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    Jiminy Cricket's Journal FAQ by chibi super shadow

    Version: 1.90 | Updated: 01/03/05 | Search Guide | Bookmark Guide

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    >>>>>>>>>>>>>>>  ~  KINGDOM HEARTS: CHAIN OF MEMORIES  ~  <<<<<<<<<<<<<
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    JIMINI CRICKET'S JOURNAL FAQ, VERSION 1.90
    
    DISCLAIMER: This FAQ has been copyrighted 2004 to chibi super shadow.
    I request and advise that you do not reproduce, or alter this FAQ in
    any shape, way, or form.  Feel free to use this FAQ for your personal
    self, but please do not distribute this FAQ in any way with the event
    of making profit in mind, so keep it privately.  If you wish to place
    this FAQ on a webpage, please be sure to email me at
    mr_guy_123@hotmail.com, and request my permission.  I am more than
    willing to offer anyone permission who requests usage of this FAQ on
    their webpage, however I must be asked beforehand.
    
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    >>>>>>>>>>>>>>>>>>>>>>>  ~  Table of Contents  ~  <<<<<<<<<<<<<<<<<<<<<
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    I. Introduction
    
    II. The Journal
    
    III. Story Journals
    
    i.	      Sora's Tale I
    ii.	      Sora's Tale II
    iii.	      Sora's Tale III
    iv.	      Sora's Tale IV
    v.	      Traverse Town
    vi.	      Wonderland
    vii.	      Olympic Coliseum
    viii.	      Agrabah
    ix.	      Halloween Town
    x.	      Monstro
    xi.	      Atlantica
    xii.	      Never Land
    xiii.	      Hollow Bastion
    xiv.          100 Acre Wood
    xv.	      Twilight Town
    xvi.	      Destiny Islands
    xvii.	      Castle Oblivion
    
    IV. Card Index Journals
    
    1.	Attack Cards
    
    i.	      Kingdom Key
    ii.	      Three Wishes
    iii.	      Crabclaw
    iv.	      Pumpkinhead
    v.	      Fairy Harp
    vi.	      Wishing Star
    vii.	      Spellbinder
    viii.	      Metal Chocobo
    ix.	      Olympia
    x.	      Lionheart
    xi.	      Lady Luck
    xii.	      Devine Rose
    xiii.	      Oathkeeper
    xiv.	      Oblivion
    xv.	      Diamond Dust
    xvi.	      One-Winged Angel
    xvii.	      Ultima Weapon
    
    2.	Magic Cards
    
    i.	      Fire
    ii.	      Blizzard
    iii.	      Thunder
    iv.	      Cure
    v.	      Gravity
    vi.	      Stop
    vii.	      Aero
    viii.	      Simba
    ix.	      Dumbo
    x.	      Bambi
    xi.	      Mushu
    xii.	      Genie
    xiii.	      Tinker Bell
    xiv.	      Cloud
    
    3.	Item Cards
    
    i.	      Potion
    ii.	      Hi-Potion
    iii.          Mega-Potion
    iv.	      Ether
    v.	      Mega-Ether
    vi.	      Elixir
    vii.	      Megalixir
    
    4.	Friend Cards
    
    i.	      Donald Duck
    ii.	      Goofy
    iii.	      Aladdin
    iv.	      Jack
    v.	      Areil
    vi.	      Peter Pan
    vii.	      The Beast
    
    5.	Enemy Cards
    
    i.	      Shadow
    ii.	      Soldier
    iii.	      Large Body
    iv.	      Red Nocturne
    v.	      Blue Rhapsody
    vi.	      Yellow Opera
    vii.	      Green Requiem
    viii.	      Powerwild
    ix.	      Bouncywild
    x.	      Air Soldier
    xi.	      Bandit
    xii.	      Fat Bandit
    xiii.	      Barrel Spider
    xiv.	      Search Ghost
    xv.	      Sea Neon
    xvi.	      Screwdriver
    xvii.	      Aquatank
    xviii.        Wight Knight
    xix.	      Gargoyle
    xx.	      Pirate
    xxi.	      Air pirate
    xxii.         Darkball
    xxiii.	      Defender
    xxiv.	      Wyvern
    xxv.	      Wizard
    xxvi.	      Neoshadow
    xxvii.        White Mushroom
    xxviii.       Black Fungus
    xxix.	      Creeper Plant
    xxx.	      Tornado Step
    xxxi.	      Crescendo
    xxxii.        Guard Armor
    xxxiii.       Parasite Cage
    xxxiv.        Trickmaster
    xxxv.	      Darkside
    xxxvi.        Card Soldier
    xxxvii.       Hades
    xxxviii.      Jafar
    xxxix.        Oogie Boogie
    xl.	      Ursula
    xli.	      Hook
    xlii.	      Dragon Maleficent
    xliii.        Riku
    xliv.	      Axel
    xlv.	      Larxene
    xlvi.	      Vexen
    xlvii.        Malruxia
    xlviii.       Lexaeus
    xlix.	      Ansem
    
    6.	Map Cards
    
    i.	      Tranquil Darkness
    ii.	      Teeming Darkness
    iii.	      Feeble Darkness
    iv.	      Almighty Darkness
    v.	      Sleeping Darkness
    vi.	      Looming Darkness
    vii.	      Premium Room
    viii.	      White Room
    ix.	      Black Room
    x.	      Martial Waking
    xi.	      Sorcerous Waking
    xii.	      Alchemic Waking
    xiii.	      Meeting Ground
    xiv.	      Stagnant Space
    xv.	      Strong Initiative
    xvi.	      Lasting Daze
    xvii.	      Calm Bounty
    xviii.	      Guarded Trove
    xix.	      False Bounty
    xx.	      Moment's Reprieve
    xxi.	      Mingling Worlds
    xxii.	      Moogle Room
    xxiii.        Key of Beginnings
    xxiv.	      Key of Guidance
    xxv.	      Key to Truth
    xxvi.	      Key to Rewards
    
    7.	Premium Cards
    
    i.	      About Premium Cards
    
    V. Character Journals
    
    1.	Characters I
    
    i.	      Sora
    ii.	      Donald Duck
    iii.	      Goofy
    iv.	      Jiminy Cricket
    v.	      Riku
    vi.	      Kairi
    vii.	      Simba
    viii.	      Dumbo
    ix.	      Bambi
    x.	      Mushu
    xi.	      The Moogles
    xii.	      Leon
    xiii.	      Yuffie
    xiv.	      Aerith
    xv.	      Cid
    xvi.	      Cloud
    xvii.	      Tidus
    xviii.	      Wakka
    xix.	      Selphie
    xx.	      Namine
    xxi.	      Riku Replica
    xxii.	      Axel
    xxiii.        Larxene
    xxiv.	      Vexen
    xxv.	      Malruxia
    
    2.	Characters II
    
    i.	      Alice
    ii.	      The Queen of Hearts
    iii.	      The White Rabbit
    iv.	      Card of Hearts
    v.	      Card of Spades
    vi.	      The Cheshire Cat
    vii.	      Hercules
    viii.	      Philoctetes
    ix.	      Hades
    x.	      Aladdin
    xi.	      Genie
    xii.	      Jasmine
    xiii.	      Iago
    xiv.	      Jafar
    xv.	      Jafar (Genie)
    xvi.	      Jack
    xvii.	      Sally
    xviii.        Dr. Finkelstein
    xix.	      Oogie Boogie
    xx.	      Pinocchio
    xxi.	      Geppetto
    xxii.	      Ariel
    xxiii.        Sebastian
    xxiv.	      Flounder
    xxv.	      Ursula
    xxvi.	      Peter Pan
    xxvii.        Tinker Bell
    xxviii.       Wendy
    xxix.	      Hook
    xxx.	      The Beast
    xxxi.	      Belle
    xxxii.        Maleficent
    xxxiii.       Dragon Maleficent
    xxxiv.        Winnie the Pooh
    xxxv.	      Piglet
    xxxvi.        Owl
    xxxvii.       Roo
    xxxviii.      Eeyore
    xxxix.        Tigger
    xl.	      Rabbit
    
    3.	The Heartless
    
    i.	      Shadow
    ii.	      Soldier
    iii.	      Large Body
    iv.	      Red Nocturne
    v.	      Blue Rhapsody
    vi.	      Yellow Opera
    vii.	      Green Requiem
    viii.	      Powerwild
    ix.	      Bouncywild
    x.	      Air Soldier
    xi.	      Bandit
    xii.	      Fat Bandit
    xiii.	      Barrel Spider
    xiv.	      Search Ghost
    xv.	      Sea Neon
    xvi.	      Screwdriver
    xvii.	      Aquatank
    xviii.        Wight Knight
    xix.	      Gargoyle
    xx.	      Pirate
    xxi.	      Air pirate
    xxii.         Darkball
    xxiii.	      Defender
    xxiv.	      Wyvern
    xxv.	      Wizard
    xxvi.	      Neoshadow
    xxvii.        White Mushroom
    xxviii.       Black Fungus
    xxix.	      Creeper Plant
    xxx.	      Tornado Step
    xxxi.	      Crescendo
    xxxii.        Guard Armor
    xxxiii.       Parasite Cage
    xxxiv.        Trickmaster
    xxxv.	      Darkside
    
    VI. Credits and Closing
    
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    >>>>>>>>>>>>>>>>>>>>>>>  ~  I. Introduction  ~  <<<<<<<<<<<<<<<<<<<<<<<
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    Hello everyone, and welcome to my very first FAQ!  Long have I waited
    for a chance to truly explain a game in great detail at the courtesy
    and plight of other gamers such as myself, but have - due to my extreme
    laziness - never actually got around to making one.  Until now, that
    is! ;)
    
    Many gamers seem to forget what exactly happens during a game, and
    often, those that have not played the game may wonder what exactly
    occurs story-wise.  This FAQ has been based around Jiminy Cricket's
    journal, which covers in great detail every miniscule and major aspect
    of the game.  I hope that anyone who wishes to learn of this game and
    go over Jiminy's journal will find this FAQ useful, for in essence this
    FAQ is a compilation of multiple FAQs, such as a story, card, and
    character FAQ.  Note that I will be glad to hear any feedback, whether
    positive or negative, so feel free to email me at
    mr_guy_123@hotmail.com.
    
    Alas, without further ado, here is my very first FAQ; Jiminy Cricket's 
    journal!
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    >>>>>>>>>>>>>>>>>>>>>>>  ~  II. The Journal  ~  <<<<<<<<<<<<<<<<<<<<<<<
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    The journal, as stated in my introduction, extensively covers each
    portion of the game in great detail.  It revises everything that
    appears or occurs throughout game; from the characters, to the cards,
    to the enemies.  As you progress through the game, you will note that
    more and more is recorded in the journal.  In order for you to fully
    complete your journal, then, you must beat the entire game.  Many of
    you probably remember Jiminy's journal in the first Kingdom Hearts and
    may have found it useful if biographies, information, or references
    were in regards to the game.  The same premise revolves around his
    journal this time around, as many may use it as a reference to find
    exactly the information they need.  The journal proves useful in any
    scenario, just as it had in the very first game for the Playstation 2.
    Considering Jiminy's journal is so large, as - literally - the whole
    story of the game is written inside of it, it has been split up into
    multiple sections.  It begins with telling the game's story, moving on
    to the card index, and finally ending with a summary of the characters.  
    Each of these topics have subtopics, and by the end of the journal all
    shall be covered.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    >>>>>>>>>>>>>>>>>>>>>  ~  III. Story Journals  ~  <<<<<<<<<<<<<<<<<<<<<
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    These are the journals recorded due to the progression of the story.
    If you do not want the story spoiled for you, I suggest reading no 
    further.
    
    The stories are separated by levels - or floors, in this case - with
    some back-story to top everything off.  Here are the story journal
    entries, in the order they appear in the journal:
    
    i. Sora's Story 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.
    
    
    ii. 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 remembered the girl's name...
    
    Namine...
    
    
    iii. Sora's Tale III
    ---------------------
    Sora pressed on in his search for Namine, 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 Namine!"
    
    What could he mean?  Will something happens if Sora finds Namine?
    
    Sora is chasing after Riku...and the answers.
    
    
    iv. Sora's Tale IV
    -------------------
    So Sora's memories of Namine were false...
    
    Malruxia wanted Sora's heart and the strength within, so he used Namine
    to create fake memories and place them in Sora's heart.  Larxene is
    gone, so we're going to the top floor to finish Malruxia.  We want
    our memories back.
    
    And Sora - he wants to keep the promise he remembers.  Namin, may not
    be his friend, but in his heart, protecting her is the only choice.
    
    
    v. 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.
    
    
    vi. 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.
    
    Fortunately, Alice's quick thinking pacified the Queen and no one had
    to lose their head.
    
    
    vii. 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, think he would get his lost memories back.
     
    But not even Cloud could best Hercules.  Hades stepped in to finish the
    job, but we put his plans on ice.
    
    
    viii. 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 is.
    
    
    ix. 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 swiped the potion and downed it in a single gulp.  But 
    histrue 
    memories drove him mad with fear.
     
    What if true memories do that to everyone's heart?  Scary.
    
    
    x. 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 felt bad about running away from home and putting his
    father in danger, so he set off to find a way out of Monstro.
     
    After a run-in with a big Heartless, Pinocchio had a great idea: Why
    not make a commotion and get Monstro to spit us out?
     
    With our help, the plan worked, and Pinocchio and Geppetto escaped
    safely.
    
    
    xi. 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.
    
    
    xii. Never Land
    ----------------
    Peter Pan stowed away on Captain Hook's ship to save the kidnapped
    Wendy.
     
    But no sooner had she been saved that Wendy to Peter she wanted to go
    home to London.
     
    Would Wendy grow up and forget about him and Never Land?  Peter didn't
    like that one bit, and left in a huff.
     
    Meanwhile we were just trying to get off the ship.  Hook caught us on
    the deck, but Peter came back and bailed us out.
     
    In the end, Peter and Wendy said their farewells, but promised to meet
    again one day.
    
    
    xiii. Hallow 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 heart.
    
    
    xiv. 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 his
    friends too.
    
    
    xv. Twilight Town
    ------------------
    The card Vexen gave us led to a town none of us remembered.
     
    But Sora held fast to his promise to Namine, 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.
    
    
    xvi. Destiny Islands
    ---------------------
    The last card led us 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 Namine, she told him the bitter truth - nothing he
    remembered of her ever happened.
    
    
    xvii. 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
    Namine to wipe Sora's memory, but it doesn't matter.
     
    Sora knows that promises don't fade as easily as memories.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 
    >>>>>>>>>>>>>>>>>>>  ~  IV. Card Index Journals  ~  <<<<<<<<<<<<<<<<<<<
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 
    
    The card index journals are the basic collection of all of the cards
    obtainable in the game, ranging from attack cards to map cards.  These
    sections of Jiminy's journal provide a simple explanation of each card,
    including what the purpose of each card is.  The card index journals,
    seeing as there so many cards in the game, have been split up into even
    main categories; attack, magic, item, friend, enemy, map, and premium
    cards.
    
    ~~~~~~~~~~~~~~~~
    1. Attack Cards
    ~~~~~~~~~~~~~~~~
    
    Attack cards will be recorded in your journal as soon as you obtain
    them.  Meaning, if you find the Three Wishes attack card on the field
    or through a Moogle Shop, Jiminy will enter its data in his journal.
    This data can prove to be extremely beneficial, because along with
    giving a description of the attack card, Jiminy also gives the player
    the statistics of the weapon.  Choose your cards wisely throughout the
    game, and you will destroy all obstacles.  The attack cards that you
    can obtain in the game are as follows:
    
    i. Kingdom Key
    ---------------
    Strike: D+
    Thrust: D+
    Combo Finish: D+
    Swing Speed: B
    Element: Physical
    Break Recovery: B
    Required CP: *
    
    The default weapon.  Not very powerful, but reliable and easy to
    handle.
    
    
    ii. Three Wishes
    -----------------
    Strike: C+
    Thrust: D+
    Combo Finish: B
    Swing Speed: A
    Element: Physical
    Break Recovery: B
    Required CP: A
    
    Obtained in Agrabah.  Fairly strong with a fast swing.
    
    
    iii. Crabclaw
    --------------
    Strike: C
    Thrust: C
    Combo Finish: B+
    Swing Speed: B+
    Element: Physical
    Break Recovery: *
    Required CP: B
    
    Obtained in Atlantica.  Easy to handle with an impressive recovery 
    timeafter card breaks.
    
    
    iv. Pumpkinhead
    ----------------
    Strike: C+
    Thrust: C+
    Combo Finish: D+
    Swing Speed: B
    Element: Physical
    Break Recovery: A
    Required CP: A
    
    Obtained in Halloweed Town.  Easy to handle with a fast recovery after
    a card break.
    
    
    v. Fairy Harp
    --------------
    Strike: C+
    Thrust: C+
    Combo Finish: C
    Swing Speed: *
    Element: Physical
    Break Recovery: B
    Required CP: B
    
    Obtained in Never Land.  Easy to handle with a formidable swing speed.
    
    
    vi. Wishing Star
    -----------------
    Strike: C
    Thrust: C
    Combo Finish: D+
    Swing Speed: A
    Element: Physical
    Break Recovery: A
    Required CP: A
    
    Obtained in Monstro.  Not very powerful, but very easy to handle.
    
    
    vii. Spellbinder
    -----------------
    Strike: D+
    Thrust: A
    Combo Finish: D+
    Swing Speed: C
    Element: Lighting
    Break Recovery: A
    Required CP: B
    
    A special attack card with lightning-based attacks.
    
    
    vii. Metal Chocobo
    -------------------
    Strike: C+
    Thrust: C+
    Combo Finish: B+
    Swing Speed: C
    Element: Neutral
    Break Recovery: B
    Required CP: B
    
    A special attack card that can break through physical defenses.  A bit
    difficult to handle.
    
    
    ix. Olympia
    ------------
    Strike: C+
    Thrust: D+
    Combo Finish: B
    Swing Speed: C
    Element: Physical
    Break Recovery: A
    Required CP: A
    
    Obtained in Olympus Coliseum.  Powerful with a quick recovery after
    card breaks.
    
    
    x. Lionheart
    -------------
    Strike: B
    Thrust: B
    Combo Finish: B
    Swing Speed: D
    Element: Fire
    Break Recovery: A
    Required CP: B
    
    A special card with fire-based attacks.
    
    
    xi. Lady Luck
    --------------
    Strike: C+
    Thrust: C+
    Combo Finish: DSwing Speed: A
    Element: Physical
    Break Recovery: B
    Required CP: A
    
    Obtained in Wonderland.  A balanced weapon that is easy to handle.
    
    
    xii. Devine Rose
    -----------------
    Strike: A
    Thrust: D+
    Combo Finish: C
    Swing Speed: A
    Element: Physical
    Break Recovery: C
    Required CP: B
    
    Obtained in Hollow Bastion.  Features a powerful strike and a fast
    swing.
    
    
    xiii. Oathkeeper
    -----------------
    Strike: B
    Thrust: *
    Combo Finish: B+
    Swing Speed: B
    Element: Physical
    Break Recovery: B
    Required CP: C
    
    A well-balanced weapon with a very powerful thrust.
    
    
    xiv. Oblivion
    --------------
    Strike: A
    Thrust: A
    Combo Finish: D
    Swing Speed: CElement: Neutral
    Break Recovery: A
    Required CP: C
    
    A special attack card that can break through physical defenses.  First-
    class strength.
    
    
    xv. Diamond Dust
    -----------------
    Strike: B+Thrust: B+
    Combo Finish: B
    Swing Speed: *
    Element: Ice
    Break Recovery: *
    Required CP: C
    
    A special attack card with ice-based attacks.  Powerful and the
    easiest to handle.
    
    
    xvi. One-Winged Angel
    ----------------------
    Strike: C
    Thrust: C
    Combo Finish: *
    Swing Speed: A
    Element: Fire
    Break Recovery: C
    Required CP: C
    
    A special attack card with fire-based attacks.  Exceptional combo
    finish.
    
    
    xvii. Ultima Weapon
    --------------------
    Strike: *
    Thrust: *
    Combo Finish: A
    Swing Speed: B
    Element: Physical
    Break Recovery: B
    Required CP: D
    
    The strongest attack card to be found.
    
    ~~~~~~~~~~~~~~~
    2. Magic Cards
    ~~~~~~~~~~~~~~~
    
    The next section in the card index portion of the journal are the magic
    cards.  Magic cards can play a huge role in battles, so it would be
    extremely wise to equip some of the more powerful ones when facing
    against the more difficult opponents.  Magic cards such as Thunder
    cards, later forming Thundagas will help you greatly in battles against
    bosses, and summons have the potential to obliterate any foe on the
    battlefield.
    
    Jiminy records the magic cards in his journal as you obtain them, just
    as he did with the attack cards.  He - like the attack cards - gives a
    description on what exactly each one does, which may help if you are
    unsure of their purposes.  The magic cards you can obtain in the game
    are as follows:
    
    i. Fire
    --------
    Magic that deals fire damage.  Stock 2 cards for Fira and 3 cards for
    Firaga.
    
    
    ii. Blizzard
    -------------
    Magic that deals ice damage.  Stock 2 cards for Blizzara and 3 cards
    for Blizzaga.
    
    
    iii. Thunder
    -------------
    Magic that deals lightning damage.  Stock 2 cards for Thundara and 3
    cards for Thundaga.
    
    
    iv. Cure
    ---------
    Magic that restores HP.  Stock 2 cards for Cura and 3 cards for Curaga.
    
    
    v. Gravity
    -----------
    Magic that deals damage relative to the opponent's remaining HP.  Stock
    2 cards for Gravira and 3 cards for Graviga.
    
    
    vi. Stop
    ---------
    Magic that halts enemy movement for a set period of time.  Stop 2 cards
    for Stopra and 3 cards for Stopga.
    
    
    vii. Aero
    ----------
    Magic that blows away nearby enemies and inflicts damage.  Stock 2
    cards for Aerora and 3 cards for Aeroga.
    
    
    viii. 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.
    
    
    ix. Dumbo 
    ----------
    Dumbo douses enemies with water over a set time period, dealing ice
    damage.  Stock more than one to prolong the attack.
    
    
    x. Bambi
    ---------
    Bambi bounds around and drops recovery items.  Stock more than one to
    boost the effect.
    
    
    xi. Mushu
    ----------
    Mushu breathes fire at the enemy, dealing fire damage.  Stock more than
    one to prolong the attack.
    
    
    xii. Genie
    -----------
    Genie casts Thundara, Gravira, or Stopra.  Stock more than one and
    Genie will cast multiple spells.
    
    
    xiii. Tinker Bell
    -----------------
    Tinker Bell restores HP over a set period of time.  Stock more than one
    to boost the effect.
    
    
    xiv. Cloud
    -----------
    Cloud unleashes two successive sword attacks.  Stock 3 cards to use
    Omnislash.
    
    ~~~~~~~~~~~~~~
    3. Item Cards
    ~~~~~~~~~~~~~~
    
    Item cards are quite possibly some of the best cards in the game.  They
    can be used to withdraw both attack and magic cards instantly depending
    on which item card you use.  The lesser item cards are slightly
    overshadowed by those in the top-most tier, but considering the lesser
    ones are obtained at the start of the game, everything balances out
    overall.  Use and abuse these cards to your advantage, especially if
    you are having difficulty while playing the game.
    
    Jiminy Cricket records these cards as you obtain them, just as he did
    with the previous two sets.  For each item card, Jiminy explains what
    each card is capable of, and if any restrictions are placed on the
    card.  If no restrictions are placed on the card, then Jiminy will also
    take note of any extra beneficiaries the card may possess.  The item
    cards which you can obtain in the game are as follows:
    
    i. Potion
    ----------
    Quickly reloads attack cards with no charge time required.  It does 
    not work on cards that cannot be reloaded.
    
    
    ii. Hi-Potion
    --------------
    Quickly reloads attack cards with no charge time required.  Even
    normally unreloadable cards are restored.
    
    
    iii. Mega-Potion
    -----------------
    Quickly reloads attack cards with no charge time and resets the reload
    counter.  Even normally unreloadable cards are restored.
    
    
    iv. Ether
    ----------
    Quickly reloads magic cards with no charge time required.  It does not
    work on cards that cannot be reloaded.
    
    
    v. Mega-Ether
    -------------
    Quickly reloads magic cards with no charge time and resets the counter.  
    Even normally unreloadable cards are restored.
    
    
    vi. Elixir
    -----------
    Quickly reloads attack cards and magic cards, including normally
    unreloadable cards.
    
    
    vii. Megalixir
    ---------------
    Quickly reloads attack cards and magic cards, including normally
    unreloadable cards.  The reload counter is also set.
    
    ~~~~~~~~~~~~~~~~
    4. Friend Cards
    ~~~~~~~~~~~~~~~~
    
    These cards can be used in some battles and provide great results,
    however I suggest not to make these your cards of choice.  The process
    of using these cards is simple - during a battle, these cards 
    will appear on the screen.  You simply have to pick them up, and use 
    them.  The only problem is, they are generally weak until you learn to 
    stock your cards to the best of your ability.
    
    Friend cards only appear in the specific locations of the actual
    character.  As Donald Duck and Goofy travel with you, you will be able
    to find and utilize their cards in nearly every battle.  However,
    friend cards such as Aladdin and the Beast are restricted to the areas
    of Agrabah and Hollow Bastion respectively.  This case applies to
    everyone save Donald and Goofy.
    
    Jiminy records friend cards as soon as you meet your friend in his/her
    specific area, whether it be Tinker Bell or Jack.  In his journal,
    Jiminy tells of what the friend does when summoned on the battlefield
    by his/her friend card, as well as what will occur if that card is
    stocked.  The friend cards you can utilize in the game are as follows:
    
    i. Donald Duck
    ---------------
    Donald randomly casts Fire, Blizzard, Thunder, or Cure.  Stock more
    than one to power up Donald's magic.
    
    
    ii. Goofy
    ----------
    Goofy swings his shield at the enemy.  Stock more than one to power up
    Goofy's attack.
    
    
    iii. Aladdin
    -------------
    Aladdin swings his sword at the enemy repeatedly.  Stock more than one
    to power up Aladdin's attack.
    
    
    iv. Jack
    ---------
    Jack casts Fire, Blizzard, Thunder, or Gravity.  Stock more than one to
    power up Jack's magic.
    
    
    v. Ariel
    ---------
    Ariel whirls across the field, striking many enemies.  Stock more than
    one to power up Ariel's attack.
    
    
    vi. Peter Pan
    --------------
    Peter Pan attacks with his dagger.  Stock more than one to power up
    Peter's attack.
    
    
    vii. The Beast
    ---------------
    The Beast mows down anyone in Sora's path.  Stock more than one to
    power up the Beast's attack.
    
    ~~~~~~~~~~~~~~~
    5. Enemy Cards
    ~~~~~~~~~~~~~~~
    
    Enemy cards could be thought of passive cards that you must enable
    during a battle.  These cards will assist Sora in a number of ways, for
    each enemy card possesses a different effect, usually in the gamer's
    best interest.  Enemy cards, however, are extremely rare, as you obtain
    these cards after battles, rather than on the field or through Moogle
    Shops.  This means that these cards must drop - in order for you to
    pick and add to your deck - after you defeat all enemies in a certain
    battle.  When the battle is over, an enemy card will drop instead of a
    map cards.
    
    Jiminy Cricket goes through each enemy card that you pick up throughout
    the game.  Along with giving a description to what the enemy cards 
    actually do, Jiminy includes the name of the enemy's attack, the
    weaknesses and strengths of the card, along with the card's duration,
    if any was programmed.  The enemy cards you can obtain in the game are
    as follows (Note: The enemy's attack name is in brackets beside the
    enemy's name):
    
    i. Shadow (Incrementor)
    -----------------------
    Increase the value of all cards by 1.
    
    Duration: 2 reloads.
    
    
    ii. Soldier (Combo Plus)
    ------------------------
    Add an extra hit to normal combos.
    
    Duration: 3 reloads.
    
    
    iii. Large Body (Guard)
    -----------------------
    Deflect frontal physical attacks and completely nullify damage.
    
    Duration: 1 reload.
    
    
    iv. Red Nocturne (Fire Boost)
    -----------------------------
    Increase the strength of Fire abilities.
    
    Duration: 1 reload.
    
    
    v. Blue Rhapsody (Blizzard Boost)
    ---------------------------------
    Increase the strength of Blizzard abilities.
    
    Duration: 1 reload.
    
    
    vi. Yellow Opera (Thunder Boost)
    --------------------------------
    Increase the strength of Thunder abilities.
    
    Duration: 1 reload.
    
    
    vii. Green Requiem (Cure Boost)
    -------------------------------
    Increase the potency of Cure abilities.
    
    Duration: 1 reload.
    
    
    viii. Powerwild (Retrograde)
    ----------------------------
    Reverse the values of all cards.  1 becomes 9, 2 becomes 8, ect.  Cards
    with value 0 are not affected.
    
    Duration: 1 reload.
    
    
    ix. Bouncywild (Draw)
    ---------------------
    Attract fallen cards and items for easy retrieval.
    
    Duration: 5 reloads.
    
    
    x. Air Soldier (Reload Kinesis)
    -------------------------------
    Reload while in motion.
    
    Duration: 3 reloads.
    
    
    xi. Bandit (Combo Finish)
    -------------------------
    Make any attack as strong as a finishing blow.
    
    Duration: 1 reload.
    
    
    xii. Fat Bandit (Back Attack)
    -----------------------------
    Increase damage when striking enemies from behind.
    
    Duration: 2 reloads.
    
    
    xiii. Barrel Spider (Quickload)
    -------------------------------
    Reload cards instantly.
    
    Duration: 3 reloads.
    
    
    xiv. Search Ghost (Drain)
    --------------------------
    Absorb enemy HP when striking with attack cards, but enemies will drop
    fewer items.
    
    Duration: 1 reload.
    
    
    xv. Sea Neon (Random Values)
    ----------------------------
    Randomize the values of cards you use.
    
    Duration: 1 reload.
    
    
    xvi. Screwdriver (Decrementor)
    ------------------------------
    Decrease the values of all cards by 1.
    
    Duration: 1 reload.
    
    
    xvii. Aquatank (Auto-Reload)
    ----------------------------
    Automatically reload cards when they run out.
    
    Duration: 1 reload.
    
    xviii. Wight Knight (Float)
    ---------------------------
    Alter gravity to increase jumping ability.
    
    Duration: 3 reloads.
    
    
    xix. Gargoyle (Vanish)
    ----------------------
    Become invisible and reduce your chances of being hit.
    
    Duration: 1 reload.
    
    
    xx. Pirate (All Zeroes)
    -----------------------
    Change the values of all cards to 0.
    
    Duration: 1 reload.
    
    
    xxi. Air Pirate (Item Bracer)
    -----------------------------
    Stop enemies from breaking item cards you use.
    
    Duration: 3 reloads.
    
    
    xxii. Darkball (Cardblind)
    --------------------------
    Hide the cards you hold from hostile eyes.
    
    Duration: 3 reloads.
    
    
    xxiii. Defender (Protect)
    -------------------------
    Decrease damage from physical attacks by the enemy.  Magical attacks do
    normal damage.
    
    Duration: 1 reload.
    
    
    xxiv. Wyvern (Reload Lock)
    --------------------------
    Reload without incrementing the reload counter.
    
    Duration: 3 reloads.
    
    
    xxv. Wizard (Magic Boost)
    -------------------------
    Forfeit summon card use to power up magic cards.  
    
    Duration: 1 reload.
    
    
    xxvi. Neoshadow (Bio)
    ---------------------
    Cause enemies' HP to gradually drop.
    
    Duration: 1 reload.
    
    
    xxvii. White Mushroom (Hyper Healing)
    -------------------------------------
    Restore some HP every time you use a friend card.
    
    Duration: 3 reloads.
    
    
    xxviii. Black Fungus (Random Flush)
    -----------------------------------
    Activate a random enemy card effect.
    
    Duration: 1 reload.
    
    
    xxix. Creeper Plant (Leaf Bracer)
    ---------------------------------
    Stop enemies from breaking Cure abilities you use.
    
    Duration: 1 reload.
    
    
    xxx. Tornado Step (Reload Haste)
    --------------------------------
    Subtract 2 from the reload counter.
    
    Duration: 1 reload.
    
    
    xxxi. Crescendo (Summon Boost)
    ------------------------------
    Forfeit magic card use to power up summon cards.
    
    Duration: 1 reload.
    
    
    xxxii. Guard Armor (Wide Attack)
    --------------------------------
    Slightly extend the range of attack cards.
    
    Duration: 30 attacks.
    
    
    xxxiii. Parasite Cage (Dispel)
    -------------------------------
    Break an opponent's enemy card without fail.  Nothing happens if your
    opponent has no enemy card in play.
    
    
    xxxiv. Trickmaster (Value Break)
    --------------------------------
    When you lose a card break, reduce the value of the enemy's card by the
    value of your broken card.
    
    Duration: 10 breaks.
    
    
    xxxv. Darkside (Mimic)
    ----------------------
    Copy the enemy card your opponent is using.  Nothing happens if your
    opponent has no enemy card in play.
    
    
    xxxvi. Card Soldier (Attack Haste)
    ----------------------------------
    Increase the swing speed of attack cards.
    
    Duration: 30 attacks.
    
    
    xxxvii. Hades (Berserk)
    -----------------------
    Boost the power of attack cards when low on HP (when the gauge 
    isflashing red).
    
    Duration: 30 attacks.
    - Resistant to fire.
    - Stunned by ice.
    
    
    xxxviii. Jafar (Attack Bracer)
    ------------------------------
    Stop enemies from breaking attack cards you use.
    
    Duration: 20 attacks.
    
    
    xxxix. Oogie Boogi (Regen)
    --------------------------
    Gradually restore HP.  HP returns more quickly when low.
    
    Duration: 10 uses.
    
    
    xl. Ursula (Shell)
    ------------------
    Halve the damage from magical attacks by the enemy.  Summon damage does 
    normal damage.
    
    Duration: 5 hits taken.
    
    
    xli. 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.
    
    
    xlii. Dragon Maleficent (Overdrive)
    -----------------------------------
    Sacrifice reload speed to power up attack cards.
    
    Duration: 30 attacks.
    
    
    xliii. Riku (Sleight Lock)
    --------------------------
    Keep cards used in sleights available for reloading.
    
    Duration: 5 sleights.
    - Resistance to fire, ice, and lighting.
    
    
    xliv. Axel (Quick Recovery)
    ---------------------------
    Use cards even while staggering from damage.
    
    Duration: 10 hits taken.
    - Immune to fire.
    - Stunned by ice.
    
    
    xlv. Larxene (Dash)
    -------------------
    Increase running speed.
    
    Duration: 15 cards.
    - Immune to lightning.
    - Weak against special attacks.
    
    
    xlvi. 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.
    
    
    xlvii. Malruxia (Double Sleight)
    --------------------------------
    Use stocked cards and sleights twice in a row.  However during versus
    battles it bumps up the reload counter.
    
    Duration: 3 sleights.
    - Resistant to fire, ice, lightning, and special attacks.
    - Weak against physical attacks.
    
    
    xlviii. 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.
    
    
    xlix. Ansem (Slightblind)
    -------------------------
    Conceal your stocked cards from your opponents.
    
    Duration: 10 sleights.
    - Resistant to fire, ice, and lightning.
    
    ~~~~~~~~~~~~~
    6. Map Cards
    ~~~~~~~~~~~~~
    
    Map cards are, without a doubt, the cards that have the most relevance
    in the game.  If you cause Sora to ever run out of map cards and 
    thusforce him to have none on hand, you will not be able to progress
    through the game until you find more map cards.  Map cards are - in
    simple terms - the cards that synthesize doors and rooms.  However, the
    concept of map cards is very complex, as each card will form a
    different room, one with aspects drawn from the card itself.  Meaning,
    if you were to synthesize a room using the Almighty Darkness card, you
    will find that a lot of viscous enemies will appear in the room.
    However, if you use cards such as the Sleeping Darkness map card, each
    enemy in the room will have fallen asleep, and none of them will move.
    The cards also are categorized in a variety of colours (Which I have
    put in brackets when listing them) as well as their card values,
    ranging from zero to nine.  The card values are extremely important
    when synthesizing a room, for many doors will require a certain value
    in order for the room to be correctly synthesized.
    
    Jiminy Cricket records the map cards in his journal as you obtain them.  
    He states the name of the cards in his journal, as well as what type of
    room the cards create, what can be found inside each room, and what
    additional effects will be placed on the room if it is created with a
    particular card.  The map cards which you can obtain in the game are as
    follows:
    
    i. Tranquil Darkness (Red)
    ---------------------------
    A room where only a few Heartless appear.
    
    
    ii. Teeming Darkness (Red)
    --------------------------
    A room where many Heartless appear.  Enemies are more likely to drop
    enemy cards.
    
    
    iii. Feeble Darkness (Red)
    --------------------------
    A room where Heartless with weak cards appear.
    
    
    iv. Almighty Darkness (Red)
    ---------------------------
    A room where Heartless with strong cards appear.  Enemies are more
    likely to drop enemy cards.
    
    
    v. Sleeping Darkness (Red)
    --------------------------
    A room where Heartless are drowsy and easy to ambush.
    
    
    vi. Looming Darkness (Red)
    --------------------------
    A room where Heartless attack relentlessly.  Enemies are more likely to
    drop enemy cards.
    
    
    vii. Premium Room (Red)
    -----------------------
    A room where victory often leads to Premium Bonuses.
    
    
    viii. White Room (Red)
    ----------------------
    A room where only White Mushrooms appear.  But what happens when you
    help them out?
    
    
    ix. Black Room (Red)
    --------------------
    A room where only Black Funguses appear.  But what happens when you
    defeat one?
    
    
    x. Martial Waking (Green)
    -------------------------
    A room where attack cards are more effective.
    
    
    xi. Sorcerous Waking (Green)
    -----------------------------
    A room where magic cards are more effective.
    
    
    xii. Alchemic Waking (Green)
    ----------------------------
    A room where item cards are more effective.
    
    
    xiii. Meeting Ground (Green)
    -----------------------------
    A room where a friend card appears at the beginning of all battles (If
    your friends are with you).
    
    
    xiv. Stagnant Space (Green)
    ---------------------------
    A room where the Heartless move slowly.
    
    
    xv. Strong Initiative (Green)
    -----------------------------
    A room where striking first in the field does additional damage to
    Heartless.
    
    
    xvi. Lasting Daze (Green)
    -------------------------
    A room where striking first in the field stuns all Heartless that join
    the battle.
    
    
    xvii. Calm Bounty (Blue)
    ------------------------
    A room containing treasure.
    
    
    xviii. Guarded Trove (Blue)
    ---------------------------
    A room where treasure is guarded by Heartless.
    
    
    xix. False Bounty (Blue)
    -------------------------
    A room where only one treasure chest is real.  Opening the wrong chest
    triggers a battle.
    
    
    xx. Moment's Reprieve (Blue)
    -----------------------------
    A room where you can save your progress.
    
    
    xxi. Mingling Woods (Blue)
    ---------------------------
    A room where anything could happen.
    
    
    xxii. Moogle Room (Blue)
    -------------------------
    A room where cards can be traded with moogles at the Moogle Shop.
    
    
    xxiii. Key of Beginnings (Gold)
    -------------------------------
    A room where untold stories unfold.
    
    
    xxiv. Key of Guidance (Gold)
    ----------------------------
    A room where untold stories unfold.
    
    
    xxx. Key to Truth (Gold)
    ------------------------
    A room where untold stories unfold.
    
    
    xxxi. Key to Rewards (Gold)
    ---------------------------
    A room containing special treasure.
    
    ~~~~~~~~~~~~~~~~~
    7. Premium Cards
    ~~~~~~~~~~~~~~~~~
    
    There is only one section regarding premium cards in Jiminy's journal.
    Since it pretty much tells all there is to know about premium cards, 
    there is no need for any addition explanation.  The section reads as 
    follows:
    
    i. About Premium Cards
    -----------------------
    Evolved versions of normal cards.
    
    Premium cards require very little CP, but can only be used once per
    battle - no reloads allowed.
    
    Only attack cards and magic cards can be updated to premium cards.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    >>>>>>>>>>>>>>>>>>>>  ~  V. Character Journals  ~  <<<<<<<<<<<<<<<<<<<<
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
    The second-largest area of Jiminy Cricket's journal revolves around the
    characters who appear throughout the game.  And when I say the 
    characters who appear throughout the game, I mean ALL the characters.
    Each one has their own special place in Jiminy Cricket's journal, and,
    since this area is so large, it has been split up into three
    categories.
    
    Categories one and two are similar to each other- each deal with
    regular characters that make an appearance and have some form 
    ofpersonality.  The third section, however, is a character section 
    meant only for the Heartless, ranging from the simple Shadow all the 
    way to Darkside itself.
    
    Jiminy goes into enough detail in this section to explain each
    character well enough to anyone, disregarding the question of whether
    you have played the game or not.  The following are the characters that
    you encounter throughout the game, in order of the sections they appear 
    in: 
    
    ~~~~~~~~~~~~~~~~
    1. Characters I
    ~~~~~~~~~~~~~~~~
    
    i. Sora
    --------
    A bright and spirited boy chosen by the Keyblade to battle the 
    Heartless.
    
    It was Sora who defeated Ansem, ending his plan to shroud the world in 
    darkness.
    
    However, Sora continued his journey, seeking the friends he lost during
    the struggle.
    
    
    ii. Donald Duck
    ----------------
    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.
    
    
    iii. Goofy
    -----------
    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.
    
    
    iv. Jiminy Cricket
    -------------------
    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.
    
    
    v. Riku
    --------
    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 hopes of finding Riku.
    
    
    vi. Kairi
    ----------
    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
    island were saved.
    
    She waits there for Sora and Riku's return.
    
    
    vii. Simba
    -----------
    Successor to his father as ruler of the Pride Lands.
    
    Sora need only call and Simba will appear and lend his strength.
    
    
    viii. Dumbo
    -----------
    A small elephant born in a circus.
    
    The other animals laughed at his big ears, but the courage to fly made
    Dummbo the star of the circus.
    
    If Sora calls, Dumbo will come to the rescue.
    
    
    ix. Bambi
    ----------
    A young deer prince whose father is king of the forest.
    
    Sora can call Bambi for help anytime.
    
    
    x. Mushu
    ---------
    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.
    
    
    xi. The Moogles
    ----------------
    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.
    
    
    xii. Leon
    ----------
    A cool and collected swordsman who wields a gunblade.  His real name:
    Squall Lionhart.
    
    Leon once fought with Sora against the Heartless, but the Lean we met
    in Castle Oblivion is a product of his memory, so he can't remember
    much of what happened before.
    
    
    xiii. Yuffie
    -------------
    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.
    
    
    xiv. Aerith
    ------------
    A young woman who fought the Heartless.  Her calm demeanor hides
    unbreakable will.
    
    Aerith also has a mysterious sense of truth, and is aware that Traverse
    Town and its inhabitants are a figment of Sora's memory.
    
    
    xv. Cid
    --------
    A gifted pilot who saved Leon and the others from the Heartless when
    they were just children.
    
    Cid lives in Traverse Town now.
    
    
    xvi. Cloud
    -----------
    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?
    
    
    xvii. Tidus
    ------------
    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.
    
    
    xviii. Wakka
    -------------
    A boy from Sora's islands.
    
    Despite being the oldest, Wakka is modest and takes good care of his
    friends.
    
    
    xix. Selphie
    -------------
    A perky girl from Sora's islands.
    
    Selphie is assertive and tends to leap before she looks, and she also
    has a romantic side.
    
    
    xx. Namine
    -----------
    A young witch who, under orders from Malruxia, rewrote much of Sora's
    memories.
    
    Because Namine is based on the false memories on Sora's feelings
    towards Kairi, Sora believed he and Namine had been friends since
    childhood.
    
    But truth be told, the two never met before Castle Oblivion.
    
    
    xxi. Riku Replica
    ------------------
    A replica of Riku created by Vexen from the real Riku's data.
    
    Through Namine's power, he was infused with false memories and made to
    believe he was the real Riku.
    
    The truth has wounded him deeply.
    
    
    xxii. Axel
    -----------
    A mysterious figure who stands in Sora's path.
    
    Hard to read, half the time Axel seems to just be messing around...but
    for all we know, he's done more thinking than everyone else put
    together.
    
    
    xxiii. Larxene
    ---------------
    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.
    
    
    xxxiv. Vexen
    -------------
    A man absorbed in his dubious research in Castle Oblivion.
    
    Vexen tried to destroy Sora by controlling Riku and pitting the two
    against each other.  When his plan failed, he confronted Sora 
    personally.
    
    
    xxxv. Malruxia
    ---------------
    Lord of Castle Oblivion and a member of the Organization.
    
    In a move to bring the group under his control, Malruxia used Namine to
    overrun Sora's memory and tried to claim the power of the Keyblade.
    
    ~~~~~~~~~~~~~~~~~
    2. Characters II
    ~~~~~~~~~~~~~~~~~
    
    i. Alice
    ---------
    A curious girl who feel 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 clear her name.
    
    
    ii. The Queen of Hearts
    ------------------------
    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.
    
    
    iii. The White Rabbit
    ----------------------
    A loyal retainer of the Queen of Hearts.
    
    He always carries out the Queen's orders, no matter what they may be.
    
    
    iv. Card of Hearts
    -------------------
    Guards in service of the Queen of Hearts.
    
    They fear her temper and will do anything she orders.
    
    
    v. Card of Spades
    ------------------
    Guards in service of the Queen of Hearts.
    
    They fear her temper and will do anything she orders.
    
    
    vi. The Cheshire Cat
    ---------------------
    A mysterious, grinning cat who always talks in riddles.
    
    He appears when you least expect it, and disappears whenever he 
    pleases.
    
    
    vii. Hercules
    --------------
    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.
    
    
    viii. Philoctetes
    ------------------
    Trainer of countless heroes, including Hercules.
    
    Nowadays Phil runs the Coliseum and manages the games.
    
    
    ix. Hades
    ----------
    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.
    
    
    x. Aladdin
    -----------
    A young man who lives in Agrabah and dreams of meeting Princess
    Jasmine.
    
    Aladdin became Genie's master when he found the magic lamp.
    
    At first, Aladdin wanted to become a prince and impress Jasmine, but in
    the end he gave Genie his freedom and decided to show Jasmine his true
    self.
    
    
    xi. Genie
    ----------
    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.
    
    
    xii. Jasmine
    -------------
    Princess of Agrabah.
    
    Jasmine feels cooped up in the palace and longs for freedom outside its
    walls.
    
    
    xiii. Iago
    -----------
    A cunning and chatty parrot.
    
    Iago flies about Agrabah, serving as the evil Jafar's eyes and ears.
    
    
    xiv. Jafar
    -----------
    A sorcerer and Agrabah's royal vizier.
    
    Jafar stole the magic lamp from Aladdin and, with the Genie's power,
    schemed to become ruler of Agrabah.
    
    
    xv. Jafar (Genie)
    -----------------
    Jafar's genie form.
    
    After taking the lamp from Aladdin, Jafar wished for the powers of a
    genie and tried to do us in.
    
    
    xvi. Jack
    ----------
    Halloween Town's master of macabre.
    
    Jack is always looking for new ways to bring the spooks and shivers of
    Halloween to all.
    
    
    xvii. Sally
    ------------
    Dr. Finkelstein's helper in the lab.  He created her from various odds
    and ends.
    
    Sally is secretly in love with Jack.
    
    
    xviii. Dr. Finkelstein
    -----------------------
    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.
    
    
    xix. Oogie Boogie
    ------------------
    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.
    
    
    xx. Pinocchio
    --------------
    A wooden puppet Geppetto made, brought to life by the Blue Fairy.
    
    To become a real boy, Pinocchio has to learn bravery, kindness, and
    honesty.
    
    He and Geppetto were swallowed by Monstro, but they escaped with a
    little help from us.
    
    
    xxi. Geppetto
    --------------
    A gentle and earnest carpenter, 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.
    
    
    xxii. Ariel
    ------------
    The daughter of King Triton who longs to see the outside world.
    
    Worried by Flounder's disappearance, Ariel was cajoled by Ursula into
    forking over the king's trident.
    
    We helped save Ariel and recover the trident, and she resolved to tell
    her father the truth.
    
    
    xxiii. Sebastian
    -----------------
    Triton's music director and Ariel's guardian.
    
    Sebastian is constantly scolding Ariel for her escapades, but only
    because he worries for her safety.
    
    
    xxiv. Flounder
    ---------------
    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.
    
    
    xxv. Ursula
    ------------
    The sea witch.  She once lived in the palace, but was banished for her
    scheming.
    
    Ursula deceived Ariel and stole the tried in an attempt to rule all
    Atlantica.
    
    
    xxvi. Peter Pan
    ----------------
    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.
    
    
    xxvii. Tinker Bell
    -------------------
    A fairy with a jealous streak, especially when Peter pays attention to
    other girls.
    
    
    xxviii. Wendy
    --------------
    A dreamy English girl.  Peter showed her the way to Never Land.
    
    Wendy really likes Peter, but decided to return home to London.
    
    
    xxix. Hook
    -----------
    A pirate who holds a grudge against Peter Pan.
    
    Hook kidnapped Wendy to lure Peter out.
    
    Normally proud, Hook falls to pieces the moment the crocodile that took
    his hand shows up.
    
    
    xxx. The Beast
    ---------------
    A prince transformed into a beast because of his selfishness.  Meeting
    Belle restored humanity to his heart.
    
    Though stunned by Belle's cold behaviour, his faith in their love never
    wavered.
    
    
    xxxi. Belle
    ------------
    A young woman who saw kindness behind the Beast's gruff exterior.
    
    Realizing Maleficent sought her heart, Belle acted coldly toward the
    Beast to keep her heart beyond the witch's reach.
    
    
    xxxii. Maleficent
    ------------------
    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 
    hadseen through her plan.
    
    
    xxxiii. Dragon Maleficent
    -------------------------
    Maleficent's dragon form.
    
    Her own sorcery mingled with the vast powers of darkness made
    Maleficent a fearful opponent.
    
    
    xxxiv. Winnie the Pooh
    -----------------------
    A bear who lives in the base of a tree in the Hundred Acre Wood.
    
    Pooh loves to eat - especially honey.  He's gentle and easygoing, but a
    little absent - minded.
    
    
    xxxv. Piglet
    -------------
    Pooh's closest friend.
    
    Piglet is very shy, and when he's surprised he covers his eyes with his
    floppy ears.
    
    
    xxxvi. Owl
    -----------
    The wisest animal in the Hundred Acre Wood.
    
    Sometimes he talks so much his friends fall asleep.
    
    
    xxxvii. Roo
    ------------
    A feisty kangaroo who's full of energy.
    
    Little Roo wants to learn to bounce as high as Tigger.
    
    
    xxxviii. Eeyore
    ----------------
    A gloomy donkey whose tail keeps falling off and getting lost.
    
    Eeyore is timid and always a little down, and likes to take things
    slow.
    
    
    xxxix. Tigger
    --------------
    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.
    
    
    xl. Rabbit
    -----------
    A diligent gardener who's always busy with his vegetables.
    
    Sometimes Rabbit is a bit short-tempered, especially when Tigger is
    bouncing around his garden.
    
    ~~~~~~~~~~~~~~~~~~
    3. Characters III
    ~~~~~~~~~~~~~~~~~~
    
    i. Shadow
    ----------
    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.
    
    
    ii. Soldier
    ------------
    A swift-moving Heartless that attacks its prey with a spin kick.
    
    Its whimsical nature makes the Soldier a less than tenacious foe.
    
    
    iii. Large Body
    ----------------
    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.
    
    
    iv. Red Nocturne
    -----------------
    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.
    
    
    v. Blue Rhapsody
    -----------------
    A magic-wielding Heartless that drifts through the air.
    
    The Blue Rhapsody attacks with Blizzard once it's close enough, and 
    absorbs Blizzard damage.
    
    
    vi. Yellow Opera
    -----------------
    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.
    
    
    vii. Green Requiem
    -------------------
    A magic-wielding Heartless that drifts through the air.  It doesn't 
    attack, but it can cast Cure to heal other Heartless.
    
    The Green Requiem is slow, but its immunity to magic attacks make it 
    tough to squash.
    
    
    viii. Powerwild
    ----------------
    A simian Heartless that excels at jumping.
    
    It has destructive instincts and attacks with punches and sliding 
    kicks.
    
    
    ix. Bouncywild
    ---------------
    A simian Heartless.
    
    It teases its enemies and throws banana peels from far away.  Be 
    careful not to slip!
    
    
    x. Air Soldier
    ---------------
    A winged Heartless.  It swoops down onto its opponent's head, or slams 
    into them when they let their guard down.
    
    The Air Soldier is swift, resilient, and not easy to ground.
    
    
    xi. Bandit
    -----------
    A Heartless that mainly appears in Agrabah.
    
    The Bandit deftly wields the scimitar it carries, and should be 
    approached cautiously.
    
    
    xii. Fat Bandit
    ----------------
    A Heartless that mainly appears in Agrabah.
    
    The Fat Bandit repels frontal attacks with its jiggly belly and spits 
    fireballs.
    
    
    xiii. Barrel Spider
    --------------------
    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.
    
    
    xiv. Search Ghost
    ------------------
    A spooky Heartless.
    
    The Search Ghost can warp out of harm's way and absorb its enemies' HP, 
    making it a tough opponent.
    
    
    xv. Sea Neon
    -------------
    A jellyfish-life Heartless.
    
    It may look laid back, but the Sea Neon's long tentacles can propel it 
    toward enemies for a ferocious attack.
    
    
    xvi. Screwdriver
    -----------------
    A Heartless that likes to team up with the Aquatank.
    
    It attacks with a spear or charges its enemies.
    
    
    xvii. Aquatank
    ---------------
    A fish-like Heartless that lazily wanders the sea.
    
    The Aquatank attacks with Thunder or by whirling its sizable body 
    about.
    
    
    xviii. Wight Knight
    --------------------
    A Heartless that calls Halloween Town its main haunt.
    
    The Wight Knight's long appendages make it dangerous to approach.
    
    
    xix. Gargoyle
    --------------
    A winged Heartless that mainly appears in Halloween town.
    
    It pelts its stunned opponents with fireballs.
    
    
    xx. Pirate
    -----------
    A Heartless that mostly sticks to Never Land.
    
    A skilled swordsman, the Pirate can knock its enemies out cold and then 
    finish them off with a viscous combo.  If its sword flashes, watch out!
    
    
    xxi. Air Pirate
    ----------------
    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.
    
    
    xxii. Darkball
    ---------------
    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.
    
    
    xxiii. Defender
    ----------------
    A Heartless that primarily resides in Hallow Bastion.
    
    It 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.
    
    
    xxiv. Wyvern
    -------------
    An enormous Heartless that hunts its enemies from the skies.
    
    The Wyvern is agile despite its size.  Upon sighting its prey, it 
    rushes forward and attacks with a flurry of kicks.
    
    
    xxv. Wizard
    ------------
    A Heartless proficient in magic.
    
    The Wizard is a formidable opponent that attacks with high-level Fire, 
    Blizzard, and Thunder spells.
    
    
    xxvi. Neoshadow
    ----------------
    A nimble Heartless that swims through the shadows.
    
    
    xxvii. White Mushroom
    ----------------------
    A Heartless with an unusual affinity for people.
    
    The White Mushroom never attacks, and may even reward someone who comes 
    to its aid.
    
    
    xxviii. Black Fungus
    ---------------------
    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...
    
    
    xxix. Creeper Plan
    -------------------
    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.
    
    
    xxx. Tornado Step
    ------------------
    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.
    
    
    xxxi. Crescendo
    ----------------
    A hopping, horn-like Heartless.
    
    It's a bothersome foe that can honk and call other Heartless.
    
    
    xxxii. Guard Armor
    -------------------
    A Heartless that haunts Traverse Town.
    
    It appeared when the bells rang to wreak havoc on the town.
    
    
    xxxiii. Parasite Cage
    ----------------------
    A Heartless that dwelled inside Monstro.
    
    The Parasite Cage is quite the gourmand and eats anything in its path.  
    Pinocchio figured out how to escape Monstro after being gobbled up by 
    it.
    
    
    xxxiv. Trickmaster
    -------------------
    The Heartless in Wonderland that stole the Queen of Hearts's memory.
    
    Victims of memory theft don't even remember what they forgot.
    
    
    xxxv. Darkside
    ---------------
    The Heartless that attacked Sora's home, Destiny Islands.
    
    Sora fought valiantly to protect the islands and his memories there.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    >>>>>>>>>>>>>>>>>>>  ~  VI. Closing and Credits  ~  <<<<<<<<<<<<<<<<<<<
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
    Well, that is it!  I highly enjoyed making this guide and will 
    constantly check to see if I have made any errors.  Seeing as this was 
    my first FAQ, I chose to take it slow-and-steady, and ultimately came 
    up with this product, though I wish to further enhance my FAQ-writing 
    skills for the future by writing actual walk-throughs.  Before I sign 
    off until next time, I would like to thank the following:
    
    Thank you, Glass Giant, for generating that wonderful ASCII art of 
    Jiminy Cricket.
    
    Thank you, Square Enix and Disney, for producing such an awesome game
    for the GameBoy Advance.  I have been pulled towards this game as soon
    as it came out, and will continue to show my full support for it.
    
    Thank you, Nintendo, for porting this game on the second-best hand-held
    of all time (Second only to the DS :P).
    
    And of course, I wish a big thank you to the GameFAQs community for
    making it such a loveable place, as well as all who took the time to
    read this FAQ.  I hope it helped you in one way or another, as that was
    exactly its purpose.  Again, feel free to comment or give suggestions
    on how I could make this FAQ better through my email address,
    mr_guy_123@hotmail.com.
    
    Thank you all once again, and have a good night!
    

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