------------------------------------------------------------------------------
Kingdom Hearts: Chain of Memories                                 (02/05/2005)
 - Reverse/Rebirth FAQ/Walkthrough v1.11
------------------------------------------------------------------------------

writer: Aaron Paul Madriñan (Aeon17x)
e-mail: snoocete@yahoo.com

_______________
Version History\______________________________________________________________

1.11 (02/05/2005) - Spelling/grammar check. Added some more detail to the FAQ
                   section, fixed some of the boss strats, and pointed out what
                   rewards and challenges await for those who beat R/R already.

1.00 (01/22/2005) - First release.

____________
Introduction\_________________________________________________________________

KH:CoM is a very nice game, even with all the negative reviews it gets from
some of its loyal fans. Maybe it's because of the card system, the moogles, or
that they just found the game totally unworthy of the KH title, who knows?
I believe Sora's Story is worth playing over and over again, and that's just
the first half of the game.

What do I mean by that? This is because anyone who has beaten the game once is
treated to an excellent unlockable: Reverse/Rebirth, a story mode where you
play as Riku.

Now, I don't need to explain how outrageously FUN that would be... but I know
that some parts of it are quite difficult and frustrating at times. Thus the
existence of this FAQ/Walkthrough. ^_^

__________________________
Frequently Asked Questions\___________________________________________________

*** So I just started R/R... what basic stuff should I know?

Riku as a character in general is very similar to Sora, with a few key
differences. He walks faster, and jumps a bit higher, too. In battle, he also
performs a three-hit combo, but the dodge roll is replaced with a dodge leap;
Riku does a small hop forward, and lands on the ground facing the direction
he came from. He also doesn't need to recharge to reload the cards; just scroll
to the empty card box and the cards will reload instantly.

About decks, Riku only has one, and he can't change its contents nor its order.
It is preset at the beginning of every level. The Soul Eater is your only
attack card, and it grows stronger by getting AP boosts. Sometimes, you also
have potions and zero cards, usually in key boss battles. At the very end of
your deck is the enemy card for that level, and all your boss cards if you have
collected any.

Riku also obtains a friend card in battle (you'll know who it is as you play).
Whenever he uses this card, the end result will be all enemies being stunned,
while you get a reload and a heal. You can stock up to three of them to
increase its effects.

*** What stats should I choose whenever I level-up?

When leveling-up, you are presented with three stats to increase:
 - HP - adds 15 to your Hit points; maximum at 560 HP.
 - AP - adds 1 to your Attack points; available after every five (5) levels.
 - DP - adds 2 to your Darkness points.

I recommend that you get 5 HP for every 3 DP, while obtaining AP whenever the
option is available.

UPDATE - Or you could just follow this chart on level-ups:

01 - ..       11 - HP       21 - HP         31- DP         41 - HP
02 - AP       12 - DP       22 - HP         32- HP         42 - DP
03 - HP       13 - HP       23 - DP         33- HP         43 - HP
04 - HP       14 - DP       24 - HP         34- DP         44 - HP
05 - AP       15 - AP       25 - AP         35- AP         45 - AP
06 - HP       16 - HP       26 - HP         36- HP         46 - DP
07 - HP       17 - DP       27 - DP         37- HP         47 - HP
08 - HP       18 - HP       28 - HP         38- DP         48 - HP
09 - HP       19 - DP       29 - HP         39- HP         49 - DP
10 - AP       20 - AP       30 - AP         40- AP         50 - AP

That will give you 21 AP (from 11 AP-ups), 470 HP (from 26 HP-ups), and 32 DP
(from 12 DP-ups) at level 50.

And as for what are the max stats you'll get for R/R (c/o Sealed Lance):

HP - 560
AP - 30
DP - 100

These can all be maxed-out at level 99, unlike in Sora's where you have to
decide which stat/sleight would you like to maximum.

*** What is this so-called 'dark mode' and how do I make it work?

In the upper-left corner of the screen, there is a numbered box with the
Heartless icon beside it. This is the darkness meter. There are two ways to
increase this:
 - By card breaking your opponent. You gain points equivalent to the difference
   of the amount between your card and your opponent's. Likewise, if you're
   the one who was broken, you'll lose points.
 - By taking damage. You gain one point for every hit you take as long as you
   stay alive.

Upon reaching a total of 30 points by card-breaking, the number on the meter
will change into whatever your DP stat is. Riku will stop whatever he's doing
and jump into the air, shuffling his cards and transforming into Dark Riku.
This form is a lot more agile than his normal form, and his attacks are much
more powerful.

Here's a list of changes that happens to him in dark mode. The parts in ()'s
detail what you should do:
 - His dodge leap is enchanced drastically; it's much faster than before and
   covers more than half of the entire battlefield, and could even go upwards
   and downwards.
 - Spin slash - If you jump once before using an attack card, Riku will swing
   (B,A)        his blade around him, dealing damage and juggling any nearby
                enemies. This can be done consecutively up to three times as
                long as he actually hits an enemy.
 - The second and third strike of his three-hit combo has different functions:
     > 2nd hit - Stun slash - Riku dashes forward and delivers a blow that
                 (A,A)        paralyzes the enemy temporarily.
     > 3rd hit - Jump slash - Riku jumps up and swings his weapon vertically,
                 (A,A,A)      damaging enemies above and below him repeatedly.
 - Teleport slash - Also known as double jump slash. Riku can double jump by
   (B,B,A)          pressing B twice, and if done with a nearby enemy, he will
                    zoom to the space above the enemy. By using an attack card,
                    he will perform the jump slash (in mid-air) on the back of
                    the targeted enemy.

Also only in dark mode, Riku can use sleights instead of normal stock combos.

 - Dark Break  - Riku jumps into the air, and bounces on his enemies with his
                 sword repeatedly. Not that strong, but good enough when you
                 only have low-level cards.                (Soul Eater, 5-15)

 - Dark Firaga - Riku tosses a white fireball which homes in to the nearest
                 enemy. Very effective against bosses, as they don't have
                 enough time to break it with a zero.      (Soul Eater, 16-25)

 - Dark Aura   - Riku flies around the screen, stabbing through all enemies,
                 before finishing the move by sending out flames from the
                 ground. Any enemy who was hit and survives the whole thing
                 will be confused. The only downside is the long spell time,
                 which means bosses have a chance to break the sleight before
                 you finish.                               (Soul Eater, 27) 

However, dark mode is by no means permanent. You turn back to normal once you
lose all your DP, and must regain them once again if you want to return to
dark mode. There are a number of ways to lose them:
 - By taking damage. You lose 5DP for each *hit* you take -- for example, if
   you were hit thrice, you lose 15DP.
 - By your opponent card breaking you. You lose points equivalent to the
   difference of the amount between your card and your opponent's.

*** What about the map cards? Should I keep some of them for a later occasion?

Yes. There's a certain door in a certain town that needs a Blue card with value
2 or lower, and those are quite rare so save them (thanks durango!). And I
suggest collecting multiple low-valued Tranquil and Feeble cards, so that you
will have an easier time in battles.

*** How do I defeat <insert boss name here>?

Read this whole section first, then refer to that boss' portion in the
walkthrough.

___________
Walkthrough\__________________________________________________________________

This walkthrough is not totally spoiler-free (although I really try to), as I
have to tell you the names of some folks you aren't supposed to know yet if
you're just starting the game. Just don't read too far into the guide unless
necessary and you'll be okay.

Oh, and if the map and cards don't look quite right, switch to a fixed font
like Lucida Console.

Let's get this show on the road...

______________________________________________________________________________
Basement 12 - Hollow Bastion
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                     ___
                    |B11|    Legend:
                 _ / ¯¯¯     S - where you start in the level
                | |          b - use Key of Beginnings to open
     _       _ / ¯           g - use Key of Guidance to open
    |g|     | |              t - use Key to Truth to open
     ¯ \ _ / ¯ \ _           B - exit to next floor
        | |     |t|
     _ / ¯ \ _   ¯           Cards:
    | |     | |              se9,   8,   7                 se - Soul Eater
 _ / ¯ \ _ / ¯                 8,   7,   6                 po - Potion
|S|     | |                    7,   6,   5
 ¯       ¯ \ _                 6,   5,   4
            |b|                5,   4,   3
             ¯               po9, Defender

Once you finally get control of Riku, harass the Heartless around and gain
some levels, adapt to his style of battling. By the way, each level has a
promotional enemy card added to your deck, oftentimes suited for use in that
level; you lose them once you transfer to another level. You don't have dark
mode yet, but you will get it later. So for now, put those stat boosts in
AP and HP. You'll probably reach level 10 if you fight a lot. The boss for
this level is behind the Truth door.

+ ~ ~ ~ ~ ~ ~ ~ ~ ~ +
| Dragon Maleficent |
+ ~ ~ ~ ~ ~ ~ ~ ~ ~ +

Life: <1 life bar
Reward: 120 exp, Maleficent enemy card
Attacks: Ember, Bite, Stomp
Sleights: <none>

She's quite easy as she was significantly toned down from her incarnation in
Sora's Story. Use the Defender card once the battle starts to heat up (if it
DOES last long enough), and stay underneath her neck while you jump to pound
her head. Douse her flames to get the trick card and raise a platform, but it's
more likely that you'll kill her before you know it.

---

Always use the Maleficent card to make the overworld enemy encounters faster.
Make your way to the exit (preferably making a save room before you do), and
you'll receive a new set of cards. I'm listing it here as you won't be able to
analyze it beforehand. (hp - high potion)

Cards:
se8,   8,   8
  7,   7,   7
  6,   6,   6
  9,   9,   9
  6,   7,   8
  9,   8,   6
  7,   9,   9
  6,   7,   8
hp9, hp0, se0
  0,   0,   0

(Trivia: that's the deck you'll always use when fighting in the castle halls.)

Anyway, Ansem makes his appearance... and so does another old friend of yours.

+ ~ ~ ~ +
| Ansem |
+ ~ ~ ~ +

Life: <1 life bar
Reward: 133 exp
Attacks: Ground Lightning, Guardian Punch
Sleights:
 - Rockshatter - Ansem brings his guardian up front and dashes across the
                 screen repeatedly.

Ansem isn't on the mood to send you to some real estate, and you won't as his
attacks are very weak (for now). His Rockshatter sleight does crap for damage,
but break it with a zero anyway. Just turn on the Maleficent card and mash
the A button.

---

After the battle, Ansem wakes up the darkness within you, and Riku could now
enter dark mode in battle. He also gives you a set of world cards to play with.

Now, the order I listed the worlds and their respective folders is based on the
default setup in the game. If you choose a different world for that floor,
then you have to use your current floor's map and that world's deck. (Example:
choosing Traverse Town in B11 would give you B11's map and the Traverse deck.)

______________________________________________________________________________
Basement 11 - Agrabah
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                 ___
                |B10|        Cards:
             _ / ¯¯¯         se7,   6,   4
            | |                3,   7,   6
         _ / ¯                 4,   3,   7
        | |                    6,   4,   3
     _ / ¯ \ _                 7,   6,   4
    | |     | |                3,   7,   6
 _ / ¯ \ _ / ¯                 4,   3, hp7
|S|     | |                  Fat Bandit
 ¯       ¯ \ _
            |b|
             ¯

Try to practice getting into dark mode in this level, as well as master the
different techniques you could do with it. Your deck doesn't allow Dark Aura
yet, but the other two sleights are quite good, too. The Fat Bandit card is
excellent especially when used with the teleport slash, as it does loads of
damage for a single card.

+ ~ ~ ~ +
| Jafar |
+ ~ ~ ~ +

Life: 1 life bar
Reward: 232 exp, Jafar card
Attacks: Bash, Eye Beam, Giant Fireball
Sleights: <none>

Just keep attacking the lamp the parrot is carrying. Don't worry about
getting into dark mode, as this boss will not live long enough to see it.

______________________________________________________________________________
Basement 10 - Monstro
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
             __
            |B9|             Cards:
         _ / ¯¯              se7,   5,   4
        | |                    1,   7,   5
     _ / ¯                     4,   1,   7
    | |                        6,   4,   1
 _ / ¯ \ _                     7,   6,   4
|S|     | |                    1,   7,   6
 ¯       ¯ \ _                 4,   1
            | |              Search Ghost
             ¯ \ _
                | |
                 ¯ \ _
                    |b|
                     ¯

Don't use the given enemy card, as you will get less experience. The battles
aren't that hard yet, anyway.

+ ~ ~ ~ ~ ~ ~ ~ +
| Parasite Cage |
+ ~ ~ ~ ~ ~ ~ ~ +

Life: <1 life bar
Reward: 372 exp, Parasite Cage card
Attacks: Bash, Tackle
Sleights: <none>

Another ridiculously easy boss. Just don't stay in the acid too long, and
chop away.

---

Return the way you came from to see a new room, and make a save out of that.
Exit the level. 

+ ~ ~ ~ +
| Vexen |
+ ~ ~ ~ +

Life: 2 life bars
Reward: 975 exp
Attacks: Shield Slam, Blizzaga
Sleights:
 - Freeze - Vexen tries to wrap Riku in an ice block (it's impossible to not
            know this is coming; that laugh is unmistakable). If he succeeds,
            Riku will be stuck in ice, slowly taking damage until it breaks.
 - Ice Needles - Vexen lets out a series of frozen spikes from the ground
                 which follows Riku to wherever he is until he's hit or the
                 spell is over.
 - Diamond Dust - Snow falls all over the place, doing very little damage to
                  Riku. For some reason, damage doesn't add or reduce to your
                  DP meter.

Vexen isn't the type of nobody that wants to attack you aggressively, so just
card-break him while stabbing his back every now and then. Once you've gone to
dark mode, leap to the other side and cast Dark Firaga repeatedly until he's
nearly dead. Then use Parasite Cage to dispel his auto-life, and shoot that
last fireball, or wait for him to reload to screw him with Dark Aura... 

______________________________________________________________________________
Basement 9 - Never Land
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
             _
            |b|              Cards:
         _ / ¯           __  se7,   6,   5
        | |             |B8|   4,   3,   2
     _ / ¯ \ _       _ / ¯¯    1,   0,   1
    | |     | |     | |        2,   3,   4
 _ / ¯ \ _ / ¯ \ _ / ¯         5,   6,   7
|S|     | |     | |            8,   9
 ¯       ¯ \ _ / ¯           Pirate
            | |
             ¯

Pirate's a nice enemy card. Use it to card break a lot and get to dark mode
quickly.

+ ~ ~ ~ ~ ~ ~ ~+
| Captain Hook |
+ ~ ~ ~ ~ ~ ~ ~+

Life: 1 life bar
Reward: 951 exp, Hook card
Attacks: Slash, Present
Sleights:
 - Rush & Present - Hook throws a set of (explosive) Presents next to him.
 - Combo & Present - Hook slashes at you multiple times, Ars Arcanum style.
                     After that, he throws you upwards, while tossing some
                     Presents to the area you'll land.

Get to dark mode first, then activate the Jafar card, and beat him up with
three-hit combos. Even if you revert to normal, Hook will be too weak to worry
you anymore.

______________________________________________________________________________
Basement 8 - Traverse Town
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                 __
                |B7|         Cards:
             _ / ¯¯          se4,   5,   6
            | |                7,   8
         _ / ¯               Shadow
        | |
     _ / ¯ \ _       _
    | |     | |     |b|
 _ / ¯   _ / ¯ \ _ / ¯
| |     | |     | |
 ¯ \ _ / ¯   _ / ¯
    | |     | |
 _ / ¯ \ _ / ¯
|S|     | |
 ¯       ¯

Very small deck, but it's not bad at all, as the cards are all high-leveled
and the very quick reload time compensates for the lack of cards.

+ ~ ~ ~ ~ ~ ~ +
| Guard Armor |
+ ~ ~ ~ ~ ~ ~ +

Life: 5 mini-life bars
Reward: 336 exp, Guard Armor card
Attacks: Poke, Step, Spin, Body Slam
Sleights: <none>

Just keep slashing, just keep slashing, just keep slashing, slashing,
slashing, slashing... </Finding Nemo>

---

Save before you get out of this level, because we have the real boss fight
coming up.

+ ~ ~ ~ ~ ~ ~ ~+
| Riku Replica |
+ ~ ~ ~ ~ ~ ~ ~+

Life: 2 life bars
Reward: 1875 exp
Attacks: Spin Slash, Stun Slash, Jump Slash
Sleights:
 - Dark Firaga - same as yours.

Aside from his advantage of permanent dark mode, this Riku isn't all that bad.
His version of Dark Firaga is quite annoying as usual, so zero-break it and
gain DP to enter dark mode. Use the Jafar or Maleficent card and strike him
swiftly. Once its effects run out, reload and do the same thing you did with
Vexen; keep your distance and fry him with Dark Firaga until he submits.

---

Ansem greets you for a job well done (er... maybe not), and also gives you
more world cards.

______________________________________________________________________________
Basement 7 - Atlantica
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                 __
                |B6|         Cards:
             _ / ¯¯          se5,   5,   5
            | |                5,   4,   4
         _ / ¯                 4,   4,   3
        | |                    3,   3,   3
     _ / ¯   _       _         2,   2,   2
    | |     | |     |b|        2,   1,   1
 _ / ¯   _ / ¯   _ / ¯         1,   1
| |     | |     | |          Sea Neon
 ¯ \ _ / ¯   _ / ¯
    | |     | |
 _ / ¯ \ _ / ¯
|S|     | |
 ¯       ¯

The map may look similar, but beware because the middle path leads to a dead
end. This world also hosts the worst deck, so be patient with it. As for the
Sea Neon card, use it anyway, as your cards are really bad...

+ ~ ~ ~ ~+
| Ursula |
+ ~ ~ ~ ~+

Life: >1 life bar
Reward: 1470 exp, Ursula card
Attacks: Tentacle, Thunder, Bubbles, Mouth Beam
Sleights: <none>

This battle would've been a lot more easier if it weren't for that darn deck,
so hold on your own at first and kill some tentacles, possibly in three hits
with the Maleficent card. Then hit her face by standing on her shoulders.
Don't follow her if she moves to the side to dodge her Mouth Beam. If you get
the trick card, just relax and she'll literally go down for you to beat up.

______________________________________________________________________________
Basement 6 - Olympus Coliseum
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                         __
                        |B5| Cards:
                     _ / ¯¯  se1,   2,   3
                    | |        4,   5,   6
         _       _ / ¯         7,   8,   9
        | |     | |            1,   1,   1
     _ / ¯ \ _ / ¯ \ _         1,   1,   1
    | |     | |     | |        1,   1,   1
 _ / ¯ \ _ / ¯ \ _ / ¯         0,   0,   0
|S|     | |     | |          Powerwild
 ¯       ¯       ¯ \ _
                    |b|
                     ¯
Now, while it looks the bunch of 1s mean you're in for another awful deck,
check out your enemy card. It reverses the values of all your non-zero cards,
which means that all your 1s turn into 9s... get my drift? Card-break your
enemies first to get to dark mode, then use the Powerwild. From there, use
Dark Aura on everything.

+ ~ ~ ~ +
| Hades |
+ ~ ~ ~ +

Life: >1 life bar
Reward: 930 exp, Hades card
Attacks: Fire Shot, Bash, Flamethrower
Sleights:
 - Temper Flare - Hades flares up and changes his color to red, but loses it
                  after a minute or so. He's faster and does more attacks in
                  this form.
 - Firaga Ball - Hades tosses a fireball at you.

For the first part of the fight, just run circles around Hades, dodging his
Fire Shot and breaking his Temper Flare. It's hard to break that one without
Hades activating it first, but it's worth it if you do as he doesn't do his
two other more potent attacks, and he doesn't break your sleights with zeroes
at all.

You may want to use Dark Aura on Hades, as it is indeed very effective, but
try to time it on his reload so that he will not card-break it (if he turned
red; if not, use it whenever you want). His attacks aren't that strong, but
once his health goes low and his Berserk kicks in, STAY AWAY and dispel it
with Parasite Cage before moving in. Any way you do it, this fight should be
over quickly.

______________________________________________________________________________
Basement 5 - Wonderland
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
         _       __
        |b|     |B4|         Cards:
     _ / ¯   _ / ¯¯          se3,   4,   5
    | |     | |                3,   4,   5
 _ / ¯ \ _ / ¯                 3,   4,   5
| |     | |                    3,   4,   5
 ¯ \ _ / ¯ \ _               Large Body
    | |     | |
     ¯ \ _ / ¯ \ _
        | |     | |
         ¯ \ _ / ¯
            | |
         _ / ¯
        |S|
         ¯
The enemy card here is a fun one; total physical defense upfront, but it only
lasts for one reload and doesn't seem to work against those creeper plants.

+ ~ ~ ~ ~ ~ ~ +
| Trickmaster |
+ ~ ~ ~ ~ ~ ~ +

Life: >1 life bar
Reward: 1069 exp, Trickmaster card
Attacks: Bash, Walk, Homing Fira
Sleights: <none>

Trickmaster spends a lot of his time on a corner, and mostly attacking with
low level cards. Just keep him stuck on that corner by slashing him apart while
using your Jafar/Maleficent cards.

______________________________________________________________________________
Basement 4 - Halloween Town
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                             __
                            |B3|       Cards:
 _       _       _       _ / ¯¯        se7,   7,   6
|b|     | |     | |     | |              6,   5,   5
 ¯ \ _ / ¯ \ _ / ¯ \ _ / ¯               4,   4,   5
    | |     | |     | |                  5,   6,   6
     ¯ \ _ / ¯   _ / ¯                   7,   7,   7
        | |     | |                      6,   5,   4
     _ / ¯   _ / ¯ \ _                 Wight Knight
    | |     | |     | |
     ¯ \ _ / ¯ \ _ / ¯
        | |     | |
         ¯   _ / ¯
            |S|
             ¯

That's quite a map we have there, isn't it? Your deck's good, and Wight Knight
is for humor purposes.

On a serious note, try to reach at least level 30 in this world, or even level
40 if you could manage it. There's an Organization boss fight after this one.

+ ~ ~ ~ ~ ~ ~ ~+
| Oogie Boogie |
+ ~ ~ ~ ~ ~ ~ ~+

Life: >1 life bar
Reward: 1209 exp, Oogie Boogie card
Attacks: Dice Roll
Sleights: <none>

His Dice Roll always has a value of 7, so break that with your own 7 card (do
it with Guard Armor to hit all three dice in one hit) and slash it further to
bring down the gates. The trick card does the same thing. Once that happens,
just jump in, attack, and repeat until he's more 'dead' than before.

---

Save your game. Lexaeus will meet you the moment you get out of that world,
and force you into a fight.

+ ~ ~ ~ ~ +
| Lexaeus |
+ ~ ~ ~ ~ +

Life: 3 life bars
Reward: 6517 exp, Lexaeus card
Attacks: Tomahawk Slam, Tomahawk Toss, Ground Smash
Sleights:
 - Rockshatter - Lexaeus takes off a piece of the floor (yes, floor), lifts
                 it into the air, and punches it, sending multiple projectiles
                 across the room.

The moment the battle starts, stay far and do NOT attack him directly. Doing so
would cause him to use physical attacks, some of which can stun you. Scroll to
your zeros and break his Rockshatter(s), as this guy's too hard to take out
without transforming. Once you get to dark mode, break him still until Lexaeus
recharges his deck. That's your signal to start Dark Aura; it'll take out a
full HP bar if you're successful. From there, just keep on casting Dark Firaga
until Lexaeus goes down for the count.

______________________________________________________________________________
Basement 3 - Destiny Islands
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                     __
                    |B2|     Cards:
 _       _       _ / ¯¯      se0,   1,   3
|b|     | |     | |            5,   7,   0
 ¯ \ _ / ¯ \ _ / ¯             2,   4,   6
    | |     | |                8,   6,   4
 _ / ¯       ¯ \ _             2,   0,   7
| |             | |            5,   3,   2
 ¯ \ _       _ / ¯             0
    | |     | |
     ¯ \ _ / ¯
        | |
     _ / ¯
    |S|
     ¯

The Lexaeus card you obtained in your last fight is one of the best cards in
the whole game. The 3rd hit of your combo randomly casts Warp on your target,
and what's better is that you will still get experience and cards from them.
You also get immunity to ice and resistance against physical attacks, but it
would also make you weak to special attacks. So useful for leveling-up, I wish
we get it sooner... oh well.

+ ~ ~ ~ ~ ~+
| Darkside |
+ ~ ~ ~ ~ ~+

Life: 2 life bars
Reward: 2827 exp, Darkside card
Attacks: Ground Punch, Energy Balls
Sleights: <none>

Riku's advantage over Darkside is that he can readily attack him even if he
doesn't go down to punch the ground. Still, it's better if you face him in
dark mode, and break everything except his ground punch move (just jump and
break/kill the Shadows). Also, once you get to dark mode, do not use any
sleights -- most of them won't hit Darkside anyway.

______________________________________________________________________________
Basement 2 - Twilight Town
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                 _
                |g|                    Cards:
             _ / ¯           __        se9,   6,   3
            | |             |B1|         8,   5,   2
         _ / ¯           _ / ¯¯          7,   4,   1
        | |             | |              6,   3,   0
     _ / ¯           _ / ¯               9,   7,   5
    | |             | |                  3,   1,   0
 _ / ¯   _       _ / ¯                   2,   4,   6
| |     |b|     | |                      8,   0,   2
 ¯ \ _ / ¯   _ / ¯                       9
    | |     | |                          
 _ / ¯ \ _ / ¯
|S|     | |
 ¯       ¯

Just so you know, the boss is behind the Beginnings room.

+ ~ ~ ~ ~ ~ ~ ~ ~ +
| Riku Replica II |
+ ~ ~ ~ ~ ~ ~ ~ ~ +

Life: 3 life bars
Reward: 5700 exp
Attacks: Spin Slash, Stun Slash, Jump Slash, Dark Break
Sleights:
 - Dark Firaga - same as yours.
 - Dark Aura - same as yours.

Before the fight, get to know your deck and remember where the zeroes are.
You will definitely need them to break RR's Dark Aura, which would just screw
you up if it connects. Just like with Lexaeus, don't go offensive on him yet;
concentrate on breaking his sleights, and maybe hitting him come reload time.

In dark mode, use the Jafar card and proceed slashing him up. When that runs
out, move over to Maleficent and carefully break his upcoming sleights. Soon,
he will use his Riku card to activate Sleight Lock. When that happens, copy it
with Darkside, and cast Dark Firaga repeatedly until he's dead. Don't hesitate
to use Oogie Boogie in case you're having difficulty.

UPDATE - For some reason, I forgot to point out that you have three 9 cards,
which means you could do Dark Aura in this fight. You're going to have a harder
time hitting him with that though, as RR is quite likely to break it.

______________________________________________________________________________
Basement 1 - Castle Oblivion
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
             ___
            |END|            Cards:
         _ / ¯¯¯             se8,   8,   8
        | |                    7,   7,   7
     _ / ¯                     6,   6,   6
    | |                        9,   9,   9
 _ / ¯                         6,   7,   8
|S|                            9,   8,   6
 ¯                             7,   9,   9
                               6,   7,   8
                             hp9, hp0, se0
                               0,   0,   0


Final battle, and this time they're giving you the best deck you can use on
R/R. You may go ahead if you're 40+ already, or level up to 50 if you want it
to be a little bit easier.

Now prepare yourself...

+ ~ ~ ~ ~ ~+
| Ansem II |
+ ~ ~ ~ ~ ~+

Life: 4 life bars
Reward: ending of Reverse/Rebirth
Attacks: Ground Lightning, Guardian Punch
Sleights:
 - Rockshatter - Ansem brings his guardian up front and dashes across the
                 screen repeatedly.
 - Dark Shadow - Simply put, the game's most powerful sleight. The background
                 becomes pitch black, and Ansem's Heartless attacks from
                 under ground. This WILL KILL YOU if you don't break it.

Ansem is the most powerful boss in the game, so don't expect this fight to have
an easy/cheap method of finishing. Let's start with his deck.

an0,   0,   6            0,   0,   9                       an - Ansem card
  0,   6,   1            6,   1,   7                       el - Elixir
  9,   9,   0            8,   2,   3
  2,   4,   3            7,   8,   5
  0,   4,   5            4,   5,   4
  3,   8,   7            8,   8,   4
  5,   4,   2            3, el9, an5
  8,   9,   4            2,   3,   6
  9,   7,   6            7,   7,   3
  6,   2,   1            9,   7,   0
  0,   1,   3            8,   2,   2
  5,   6,   0            5,   3,   9
  2,   4,   9            1,   9,   8
  9,   1,   1            7, el9

That'd be more or less 83 cards; 81 are blue and red Ansems, and two Elixirs.
Conclusion: you can't wait for him to run out of cards then attack.

Ansem's also a lot more faster. His ground lightning is quite hard to dodge,
and the guardian punch follows your movement. Plus, that Heartless behind him
oftentimes guards Ansem from your attacks, especially when you're getting into
a combo.

Okay, so HOW do we attack him? The method I use myself is to stand in front
of him and card-break his attacks. That way you'll hit him every time you CB.
If you can't break him, then just jump over the guardian punch (SUBMIT!) and
ground lightning (whenever Ansem and his guardian looks down). Quick dodge
leaping also helps a lot. Granted, you'll probably immediately get hit by
Rockshatter since you're so close, but it's not that big of a problem.

Sometime during this part, Ansem will use his card and activate Sleightblind.
Because of that, you cannot see his sleights as he makes them, so dispel it
as usual with Parasite Cage. Also, use Oogie Boogie as late as you can, as you
want to get the most health from that card.

Eventually you will enter dark mode. This is when the fun part starts. Ansem
cannot guard himself whenever he's card-broken. So during this time, use
Maleficent if possible, walk away a bit, wait for him to attack, then do the
teleport slash. Sometimes, this could do damage nearly equal to Dark Firaga...

Finally, when Ansem goes down to his last life bar, Mickey cards stop dropping
into the battlefield. There's nothing that can be done about it, so preserve
your Mickeys up to this point. Only use them (and always in threes) when Ansem
is reloading so that he will not break it (which he surely will if possible).
Don't use sleights either, except for a quick Dark Firaga when he's stunned.

---

Well, that should be enough to give you an idea. If you got anything else to
add to that or any other part of this guide, just drop me a line.

So what do you get for completing Reverse/Rebirth? You get the Ultima Weapon
keyblade, and Lexaeus and Ansem cards in Sora's Story. Just create Calm Bounty
rooms within Castle Oblivion and they will be available in the chests.

And some challenges if you found this part of the game too easy:

 - Original HP - beat R/R while putting all your level-up upgrades to AP and DP
                 only. Some folks in the board already beat this, and I have to
                 say they are quite talented to complete such an amazing feat.

 - Total Darkness - beat R/R without using your sense of sight. Correct me if
                    I'm wrong, but I don't think anyone has done this already.

If you ever complete any of these challenges, I'll put your name in a Hall of
Fame in this FAQ, so try it!

______________
Special Thanks\_______________________________________________________________

 - CJayC, for creating GameFAQs, being a great and kind admin, and maintaining
   the greatest boards in all of the Internet.

 - Square Enix and Disney, for making a sequel to one of the most spectacular
   games of this generation.

 - Mykas0, Sealed Lance, durango X3, and the rest of the KH:CoM board, for all
   their help in researching this game, and for being fun people to talk to.

 - The folks at GameFAQs World: Philippines, because I wouldn't stay that long
   here if it weren't for them.

For now, that's it -- thanks for reading this stuff I wrote. Good day to y'all!
                                                              
___________________________________________© Copyright 2005 Aaron Paul Madriñan