to handle.
 Swing Speed: A
 Element: Physical
 Break Recovery: A
 Required CP: A
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
_______________________________________________________________________________
[062]-------------------------06.02. Magic Cards-------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Aero: 
 Magic that blows away nearby enemies and inflicts damage. Stock 2 cards for
  Aerora and 3 cards for Aeroga.
 Affects the surrounding area from Sora, the higher the level, the more it
  affects. Also blows away enemies that got caught in the spell.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bambi: 
 Bambi bounds around and drops recovery items. Stock more than one to boost
  the effect.
 Description says it all. Just another way of recovering.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blizzard: 
 Magic that deals ice damage. Stock 2 cards for Blizzara and 3 cards for
  Blizzaga.
 Sora creates an ice crystal ahead of him, hurting whatever was in range.
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cloud:
 Cloud unleashes two successive sword attacks. Stock 3 cards to use Omnislash.
 One card equals to two hits exactly where you summon him; 2 cards will be 3
  hits in the place you summon him, and 3 cards are for 3 hits to random 
  enemies.
CP Usage: Lv0: 43     Lv4: 31     Lv8: 39
          Lv1: 25     Lv5: 33     Lv9: 41
          Lv2: 27     Lv6: 35
          Lv3: 29     Lv7: 37
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cure:
 Magic that restores HP. Stock 2 cards for Cura and 3 cards for Curaga.
 Sora heals his own HP.
CP Usage: Lv0: 43     Lv4: 31     Lv8: 39
          Lv1: 25     Lv5: 33     Lv9: 41
          Lv2: 27     Lv6: 35
          Lv3: 29     Lv7: 37
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dumbo: 
 Dumbo douses enemies with water over a set time period, dealing ice damage. 
  Stock more than one to prolong the attack.
 Affects area in front, and the time of summoning depends on the cards used.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fire: 
 Magic that deals fire damage. Stock 2 cards for Fira and 3 cards for Firaga.
 Sora sends a fireball in a straight line. You can move it into air by pressing
  up on the pad.
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Genie:
 Genie casts Thundara, Gravira, or Stopra. Stock more than one and Genie will
  cast multiple spells.
 Genie casts a spell per card used. So stock 3, and you get 3 spells casted.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gravity:
 Magic that deals damage relative to the enemy's remaining HP. Stock 2 cards
  for Gravira and 3 cards for Graviga.
 I believe it takes out half of the HP remaining of the enemy, and of course,
  it doesn't works with bosses.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mushu: 
 Mushu breathes fire at the enemy, dealing fire damage. Stock more than one to
  prolong the attack.
 Mushu appears above Sora and lets out fireballs in the direction you are 
  facing, and in a straight line.
CP Usage: Lv0: 43     Lv4: 31     Lv8: 39
          Lv1: 25     Lv5: 33     Lv9: 41
          Lv2: 27     Lv6: 35
          Lv3: 29     Lv7: 37
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stop:
 Magic that halts enemy movement for a set time period. Stock 3 cards for
  Stopra and 3 cards for Stopga.
 The targetted enemy will remain frozen in time for a few moments.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Simba:
 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.
 Only affects the enemies ahead, and Simba appears where Sora was at the time
  of summoning. Stun time depends on if you stocked just one or two more.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunder:
 Magic that deals thunder damage. Stock 2 cards for Thundara and 4 cards for
  Thundaga.
 With Thunder a lightning will go down on the targetted enemy. Thundara affects
  the nearby area and Thundaga attacks every enemy.
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tinker Bell:
 Tinker Bell restores HP over a set time period. Stock more than one to boost
  the effect.
 Tinker Bell will remain on screen for a while, and while she is around, your 
  HP will be healed.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
_______________________________________________________________________________
[063]--------------------------06.03. Item Cards-------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Elixir: 
 Quickly reloads attack cards and magic cards, including normally unreloadable
  cards.
 A Hi-Potion and Ether combined.
CP Usage: Lv0: 81     Lv4: 57     Lv8: 73
          Lv1: 45     Lv5: 61     Lv9: 77
          Lv2: 49     Lv6: 65
          Lv3: 53     Lv7: 69
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ether: 
 Quickly reloads magic cards with no charge time required. It does not works on
  cards that cannot be reloaded.
 Just like the normal Potion. But for Magic cards.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hi-Potion:
 Quickly reloads attack cards with no charge time required. Even normally
  unreloadable cards are restored.
 Yes, cards used in Sleights are restored as well.
CP Usage: Lv0: 76     Lv4: 52     Lv8: 68
          Lv1: 40     Lv5: 56     Lv9: 72
          Lv2: 44     Lv6: 60
          Lv3: 48     Lv7: 64
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mega-Potion: 
 Quickly reloads attack cards with no charge time and resets the counter. Even
  normally unreloadable cards are restored.
 All attack cards restored, and Reload counter back to 1.
CP Usage: Lv0: 81     Lv4: 57     Lv8: 73
          Lv1: 45     Lv5: 61     Lv9: 77
          Lv2: 49     Lv6: 65
          Lv3: 53     Lv7: 69
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mega-Ether:
 Quickly reloads magic cards with no charge time and resets the counter. Even
  normally unreloadable cards are restored.
 Same as Mega-Potion, but for Magic cards.
CP Usage: Lv0: 62     Lv4: 44     Lv8: 56
          Lv1: 35     Lv5: 47     Lv9: 59
          Lv2: 38     Lv6: 50
          Lv3: 41     Lv7: 53
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Megalixir:
 Quickly reloads attack cards and magic cards, including normally unreloadable
  cards. The reload counter is also reset.
 The ultima item card, a Mega-Potion and Mega-Ether combined.
CP Usage: Lv0: 100    Lv4: 70     Lv8: 90
          Lv1: 55     Lv5: 75     Lv9: 95
          Lv2: 60     Lv6: 80
          Lv3: 65     Lv7: 85
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Potion:
 Quickly reloads attack cards with no charge time required. It does not works 
  on cards that cannot be reloaded.
 In short, cards used in Sleights (The first card) can't be loaded by this 
  item.
CP Usage: Lv0: 57     Lv4: 39     Lv8: 51
          Lv1: 30     Lv5: 42     Lv9: 54
          Lv2: 33     Lv6: 45
          Lv3: 36     Lv7: 48
_______________________________________________________________________________
[064]-------------------------06.04. Enemy Cards-------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Air Pirate: 
 Item Bracer: Stop enemies from breaking item cards you use.
 Duration: 3 Reloads
 Hey, it's nice having unbreakable Item cards...
CP Usage: 30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Air Soldier:
 Reload Kinesis: Reload while in motion.
 Duration: 3 Reloads
 Hey, this one can be nice. Not having to stay still to reload.
CP Usage: 30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Aquatank:
 Auto-Reload: Automatically reload cards when they run out.
 Duration: 1 Reload
 Well, it would be nice to not worry about the reloading for once...
CP Usage: 30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bandit:
 Combo Finish: Make any normal attack as strong as a finishing blow.
 Duration: 1 Reload
 Explanation says it all. All your hits will be stronger than normal.
CP Usage: 30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Barrel Spider: (Thanks to Tommy)
 Reload: Reload cards instantly.
 Duration: 3 Reloads
 No waiting time for reloads~
CP Usage: ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Black Fungus: (Thanks to Jesse James)
 Activate a random enemy card effect.
 Duration: ?
 You read it right. You get a free attack from one of the enemy cards.
CP Usage: ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blue Rhapsody:
 Blizzard Boost: Increase the strength of Blzzard abilities.
 Duration: 1 Reload 
 Skills, attacks, etc., that use Ice element deal more damage.
CP Usage: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BouncyWild: (Thanks to Jesse James)
 Attracts all fallen cards and items for easy retrieval.
 Duration: ?
 Sora becomes a black hole. o.o
CP Usage: ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Card Soldier:
 Attack Haste: Increase the swing speed of attack cards.
 Duration: 30 Attacks
 Makes your attacks cards execute faster.
CP Usage: 55
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Creeper Plant:
 Leaf Bracer: Stop enemies from breaking Cure abilities you use.
 Duration: 1 Reload
 If you are healing yourself, you can't be Card Broken.
CP Usage: 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Crescendo
 Summon Boost: Forfeit magic card use to power up summon cards.
 Duration: 1 Reload
 I have no idea...
CP Usage: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Darkball:
 Cardblind: Hide the cards you hold from hostile eyes.
 Duration: 3 Reloads
 Have no idea, possibly lowers the chances of being Card Broken...
CP Usage: 25
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Darkside:
 Mimic: Copy the enemy card your opponent is using. Nothing happens if your 
        opponent has no enemy card in play.
 Simply copies the effect.
CP Usage: 99
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defender: 
 Protect: Decrease damage from physical attacks by the enemy. Magical attacks
  do normal damage.
 Duration: 1 Reload
 Name of the card says it all, the Protect effect of any FF...
CP Usage: 25
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dragon Maleficent:
 Overdrive: Sacrifice reload speed to power up attack cards.
 Duration: 30 Attacks
 Either it raises your Reload counter, or makes it slower, but normal Attack
  cards deal more damage.
CP Usage: 70
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fat Bandit:
 Back Attack: Increase damage when striking enemies from behind.
 Duration: 2 Reloads
 Reminds me of a Sneak Attack...
CP Usage: 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gargoyle:
 Vanish: Become invisible and reduce your chances of being hit. 
 Duration: 1 Reload
 In other words, it gives you a chance to evade it seems.
CP Usage: 30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Green Requiem:
 Cure Boost: Increases the potency of Cure abilities.
 Duration: 1 Reload
 Raises healing potency.
CP Usage: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Guard Armor:
 Wide Attack: Slightly extends the range of attack cards.
 Duration: 30 Attacks
 Normal attack cards reach further.
CP Usage: 30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hades:
 Berserk: Boost the power of attack cards when low on HP (when the gauge is
          flashing red).
 Duration: 30 Attack
 Resistant to Fire. Stunned by Ice.
 If your HP is way low, you'll deal more damage. You take less damage from 
  Fire, but Ice will stun you.
CP Usage: 40
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hook:
 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.
 If you have more than 2 HP when you get critically wounded, you retain 1 HP.
 You take less damage from Lightning, but Fire will stun you.
CP Usage: 35
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jafar:
 Attack Bracer: Stop enemies from breaking attacks cards you use. 
 Duration: 20 Attacks
 Enemies can't Card Break you.
CP Usage: 65
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Large Body:
 Guard: Deflect frontal physical attacks and completely nullify damage.
 Duration: 1 Reload
 Hey, instant protection!
CP Usage: 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Larxene:
 Dash: Increase running speed.
 Duration: 15 Cards
 Immune to Lightning. Weak against Special Attacks.
 You run faster. Lightning doesn't hurts you, but Special Attacks of the enemy
  hurt you more.
CP Usage: 60
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Marluxia:
 Double Sleight: Use stocked cards and sleights twice in a row. However,
  during versus battles it bumbs up the reload counter.
 Duration: 3 Sleights.
 Resistant to Fire, Ice, Lightning, and Special Attacks. Weak against physical
  attacks.
 Pretty nice card...
CP Usage: 99
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Neoshadow:
 Bio: Cause enemies' HP to gradually drop.
 Duration: 1 Reload
 Think of it as poison.
CP Usage: 25
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Oogie Boogie:
 Regen: Gradually restores HP. HP return more quickly when low.
 Duration: 10 Uses
 Not sure how much it restores, but hey, it restores can can't be Broken.
CP Usage: 40
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Parasite Cage:
 Dispel: Break an opponent's enemy card without fail. Nothing happens if your
         opponent has no enemy card in play.
 If the enemy has an effect like the ones you get from using Enemy cards, you
  can break it with this.
CP Usage: 60
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pirate: 
 All Zeros: Change the value of all cards to 0.
 Duration: 1 Reload
 Pretty much a defensive tactic, since this would be mostly to Card Break.
CP Usage: 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Powerwild:
 Retrograde: Reverse the values of all cards. 1 becomes 9, 2 becomes 8, etc.
             Cards with value 0 are not affected.
 Duration: 1 Reload
 Well, it's fun for a while...
CP Usage: 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Red Nocturne:
 Fire Boost: Increase the strength of Fire abilties.
 Duration: 1 Reload
 Attacks with Fire element will be stronger.
CP Usage: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Riku:
 Sleight Lock: Keep cards used in Sleights available for reloading. 
 Duration: 5 Sleights.
 Resistant to Ice, Fire, and Lightning.
 You won't lose the first card used in a Sleight, and you gain resistance to
  the three primary elements.
CP Usage: 80
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Screwdriver:
 Decrementor: Decrease the values of all cards by 1.
 Duration: 1 Reload
 Hmm... I would have to check who exactly it affects...
CP Usage: 15
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sea Neon:
 Random Values: Randomize the values of cards you use.
 Duration: 1 Reload
 The card at top has a roulette of sorts in the value. When you use it, you
  are basically defining the value it will have.
CP Usage:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Search Ghost:
 Drain: Abosrb enemy HP when striking with attack cards, but enemies will drop
        fewer items.
 Duration: 1 Reload
 I'm not sure what it means by fewer items... Less chances of Premium Cards?
CP Usage:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shadow:
 Incrementor: Increases the value of all cards by 1.
 Duration: 2 Reloads
 Easier to Card Break I suppose...
CP Usage: 25
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Soldier: 
 Combo Plus: Add an extra hit to combos. 
 Duration: 3 Reloads
 You can use an extra attack card per normal combo.
CP Usage: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tornado Step:
 Reload Haste: Substracts 2 from the reload counter.
 Duration: 1 Reload
 Basically, it resets the Reload counter for a turn.
CP Usage: 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Trickmaster:
 Value Break: When you lose a card, reduce the value of the enemy's card by the
              value of your broken card.
 Duration: 10 Breaks
 Well, makes it easier to Card Break in revenge.
CP Usage: 25
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ursula:
 Shell: Halve the damage from magical attacks by the enemy. Summon magic does
        normal damage. 
 Duration: 5 Hits Taken
 Less damage from magic spells.
CP Usage: 50
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vexen:
 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.
 You auto revive. Ice is nothing to you, but Fire will stun you.
CP Usage: 60
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
White Mushroom: (Thanks to Jesse James)
 Restore some HP every time you use a friend card.
 Duration: ?
 Free HP I guess.
CP Usage: ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wight Knight:
 Float: Alter gravity to increase jumping ability.
 Duration: 3 Reloads
 You can jump higher, which I suppose could help doing some dodging...
CP Usage: 15
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wizard:
 Magic Boost: Forfeit summon card use to power up magic cards.
 Duration: 1 Reload
 No friggin idea. Maybe it means that if a summon card precedes a magic card
  in a Sleight, you can skip the card...?
CP Usage: 30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wyvern: (Thanks to Jesse James)
 Reload with making the reload counter go up.
 Duration: 1 Reload?
 As if three full reloads took too much time...
CP Usage: ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yellow Opera: (Thanks to Jesse James)
 Thunder Boost: Increases the strengh of Thunder abilities.
 Duration: ?
 Description says it.
CP Usage: ?
_______________________________________________________________________________
[065]-------------------------06.05. Friend Cards------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Aladdin:
 Aladdin swings his sword at the enemy repeatedly. Stock more than one to power
  up Aladdin's attack.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ariel:
 Ariel whirls across the field, striking many enemies. Stock more than one to
  power up Ariel's attack.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Donald Duck: 
 Donald randomly casts Fire, Blizzard, Thunder, or Cure. Stock more than one
  to power up Donald's magic.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Goofy: 
 Goofy swings his shield at the enemy. Stock more than one to power up Goofy's
  attack.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jack: 
 Jack casts Fire, Blizzard, Thunder, or Gravity. Stock more than one to power
  up Jack's magic.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Peter Pan:
 Peter Pan attacks with his dagger. Stock more than one to power up Peter's
  attack.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Beast:
 The Beast mows down anyone in Sora's path. Stock more than one to power up the
  Beast's attack.
_______________________________________________________________________________
-------------------------------06.06. Map Cards--------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
_______________________________________________________________________________
[661]-------------------------06.06.01. Red Cards------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Almighty Darkness:
 A room where Heartless with strong cards appear. Enemies are more likely to
  drop enemy cards.
 Cards played by enemies will be +2.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Black Room:
 A room where only Black Funguses appear. But what happens when you defeat one?
 Surprise surprise...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Feeble Darkness:
 A room where Heartless with weak cards appear.
 Cards played by enemies will be -2.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Looming Darkness:
 A room where Heartless attack relentlessly. Enemies are more likely to drop
  enemy cards.
 Heartless dash at you like mad maniacs.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Premium Room:
 A room where victory often leads to Premium Bonuses.
 You can often get the Premium tag thingy in battles.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sleeping Darkness:
 A room where Heartless are drowsy and easy to ambush.
 Heartless are not moving here, so...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Teeming Darkness:
 A room where many Heartless appear. Enemies are more likely to drop enemy 
  cards.
 Loads of Heartless.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tranquil Darkness: 
 A room where only a few Heartless appear.
 Very few Heartless.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
White Room:
 A room where only White Mushrooms appear. But what happens when you help them
  out?
 Surprise surprise again...
_______________________________________________________________________________
[662]------------------------06.06.02. Green Cards-----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Alchemic Walking:
 A room where item cards are more effective.
 Item cards played by you will be +2.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lasting Daze:
 A room where striking first in the field stuns all Heartless that join the
  battle.
 Each and every Heartless that appears in battle, will appear stunned.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Martial Waking:
 A room where attack cards are more effective.
 Attack cards played by you will be +2.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Meeting Ground:
 A room where friend cards appear at the beginning of all battles (if your 
  friends are with you).
 You will always see a friend card at the beginning on a battle, provided of
  course you have friends.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sorcerous Waking:
 A room where magic cards are more effective.
 Magic cards played by you will be +2.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stagnant Space:
 A room where the Heartless move slowly.
 Heartless move slower than usual, thus easier to evade/ambush.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Strong Initiative:
 A room where striking first in field does additional damage to Heartless.
 Well, think of it as a pre-emptive attack.
_______________________________________________________________________________
[663]------------------------06.06.03. Blue Cards------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Calm Bounty:
 A room containing treasure.
 No Heartless, just a treasure chest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
False Bounty:
 A room where only one treasure chest is real. Opening the wrong chest triggers
  a battle.
 Three chests, two fake, some Heartless. 'nuff said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Guarded Trove: 
 A room where treasure is guarded by Heartless.
 A chest, and a Heartless protecting it. Among others...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mingling Worlds:
 A room where anything could happen.
 Random effect card.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Moment's Reprieve:
 A room where you can save your progress.
 There's a save point, and nothing else here.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Moogle Room:
 A room where cards can be traded with moogles at the Moogle Shop.
 Get new cards, or get rid of old ones for Moogle Points.
_______________________________________________________________________________
[664]-----------------------06.06.04. Yellow Cards-----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Key of Beginnings:
 A room where untold stories unfold.
 Needed for first progression in a world.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Key of Guidance:
 A room where untold stories unfold.
 Needed for second progression in a world.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Key to Rewards:
 A room containing special treasure.
 There's a chest inside this room.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Key to Truth:
 A room where untold stories unfold.
 Needed for final progression in a world.
_______________________________________________________________________________
[067]----------------------06.07. Riku's Card Index----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Soul Eater:
 "Reacts to dark power. Riku strength is higher when he wields darkness in 
   battle."
 Your standard attack card.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The King:
 "The king restores HP, stuns and deals damage to all enemies, and reloads
   cards."
 Just as the description says...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shadow:
 Incrementor: Increases the value of all cards by 1.
 Duration: 2 Reloads
 Easier to Card Break I suppose...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Large Body:
 Guard: Deflect frontal physical attacks and completely nullify damage.
 Duration: 1 Reload
 Hey, instant protection!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Powerwild:
 Retrograde: Reverse the values of all cards. 1 becomes 9, 2 becomes 8, etc.
             Cards with value 0 are not affected.
 Duration: 1 Reload
 Well, it's fun for a while...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fat Bandit:
 Back Attack: Increase damage when striking enemies from behind.
 Duration: 2 Reloads
 Reminds me of a Sneak Attack...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Search Ghost:
 Drain: Abosrb enemy HP when striking with attack cards, but enemies will drop
        fewer items.
 Duration: 1 Reload
 I'm not sure what it means by fewer items... Less chances of Premium Cards?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sea Neon:
 Random Values: Randomize the values of cards you use.
 Duration: 1 Reload
 The card at top has a roulette of sorts in the value. When you use it, you
  are basically defining the value it will have.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wight Knight:
 Float: Alter gravity to increase jumping ability.
 Duration: 3 Reloads
 You can jump higher, which I suppose could help doing some dodging...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pirate: 
 All Zeros: Change the value of all cards to 0.
 Duration: 1 Reload
 Pretty much a defensive tactic, since this would be mostly to Card Break.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defender: 
 Protect: Decrease damage from physical attacks by the enemy. Magical attacks
  do normal damage.
 Duration: 1 Reload
 Name of the card says it all, the Protect effect of any FF...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Guard Armor:
 Wide Attack: Slightly extends the range of attack cards.
 Duration: 30 Attacks
 Normal attack cards reach further.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Parasite Cage:
 Dispel: Break an opponent's enemy card without fail. Nothing happens if your
         opponent has no enemy card in play.
 If the enemy has an effect like the ones you get from using Enemy cards, you
  can break it with this.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Trickmaster:
 Value Break: When you lose a card, reduce the value of the enemy's card by the
              value of your broken card.
 Duration: 10 Breaks
 Well, makes it easier to Card Break in revenge.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Darkside:
 Mimic: Copy the enemy card your opponent is using. Nothing happens if your 
        opponent has no enemy card in play.
 Simply copies the effect.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hades:
 Berserk: Boost the power of attack cards when low on HP (when the gauge is
          flashing red).
 Duration: 30 Attack
 Resistant to Fire. Stunned by Ice.
 If your HP is way low, you'll deal more damage. You take less damage from 
  Fire, but Ice will stun you.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jafar:
 Attack Bracer: Stop enemies from breaking attacks cards you use. 
 Duration: 20 Attacks
 Enemies can't Card Break you.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Oogie Boogie:
 Regen: Gradually restores HP. HP return more quickly when low.
 Duration: 10 Uses
 Not sure how much it restores, but hey, it restores can can't be Broken.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ursula:
 Shell: Halve the damage from magical attacks by the enemy. Summon magic does
        normal damage. 
 Duration: 5 Hits Taken
 Less damage from magic spells.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hook:
 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.
 If you have more than 2 HP when you get critically wounded, you retain 1 HP.
 You take less damage from Lightning, but Fire will stun you.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dragon Maleficent:
 Overdrive: Sacrifice reload speed to power up attack cards.
 Duration: 30 Attacks
 Either it raises your Reload counter, or makes it slower, but normal Attack
  cards deal more damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lexaeus:
 Warp Break: Obliterate enemies with the finishing blow of a combo with a high
             success rate. During versus battles you can stun your opponent.
 Duration: 50 Attacks. 
 Immune to Ice. Resistant to Physical Attacks. Weak against Special Attacks.
 Against normal enemies, the 3rd hit of a combo can 'warp them away, dealing
  a 1-hit KO. In versus you simply stun.
_______________________________________________________________________________
-------------------------------07. Sleight List--------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
In alphabetical order.

Name of Sleight
 -> Description.
 -> Cards needed and value.
 -> Obtained: 
_______________________________________________________________________________
[071]----------------------------07.01. Attack---------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Ars Arcanum
 -> Rain a flurry of blows upon the enemy.
 -> Three attack cards. Total value: 1~6.
 -> Obtained: Level 37 as earliest.

Blitz
 -> Unleas a powerful three-hit combo upon the enemy.
 -> Three attack cards of different type. Total value: 10~15.
 -> Obtained: Level 17 as earliest.

Ragnarok
 -> Leap into the air and fire a stream of rays in front of you.
 -> Three attack cards. Total value: 7~9.
 -> Obtained: Level 47 as earliest.

Sliding Dash
 -> Slide towards distant targets for a close-range attack.
 -> Three attack cards of the same type. Total value: 10~15.
 -> Obtained: Level 2 as earliest.

Sonic Blade
 -> Press the A button for up to six additional attacks.
 -> Three attacks cards of different types. Total value: 20~23.
 -> Obtained: Level 22 as earliest.

Strike Raid
 -> Hurl the Keyblade forward, stunning and dealing damage to enemies in its 
    path.
 -> Three attack cards. Total value: 24~26. 
 -> Obtained: Level 12 as earliest.

Stun Impact
 -> Stun surrounding enemies with a single attack.
 -> Three attack cards of the same type. Total value: 20~23.
 -> Obtained: Level 7 as earliest.

Trinity Limit
 -> Inflicts heavy damage on all enemies in sight.
 -> Any Attack card + Donald + Goofy.
 -> Obtained: When entering Castle Oblivion.

Zantetsuken
 -> Break a card and render it unreloadable until the end of the battle.
 -> Three attack cards. Total value: 0 or 27.
 -> Obtained: Level 27 as earliest.
_______________________________________________________________________________
[072]----------------------------07.02. Magic----------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Aerora
 -> Blow away surrounding enemies and inflict damage.
 -> Aero + Aero.
 -> Obtained: When you first get an Aero card.

Aeroga
 -> Blow away all enemies in a large radius and inflict damage.
 -> Aero + Aero + Aero.
 -> Obtained: When you first get an Aero card.

Aqua Splash
 -> Spray melted ice at the enemy over a period of time, inflicting ice damage.
 -> Blizzard + Fire + Aero.
 -> Obtained: Hidden Room in Monstro.

Blizzara
 -> Chill the opposition with powerful ice magic.
 -> Blizzard + Blizzard.
 -> Obtained: From the start.

Blizzard Raid
 -> Hurl the Keyblade and inflict ice damage.
 -> Blizzard + Any Attack card + Any Attack card.
 -> Obtained: From a chest at random.

Blizzaga
 -> Freeze the opposition with supreme ice magic.
 -> Blizzard + Blizzard + Blizzard.
 -> Obtained: From the start.

Bind
 -> Hold enemies in place. Enemies can still attack from their positions.
 -> Gravity + Stop + Any Magic card.
 -> From Eeyore in 100 Acre Wood, after finding his tail.

Confuse
 -> Temporarily confuse enemies so they attack less often.
 -> Genia + Tinker Bell + Any Summon card.
 -> Obtained: From Piglet in the 100 Acre Woods.

Cura
 -> Restore a lot of HP.
 -> Cure + Cure.
 -> Obtained: From the start.

Curaga
 -> Restore a very large amount of HP.
 -> Cure + Cure + Cure.
 -> Obtained: From the start.	

Fira
 -> Sizzle the opposition with powerful fire magic.
 -> Fire + Fire.
 -> Obtained: When you first get a Fire card.

Fire Raid
 -> Hurl the Keyblade and inflict fire damage.
 -> Fire + Any Attack card + Any attack card.
 -> Obtained: From a chest at random.

Firaga:
 -> Scorch the opposition with supreme fire magic.
 -> Fire + Fire + Fire.
 -> Obtained: When you first get a Fire card.

Firaga Break
 -> Inflict fire damage on enemies in front of you with a powerful attack.
 -> Fire + Mushu + Any Attack card.
 -> Obtained: From a chest at random, but after having a Mushu Card.

Gifted Miracle
 -> Reload cards and reset the counter while restoring HP to friend and foes
    alike.
 -> Any Summon card + Any Magic card + Jack.
 -> Bambi + Blizzard + Any Item card.
 -> Obtained: From a chest at random, but possibly after Halloween Town.

Gravity Raid
 -> Hurl the Keyblade and trigger Gravity upon impact.
 -> Gravity + Any Attack card + Any Attack card.
 -> Obtained: Hidden Room in Halloween Town.

Graviga
 -> Deal damage relative to the enemy's remaining HP.
 -> Gravity + Gravity + Gravity.
 -> Obtained: When you first get a Gravity Card.

Gravira
 -> Deal damage relative to the enemy's remaining HP.
 -> Gravity + Gravity.
 -> Obtained: When you first get a Gravity Card.

Holy
 -> Inflict damage on a targeted enemy and all surrounding enemies.
 -> Mega-Ether + Megalixir + Any Item card.
 -> Obtained: Level 42 as earliest.

Homing Blizzara
 -> Casts a Blizzara spell that seeks out the targeted enemy.
 -> Aero + Blizzard + Any Magic card.
 -> Obtained: From a chest at random.

Homing Fira
 -> Casts a Fira spell that seeks out the targeted enemy.
 -> Aero + Fire + Any Magic card.
 -> Obtained: From a chest at random.

Judgment
 -> Hurl the Keyblade toward the enemy for multiple attacks.
 -> Aero + Any Attack card + Any Attack card.
 -> Obtained: From a chest at random, possibly in Destiny Islands.

Mega Flare
 -> Incinerate all enemies in a wide area.
 -> Mushu + Fire + Fire.
 -> Obtained: Level 52 as earliest.

Quake
 -> Inflict damage on all ground enemies with a violent tremor.
 -> Gravity + Simba + Any Magic card.
 -> Obtained: From Hidden Room of Atlantica.

Reflect Raid
 -> Hurl the Keyblade and make it ricochet around to strike many enemies.
 -> Cloud + Any Attack card + Any Attack card.
 -> Obtained: From a chest at random, around Hollow Bastion.

Shock Impact
 -> Simba's roar sends enemies flying and triggers Stop.
 -> Simba + Any Attack card + Any Attack card.
 -> Obtained: From a chest at random.

Stop Raid: 
 -> Hurl the Keyblade and trigger Stop upon impact.
 -> Stop + Any Attack card + Any Attack card.
 -> Obtained: Hidden Room in Wonderland.

Stopra
 -> Halt enemy movement for a long period of time.
 -> Stop + Stop.
 -> Obtained: When you first get a Stop card.

Stopga
 -> Halt enemy movement for a very long period of time.
 -> Stop + Stop + Stop.
 -> Obtained: When you first get a Stop card.

Syncro
 -> Set surrounding enemies' HP to that of the target.
 -> Cure + Gravity + Aero.
 -> From Rabbit in 100 Acre Wood, after stacking 14 cabbages.

Teleport
 -> Rematerialize behind the targeted enemy, stunning it for a short time.
 -> Any Magic card + Any Magic card + Peter Pan.
 -> Stop + Aero + Any Item card.
 -> Obtained: From a chest at random, but after Never Land.

Terror
 -> Strike fear in the enemy so they no longer approach.
 -> Any Summon card + Any Summon card + Jack.
 -> Simba + Mushu + Any Item card.
 -> Obtained: The first one I suppose from when you get Jack as a friend.

Thundara
 -> Shock the opposition with powerful lightning magic. 
 -> Thunder + Thunder.
 -> Obtained: When you first get a Thunder card.

Thundaga
 -> Fry the opposition with supreme lightning magic.
 -> Thunder + Thunder + Thunder.
 -> Obtained: When you first get a Thunder card.

Thunder Raid
 -> Hurl the Keyblade and inflict lightning damage.
 -> Thunder + Any Attack card + Any Attack card.
 -> Obtained: From the Hidden Room in Never Land. 

Tornado
 -> Blow away enemies in a wide area, inflicting damage and stunning them.
 -> Aero + Gravity + Any Summon card.
 -> Obtained: Level 32 as earliest.

Warp (Thanks to Jesse James)
 -> Eliminate all enemies in sight.
 -> Stop + Aero + Aero.
 -> Obtained: ?

Warpinator
 -> Eliminate the closest enemy. Not always successful.
 -> Stop + Gravity + Aero.
 -> Obtained: After defeating Riku the 2nd time, in the 8th floor.
_______________________________________________________________________________
[073]------------------------07.03. Summon/Friend------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Blazing Donald (Thanks to Jesse James)
 -> Donald flubs a fire spell...
 -> Fire + Donald + Any Magic Card.
 -> Obtained: ?

Cross-Slash
 -> Cloud assaults the enemy with a three-hit combo.
 -> Cloud + Cloud.
 -> Obtained: When you first get a Cloud card.

Cross-Slash+
 -> Cloud singles out an enemy and uses Cross-Slash.
 -> Cloud + Stop + Any Attack card.
 -> Obtained: From a chest, around Hollow Bastion.

Ferocious Lunge
 -> The Beast charges in a straight line, scattering the opposition.
  -> The Beast + The Beast.
 -> The Beast charged in a straight line, crushing the opposition.
  -> The Beast + The Beast + The Beast.
 -> Obtained: After entering Hollow Bastion and having The Beast join you.

Flare Breath
 -> Mushu breathes fire at enemies in a wide area, inflicting fire damage.
  -> Mushu + Mushu.
 -> Mushu breathres even more fire at enemies in a wide area, inflicting fire
    damage.
  -> Mushu + Mushu + Mushu.
 -> Obtained: When you first get a Mushu card.

Goofy Charge
 -> Goofy rushes at enemies, bashing and stunning them with his shield.
 -> Goofy + Goofy.
 -> Obtained: From the start.

Goofy Tornado
 -> Goofy whirls his shield around, bashing enemies in a wide area.
 -> Goofy + Goofy + Goofy.
 -> Obtained: From the start.

Hummingbird
 -> Peter Pan soards around, striking enemies in a wide area.
  -> Peter Pan + Peter Pan.
 -> Peter Pan soards around for an even longer time, striking enemies in a
    wide area.
  -> Peter Pan + Peter Pan + Peter Pan.
 -> Obtained: After entering Never Land and having Peter Pan join you.

Idyll Romp (Thanks to Jesse James)
 -> Bambi zigzags around the battlefield, confusing the enemy.
 -> Bambi + Any Attack Card + Any Attack Card.
 -> Obtained: ?

Magic
 -> Donald double-casts Fira, Blizzara, Thundara, or Cura.
  -> Donald + Donald.
 -> Donald triple-casts Firaga, Blizzaga, Thundaga, or Curaga.
  -> Donald + Donald + Donald.
 -> Obtained: From the start.

Omnislash
 -> Cloud swoops down from the skies, attacking enemies in a wide area.
 -> Cloud + Cloud + Cloud.
 -> Obtained: When you first get a Cloud card.

Paradise (Thanks to Jesse James)
 -> Bambi bounds around and drops HP recovery items.
 -> Bambi + Bambi.
 -> Obtained: ?

Proud Roar
 -> Simba's roar stuns and deals damage to enemies in front of him.
  -> Simba + Simba.
 -> Simba's roar stuns and deals even more damage to enemies in front of him.
  -> Simba + Simba + Simba.
 -> Obtained: When you first get a Simba card.

Sandstorm
 -> Aladding runs around while swinging his sword.
  -> Aladdin + Aladdin.
 -> Aladdin runs around for a longer period of time while swinging his sword.
  -> Aladdin + Aladdin + Aladdin.
 -> Obtained: After entering Agrabah and having Aladdin join you.

Showtime
 -> Genie randomly casts two spells chosen from Gravira, Thundara or Stopra.
  -> Genie + Genie.
 -> Genie randomly casts three spells chosen from Gravira, Thundara or Stopra.
  -> Genie + Genie + Genie.
 -> Obtained: When you first get a Genie card.

Spiral Wave
 -> Ariel whirls back and forth, striking many enemies.
  -> Ariel + Ariel.
 -> Ariel whirls back and forth, striking many enemies for an even longer time.
  -> Ariel + Ariel + Ariel.
 -> Obtained: After entering Atlantica and having Ariel join you.

Splash
 -> Dumbo douses enemies over a set time period, dealing ice damage.
  -> Dumbo + Dumbo.
 -> Dumbo douses enemies in wide area for a set time period, dealing ice 
    damage.
  -> Dumbo + Dumbo + Dumbo.
 -> Obtained: When you first get a Dumbo card.

Surprise!
 -> Jack double-casts Fira, Blizzara, Thundara, or Gravia.
  -> Jack + Jack.
 -> Jack triple-casts Firaga, Blizzaga, Thundaga, or Graviga.
  -> Jack + Jack + Jack.
 -> Obtained: After entering Halloween Town and having Jack join you.

Twinkle
 -> Tinker Bell resotres a lot of HP over a set time period.
  -> Tinker Bell + Tinker Bell.
 -> Tinker Bell restores a very large amount of HP over an extended time 
    period.
  -> Tinker Bell + Tinker Bell + Tinker Bell.
 -> Obtained: When you first get a Tinker Bell card.
_______________________________________________________________________________
-----------------------------08. Story Transcript------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
_______________________________________________________________________________
[081]-------------------------08.01. Sora's Story------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Sora's Tale I
 "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
 "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 remember the girl's name...
  Naminé."

Sora's Tale III
 "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 find Naminé?
  Sora is chasing after Riku... and the answers."

Sora's Tale IV
 "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 remembers. Naminé may not be his
   friend, but in his heart, protecting her is the only choice."

Traverse Town
 "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
 "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.
  Fortunantely, Alice's quick thinking pacified the Queen and no one had to 
   lose their head."

Olympus Coliseum
 "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
 "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 was."

Halloween Town
 "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 swimped the potion and downed it in a simple gulp. But his true
   memories drove him mad with fear.
  What if true memories do that to everyone's heart? Scary."

Monstro
 "Geppetto went out looking for Pinocchio and was swallowed up by the whale
   Monstro. But finding Pinocchio inside filled him with joy.
  But Pinocchio fel 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
 "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
 "Peter Pan stowed away on Captain Hook's ship to save the kidnapped Wendy.
  But no sooned 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 liked
   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
 "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
   hart."

100 Acre Wood
 "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
 "The card Vexen gave us led to a town none of us remember. 
  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
 "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
 "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."
_______________________________________________________________________________
[082]-------------------------08.02. Riku's Story------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Riku's Tale I
 "Bored with his secluded island life, Riku dreamt of seeing other worlds.
  He got his wish when darkness devoured Destiny Islands and he was thrust into
   the outside world.
  While looking for his lost friend Kairi, he met Maleficente, and accepted
   her help.
  But Maleficent had her eyes on Riku's strength and was working to make him
   her underling. She gave Riku the power of darkness, but as he used it, it
   gained power over him.
  This is why Riku fought his best friend Sora, and how his heart fell to 
   Ansem, pursuer of darkness.
  But Riku's heart was freed by Sora's light. Riku, Sora, and the king worked
   together to close the door to darkness, but Riku was trapped inside, in the
   realm of darkness.
  Will he see the realm of light again?"

Riku's Tale II
 "Led by a mysterious voice, Riku made his way through the card-worlds, but met
   only dark beings withing.
  Riku was told that because he rejected the other things in his life to claim
   darkness, his heart is now devoid of anything but the darkness he sought.
  Unable to accept this, Riku encountered Ansem, who tried yet again to conquer
   him. 
  The king intervened to save Riku, but Ansem has not let go of his heart.
  And so Riku must fight the darkness within."

Riku's Tale III
 "Embattled with the darkness in his heart, Riku met someone who looked just
   like him, a replica crafted by Vexen, a member of the Organization.
  The replica commanded darkness freely, and called Riku cowardly for 
   neglecting the dark.
  Meanwhile, agents of the Organization laid their rivalry bare. Sora and Riku
   seem to tbe the reason they control the castle-- but why?"

Riku's Tale IV
 "Vexen took his replica of Riku and headed for the surface, but finally fell
   at Sora's hands. 
  Lexaeus confronted Riku, meaning to bring him into submission using all force
   necessary. 
  Though Riku won the battle, Lexaeus used his last strength to drag him into
   the realm of darkness. 
  There, Ansem's shadow loomed large, but Riku was again saved by the king's
   light."

Riku's Tale V
 "One by one, members of the Organization fell at Riku and Sora's hands-- even
   Marluxia, lord of the castle. 
  Zexion, hoping to avoid a similar fate, tried to use memories of Riku's 
   island home against him. 
  Ignored by his friends and even attacked by Sora-- it seemed Riku would be
   washed away by the light, but Kairi's voice gave him courage.
  No longer afraid of the darkness, Riku saw through the fake Sora and thwarted
   Zexion's trap."

Riku's Tale VI
 "By embracing his inner darkness, Riku gained a great power, but so did Ansem.
  Guiden by the enigmatic DiZ, Riku made his way through Twilight Town,
   defeating his copy locating Naminé.
  With her he found Sora and his friends in deep slumber, waiting to get their
   memories back. 
  Naminé told Riku he could seal Ansem away forever by forgetting him, but 
   Riku would not give up his memories.
  Riku chose to fight by his own strength. With the king at his side, he now
   makes ready for a final battle with Ansem.
  Will his choice take him to the realm of light... or darkness?"
_______________________________________________________________________________
------------------------------09. Character List-------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Sorted as they appear on the Journal. Page of character listed between ()'s
for reference.
_______________________________________________________________________________
----------------------------------09.01.Sora-----------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
_______________________________________________________________________________
[911]-----------------------09.01.01. Characters I-----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Sora (Page 1)
 "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 (Page 2)
 "Court wizard at Disney Castle who set out with Goofy after the king's 
   disappearance.
  His short temper sometimes 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 (Page 3)
 "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 (Page 4)
 "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 (Page 5)
 "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 (Page 6)
 "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 (Page 7)
 "Successor to this father as ruler of the Pride Lands. 
  Sora need only call and Simba will appear and lend his strength."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dumbo (Page 8)
 "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 (Page 9)
 "A young deer prince whose father is king of the Forest.
  Sora can call on Bambi for help anytime."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mushu (Page 10)
 "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 (Page 11)
 "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 (Page 12)
 "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 (Page 13)
 "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 (Page 14)
 "A young woman who fought the Heartless. Her calm demeanor hides an 
   umbreakable 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 (Page 15)
 "A gifted pilot who saved Leon and the others from the Heartless when they
   were just childern. 
  Cid lives in Traverse Town."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cloud (Page 16)
 "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 (Page 17)
 "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 (Page 18)
 "A boy from Sora's islands.
  Despite being the oldest, Wakka is modest and takes good care of his 
   friends."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Selphie (Page 19)
 "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 (Page 20)
 "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
   believe he and Naminé had been friends since childhood.
  But truth be told, the two had never met before Castle Oblivion."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Riku Replica (Page 21)
 "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 (Page 22)
 "A mysterious figure who stands in Sora's path.
  Hard to read, half ot the time Axel seems to just be messing around... but
   for all we know, he's done more thinking that everyone else put together."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Larxene (Page 23)
 "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 (Page 24)
 "A man absorved 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 (Page 25)
 "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."
_______________________________________________________________________________
[912]-----------------------09.01.02. Characters II----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Alice (Page 1)
 "A curious girl who fell down the rabbit hole into Wonderland.
  Alice was falsely accused of stealing the Queen of Hearts' memory and put
   on trial, but we intervened and helped her clean her name."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Queen of Hearts (Page 2)
 "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 (Page 3)
 "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 (Page 4)
 "Guards in the service of the Queen of Hearts. 
  They fear her temper and will do anything she orders."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Card of Spades (Page 5)
 "Guards in the service of the Queen of Hearts.
  They fear her temper and will do anything she orders."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Chesire cat (Page 6)
 "A mysterious, grinning cat who always talks in riddles.
  He appears when you least expect it, and disappears whenever he pleases."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hercules (Page 7)
 "Son of the gods Zeus and Hera, but not a god himself.
  With godlike strength and a gentle heart, Hercules is a true hero.
  He has never lost at the Coliseum games."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Philoctetes (Page 8)
 "Trainer of countless heroes, including Hercules.
  Nowadays Phil runs the Coliseum and manages the games."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hades (Page 9)
 "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 (Page 10)
 "A young man who lives in Agrabah and dreams of meeting Princess Jasmine.
  Aladdin became Genie's master when the 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 (Page 11)
 "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 (Page 12)
 "Princess of Agrabah.
  Jasmine feels cooped up in the palace and longs for the freedom outside its
   walls."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Iago (Page 13)
 "A cunning and chatty parrot. 
  Iago flies about Agrabah, serving as the evil Jafar's eyes and ears."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jafar (Page 14)
 "A sorcered 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) (Page 15)
 "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 (Page 16)
 "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 (Page 17)
 "Dr. Finkelstein's helper at the lab. He created her from various odds and
   ends.
  Sally is secretly in love with Jack." (No kidding...)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dr. Finkelstein (Page 18)
 "The mad 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 (Page 19)
 "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 (Page 20)
 "A wooden puppet Geppetto made, brough 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 (Page 21)
 "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 (Page 22)
 "The daughter of King Trito 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 (Page 23)
 "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 (Page 24)
 "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 (Page 25)
 "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 (Page 26)
 "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 (Page 27)
 "A fairy with a jealous streak, especially when Peter pays attention to other
   girls."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wendy (Page 28)
 "A dreamy English girl. Peter showed her the way to Never Land.
  Wendy really likes Peter, but decided to return home to London."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hook (Page 29)
 "A pirate who holds a grudge against Peter Pan. 
  Hook kidnapped Wendy to lure Peter out.
  Normally proud, Hook falls to pieces the crocodile that took his hand shows
   up."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Beast (Page 30)
 "A prince transformed into a beast because of his selfishness. Meeting Belle
   restored humanity to his heart.
  Though stunned by Belle's cold behavio, his faith in their love never
   wavered."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Belle (Page 31)
 "A young woman who saw kindness behind the Beast's gruff exterior.
  Realizing Maleficient sought her heart, Belle acted coldly toward the Beast
   to keep her heart beyond the witch's reach."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Maleficent (Page 32)
 "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 (Page 33)
 "Maleficent's dragon form.
  Her own sorcery mingled with the vast powers of darkness made Maleficent a
   fearful opponent." (Yeah right...)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Winnie the Pooh (Page 34) -- (A.K.A. Winnie the Slug...Too damn slow...)
 "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 absentminded."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Piglet (Page 35)
 "Pooh's closest friend.
  Piglet is very shy, and when he's surprised he covers his eyes with his
   floppy ears."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Owl (Page 36)
 "The wisest animal in the Hundred Acre Wood. 
  Sometimes he talks to much his friends fall asleep."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Roo (Page 37)
 "A feisty kangaroo who's full of energy.
  Little Roo wants to learn to bounce as high as Tigger."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Eeyore (Page 38)
 "A gloomy donkey whose tail keeps falling off and getting lost. 
  Eeyore is timid and always a little down, and likes to take things slows."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tigger (Page 39)
 "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 (Page 40)
 "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."
_______________________________________________________________________________
[913]-----------------------09.01.03. The Heartless----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Shadow (Page 1)
 "A Heartless that pops up in all kinds of places. The Shadow ambles around and
  attacks without warning. It is completely invulnerable while hiding in the
  darkness."
 Attacks: It jumps at you, that's about it.
 Tactics: There's not much to say. This is requires no strategy, just don't
          attack it if it jumps into the shadows.
 Appears: Traverse Town, Wonderland, Olympus Coliseum, Halloween Town, Monstro,
          Never Land, Hollow Bastion, Twilight Town, Castle Oblivion.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Soldier (Page 2)
 "A swift-moving Heartless that attacks its prey with a spin kick. Its 
  whimsical nature makes the Soldier a less than tenacious foe."
 Attacks: He lunges at you.
 Tactics: Another easy one, he won't really make an attempt to evade you, so
          you can deal with it easily.
 Appears: Wonderland, Olympus Coliseum, Twilight Town.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Large Body (Page 3)
 "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 the key."
 Attacks: He can make a frontal slam with all his dead weight, so just stay
          away. Other than that, if you see him jumping vertically, you should
          do so, as he is about to shake the ground.
 Tactics: Either take him out with spells, or try to Card Break and catch him
          in the back with a series of Keyblades.
 Appears: Traverse Town, Wonderland.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Red Nocturne (Page 4)
 "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.
 Attacks: It only sends Fireballs weakly homed at you. Quite easy to evade.
 Tactics: Grab it with air combos, or try to Card Break it with a Blizzard so
          you catch it on the ground.
 Appears: Just about everywhere...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blue Rhapdosy (Page 5)
 "A magic-wielding Heartless that drifts through the air. The Blue Rhapsody
  attacks with Blizzard once it's close enough, and absorbs Blizzard damage."
 Attacks: It flies next to you and casts Blizzard right ahead.
 Tactics: When it attacks you, you can easily drop it a Fire spell, or a flurry
          of Keyblades.
 Appears: Just about everywhere...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yellow Opera (Page 6)
 "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."
 Attacks: It simply casts Thunder of you, so if you see the screen go pitch
          black, roll away.
 Tactics: Simply go up to him and unleash a barrage of Keychains, there's not
          much else with this one.
 Appears: Just about everywhere...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Green Requiem (Page 7)
 "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 makes it tough to squash."
 Attacks: None. It just goes around curing other Heartless.
 Tactics: Physical attack, don't use anything elemental or it will be absorbed,
          and take this thing out ASAP, or else you are in for a long fight.
 Appears: Wonderland and on pretty much.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Powerwild (Page 8)
 "A simian Heartless that excels at jumping. It has destructive instincts and
  attacks with punches and sliding kicks."
 Attacks: He can fling at you, or dash through the floor with a kick.
 Tactics: He can move around a little too much, and when facing many they can
          go all out on you, but other than that, they don't pose too much of
          an actual threat, so just go at 'em.
 Appears: Olympus Coliseum.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bouncywild (Page 9)
 "A simian Heartless. It teases its enemies and throws banana peels from far
  away. Be careful not to slip!"
 Attacks: Leaves a banana peel for you to trip.
 Tactics: She does nothing else, so you are safe taking it up 'personal' with
          her. Just careful of other enemies.
 Appears: Olympus Coliseum.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Air Soldier (Page 10)
 "A winged Heartless. It swoops down onto its opponent's head, or slams into 
  them when they let down their guard. The Air Soldier is swift, resilient, and
  not easy to ground."
 Attacks: He can pretty much dive at you, but that's about it.
 Tactics: Seeing how this thing remains suspended in air, you might want to
          use a flurry of air attacks, or Thunder spells and the like. Just
          be careful to avoid the suicidal dive...
 Appears: Twilight Town.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bandit (Page 11)
 "A Heartless that mainly appears in Agrabah. The Bandit deftly wields the
  scimitar it carries, and should be approached cautiously."
 Attacks: He can make a quick slash, or jump in a spinning motion and slash
          at you.
 Tactics: You might want to Card Break him first in order to get a good shot
          at it, especially if you see him coming with his sword, as rolling
          won't always work. 
 Appears: Agrabah.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fat Bandit (Page 12)
 "A Heartless that mainly appears in Agrabah. The Fat Bandit repels frontal
  attacks with its jiggly belly and spits fireballs."
 Attacks: He can shake the ground, throw himself just like the Large Body, but
          in addition he can throw fireballs like a Red Nocturne.
 Tactics: Same as a Large Body, just attack from the back, or spell-cast on it,
          though you might want to stay clear from the Fire spells.
 Appears: Agrabah.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Barrel Spider (Page 13)
 "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."
 Attacks: It can lunge at you, and sometimes self-destruct causing a bit of
          damage, not to mention it won't drop anything that way...
 Tactics: Stay clear from them, seriously, attack from a distance or you might
          get caught in the explosion.
 Appears: Olympus Coliseum, Agrabah, Twilight Town.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Search Ghost (Page 14)
 "A spooky Heartless. The Search Ghost can warp out of harm's way and absorb
  its enemies' HP, making it a tough opponent."
 Attacks: Besides from attacking and sucking up your HP... It can warp around,
          making it harder to hit.
 Tactics: Card Breaking works, since it can't teleport out of the way after-
          wards. Other than that, just keep moving.
 Appears: Atlantica.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sea Neon (Page 15)
 "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."
 Attacks: Description said it, this thing can lunge at you.
 Tactics: They are weak to Fire, and possibly Thunder, so feel free to roast
          it up.
 Appears: Atlantica.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Screwdiver (Page 16)
 "A Heartless that likes to team up with the Aquatank. It attacks with a spear
  or charges its enemies."
 Attacks: If you are close, a simple swipe will do. But from long range, he
          will dive towards you pointing his 'toothpick' at you.
 Tactics: They are easy to evade, so you shouldn't have much of a problem. You
          can always Card Break to be on the safe side though.
 Appears: Atlantica.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Aquatank (Page 17)
 "A fish-like Heartless that lazily wanders the sea. The Aquatank attacks with
  Thunder or by whirling its sizable body about."
 Attacks: Thrash around like crazy, or casting Thunder on you.
 Tactics: Stay clear from Thunder skills, or you will heal this thing. Take it
          up with Fire or close-range instead, though careful of its thrashing
          attack.
 Appears: Atlantica.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wight Knight (Page 18)
 "A Heartless that calls Halloween Town its main haunt. The Wight Knight's
  long appendages make it dangerous to approach."
 Attacks: It can pretty much just take a swipe at you...
 Tactics: There's not much to it, just pummel it around.
 Appears: Halloween Town.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gargoyle (Page 19)
 "A winged Heartless that mainly appears in Halloween Town. It pelts its 
  stunned opponents with fireballs."
 Attacks: The Gargoyle will pretty much sweep down at you, and send away a
          fireball or two.
 Tactics: Since it pretty much stays on the air mostly, you might want to use
          air combos, or Card Break it as comes near you to counter.
 Appears: Halloween Town.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pirate (Page 20)
 "A Heartless that mostly sticks to Never Land. A skilled swordsman, the Pirate
  can knock its enemies out cold and finish them off with a vicious combo.
  If its sword flases, watch out!"
 Attacks: He can paralyze you with that sword flashing strike, or simply go
          at you in a series of slashes.
 Tactics: Try to keep a safe distance, and if you see the sword flash, you'll 
          do well to roll the heck away. He ain't that though, but many of 
          them can, and will swarm you...
 Appears: Never Land.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Air Pirate (Page 21)
 "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."
 Attacks: They can fly down, and kick you into the sky.
 Tactics: Since they keep to the air, it can be bothersome to somethings hit
          them, but the only actual way you can do so is jumping and attacking,
          or Card Breaking them into the ground.
 Appears: Never Land.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Darkball (Page 22)
 "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."
 Attacks: This thing can go on a biting spree in a straight line, or simply
          weave around like crazy, just trying to hit you.
 Tactics: This... Meh, it moves so damn much with its attacks you might want
          to take it up personal instead, that, or heck, a 3x Cloud combo.
 Appears: Anywhere. Especially if you use a Guarded Trove Map Card. Other than
          that, I've seen it on the 2nd batch of World Cards.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defender (Page 23)
 "A Heartless that primarily resides in Hollow Bastion. Its shield stops head-
  on physical and magical attacks, and can launch fireballs. The Defender is 
  also a skilled card user, and will break the cards of unprepared opponents."
 Attacks: He can make a heads-on bash with that shield, or spit a fireball at
          you. Nothing too biggy.
 Tactics: Yes, he can Card Break you easily... Not to mention anything that 
          hits that shield will pretty much be useless. So Blizzard, Thunder,
          summonings like Cloud, or attacking from the back are the way to go.
 Appears: Hollow Bastion, Castle Oblivion. 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wyvern (Page 24)
 "An enormoues 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."
 Attacks: This thing can make a simply biting lunge at you. Or what I hate the
          most, is that series of kicks that won't leave you at all until they
          are done...
 Tactics: Card Break my friend, Card Break, otherwise those kicks will drive
          you crazy. That aside, this is your standard hit-and-run operation.
 Appears: Hollow Bastion, Castle Oblivion.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wizard (Page 25)
 "A Heartless proeficient in magic. The Wizard is a formidable opponent that
  attacks with high-level Fire, Blizzard, and Thunder spells."
 Attacks: The three basic spells. That's it.
 Tactics: Like the Green Requiem, the Wizard absorbs magic damage as well, so
          physical attacks is the only viable option, aside from a summon or 
          two.
 Appears: Hollow Bastion, Castle Oblivion.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Neoshadow (Page 26)
 "A nimble Heartless that swims through the shadows."
 Attacks: Spins around in a strange lunge.
 Tactics: Meh, this is like an upgraded Shadow. It can hide in the ground as
          well, rendering itself invulnerable and comes up only to attack. 
          So take advantage of that time frame.
 Appears: Castle Oblivion.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
White Mushroom (Page 27)
 "A Heartless with an unusual affinity for people. The White Mushroom never
  attacks, and may even reward someone who comes to its aid."
 Attacks: None.
 Tactics: It is not exactly an enemy... You have to help him, though be sure
          to cast the spell while its doing the motion. If too late or you cast
          the wrong one, it will leave.
          Fanning its hands to its head: Cast Blizzard on it.
          Shivering with arms crossed: Cast Fire on it.
          Lightbulb atop its head: Cast Thunder on it.
          Spinning around: Cast Aero on it.
          Stays frozen in place: Cast Stop on it.
          Floats around: Cast Gravity on it.
 Appears: Anywhere. They only appear if you use a White Room Map Card.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Black Fungus (Page 28)
 "An aggressive, poisonous Heartless, not to be confused with the White 
  Mushroom. The Black Fungus likes to paralyze its foes and toy with them. It's
  tough to beat, but victory doesn't go unrewarded..."
 Attacks: Breathes out poison. 
 Tactics: Just attack, at some point or another it will turn white in color.
          When this happens, you must waste an attack to rever it back to Black
          color, otherwise you won't be able to hurt it.
 Appears: Anywhere. They only appear if you use a Black Room Map Card.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Creeper Plant (Page 29)
 "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."
 Attacks: If you are close, it will continously spit seeds at you. If out of
          range however, it will make a root appear underneath you, hurting
          you.
 Tactics: No such thing. You either go close and avoid the seeds, or go from
          afar avoiding the vines. 
 Appears: Wonderland, Olympus Coliseum, Destiny Islands.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tornado Step (Page 30)
 "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."
 Attacks: They sping around like crazy trying to hit you.
 Tactics: Not so much of a threat, as they can go down quite easily...
 Appears: Hollow Bastion, Destiny Islands.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Crescendo (Page 31)
 "A hopping, horn-like Heartless. It's a bothersome foe that can honk and call
  other Heartless."
 Attacks: Recover allies, summon Soldiers.
 Tactics: Just attack them...
 Appears: Never Land, Destiny Islands.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Guard Armor (Page 32)
 "A Heartless that haunts Traverse Town. It appeared when the bells rang to 
  wreak havoc on the town."
 Attacks: Please refer to the Traverse Town section of the walkthrough.
 Tactics: Same as above.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Parasite Cage (Page 33)
 "A Heartless that dwelled inside Monstro. The Parasite Cage is quite the
  gourmand and eats anything in its path. Pinocchio figure out how to escape
  Monstro after getting gobbled up by it."
 Attacks: Please refer to the Monstro section of the walkthrough.
 Tactics: Same as above.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Trickmaster (Page 34)
 "The Heartless in Wonderland that stole the Queen of Heart's memory. Victims
  of memory theft don't even remember what it is they forgot."
 Attacks: Please refer to the Wonderland section of the walkthrough.
 Tactics: Same as above.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Darkside (Page 35)
 "The Heartless that attack Sora's home, Destiny Islands. Sora fought valiantly
  to protect the islands and his memories there."
 Attacks: Please refer to the Destiny Islands section of the walkthrough.
 Tactics: Same as above.
_______________________________________________________________________________
----------------------------------09.02. Riku----------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Riku's Heartless D Report is just a direct remake of Sora's, but with a few
Heartless less.
_______________________________________________________________________________
[921]-----------------------09.02.01. Characters I-----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Riku (Page 1)
 "A boy who was born and raised on a small group of islands.
  Riku dreamt of seeing other worlds, and so he forsook the islands-- only to
   be seduced by the power of darkness.
  Enslaved by Ansem, pursuer of darkness, Riku clashed with his childhood 
   friend Sora. But in the end he was able to regain himself, and together
   with Sora closed the door to darkness.
  Still, the dark wounds in Riku's heart have yet to mend."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The King (Page 2)
 "The king who reings over Disney Castle.
  He set off alone to protect his world and all worlds from the dominion of
   the dark. 
  When Riku fell into the realm of darkness, the kign showed him the way, but
   the two were separated when the door to darkness was closed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sora (Page 3)
 "Riku's boyhood friend, and the hero of light chosen by the Keyblade to stand
   against the darkness. 
  Riku fought Sora while bridled by darkness, but their friendship proved
   stronger, and they ultimately worked together to close the door to 
   darkness."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kairi (Page 4)
 "Riku and Sora's friend growing up.
  Kairi vanished when their home islands were devoured by darkness. Riku and
   Sora both journeyed to find her. 
  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."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Naminé (Page 5)
 "A young witch who can manipulate memories. 
  Under orders from the Organization, Naminé shadowed Kairi and altered Sora's
   memory. But the forgiveness in Sora's heart moved her to disobey those
   orders. 
  Now she watches over Sora until the reconstruction of his memories is 
   complete."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Riku Replica (Page 6)
 "A replica of Riku created by Vexen from the real Riku's data.
  Unlike the real Riku, he wields darkness freely, but is burdened by the fact
   he is an imitation."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ansem (Page 7)
 "Pursuer of darkness.
  To open the door to darkness, Ansem used the Heartless to steal countless
   hearts. 
  He enslaved Riku, but met his demise at Sora's hand.
  Nonetheless, Ansem's shadow lives on in the depths of Riku's heart."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vexen (Page 8)
 "No.4 in the Organization.
  He, Lexaeus, and Zexion have been in the group since its inception, and there
   is no love lost between them and neophytes like Marluxia.
  After battling Riku, Vexen turns to events unfolding aboveground, but
   successive failures lead to his termination by Axel."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lexaeus (Page 9)
 "No.5 in the Organization.
  A born warrior, Lexaeus effortlessly brandishes a gigantic tomahawk. 
  To counterbalance his rival Marluxia's bid for Sora's power, Lexaeus tried
   to conquer Riku. 
  He failed, but with his dying strength dragged Riku into the realm of 
   darkness."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Zexion (Page 10)
 "No.6 in the Organization.
  Zexion generally avoids dirtying his own hands when there are deeds to be
   done. However, with the destruction of Vexen and Lexaeus, he was forced into
   action.
  Zexion confronted Riku disguised as Sora. But Riku no longer feared the dark,
   and victory was beyond Zexion's reach."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Axel (Page 11)
 "No.8 in the Organization.
  He is a shadow whose intentions and secrets are hidden from all. 
  Axel has no qualms about exploiting others to suit his needs. He used Sora
   and Naminé to silence Marluxia and halt his plot against the Organization. 
  Axel claims that he and Sora have something in common, but that connection
   is unclear."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Marluxia (Page 12)
 "No.11 in the Organization.
  Marluxia lured Sora to Castle Oblivion in hopes of using his power to seize
   the Organization. 
  He ordered Naminé to alter Sora's memories, and fooled Vexen into challenging
   him. All was going according to plan, but Marluxia's schemed dissolved when
   Axel set Naminé free. 
  Marluxia was ultimately destroyed by Sora."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Larxene (Page 13)
 "No.12 in the Organization.
  Larxene conspired with Marluxia to take over the group, and intented to pull
   Axel in as well.
  However, her abrasive, unfeeling personality proved her downfall-- 
   provoking Sora's anger was a fatal error."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DiZ (Page 14)
 "Truly an enigma.
  DiZ appeared before Riku in the guise of Ansem, presenting him with choices
   regarding the darkness within his heart. 
  It is said he and king have met."
_______________________________________________________________________________
[922]-----------------------09.02.02. Characters II----------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Maleficent (Page 1)
 "A witch who commands the darkness.
  Maleficent's charms won over Riku, and she empowered him with darkness. 
  In Castle Oblivion she stood before Riku again, this time as a token of the
   indelible darkness in his heart."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jafar (Genie) (Page 2)
 "A sorcered and also Agrabah's royal vizier, transformed by magic.
  Jafar appeared before Riku as a token of the indelible darkness in his 
   heart."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ursula (Page 3)
 "The sea witch who plotted to rule all of the undersea kingdom Atlantica.
  Ursula appeared before Riku as a token of the indelible darkness in his
   heart."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hades (Page 4)
 "God of the Underworld who seeks to rule over all.
  Hades appeared before Riku as a token of the indelible darkness in his
   heart."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Oogie Boogie (Page 5)
 "A villain who's always causing trouble in Halloween Town.
  He appeared before Riku as a token of the indelible darkness in his heart."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hook (Page 6)
 "A pirate of Never Land.
  Hook appeared before Riku as a token of the indelible darkness in his heart."
_______________________________________________________________________________
[010]---------------------------10. Conclusion---------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
So yeah, this is basically a clossure to the guide. 
In other words, hope you enjoyed the guide, because well, you know, this 
kinda takes a while to finish.

Any problems, or stuff you can easily email me (See top or bottom of file).

As you know, most of us FAQ writers pretty much just do it for the heck of it
or to help (Yes, I know you people wonder how we can spend all our time doing
this).
So if you ever feel like repairing to me in one way or another, money is the
way. ^0^

Seriously, if you ever have one spare buck you wish to send me, it would be
greatly appreciated. What is it used for? Well, either to keep me alive, or
help me keep my comp up to date and/or buy new games to keep more guides
like these coming out. 

How to do so? Well, if you are interested, how kind of you. Just enter the page
below, and you need a PayPal account though. 
https://www.paypal.com/row/cgi-bin/webscr?cmd=_transaction-run

Then just enter my mail in the "Recipient's Email" and the rest of the 
subjects are up to you. Giving a note or reason is appreciated, but not
necessary (as it says Optional there).
_______________________________________________________________________________
[101]----------------------------10.01. Thanks---------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Thanks:
 -> Square Enix, for this great sequel of the original KH. 
 -> "Mystical Moon" <mystical_moon@comcast.net>, for bringing to my attention
    that maps for the world change depending on the floor, and thus I made a
    note of this for the walkthrough.
 -> Lorinan Rivendale <lorinan@gmail.com> for passing the info of the Divine
    Rose keyblade. For some reason I kinda forgot to note that info down while
    making the guide. >.< -- Oh well, thanks~ ^^
 -> "Jak and Daxter" <...>, for mentioning a move of Riku I didn't knew. Not a
    sleight, but an useful move nonetheless.
 -> Tommy <impact19822@yahoo.com>, for the Barrel Spider enemy card.
 -> Jesse James, for lots and lots of cards and a few sleights I was missing.

Copyright:

This FAQ/Walkthrough is copyright of Alan Quirino (grayfox2510 (at) gmail 
(dot) com).

All trademarks and copyrights contained in his document are owned by their 
                 respective trademark and copyright holders.

Stop scrolling... There is nothing more below this!!