Kingdom Hearts: Chain of Memories FAQ


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By Stephen Hsu (stephen_y_hsu@yahoo.com)
a.k.a.                             ________
CMK TacTican           ___________(________)___________
                      /             |    |             \
                     |    __________|____|__________    |
                     |   /          |____|          \   |
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TABLE OF CONTENTS
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                     |  |            |\/|            |  |
Legal Disclaimer     \  \            |\/|            /  /     (code: legaldisc)
                      |  |           |\/|           |  |
Introduction          |  |           |\/|           |  |       (code: tehintro)
                      |  |           |\/|           |  |
Revision History      |  |           |\/|           |  |        (code: revhist)
                      |  |           |\/|           |  |
Game Mechanics        |  |           |__|           |  |    (code: engineabuse)
    Controls          |   \_________|____|_________/   |
    Menus              \            |    |            /
                        \___________|____|___________/
                                   (______)
                                    |   :|
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Sora's Epic                                                  (code: handinhand)
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Introduction                        |   :|                  (code: knowingsora)
    Battling with Sora              |   :|
    Leveling Sora                   |   :|
    Room Synthesis                  |   :|
                                    |   :|
Map Cards                           |   :|                (code: ineedacompass)
                                    |   :|
Sora's Walkthrough                  |   :|
                                    |   :|
1.   Traverse Town                  |   :|                   (code: oldfriends)
2-6. WORLD CARD SET I               |   :|
        Floors 2-6                  |   :|
        Agrabah                     |   :|                 (code: trioofwishes)
        Halloween Town              |   :|                 (code: trickortreat)
        Monstro                     |   :|              (code: bellyofthebeast)
        Olympus Coliseum            |   :|                   (code: herosummit)
        Wonderland                  |   :|              (code: offwithyourhead)
7-10.WORLD CARD SET II              |   :|
        Floors 7-10                 |   :|
        100 Acre Wood               |   :|              (code: breakfrombattle)
        Atlantica                   |   :|               (code: underwaterphun)
        Hollow Bastion              |   :|                 (code: spookycastle)
        Never Land                  |   :|                 (code: walktheplank)
11. Twilight Town                   |   :|                   (code: wherearewe)
12. Destiny Islands                 |   :|                (code: homeofthefree)
13. Castle Oblivion                 |   :|               (code: oblivionawaits)
                                    |   :|
Journal                             |   :|              (code: cricketsthename)
                                    |   :|
Sora's Card Mechanics               |   :|             (code: deckconstruction)
    Moogle Shops                    |   :|
        Shop and Card Statistics    |   :|
    Card Types                      |   :|
        Attack Cards                |   :|
        Magic Cards                 |   :|
        Item Cards                  |   :|
        Ally Cards                  |   :|
        Enemy Cards                 |   :|
    Sleights                        |   :|
        Attack Sleights             |   :|
        Magic Sleights              |   :|
        Friend Sleights             |   :|
    Premium Cards                   |   :|
                                    |   :|
Renowned Decks (7 total)            |   :|              (code: deckdestruction)
    Diamond Crackdown               |   :|
    Bio Warfare                     |   :|
    Stop Storm                      |   :|
    Luminaire                       |   :|
    Fatal Rush                      |   :|
    Zero Gambit                     |   :|
    Judgment Flare                  |   :|                      (by GameFanNo1)
                                    |   :|
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Riku's Saga                                              (code: reverserebirth)
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Introduction                        |   :|                 (code: learningriku)
    Battling with Riku              |   :|
    Leveling Riku                   |   :|
                                    |   :|
Riku's Card Mechanics               |   :|              (code: powerofdarkness)
    Riku's cards                    |   :|
    Sleights                        |   :|
                                    |   :|
Riku's Walkthrough                  |   :|
                                    |   :|
B12.   Hollow Bastion               |   :|                 (code: spookycastle)
B11-8. WORLD CARD SET I             |   :|
       Floors B11-B8                |   :|
       Agrabah                      |   :|_______________  (code: trioofwishes)
       Monstro                      |   :|              (code: bellyofthebeast)
       Never Land                   |   :|     __________| (code: walktheplank)
       Traverse Town                |   :|     \             (code: oldfriends)
B7-4.  WORLD CARD SET II            |   :|      \__
       Floors B7-B4                 |   :|       __)
       Atlantica                    |   :|      /        (code: underwaterphun)
       Halloween Town               |   :|     /           (code: trickortreat)
       Olympus Coliseum             |   :|     \             (code: herosummit)
       Wonderland                   |   :|      \__     (code: offwithyourhead)
B3.    Destiny Islands              |   :|       __)      (code: homeofthefree)
B2.    Twilight Town                |   :|      /            (code: wherearewe)
B1.    Castle Oblivion              |   :|     /_________(code: oblivionawaits)
                                    |   :|                |
D Report                            |   :|________________|(code: pwnagerecord)
                                    |____|
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Glossary of Terms                                          (code: miniwebsters)

Frequently Asked Questions                                       (code: tehfaq)

Credits                                                       (code: honorroll)

Contact Information                                             (code: talk2me)

    Codes are provided for your convenience.  Hit Ctrl+F to bring up the Find
menu, type in the appropriate code, and jump directly to the section you want.

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LEGAL DISCLAIMER                                                code: legaldisc
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Kingdom Hearts and all related objects are property of SquareEnix, Inc. All
other trademarks are the property of their respective owners. This document is
strictly unofficial and should not be construed as to be endorsed by
SquareEnix, Inc., in any way, shape, or form.

This document is Copyright (c) 2005-2009 Stephen Hsu.

This document is protected by the United States Copyright Act of 1976 and the
Berne Convention Implementation Act of 1988. By using this document, the user
agrees to be bound by the terms of this notice. This document may not be
reproduced in whole or in part, electronically or in print, without the prior
obtained express written consent of the author except for personal, private
use. If in case such consent is granted, this document may not be altered from
its original form by the user or any third party. This document may not be
commercially exploited. Use of this document is solely at the discretion of the
user. Reproduction of this document on any web site except

GameFAQs (www.gamefaqs.com)
Digital Breakdown (http://www.digital-breakdown.com/index.php)
Square Alliance (http://square-alliance.com)
Mr. Saturn (http://www.mrsaturn.com)
KH United (http://www.kh-united.com}
KH13 (http://kh13.com)

is a violation of copyright law and is strictly prohibited. This agreement is
effective until terminated by the user. The user may terminate this legal
agreement by completely destroying all copies of this document that the
aforementioned user possesses. By using this document, the user agrees to hold
the author free of any responsibility for loss or damage of any kind from the
use of this guide.

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INTRODUCTION                                                     code: tehintro
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    Hello and welcome to the Kingdom Hearts: Chain of Memories FAQ.  I wrote
this guide because I wanted to have a single file that could serve as a
comprehensive reference for anything in the game.  It is also much more than a
mere reference, as I have tried my best to include detailed strategies and
tactics to help gamers complete the single-player modes.  I hope that in the
course of reading you will find this document as beneficial to you as it has
been for me.  Of course, no person is a team by himself and this FAQ also
represents the work of many others without whom it would not have much of its
quality.

    Story spoilers are avoided where possible.  However, the Journal and D
Report sections contain in-game entries on most of the game itself, so skip
these parts of the document if you want to find out on your own.  Chain of
Memories occurs immediately after the events of the original Kingdom Hearts,
but it is not necessary to have played the original game to understand the
events which occur in Chain of Memories.  Chain of Memories has two main
stories, the first of which focuses on the key master Sora and the second of
which revolves around the warrior of dawn, Riku.

    About myself: My name is Stephen Hsu and I study physics in college.  My
GameFAQs alias is CMK TacTican though I go by different names in different
places.  It's a wonder this document was produced at all when you consider the
Fundamental Theorem of Physics: physics major = no free time.

    Many different sites host this document, but the latest version can always
be found at GameFAQs.com.  Much as I'd love to, I simply can't keep tabs on
every single website which has permission to use the FAQ.

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REVISION HISTORY                                                  code: revhist
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Version 1.30 - February 27, 2009
    Made a few corrections, and finally figured out what the deal is with the
    Trickmaster.  I'm amazed that so many people still write in.  Added some
    extra notes and made some minors fixes and tweaks, especially
    uncoventional_evolution's tip on substituting Keyblades for spells when
    going after White Mushrooms.  Did some extra research into the conditions
    which allow 0 Trinity cards to appear in battle, and added the information
    to the bosses in Sora's section.  Added some miscellaneous information
    contributed by EchoPhoenix which I had missed.

    Fixed a GLARING error with attack keyblades.  Remember how in the old
    versions I claimed that the attack power of the Keyblades was determined by
    the combo order?  That was all completely wrong, it's determined by the
    relative positioning of Sora and his target.  More info in the key section.
    C- and B-economizer decks have been removed due to this.

    ... I'm starting to think that Renowned Decks might be a stupid idea for a
    game like this.  What do you think?

    Added Judgment Flare to the Renowned Deck section (thanks GameFanNo1!)

    Allowed Mr. Saturn, KH13, and KH United to use this guide.

    This will probably be my final updated.

Version 1.20 - January 2, 2006
    Added a whole truckload of statistical information and a few miscellaneous
    notes, including Echo Charlie's observations about the elemental Keyblades.
    Also made good on my threat of learning the Moogle point selling prices of
    all the cards.  Added an identifier for each Renowned Deck listing what it
    should be used for, so hopefully no more of this Bio deck against Marluxia
    II business.  Corrected a mistake concerning Diamond Dust and One-Winged
    Angel (you do NOT have to possess Ultima Weapon to pick up those two).  Put
    in a few notes on Riku's normal attacks.  I'm probably forgetting to list a
    few updates that I implemented.

    Allowed Square-Alliance to use this guide.

Version 1.10 - August 26, 2005
    Fixed a number of errors where information listed in one section wasn't
    included in another when appropriate.  Added a note to e-mail policy.  Put
    in a few entries in the Frequently Asked Questions section.  Also, finally
    got around to manually proofreading the blasted document, which ate up time
    like you wouldn't believe but at least fixed nearly all the errors in the
    first draft.

    Added Luminaire, Stop Storm, B Economizer, C Economizer, Fatal Rush, and
    Zero Gambit to the Renowned Deck section.

    To do list: Find out how many Moogle points you can get selling cards.  Add
        miscellaneous tidbits of information, and do something about the
        Renowned Deck section.

Version 1.00 - July 16, 2005
    After four or five months of work, all the main sections have been written
    out.  Introduction and both Sora's and Riku's walkthroughs have been added.
    Game Mechanics are included for both characters and lists compiled and
    commented for cards and enemies.  Journal and D Report entries are fully
    written out.  The document now includes a Glossary and a FAQ section.  As
    of this version, the guide is 677 Kb in size ... and to think that I was
    certain it would never grow larger than 350.  This FAQ is submitted and
    going public for the first time!

    Added Diamond Crackdown and Bio Warfare to the Renowned Deck section.

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GAME MECHANICS                                                code: engineabuse
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    We've all had this adage shoved down our throats, so let's hear it one more
time: Knowledge is the key to victory.  The most basic knowledge of all is
understanding how to interface with the game.

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Controls
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DIRECTION PAD - Movement
    Move Sora or Riku around, easy as that.  Sora and Riku both run at the same
speed outside of battle.  Tapping left or right twice in battle triggers the
dodge/roll, one of the most useful abilities that you have.  Your character
will roll or jump in that direction, safely passing through any attack for the
duration of the evasion. (Dark-mode Riku's dodge takes him across nearly the
whole screen in battle.) You can also dodge upwards or downwards by tapping the
appropriate keys (Dark-mode Riku only).

A button - Action
    Swing your Keyblade or Soul Eater outside of battle.  Striking certain room
objects will trigger a reaction; chests, for example, are opened by striking,
and certain room features will also yield bounties when struck.  Striking a
room door will open the menu for room synthesis.  Striking an enemy on the room
map will give you a distinct edge in battle, as enemies start off stunned and
also take a bit of damage.  Depending on the properties of the room, you may
also gain other advantages.
    During story events, pressing the A button will scroll down the text.  Just
don't keep it depressed, as the text will very occasionally skip out entirely
if you do.
    In battle, the A button uses the selected card.  The card that occupies the
action bracket will be used if the A button is pressed.

B button - Cancel
    Jump.  The B button causes Sora and Riku to jump, which can yield benefits
in a room if you jump upon certain objects.  There is no penalty for falling
from any height, no matter how great it is.  The B button also cancels out of
most menus.
    In battle, the B button again triggers a jump.  Hold down the D-pad before
you press the B button to jump in a direction, and note that jumps can still be
maneuvered in midair.  In Dark Mode, Riku can double jump upon a second press
of the B key while he is still airborne.

L button - Shift Left
    In battle, pressing L shifts your deck one card to the right, or clockwise.
If it is held, it will cause a continuous shift after a moment of delay, which
can be useful for grabbing that one card you need from the other side of your
deck.  Continuous shift stops at the reload space.

R button - Shift Right
    In battle, pressing R shifts your deck one card to the left, or counter-
clockwise.  Holding the R button causes a continuous shift after a brief delay,
a shift which stops at the reload space.  See the section on sleights for
information on how to kick butt by holding down R and L simultaneously.

START button - Pause
    Outside battle, the Start button accesses the menu, where you interact with
Sora or Riku.  In battle, the Start button pauses the game.  Cheap players can
abuse the fact that the screen does not fade out to assess a situation before
making a move.  Note that when a battle is paused, all menus vanish from the
screen - in other words, you can't see your HP, deck, stocked cards, card
effects, DP (Riku only), or any of the above for your enemy.
    You can also skip story sequences by holding down the Start button for a
few seconds.  The skip won't engage immediately, but after a few moments the
screen will fade to black and leave you at the next major scene.

SELECT button - Miscellaneous
    On the field, the Select button displays the World map for easy reference.
    In battle, the Select button switches between the normal deck and the enemy
cards stocked in your deck.  The game tells you about this quite early in the
game before you have any enemy cards.  Consequently, most people (including
myself) forget about the use of the Select button until well into their first
run of the game.

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Menus
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REVIEW DECK
    Here, you deal with the core essence of your ability to fight your way
through the game.  The Review Deck command allows you to view your deck of
cards as well as all the cards currently in your possession.  You are limited
to a maximum of 99 cards in your deck.  Riku is stuck looking at how the castle
has decided to screw him over, while Sora can build and customize his own decks
and the cards in them.  Riku can also only use a single deck at any given time,
while Sora can store up to three separate decks (but Sora can only have one
equipped at a time).
    In Sora's mode, pressing L will enter remove mode, where you may remove
cards from your deck.  Pressing R enters add move, where you may decide upon
the cards to place in your deck.  The neutral menu is used to rearrange your
current deck.  Sora can rename any of his decks and he can build whatever he
wants, so long as he has the necessary capacity points to support his cards.
(More on CP later.) It is vitally important to keep your deck organized at all
times.

WORLD MAP
    This command brings up a picture of the current world which you are in.
The lower left hand corner shows the current floor of the castle, the lower
right hand corner displays the name of that floor, and the upper right hand
corner tells you which card you used to synthesize the room you are in.  You
may press the A button to bring up a detailed assessment of the cost of making
that room.

MAP CARDS
    Map cards are used to synthesize rooms in the floors of Castle Oblivion.
The Map Cards menu brings up a list of the map cards you hold, as well as a
breakdown of each one.  Note that you are limited to holding 99 map cards at
any given time; if you are at this capacity, then you will receive no more map
cards from battle.  You may press the A button to choose to discard a map card,
and press A again to confirm the selection.
    The headers at the top of the map card menu separate your cards by type.

WORLD CARDS
    This menu displays a chart of the worlds which you've visited, as well as
giving you an idea of how much further you have to go.  Sora's story covers
thirteen worlds; Riku's covers twelve.  The floor you are currently on is
highlighted in a different color.

STATUS
    All the information you could ever want, and packaged in an easily legible
form.  Here, you can check on your current level, your HP, your CP (Sora only),
your Moogle points (Sora only), your currently equipped deck (still Sora only),
your attack rating (Riku only), your dark points (again, Riku only), your
current levels of experience, and the experience needed to reach the next
level.  You can also check your sleights, which are sorted by type, for details
on how to use them and what they do.  Finally, your friends (if you have any)
are displayed in a small box.  Sora can have up to three friends and Riku up to
one.

JOURNAL (Sora only)
    Jiminy Cricket appears to help you keep track of the story, your cards, and
the characters you've met so far.  The journal fills up as you encounter more
objects of interest and unfilled entries are denoted by question marks.  Being
the nice guy that he is, Jiminy highlights each new entry with a "New" banner.
When an entire category is filled, he'll stamp the Mickey Mouse emblem next to
that category as a token of your achievement.  See the Journal section further
down the document for the full lists.

D REPORT (Riku only)
    Riku's progress is cataloged by the D Report, which takes note of much of
what he does and meets.  Basically, it's Riku's equivalent of Sora's Journal,
only he doesn't get a handy cricket to keep track of it for him.

QUICK SAVE
    This option makes an instant save into the memory in case you need to turn
off your Gameboy Advance (or emulator ...) and can't make it to a save point in
time.  Which, by the way, can happen quite often.  When you load the save, it
vanishes from the game - so no, you can't use it to abuse the game.

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SORA'S EPIC                                                    code: handinhand
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    Sora's tale begins immediately after the events of Kingdom Hearts.  If you
never played Kingdom Hearts, don't panic - you should be able to understand why
he's doing what he's doing within the first half hour.  All of Sora's story
happens inside the thirteen above ground floors of Castle Oblivion.

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SORA'S EPIC - Introduction                                    code: knowingsora
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    First off, if you're going to challenge a friend in link games, then you
have an interest in building up the best possible Sora that you can.  Only Sora
can participate in link battles (Riku is stuck with fixed decks - and fixed can
be used in both senses of the word - and as a result would probably be murdered
in link battles against Sora).
    Sora relies on the power of his cards, spells, and friends to see him
through a battle.  Thus, his potential is directly affected by how well you
build your deck.  Sora's deck is his single biggest advantage in the game; if
made properly, he can run over just about anything that has the misfortune to
meet him.

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INTRODUCTION - Battling with Sora
-------------------------------------------------------------------------------

    At the beginning of the game, you will be led through a tutorial of how to
fight.  Battles start in the classic Final Fantasy style - the screen shifts
into an in-battle display.  Sora's deck is shown in the lower left hand corner;
the currently highlighted card is the one that he will use when the A button is
pressed.  Pressing the L and R buttons cycles through the available cards.

    Battles are initiated as either plot events or as random encounters on the
room map.  In the room map, running into an enemy starts a battle.  Striking an
enemy with the Keyblade also initiates a battle, but with the advantage that
the enemy begins stunned and with a little HP knocked off.  Thus, it is to your
advantage to start off battles with a Keyblade strike whenever possible.  Story
battles cannot use this advantage.

    Card types used in battle are broadly separated into three categories:
attack, magic, and item.  See the card section for more information on these
cards and how to use them.

    Early in the game, Sora will also be taught how to use sleights.  A sleight
is simply a set of more than one card.  Instead of using a card immediately in
battle, pressing L and R simultaneously allows you to stock up to three cards,
where they are displayed underneath Sora's HP bar.  The bar then indicates the
total value of the sleight and the type of sleight (if applicable).  Once the
sleight has been filled, pressing L and R together one final time triggers the
sleight.  More on using sleights in the sleight battle section.

    Sora's HP is displayed in the upper left corner along with a picture of
himself.  As Sora takes damage, his HP will decrease.  When he is down to about
fifteen percent of his maximum HP, the bar will begin to flash red, his status
box will change to display a fatigued picture of himself, and the game emits a
VERY annoying continuous beep.  Being at critical health has its own benefits,
but in general you'll want to heal yourself up as fast as you can.

    In battle, Sora will automatically acquire targets.  A target will have a
bracket centered over its body and its HP displayed in the upper right corner.
Some cards and sleights will track their targets, but all sleights and cards
can be used without first designating a target.

    Just as Sora uses cards, so too do his enemies.  Only one set of cards can
be in action at any given time.  Enemies will attack Sora using their cards,
which are displayed in the center of the screen.  Each enemy card will have the
portrait of the enemy using it along with a number in the card denoting that
card's value.  This, of course, leads us to the concept of card breaking.  If
Sora and an enemy both play a card simultaneously, the card with the higher
number wins.  The loser's card is broken, which is shown on screen by the text
message "card break," and the loser reels back for a moment.  The winner's card
and attack go through.  Consider the following examples:

    Sora vs. Shadow
    Sora plays a 4 Kingdom Key and the Shadow plays a 1 attack.
    Sora wins the attack.

    Sora vs. Fat Bandit
    Sora plays a 7 Oblivion and the Fat Bandit plays a 5 attack.
    Sora wins the attack.

    Sora vs. Blue Rhapsody
    Sora plays a 2 Fire and the Rhapsody plays a 5 attack.
    The Rhapsody wins the attack, hitting Sora while he is reeling.

    Sora vs. Soldier
    The Soldier first plays a 5 attack.  Midway through, Sora breaks it with an
    18 Omnislash sleight.  Sora wins the attack and his sleight executes.

    Sora vs. Defender
    The Defender first plays a 9 attack.  Sora attempts to trigger a 6 Ars
    Arcanum but his attack fails to go through and the Defender's attack
    continues without interruption.

    Note that breaking a card will cause an opponent to reel backward.  Having
a card broken does the same to you.  However, if your opponent already has a
card in play and you fail to break it, nothing happens except that your cards
are used up.  You do not suffer from card break effects; in the last example,
Sora loses his cards but does not reel back.

    The sole exception to the normal "higher numbers beat lower numbers" rule
is the very special 0 card.  Broadly speaking, the progression is this:

    0 > 10+ > 9 > 8 > 7 > 6 > 5 > 4 > 3 > 2 > 1 > 0

    where a card breaks anything to the right of it.  0 breaks everything, but
is also broken by everything.  In other words, you can use a 0 card to break
any attack that is coming at you; however, as long as the 0 card is in play,
the next attack that comes along will break it.  If Sora and an opponent both
play cards of the same value simultaneously, both cards will break and both of
them will reel.

    Pressing the Select button switches from the normal battle deck to the
enemy card deck.  Enemy cards grant Sora a special advantage of some sort.  The
bottom left corner next to the card list displays this advantage along with an
indicator of how long it lasts.  The enemy card section has much more detailed
information about effects and usage.

    So what happens if you use up all your cards?  Without cards, you can't do
anything.  However, you can always reload your deck at any time by going to the
black card square and holding down the A button until your gauge is full.  The
number on the card gauge determines how many times you must refill it until the
cards return to you.  The gauge starts off at 1, but each reload increases the
meter by 1 to a maximum of 3 consecutive reloads.  Sora has to stand still as
he reloads (unless he uses a certain card to lift this restriction), making him
very vulnerable to enemy attack while he calls back his deck.  There are some
item cards which will quick-reload a deck and even reset the counter.

    When Sora defeats an enemy, that enemy will drop experience balls and very
rarely a Premium bonus (more on Premium bonuses in the Journal).  Defeating an
opponent alone is not enough to earn experience - you must also run around and
collect the experience balls that a defeated opponent drops before you can earn
any experience.  In most battles, the enemies do not all appear at once; when
Sora defeats a certain number of opponents, more will appear until he has
beaten them all.  When all opponents are defeated, a map card or enemy card is
dropped (unless you have 99 map cards already) and the battle ends once all
items are collected.  Do note that experience balls disappear if you haven't
collected them within a certain amount of time.

    Sora can also end battles by fleeing.  To run from battle, run to the edge
of the battlefield and keep pressing the D-pad in that direction.  An escape
gauge will then appear and when it fills up (typically in about 1.25 seconds)
Sora escapes from the battle.  Escape can be interrupted by enemy attacks or if
you let go of the D-pad; once interrupted, the gauge resets back to 0.

-------------------------------------------------------------------------------
INTRODUCTION - Leveling Sora
-------------------------------------------------------------------------------

    As with virtually all RPGs, Sora increases his abilities by level gains.  A
level gain allows Sora to increase one of his fighting capacities.  You may
choose to raise one of the following:

    HP Boost: Sora gains +15 hit points.  Maxed at 560 HP.
    CP Boost: Sora gains +25 capacity points.  Maxed at 1900 CP.
    Sleight: Sora learns a new sleight (not always available).  11 total.

    Sora can go up to level 99, but he can only maximize two of the three bonus
categories.  Of the bonuses, the Sleight bonus is not always available but can
only be accessed once Sora has reached a certain level.  More information is
available in the Sleights section.  Personally, I recommend that you learn a
Sleight when you can and gain just enough HP to survive a long battle (around
200 HP should be enough).  Then concentrate on taking your CP up as high as it
can go.

    Maximizing HP and CP gives you one sleight at level 99.
    Maximizing HP and sleights gives you 1650 CP at level 99.
    Maximizing CP and sleights gives you 410 HP at level 99.

-------------------------------------------------------------------------------
INTRODUCTION - Room Synthesis
-------------------------------------------------------------------------------

    Everything in Castle Oblivion is governed by cards.  Naturally, you'll need
cards to be able to go anywhere.  When you enter a floor, the first room of
that floor is automatically created for you.  To go any further, you'll have to
bang on a door with your Keyblade and then synthesize the room beyond with a
map card.  The rules for synthesis are simple: the cost of the card needed to
synthesize the next room is the cost of the card used to synthesize the room
you are in, plus 1.  For example, if Sora is currently in a 4 Teeming Darkness
room, to go to the next room he has to use a card of at least 5 or greater.  0
cards are again special since they can be used to synth any room. (Note that
these rules apply only to normal rooms.  Storyline rooms and Reward rooms have
their own unique requirements.) Additionally, the 0 card resets the counter -
if Sora synthed the next room with a zero card, the value of that room is 0,
not 4. (In the first version of this guide I wrote that room values carry over
through 0 cards, but I've since learned that I was mistaken.) You can also
recreate rooms that you've already been in by resynthing them from the other
side.  Rooms have a limited number of enemies, so if you need to level then
you'll find yourself resynthing rooms quite often.

    Rooms vary in size and shape.  When Sora enters a new room, you'll see an
animation of him walking while the room loads.  The longer this animation lasts
the bigger the room into which you are walking.

    Floor layouts in Castle Oblivion are fixed.  The first floor always has the
same layout regardless of which world card you used to synthesize it and so
forth with all floors.  For this reason, I can't tell you which world has what
kind of layout, all I can tell you is which floor has what kind of layout.

    Once you leave a floor, it is reset.  This means that if you wish to return
to that floor, you must resynthesize all rooms anew. (This has its advantages,
as you will probably find out if you return to previous floors.)  Each floor
also has a Save Station and a Warp Point before you enter the world of that
floor.

    Storyline and Key to Rewards rooms have their own requirements which are
listed along with the door in question.  The game may ask for a card lower than
such a number, or higher than, or exactly equal to.  Sometimes it'll ask just
for a card of a certain color.  Sometimes it'll give you a number and you'll
have to feed cards to reduce that number down to zero before the door will open
for you. (One memorable Key to Rewards door required blue cards of at least 33
combined value, red cards of at least 33 combined value, and green cards of at
least 33 combined value PLUS the Key to Rewards card before it would open, but
man was that Megalixir worth it.)

-------------------------------------------------------------------------------
MAP CARDS                                                   code: ineedacompass
-------------------------------------------------------------------------------

    The following is an index of all map cards in the game, as taken directly
from their Journal entries in the order which they appear in-game.  Sora can
only hold a maximum of 99 map cards.  The total number of map cards that you
have is listed in the map card menu in the top right corner - if you've hit
that limit, you cannot win any more map cards in battle without first trashing
map cards that you already have.  The number of Heartless in each type of room
is predetermined and can't be altered; also, each room can only have so many
Heartless on the screen at a time.  Each card has its Journal entry copied over
as well as my own commentary on the card.  Do note that map cards fall into one
of four categories:

    Red - affects enemies while in the room
    Green - affects Sora while in the room
    Blue - affects the room itself
    Yellow - Storyline or Reward card

------------------------------Red Cards (9 total)------------------------------

    Red cards can have either good or bad effects on the Heartless in the room.
In the early parts of the story mode, you'll usually pick up cards that allow
you to debilitate the Heartless, but as the story progresses you'll find more
and more map cards which give the Heartless an edge.  You are advised to hold
at least one red card of every value for the sake of opening doors, though it's
likely you'll find yourself burning through the lower-numbered cards more
quickly than the higher numbers.
_______________________________________________________________________________
TRANQUIL DARKNESS                                                          1/26
    "A room where only a few Heartless appear."
    5 Heartless total, 1 Heartless onscreen maximum

    Exactly as the card says, only a few Heartless will pop up to interfere
with you in these rooms.  These rooms also tend to be small and cramped; use
them at important junctions if you don't feel like walking.  When you first
synthesize a new world, the first room defaults to Tranquil Darkness.  However,
note that these particular cards seem to become rarer as you ascend the castle.
_______________________________________________________________________________
TEEMING DARKNESS                                                           2/26
    "A room where many Heartless appear.  Enemies are more likely to drop enemy
cards."
    8 Heartless total, 3 Heartless onscreen maximum.

    Teeming Darkness rooms tend to be large and filled with objects.  Lots of
Heartless present and the room structure is usually simple.  Simply put, this
is one of the best map cards if you want to power level or just grab a lot of
Moogle points/health balls/cards - synth two of these rooms next to each other,
clear them out, and you're set.  Note that most rooms have only two enemies on
the screen at one time.  Teeming Darkness rooms, however, can have up to three.
The flip side is that this is one of the rooms which give you a 2.5 times
greater chance of winning an enemy card at the end of the battle.
_______________________________________________________________________________
FEEBLE DARKNESS                                                            3/26
    "A room where Heartless with weak cards appear."
    5 Heartless total, 2 Heartless onscreen maximum

    When you enter this room, think about it this way: someone just declared
open season on the Heartless.  Feeble Darkness rooms aren't too large or small,
but they do give you an important advantage - all enemy Heartless cards are
reduced by a value of 2. (They aren't reduced below 1, however, which is quite
important since it prevents them from getting the "break everything" 0 cards.)
_______________________________________________________________________________
ALMIGHTY DARKNESS                                                          4/26
    "A room where Heartless with strong cards appear.  Enemies are more likely
to drop enemy cards."
    8 Heartless total, 2 Heartless onscreen maximum

    Big rooms full of Heartless with +2 modifiers to all their attacks (though
they won't go higher than 9).  If you want a challenge, go ahead and synth this
room.  Otherwise, the only real reason to carry one of these is for storyline
room synthesis.  If you're desperate for enemy cards and out of Looming or
Teeming Darkness cards, then go ahead and use Almighty Darkness since it gives
you the useful 2.5 times increased chance of getting an enemy card.  Otherwise,
don't bother.
_______________________________________________________________________________
SLEEPING DARKNESS                                                          5/26
    "A room where Heartless are drowsy and easy to ambush."
    3 Heartless total, 3 Heartless onscreen maximum

    Understatement of the century.  The description ought to read "A room where
Heartless can't move, period." Sleeping darkness rooms are tiny - the whole
room fits comfortably on your screen - and all the Heartless are present in the
room and immobile, though it's not like there's a lot of them to begin with.
Feel free to abuse the situation as you see fit.
_______________________________________________________________________________
LOOMING DARKNESS                                                           6/26
    "A room where Heartless attack relentlessly.  Enemies are more likely to
drop enemy cards."
    8 Heartless total, 2 Heartless onscreen maximum

    Another big room card.  Here, Heartless will chase you like monsters out of
a bad B-movie.  The upside is that they have no other advantage, so the upshot
of the Looming Darkness room is that it's a pain to cross in a hurry but not
hard at all to clear.  Again, there's a 2.5 times greater chance of winning an
enemy card from a battle; useful for assembling that Bio deck.
_______________________________________________________________________________
PREMIUM ROOM                                                               7/26
    "A room where victory often leads to Premium Bonuses."
    3 Heartless total, 2 Heartless onscreen maximum

    Remember all those rare Premium bonuses that you could never seem to lay a
finger on?  Fret no more, this is what the Premium room is good for.  In this
room, the majority of battles that you fight will give you a Premium bonus.  I
personally suggest that you save as many of these cards as you can until you've
assembled the deck that you want to use for link battle.  Then use these cards
and turn as many of your cards Premium as you can.
_______________________________________________________________________________
WHITE ROOM                                                                 8/26
    "A room where only White Mushrooms appear.  But what happens when you help
them out?"
    Number of Heartless depends on how many you can catch.

    White rooms are typically medium to large in size, but sparsely occupied by
White 'Shrooms.  In brief, completing a White Mushroom battle gives you a high
probability of getting a Premium bonus room.  You'll probably need a special
deck made exclusively for fighting White 'Shrooms, though.
_______________________________________________________________________________
BLACK ROOM                                                                 9/26
    "A room where only Black Funguses appear.  But what happens when you defeat
one?"
    Number of Heartless depends on how many you can catch.

    Arrgh, it's funGI, not funGUSES!  Anyway, grammar whoring aside, the Black
Room is about the same size as the White Room and similar in structure, plus
it's filled with Black Funguses instead of White Mushrooms.  Black Room battles
drop lots of blue map cards, especially the useful Calm Bounty.

-----------------------------Green Cards (7 total)-----------------------------

    Whereas red map cards affect the Heartless, green map cards affect Sora's
deck instead (with one exception).  There are no green cards that impose a
disadvantage on Sora's deck; most of them boost Sora's card statistics in some
way or form, or alternatively confer a field advantage.  This makes green map
cards really handy if you're outmatched and need some sort of way to level up
before moving onward.
_______________________________________________________________________________
MARTIAL WAKING                                                            10/26
    "A room where attack cards are more effective."
    6 Heartless total, 2 Heartless onscreen maximum

    In other words, a room where all your attack cards get a +2 bonus to their
values.  This is great for pure power decks since you can run over anything in
this room, but it plays havoc with sleight decks since all your sleights get
messed up.  What's especially annoying is that all 0 cards turn into 2 cards,
so you're left without a break everything card.  Card values max out at 9.  If
you're into beatdown decks, use Martial Waking when you can.  If you're into
tactical or sleight decks, avoid this room.
_______________________________________________________________________________
SORCEROUS WAKING                                                          11/26
    "A room where magic cards are more effective."
    6 Heartless total, 2 Heartless onscreen maximum

    + 2 to all magic!  Whee!  If you want to abuse magic and summon cards, then
this is definitely the room for you.  And unlike Martial Waking, Sorcerous
Waking inflicts no penalty to sleight-based magic decks since magic sleights do
not depend at all upon their values.  In a world with many enemies who use
physical attacks, this is definitely one of the best cards to have.
_______________________________________________________________________________
ALCHEMIC WAKING                                                           12/26
    "A room where item cards are more effective."
    6 Heartless total, 2 Heartless onscreen maximum

    Think Sorcerous Waking, only applied to Item cards.  Now you can use that
Holy sleight without worrying over whether its low value will allow it to be
broken.  Alchemic waking is a great card if you use a deck that depends heavily
on sleights, as it helps you get all your attack and magic cards back.
_______________________________________________________________________________
MEETING GROUND                                                            13/26
    "A room where a friend card appears at the beginning of all battles (if
your friends are with you)."
    6 Heartless total, 2 Heartless onscreen maximum

    Basically what the card says, a friend card appears at the beginning of all
battles.  This is an especially useful card on the top floor of Castle Oblivion
in Sora's story, as Trinity Limit kills nearly everything with a single blow.
There are a few places in both Sora's and Riku's stories where you have no ally
support in battle, so don't bother using this card in these places.
_______________________________________________________________________________
STAGNANT SPACE                                                            14/26
    "A room where the Heartless move slowly."
    5 Heartless total, 2 Heartless onscreen maximum

    Half speed, to be exact.  A great map card if you just want to run through
a room without fighting anything along the way.  On the other hand, this room
tends to be created as an overly long corridor, which restricts your movement.
And whereas the first four Green cards give you medium-sized room, you'll find
the Stagnant Space quite large.
_______________________________________________________________________________
STRONG INITIATIVE                                                         15/26
    "A room where striking first in the field does additional damage to
Heartless."

    5 Heartless total, 2 Heartless onscreen maximum
    Ever notice how striking a Heartless on the field deals a bit of damage to
your first opponents?  Well, in Strong Initiative you don't deal just a bit of
damage, you deal a whole whopping load of damage.  Save these cards for the
last few floors of Castle Oblivion where enemies have the most HP.
_______________________________________________________________________________
LASTING DAZE                                                              16/26
    "A room where striking first in the field stuns all Heartless that join the
battle."
    5 Heartless total, 2 Heartless onscreen maximum

    It's nice to start out battles with your opponents stunned and helpless as
you stock up cards to unleash that Ragnarok or Mega Flare on them.  Lasting
Daze carries that advantage throughout the whole battle, as each reinforcement
arrives dazed and unable to attack.  As with Strong Initiative, save these
cards for the last few floors of Castle Oblivion unless you desperately need
them.

------------------------------Blue Cards (6 total)-----------------------------

    Blue rooms are ... well, the blue map cards affect the room itself, turning
it into something.  Notably, you can synth blue map cards if you're hunting for
cards or simply need some breathing space.  The only save room in the game is
also contained in this category.
_______________________________________________________________________________
CALM BOUNTY                                                               17/26
    "A room containing treasure."
    0 Heartless total

    And more than just that, here you can relax and take a breather.  This card
is exactly what it sounds like: a small room with a single treasure chest that
always yields a card.  You can only acquire certain cards from Bounty rooms,
but it's more likely that you'll pick up a card you already have.
_______________________________________________________________________________
GUARDED TROVE                                                             18/26
    "A room where treasure is guarded by Heartless."
    5 Heartless total + 2 n00b campers, 2 Heartless onscreen maximum

    Or, a small room where a big Heartless camps at the base of the only ladder
leading to the treasure chest.  Plus, another Heartless camps at the top of the
platform waiting to ambush from above.  Plus, a room where it's hard to begin a
battle with a Keyblade strike.  Use this card if you're out of False Bounty
cards and saving Calm Bounty cards.
_______________________________________________________________________________
FALSE BOUNTY                                                              19/26
    "A room where only one treasure chest is real.  Opening the wrong chest
triggers a battle."
    5 Heartless total + 2 Jack-in-the-boxes, 2 Heartless onscreen maximum

    You have three chests and therefore a one-in-three chance of picking the
right chest in your first guess.  Guess wrong and you enter a battle without
the chance to stun your opponent.  Also, this room does have other Heartless
lurking about, so be warned.  I prefer this room above Guarded Trove, but it's
just a personal preference.
_______________________________________________________________________________
MOMENT'S REPRIEVE                                                         20/26
    "A room where you can save your progress."
    0 Heartless total

    Easy.  There's a save point in this small room, as well as an object or two
that you can hit for Moogle points/health/cards.  A good place to use these
would be right before a boss battle.  The game automatically creates a Moment's
Reprieve room for you after clearing the final storyline room of a floor (Sora
only), and this Moment's Reprieve room is always found directly in front of the
floor exit.
_______________________________________________________________________________
MINGLING WORLDS                                                           21/26
    "A room where anything could happen."
    Number of Heartless total and onscreen varies.

    This card randomly produces a room with the properties of another card, to
my knowledge.  As the picture implies, it's a big question mark.  And don't
bother consulting the floor map to figure out what kind of room you're in; it
will simply say "Mingling Worlds" and leave it at that.
_______________________________________________________________________________
MOOGLE ROOM                                                               22/26
    "A room where cards can be traded with Moogles at the Moogle Shop."
    0 Heartless total

    As the description implies, you can trade Moogle points for cards in this
room.  Each Moogle Room has a single Moogle you can talk to; also, the first
time that you talk to the Moogle, you'll get a set of five cards for free.  Do
note that Riku can't pick up this particular type of map card since he can't
modify his deck and thus can't run into Moogles.  The cards you receive are
randomly selected every time you enter and leave the room if you're into save
state abuse ...

-----------------------------Yellow Cards (4 total)----------------------------

    Yellow cards are one-of-a-kind cards that involve either the story directly
or else hold unique rewards for Sora.  Unlike the other cards, they have no
associated number values and can only be used at specific room designations.
Using a yellow map card will either advance the story for a particular world or
else open a room which contains a unique sleight or card.
_______________________________________________________________________________
KEY OF BEGINNINGS                                                         23/26
    "A room where untold stories unfold."
    0 Heartless total, except for certain story scenes

    This key is required to synth the first of the story rooms on a floor.  You
may only have one of these cards any at given time, and they are automatically
acquired along the course of the story.
_______________________________________________________________________________
KEY OF GUIDANCE                                                           24/26
    "A room where untold stories unfold."
    0 Heartless total, except for certain story scenes

    This key is required to synth the second of the story rooms on a floor.
Not all worlds have a second story room. You may only have one of these cards
any at given time, and they are automatically acquired along the course of the
story after using up the Key of Beginnings card.
_______________________________________________________________________________
KEY TO TRUTH                                                              25/26
    "A room where untold stories unfold."
    0 Heartless total, except for certain story scenes

    This key is required to synth the third of the story rooms on a floor.  It
more often than not triggers a boss battle if there is a third story room in
that particular world.  You may only have one of these cards any at given time,
and they are automatically acquired along the course of the story after using
up the Key of Guidance card.
_______________________________________________________________________________
KEY TO REWARDS                                                            26/26
    "A room containing special treasure."
    0 Heartless total

    This is it, the Key to Rewards which unlocks the Reward room.  Only Sora's
story contains Reward rooms, so this doesn't apply to Riku.  The Reward room
contains a single treasure chest which holds cards or sleights that you'll find
nowhere else.  You can only have one of these cards at any time; the further
into Castle Oblivion that you go, the higher your chance of obtaining one, plus
they won't appear AT ALL before World Card Set 2.  And since you can only carry
one at a time, it's in your best interest to use it as soon as possible.  The
best place to poach enemies for the Key to Rewards card is on the top floor,
where you have a better than 90% chance of getting the card within three
battles.  Note that Reward room contents are associated with worlds, not
floors.

===============================================================================
-------------------------------------------------------------------------------
SORA'S WALKTHROUGH
-------------------------------------------------------------------------------
===============================================================================

    For much of Sora's story, you will enjoy the assistance of many friends who
travel with you.  This walkthrough is divided by floors.  Each floor includes a
floor plan as well as a set of detailed information about the worlds on that
floor.  Note that worlds can be synthed in any order - I've simply listed them
alphabetically.  Because floor plans are associated with floors and not worlds,
I've separated them in the sections.  Note that the game automatically puts you
back in a preset room when you've completed a storyline room; these are also
marked on the map.

    As you progress through Castle Oblivion, the enemies that you meet will
become increasingly more difficult.  Their HP pools will rise with each floor
that you ascend; on the other hand, they'll also drop more experience.  You'll
also meet new enemies on each floor, as well as a few which appear exclusively
on a single floor.  Each room in the floor also has objects on the map which
can be struck or jumped on; doing this releases a stream of green (health)
balls, red (Moogle point) balls, a card, or nothing at all.  Each world also
has a Keyblade associated with it besides the ubiquitous Kingdom Key, so keep
your eyes peeled.  For more information, consult the Journal section of this
document.

    Most floors have a boss and a select few will have more than one boss.  As
with normal enemies, bosses also level up the further that you go.  Since any
boss associated with a world card can be taken in any order that you like, boss
HP values are not fixed.  Just keep in mind that the higher you climb in the
castle, the more HP the boss will have and the harder that boss will hit.

    Bosses can also be classified into two types.  One type of boss is much
like Sora - a character-sized person who uses attack cards and items the way
Sora does.  This type of boss can stack cards to form sleights, packs 0 cards,
and may even have to reload his or her deck.  The other type of boss fights
more like a glorified Heartless - using cards one at a time.  These bosses do
not use sleights or 0 cards but typically have high-valued cards and other ways
to make up for this shortcoming.  Also, in battles against these bosses, you
can pick up a 0 Trinity card by fulfilling certain conditions.  The 0 Trinity
card gives you some sort of advantage (usually a big one) in battle.

-------------------------------------------------------------------------------
FLOOR 1: Traverse Town                                         code: oldfriends
-------------------------------------------------------------------------------

FLOOR 1
            ^Exit   1: Key of Beginnings + >1 card
   [3]-[ ]-[!]      2: Key of Guidance   + >3 card
        |   |       3: Key to Truth      + Green card
   [2]-[%] [ ]
        |   |       R: Key to Rewards
   [1]-[*] [ ]
        |   |       *: Reappear at this room when finished with 1.
   [ ]-[ ] [R]      %: Reappear at this room when finished with 2.
    ^Start          !: Reappear at this room when finished with 3.  Cannot be
                       accessed until 3 is completed.
_______________________________________________________________________________
TRAVERSE TOWN
    "A haven for those whose homes fell to darkness."

Objects:     Crate, lamppost, shingled block in the floor
Cards:       Kingdom Key, Simba summon (Beginnings room)
Reward Room: Lionheart Keyblade
Friends:     Donald Duck, Goofy
Enemies:     Shadow, Soldier, Red Nocturne, Blue Rhapsody
Bosses:      Guard Armor (Truth room)

    Traverse Town is pretty much the tutorial section of the game.  Here, the
battle system and synthesis systems are explained.  You'll also get to meet a
few old and beloved Final Fantasy characters before fighting an easy boss
battle in the Key to Truth room.  If you wish, take the time to clear out all
the rooms and level a bit, then go back through them and stock up on Kingdom
Keys before proceeding.  And enjoy the FF character cameo while you can, since
you'll be seeing precious few of those in Chain of Memories.

-------------------------------------------------------------------------------
GUARD ARMOR
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: None
Threat:    Low
Trinity:   Randomly after breaking an attack
Attacks: Stomp - The Guard Armor's feet will attempt to kick Sora.  This attack
             has range issues and thus isn't very dangerous if you stay out of
             its way.   Does slight damage.
         Swipe - The Guard Armor's gauntlets swipe at Sora.  You'll see this
             move coming long before it hits, and it isn't hard at all to dodge
             or break.  Does slight damage.
         Impact - The Guard Armor jumps, shaking the floor.  This attack is
             more of an annoyance than anything else, and it can be avoided if
             you're in the air when the armor hits.  Does slight damage.
         Disco Swipe - Now this is more like it.  The Guard Armor's gauntlets
             start to whirl around it.  It has limited range, but don't try to
             squeeze an attack through; instead, run back until the attack ends
             and then you may counterattack.
         Shatter Spin - The Guard Armor spins itself rapidly.  Break the attack
             or dodge it, your call.  This attack is used only after you've
             stripped the boss of its arms and legs.  If the attack isn't
             broken before the body reaches the floor, the Armor will start
             bouncing around the arena like a pinball for a short while.
         Pogo Impact - The Guard Armor's body bounces up and down, shaking the
             floor.  Think of a more annoying version of the Impact attack, and
             break this one if you can.  If not, jump up and pray that you
             don't land when it does.
Drop: Guard Armor enemy card

    The Guard Armor comes in six parts, five of which are targetable: two legs,
two arms, and a body.  Each section has its own set of HP and your job is to
reduce all of them to 0 (although you can't target the body until the arms and
legs have been defeated).  This battle is a straight out brawlfest.  If you
want, strip away any card below a 7 prior to this battle, because this battle
is all about using cards with higher values.  Try not to use sleights as you
will not be getting any extra damage out of them, plus at this time you might
not be able to afford using up your deck for sleighting.

    While your attack cards shouldn't be used for sleight construction, you'll
be able to pick up the occasional Donald and Goofy cards around the stage.  Be
sure to save them until you have three.  If you sleight Donald and Goofy cards,
not only will you be able to deal massive damage to several components at once,
you should also be relatively safe from a sleight break.  The Guard Armor's
cards are limited to a maximum value of around 6; anything above that, it can't
break.  Play defensively - allow the Armor to attack, then counter that attack
and break it.  Trinity cards drop randomly after you break the Guard Armor's
attacks.

    The 0 Trinity card causes the Guard Armor to collapse senseless on the
ground and spill all of its parts, so take the opportunity to smack it while
it's down.  You can safely use your lower-valued cards here without risk of
losing card breaks.  Retreat to the other side of the battleground when you
need to heal, as you'll provoke less attacks and less chance of a Cure break if
you do so.  Once you use up the Cure, reload your deck so that the Cure card is
always available.

    Overall, this is a fairly straightforward battle which shouldn't prove too
difficult or take up too much time.
_______________________________________________________________________________

    Save in the Moment's Reprieve room when you're done, because there's a boss
battle waiting for you on the next floor.

-------------------------------------------------------------------------------
WORLD CARD SET I                                                     Floors 2-6
-------------------------------------------------------------------------------

    The first world card set includes Agrabah, Wonderland, Monstro, Halloween
Town, and Olympus Coliseum.  In each of these, you'll pick up a fragment of
what happened in the original Kingdom Hearts.  You'll also get to pick up a
nice assortment of Enemy cards and various Keyblades to augment your deck.  Be
sure to level Sora somewhat in each world before moving on to the next.

-------------------------------------------------------------------------------
AXEL I
-------------------------------------------------------------------------------

Weakness:  Ice
Absorbs:   Fire
Nullifies: Gravity, not that you have it by this point
Threat:    Medium-Low
Trinity:   Unavailable
Attacks: Slash - Axel swipes at the air in front of him with one of those fancy
             pinwheels.  He moves forward a little and this gives him an extra
             bit of range.  Not too dangerous.
         Blade Blink - This time, Axel throws his pinwheel, teleports to his
             destination, and catches it.  Very chic and stylish.  It has more
             range and about as much damage as his Slash, but is still easily
             dodged.  If you find yourself being hit repeatedly by this attack,
             try to move vertically as much as possible.
         Fire Wall (sleight) - Axel creates a wall of fire directly in front of
             himself that stretches from the top of the battlefield to the
             bottom.  It then starts to creep forward at a snail's pace.  You
             can either card break it or jump through it with a dodge-roll,
             both of which will end the attack.
Drop: Fire card

    Axel isn't really that hard.  Of course, seeing as how this is the start of
the game and you're facing off against a human-like opponent for the first
time, you might find him a bit challenging.  He has less overall HP than the
Guard Armor, plus he isn't trying his hardest to defeat you.  Mostly he'll go
for close combat.  Do note that he can sleight cards as Sora can, so make sure
that your 0 card is handy.

    Slash and Blade Blink don't do much damage alone, but over time they can
add up.  If you need to, use your Cure card(s) and then immediately reload your
deck so that you have Cure cards at all times.  Blizzard hurts him bad, but it
and Simba are both difficult to aim effectively.  Axel has a tendency to run
through his cards like water instead of taking his time to aim, which can be
used to your advantage.  Once he starts reloading, drop in and hurt him.  Do
note, however, that he is faster than Sora and will not hesitate to take
advantage of this unpleasant fact.  Outlast him and you'll win your first Fire
card.
_______________________________________________________________________________

    Once you've defeated Axel, you're given your choice of worlds from the card
set.  Go with whatever looks interesting to you, noting that floor layouts are
independent of world choices.  Do note, however, that bosses will become more
difficult as you progress through the worlds.  I prefer the order of Olympus
Coliseum, Monstro, Halloween Town, Agrabah, and finally Wonderland (sometimes
switching the town for Agrabah), but the order that you take the worlds doesn't
make much of a difference.  Also note that every time you step into a different
world, all worlds behind it will be reset and must be resynthesized with map
cards before you can proceed through them again.
_______________________________________________________________________________
FLOOR 2
                    1: Key of Beginnings
       [R]          2: Key of Guidance   + 15 card total
        |   ^Exit   3: Key to Truth
   [2] [%]-[!]
    |   |           R: Key to Rewards    + Blue card
   [ ]-[ ]
        |           *: Reappear at this room when finished with 1.
   [1]-[*]-[3]      %: Reappear at this room when finished with 2.
        ^Start      !: Reappear at this room when finished with 3.  Cannot be
                       accessed until 3 is completed.
_______________________________________________________________________________
FLOOR 3
            ^Exit   1: Key of Beginnings + >5 card
           [!]                           + >7 card
            |       2: Key of Guidance   + Green card
   [3]-[ ]-[ ]      3: Key to Truth      + <3 card
        |   |
   [R]-[*] [1]      R: Key to Rewards    + Red =0 card
        |
   [ ]-[%]-[2]      *: Reappear at this room when finished with 1.
    ^Start          %: Reappear at this room when finished with 2.
                    !: Reappear at this room when finished with 3.  Cannot be
                       accessed until 3 is completed.
_______________________________________________________________________________
FLOOR 4
                ^Exit   1: Key of Beginnings + >8 card
   [R] [3]-[ ]-[!]      2: Key of Guidance   + >1 card
    |       |           3: Key to Truth      + Red card
   [ ]-[ ]-[%]-[2]                           + Green card
        |   |
       [1] [*]-[ ]      R: Key to Rewards    + =9 Red card
                ^Start                       + =9 Green card

                        *: Reappear at this room when finished with 1.
                        %: Reappear at this room when finished with 2.
                        !: Reappear at this room when finished with 3.  Cannot
                           be access until 3 is completed.
_______________________________________________________________________________
FLOOR 5
    ^Exit           1: Key of Beginnings + 20 card total
   [!]-[3]          2: Key of Guidance   + Red card
        |                                + <5 card
   [ ]-[ ] [R]      3: Key to Truth      + =0 card
    |       |
   [ ]-[ ]-[*]-[1]  R: Key to Rewards    + 15 Green card total
    |   |
   [%]-[ ]          *: Reappear at this room when finished with 1.
    ^   |           %: Reappear at this room when finished with 2.
Start  [2]          !: Reappear at this room when finished with 3.  Cannot be
                       accessed until 3 is completed.
_______________________________________________________________________________
FLOOR 6

       [ ]-[ ]              1: Key of Beginnings + =3 card
        |   |       ^Exit                        + =4 card
   [1]-[%] [2]     [!]      2: Key of Guidance   + =6 card
        |           |                            + =7 card
   [*]-[ ]-[ ]-[ ]-[ ]      3: Key to Truth      + <3 Red card
    ^       |       |                            + 30 Green card total
Start      [R]     [3]
                            R: Key to Rewards    + 20 Red card total

                            *: Reappear at this room when finished with 1.
                            %: Reappear at this room when finished with 2.
                            !: Reappear at this room when finished with 3.
                               Cannot be accessed until 3 is completed.
_______________________________________________________________________________
AGRABAH                                                      code: trioofwishes
    "A bustling desert city with a grand palace."

Objects:     Vendor shops, barrels, roof projections, wooden towers
Cards:       Three Wishes, Ether (Guidance room), Genie (Truth room)
Reward Room: Blazing Donald
Friends:     Donald Duck, Goofy, Aladdin
Enemies:     Yellow Opera, Green Requiem, Air Soldier, Bandit, Fat Bandit,
             Barrel Spider
Bosses:      Genie Jafar (Truth room)

    Not too hard, not too easy.  Agrabah is a bustling city apparently home to
a lot of Heartless, which you'll be fighting the moment you walk into this
world.  Fortunately, you'll gain Aladdin as a friend so long as you stay in
Agrabah.  The Key of Guidance room has another fight against another mob of
Heartless, while the Key to Truth room features (what else?) a boss.  The
enemies that you'll run into aren't that tough except for the occasionally
annoying pair of Fat Bandits.  Also, conspicuously absent from Agrabah are Abu,
the magic carpet, Razoul, and all the other minor characters from the Aladdin
movies.  You'll get an Ether card for clearing the Key of Guidance room.  Go
into the Key to Truth room and you'll run into ...

-------------------------------------------------------------------------------
GENIE JAFAR
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Everything.  I'm not kidding.
Threat:    Low
Trinity:   Hit Jafar (Jafar, NOT Iago) with a Blizzard spell
Attacks: Magma Drop - Jafar pulls up a huge rock and chucks it at Sora.  You
             have several options here: dodge-roll, break the attack, or just
             hide behind a platform.  It's easy to counter since it doesn't
             move fast and can be seen coming a mile away.  You deserve the hit
             that your HP will take if it connects.
         The People's Elbow - Jafar punches the nearest platform.  Okay, fine,
             so it's not an elbow, but the analogy is apt.  Break this attack
             or simply move out of range.
         Optic Blast - Jafar fixes his gaze on Sora and lets loose with a
             steady stream of energy.  This attack hits hard but still has a
             sizable windup delay, so hide behind a tall platform or just break
             the blasted thing.
Drop: Genie Jafar enemy card

    Before you start asking how you're supposed to defeat Jafar if he nullifies
EVERYTHING (which he does), do note that he's a genie.  And all genies come
with a convenient Achilles' heel, which is their lamp.  For some reason Iago
carries the lamp around the room and this lamp should be your target.  Dispense
with magic, this fight is all physical.  Note that since Iago is a flying enemy
who's more often out of range than in, you also cannot rely on your sleights -
unless you managed to pick up, say, Omnislash.

    The fight occurs in a room full of lava and Sora stands on three platforms
that will rise and fall in a random pattern.  Jafar attacks from the sides and
will sometimes switch sides.  You can only hit Iago off a jump from a tall
platform and you canNOT reach a tall platform if you're standing on one that's
as low as it will go.  Jafar also has a fairly high health bar, but he does
have a glaring weakness - he's blasted slow.  You can easily find any 0 card
left in your inventory by the time he finishes launching an attack.  This makes
the battle long but not hard.

    It's recommended that you stay on the middle platform if you aren't hitting
Iago or dodging an attack.  This avoids The People's Elbow as well as gives you
a bit more leeway from being trapped on one side on a low platform.  If you use
a 0 Trinity card, all three platforms will rise to the highest level for some
time, which means open season on Iago.  Bring your strongest Keyblades and a
few Cure cards and you shouldn't have a problem with this battle.  It is also
strongly recommended that you bring as many Blizzard cards as possible; hitting
Jafar's body with a Blizzard spell causes a 0 Trinity card to appear.
_______________________________________________________________________________

    With that unpleasant business resolved, you'll pick up the Genie Jafar
enemy card and the Genie summon card.
_______________________________________________________________________________
HALLOWEEN TOWN                                               code: trickortreat
    "A terrifying town of tricks and treats."

Objects:     Fir trees, pumpkins, small buildings
Cards:       Pumpkinhead
Reward Room: Gravity Raid
Friends:     Donald Duck, Goofy, Jack
Enemies:     Shadow, Search Ghost, Creeper Plant, Wight Knight, Gargoyle
Bosses:      Oogie Boogie (Truth room)

    Slightly easier than Agrabah since the enemies are easier to kill, plus
there isn't an annoying battle in the Guidance room.  Like Agrabah, however,
you'll immediately be thrown into a Heartless battle when you appear in the
town.  Winning this battle nets Jack Skellington as a friend as well as the
Terror sleight.  Jack will stick with you for the entire sojourn in Halloween
Town.  Conspicuously absent are any of the small fry from the original Kingdom
Hearts game.  Open the Key to Truth room and you'll confront the boss of this
world.

-------------------------------------------------------------------------------
OOGIE BOOGIE
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Gravity
Threat:    Low
Trinity:   Destroy his dice before they vanish
Attacks: Doom Dice - Oogie Boogie doesn't directly attack.  Instead, he chucks
             dice at you and one of four things happen depending on how the
             dice turn up.  Either he'll summon a pair of Gargoyles, heal
             himself, drop blades from the ceiling, or send a razor slicing
             through your half of the battleground.  Break the attack before
             this happens - if his dice explode on their own, you're too late.
Drop: Oogie Boogie enemy card

    Oogie Boogie is limited to one attack, but he has an advantage of sorts -
you can't attack him until the gate between the two of you is lowered.  Every
time you break his dice attack, that gate lowers by a third and one of the
slots under Oogie's platform stops spinning.  When all the slots have stopped,
the gate lowers all the way and you can jump onto Oogie's section of the
platform.  From there it's just a matter of beating up on him with your best
attacks or sleights.  Hint: The Card Soldier enemy card, if you have it, will
greatly speed up the attack.

    Oogie has a significant health bar, so you'll want to hold back on sleights
for the first half of the battle.  Note that his dice ALWAYS have a value of 7.
If you can break the attack and destroy a die, you might find a 0 Trinity card.
In this battle, the 0 Trinity card instantly breaks any of Oogie's actions and
lowers the gate all the way down, leaving him helpless against your Keyblade.
After a small amount of time, the gate rises again and kicks you off Oogie's
platform and so the cycle repeats.  Overall this battle isn't as long as the
ones against Jafar or the Parasite Cage, but you'll want to bring plenty of
high-valued cards as well as multiple potions (or hi-potions, if you have them)
for the fight.
_______________________________________________________________________________

    You win the useful Oogie Boogie card for your efforts, a good enemy effect
for last-ditch healing.
_______________________________________________________________________________
MONSTRO                                                   code: bellyofthebeast
    "Inside the belly of the giant whale."

Objects:     Flesh stalagmites, barrels
Cards:       Wishing Star, Dumbo (Truth room)
Reward Room: Aqua Splash
Friends:     Donald Duck, Goofy
Enemies:     Shadow, Large Body, Yellow Rhapsody, Green Requiem, Barrel Spider,
             Air Soldier, Search Ghost, Tornado Step
Bosses:      Parasite Cage (Guidance room)

    So, you're inside this whale ... yeah.  Monstro has a nice variety of
enemies for your sampling pleasure, but it's mostly a slugfest with little to
find.  On the one hand, Monstro can be a very convenient stop for leveling
purposes, but on the other it can also be annoying.  When you're ready, going
through the Key of Guidance room brings you face to face with something you've
never seen in a Disney movie.

-------------------------------------------------------------------------------
PARASITE CAGE
-------------------------------------------------------------------------------

Weakness:  Fire (stuns it)
Absorbs:   None
Nullifies: Gravity
Threat:    Medium
Trinity:   Strike the Parasite Cage while its belly is exposed
Attacks: Hammer Fist - The Parasite Cage joins both of its arms together and
             slams them into the ground, which shrinks down the platforms that
             you stand on.  Fairly fast and damaging, so be sure to try and
             break the attack.  If all else fails, dodge-roll out of the way
             and regain a platform as quickly as possible.
         Power Bomb - The Parasite Cage braces itself on its arms and then
             throws its body forward at Sora.  Fast, powerful, and covering the
             whole screen, Power Bomb is definitely this boss' most annoying
             attack.  It's only used when a significant amount of the Parasite
             Cage's HP is depleted.
         Acid Ball - A glob of green ... stuff ... comes at you, courtesy of
             the Parasite Cage.  Jump over it if you can or break it, or just
             run and grab another platform.
Drop: Parasite Cage enemy card

    This fight is massively annoying since it takes place in Monstro's stomach.
And that means - yep, if Sora drops into the vile green pool that covers much
of the battlefield and stays there for 1.5 seconds, he takes damage.  This also
interrupts any card or sleight that you were using, which is worse than losing
a bit of HP.  To avoid this, you're given four platforms that constantly move
clockwise, bringing you close enough to get in a solid whack at the Parasite
Cage.  Seeing as how they keep moving, one combo is probably all that you'll
get.  Oh yeah, staying on a platform too long causes it to sink for a brief
moment.  And a single Hammer Fist causes the platforms to shrink.  Did I
mention how annoying this battle is?

    To start with, patience is your biggest asset.  Let the platform carry you
to the Parasite Cage, give it a good beating, and then move around on the
platforms.  Fast, powerful sleights such as Blitz or any of the third-level
elementals work well.  You'll also want to bring lots and lots of Cure cards
along for the ride.  Don't ever use a card while standing in the acid since
more likely than not it'll end up broken.  When the Parasite Cage yawns and its
mouth opens, quickly go strike its mouth.  Doing this causes a 0 Trinity card
to appear.  The 0 Trinity card eliminates all platforms but causes a special
blue platform to appear under Sora which will always stay underneath him.  This
basically gives you a bit of free time to go do whatever you want; once the
time expires, the four platforms reappear at default size.

    The key to winning against the Parasite Cage is to play conservatively.
Keep a careful eye on your health and don't attack if you can't do it without
landing in acid.  And if you have any summon cards (Simba, Genie, Cloud), take
them with you.  They help out a lot since Sora jumps offscreen while your
summoned ally does the fighting for you.  Be sure to always have a Cure card
handy if it's needed.  The battle might take a while, but at least you'll be
safe and steady.
_______________________________________________________________________________

    With your shiny new Parasite Cage enemy card, farther down in the Key to
Truth room you'll run into another event battle.  This one's a bit different.
There's no boss here; instead, you'll fight Shadow Heartless until that meter
in the upper right-hand corner of the screen fills.  Every Shadow that you kill
raises the meter by a bit, while the meter starts to drop if you go too long
without killing a Shadow.  Once the meter is full, mop up any remaining Shadows
and the battle ends.  You do not receive any experience for this fight but you
do get a Dumbo summon card.  Powerful sleights like Sonic Blade or Thundaga
make the battle end a lot faster.  And note that you can always run away to try
again if the battle goes against you.  The battle ends automatically in defeat
after a certain number of Heartless have been defeated without filling the
meter, but don't worry - you won't lose the game.
_______________________________________________________________________________
OLYMPUS COLISEUM                                               code: herosummit
    "A legendary arena where heroes test their might."

Objects:     Barrels, columns, stone blocks, starred barrels
Cards:       Olympia, Hi-Potion (Guidance room), Cloud (Truth room)
Reward Room: Metal Chocobo Keyblade
Friends:     Donald Duck, Goofy
Enemies:     Large Body, Red Nocturne, Blue Rhapsody, Powerwild, Bouncywild,
             Barrel Spider
Bosses:      Cloud (Guidance room), Hades (Truth room)

    You can pick up some useful items here, but you'll have to fight for them.
Besides the ubiquitous Barrel Spiders lurking in ambush, you'll also have to
fight a fairly tough duo of bosses.  Just as in the original Kingdom Hearts,
you will not have the benefit of Hercules as a friend.  I suggest that you take
extra time to level up in Olympus Coliseum.  Go ahead and enter the Key to
Guidance room if you feel confident, or synthesize a Moment's Reprieve room if
you don't.

-------------------------------------------------------------------------------
CLOUD
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Gravity, as usual
Threat:    Medium
Trinity:   Unavailable
Attacks: Attack - The basic strike command is just called "Attack" in Final
             Fantasy, so ... yeah.  Cloud swipes his bandage-swathed Buster
             Sword at you.  Decent range and speed and best compared to a C-
             level Keyblade hit.
         Cross-Slash (sleight) - Cloud jumps and lands next to Sora, proceeding
             to launch three separate slashes.  You can break it, but note that
             it's a sleight.  On the other hand, if you do break it with a
             sleight of your own, you'll leave Cloud reeling right next to you.
         Omnislash (sleight) - FEAR CLOUD FOR HE WILL KICK YOUR ASS!  Cloud
             swoops down from the skies and homes in on Sora; upon reaching the
             luckless Keyblade master, Cloud will then proceed to deliver a
             slash with each dive.  This sleight hurts really bad, so break it
             whenever you see him stocking up for it.
Drop: Hi-Potion

    If you learned how to handle character-type battles while fighting Axel,
you'll be fine.  If not, you're in for a rough ride.  Cloud is aggressive and
fast even though he lacks something in the HP and defense department.  And he
doesn't carry that Buster Sword just for show - if you wind up on the wrong
side of either Cross-Slash or Omnislash, you can kiss your HP goodbye.  Of the
two, Omnislash has at least enough of a delay between attacks that you can find
a card to break it, while if Cross-Slash hits, you're screwed.  However, Cross-
Slash can be evaded once while Omnislash can be evaded with continuous dodge
rolls.

    You can win against Cloud in a flat-out brawlfest, but since Cloud uses up
his cards so quickly you're better waiting for him to exhaust his deck before
you go on the offensive.  0 cards for breaking his powerful sleights are a must
in this battle.  Speaking of which, you can expect to see your own cards broken
fairly often in this fight.  Hang in there and don't forget to take a few Cures
with you.

    An interesting note: Cloud's Omnislash is the revamped version from Kingdom
Hearts where he swoops out of the sky for a trio of strikes, not the original
from Final Fantasy VII where he sliced the opposition into ribbons with strikes
faster than most people could follow.
_______________________________________________________________________________

    Defeating Cloud nets you the Hi-Potion, one of the best cards in this game.
As you might imagine, Cloud doesn't go down all that easily and you'll meet him
again in the Key to Truth room.  You'll also want to synth a Moment's Reprieve
before heading in.

-------------------------------------------------------------------------------
HADES
-------------------------------------------------------------------------------

Weakness:  Ice
Absorbs:   Fire
Nullifies: Gravity
Threat:    Medium-High
Trinity:   Unavailable
Attacks: Fire Poke - Hades jabs a burning finger at Sora.  Short-range and not
             very powerful, but horrifically fast.  If Hades uses it to card
             break any Keyblade that doesn't have a recovery of *, you'll get
             hit.
         Fire Bash - A two-handed overhead swipe, stronger and slower than the
             Fire Poke.  It also has a pixel's worth of extra range.
         Flamethrower - Hades' hands light on fire and he shoots flames from
             them.  Get caught and you're in for a dose of continuous damage
             with no chance to card break the attack.  Hades can only use this
             attack when he gets steamed, but when he does, watch out for it.
             It's easily his deadliest attack.
         Firaga Ball (sleight) - Hades' sole long-range attack.  He chucks a
             burning rock at Sora, the rock in question able to home on Sora
             within limits.  Either that or Hades is a really good thrower
             since it'll hit surprisingly often.  The best way to avoid the
             attack short of card breaking it is to stay at medium-close
             distance.  His aim tends to fall short somewhat the closer you get
             to him.
         Temper Flare (sleight) - Hades gets really, really angry.  When this
             happens, watch out: his normal attacks change into the annoying
             Flamethrower.  He only has a limited number of uses before he
             changes back into his lovable blue self, but any time you see this
             sleight in the corner, you'll want to find a 0 card immediately.
Drop: Hades enemy card

    Hades may well be the most difficult boss of the first world card set, at
least on the first playthrough.  Hopefully you had practice earlier with Cloud.
What makes Hades more dangerous than Cloud is that Hades generally uses faster
attacks and has a larger fighting deck.  Unlike Cloud, however, he does have a
weakness to Ice.  Hades absorbs Fire, so calling out Donald can either produce
big dividends or else totally screw you over.

    If you're going to use sleights in this battle, make sure that you save up
a number of high valued cards.  If you don't kill Hades quickly, the battle
devolves into a fight of attrition, which is usually good for you - but not if
you've used up all of your high-valued cards.  Bring along that spiffy new Hi-
Potion you won from Cloud just in case.  Genie Jafar's Attack Bracer (if you
have it) is also a good card to have since Hades likes breaking your attacks.
You'll also want to have more than one Cure card handy.  If you have ice-based
cards, use them while Hades is reloading his deck.  Lastly, you'll want to stay
just short of melee range in this battle.  The key to hit hard and fade fast
since Hades uses mostly short-range attacks while watching out for his single
long-range attack.
_______________________________________________________________________________

    Defeating Hades nets you the double-edged Hades enemy card as well as the
Cloud summon card.  Sheesh, where was Cloud when you needed him during the
fight itself?
_______________________________________________________________________________
WONDERLAND                                                code: offwithyourhead
    "A magical land full of eccentric residents."

Objects:     Flowers, lilypads, mushrooms
Cards:       Lady Luck
Reward Room: Stop Raid sleight
Friends:     Donald Duck, Goofy
Enemies:     Shadow, Soldier, Large Body, Red Nocturne, Crescendo, Creeper
             Plant
Bosses:      Trickmaster (Truth room)

    Just like the original Kingdom Hearts game, Wonderland is a (comparatively)
easy starting point for players who feel that they still need more practice
after completing Traverse Town.  The enemies here are a step up from Traverse
Town but remain fairly easy nonetheless.  Neither of the two event battles in
Wonderland are of above-average difficulty.  Novice players will want to synth
this world first and develop their skills, levels, and confidence in this area,
while experienced players should save Wonderland for last.

    Heading into the Key of Guidance room runs you into a battle against a pack
of Card Soldiers. (Hmm, in the book Alice could handle them all by herself.
Why in the name of reason does Sora need to intervene?) This isn't a true boss
battle but rather an enhanced version of a random encounter.  Card Soldiers
will try to gang up on you, so keep on your feet and keep moving.  Just about
any sleight that you could reasonably have at this time works well and this
isn't a long battle anyways.  Winning it gives you the Card Soldier enemy card,
which can be useful in many boss battles.

    When you're done exploring Wonderland, head to the Key to Truth room for a
showdown against a certain memory thief.

-------------------------------------------------------------------------------
TRICKMASTER
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Stop, Gravity
Threat:    Medium-Low
Trinity:   Strike the Trickmaster while it is powering up
Attacks: Fire - Yawn.  In the Heartless version of Sora's Fire spell, the
             Trickmaster ... shoots a ball of Fire at you.  It behaves almost
             exactly the same as Sora's but with slightly extended range, so
             react accordingly.  You'll know it's coming when the boss crosses
             its two torches.
         Hell March - The Trickmaster stomps across the room.  See those axes
             that it has for shoes?  If you get hit by one, expect to take a
             bit of damage.  This attack is fairly easily to dodge-roll and
             gives you plenty of time to card break.
         Slam Dunk - The Trickmaster slams both arms into the floor, shaking it
             and injuring Sora if he isn't airborne.  Jump to evade this attack
             and be forewarned that it can happen when you're least expecting
             it.
         Orbit Sweep - The Trickmaster sweeps its pair of torches around itself
             and clipping an airborne attacker.  This attack is more of a
             nuisance than anything else since it'll sometimes trigger right as
             you're about to deliver a solid whack.
         Power Up - Leaning back and leaving its vulnerable midsection exposed,
             the Trickmaster stores up power for a two arm swipe.  It takes a
             few seconds to build power during which you should definitely
             attack, since striking it while it's charging will release a 0
             Trinity card.
Drop: Trickmaster enemy card

    The Trickmaster apparently has been playing tricks on FAQ authors.  Each
FAQ differs on which elements do what to the Trickmaster - one says that it
absorbs Fire and is weak against Ice, one says that it's weak against Fire, one
says that it resists all elements.  When I test this and find out for myself, I
WILL have the correct data here.

UPDATE: As of version 1.21, I abused Donald for some testing and discovered
that the Trickmaster does not have any elemental weaknesses or resistances.

    The Trickmaster has a high HP pool.  Unfortunately, that's about all that
it has going for itself.  Its attacks are fairly weak and slow but you'll have
to jump to reach the only area you can damage it, its midsection. (Watch for
the target cursor.) If you have Blitz, which you should have only if Wonderland
is one of your later-synthed worlds, use it - it does great damage and doesn't
miss.  Most other sleights are fairly useless unless by some chance you managed
to get ahold of enough Cloud cards for Omnislash.

    The 0 Trinity card raises a table in the middle of the room.  If you jump
onto it, you can attack the Trickmaster without having to jump up every time.
This also makes spell use a lot easier.  Note that the table stays up until the
Trickmaster hits it with the Slam Dunk attack.  To acquire the 0 Trinity card,
strike the Trickmaster with a Keyblade while it's using Power Up.  Overall this
battle isn't hard at all so long as you don't become careless or complacent.
_______________________________________________________________________________

    Defeating the Trickmaster yields the Trickmaster enemy card.  And for those
of you who played the original Kingdom Hearts, isn't it so nice that Alice
doesn't end up kidnapped in Chain of Memories?

-------------------------------------------------------------------------------
WORLD CARD SET II                                                   Floors 7-10
-------------------------------------------------------------------------------

    The second world card set consists of Never Land, Atlantica, 100 Acre Wood,
and Hollow Bastion.  The opposition stiffens up considerably in the second
world card set unless you've been majorly power-leveling earlier (say, you're
at around level 40 or so).  You can expect to pick up your first Key to Rewards
card somewhere in this card set as well as your strongest sleights, plus you
may find yourself amassing a considerable amount of Moogle points.  Whatever
world you came out from, be sure to save at the Moment's Reprieve.  When you
enter Floor 7, you'll run into ...

-------------------------------------------------------------------------------
LARXENE I
-------------------------------------------------------------------------------

Weakness:  Special attacks
Absorbs:   None
Nullifies: Gravity, Thunder
Threat:    Medium-Low
Trinity:   Unavailable
Attacks: Feral Slash - Larxene swipes at you with her Wolverine-ish claws.  Low
             range and laughable damage, but it comes out fast.  You'll always
             win if you trade hits but if not then Feral Slash can rapidly
             build up.
         Flick - Larxene throws off her claws into the air in front of her.
             The move's a little hard to describe, but you'll know it when you
             see it.  Slight damage, much better range than the Feral Slash,
             not quite as fast.
         Thunder - Larxene's version of Sora's spell.  It hits a good deal of
             the screen.  You can dodge-roll to avoid the attack right as it
             strikes, but if you're close you'll want to card break instead.
         Lightning Bolt (sleight) - Lightning streams out of Larxene's fingers
             and latch onto Sora.  If this attack hits, Sora will be dragged
             over to Larxene and electrocuted for continuous damage.  It can't
             be broken once it hits, plus it leaves Sora stunned.  Luckily it
             doesn't do significant damage, but it's definitely an annoying
             move to contend with since it's so fast and has such great range.
             You can evade it by dodge-rolling behind her right as it starts,
             but it's much more effective to card break the sleight if you see
             it in the corner.
Drop: Thunder card

    Swift and fast, Larxene attacks with the speed of the lightning elemental
that she is associated with.  She has a glaring weakness, however; all of her
attacks (ALL of them) do perhaps a pixel of damage, so she has to get in five
hits for every one of yours in order for her to keep up with your damage output
levels.  Even at two full HP bars, that's a tall order.  Bring along a deck of
high-level Keyblades and some Fires if you have them, as well as a few Cures.
You'll want 0 cards for breaking her items and her sleight.  Larxene is weak
against sleights, but unless you have absolute crowds of them you should ration
them carefully for the fight.

    The best distance to stay from Larxene is medium, out of range of normal
attacks but close enough to start a chain when you win a card break.  Her only
technique that demands a measure of caution is Lightning Bolt, which you should
always be prepared to break.  Larxene uses up cards quickly but also carries
card-restoring items.  Since items don't come back regardless of how they're
broken, it's in your best interest to shatter them even if you have to build a
sleight to do it.  You can win the battle in a contest of sheer physical power,
but if it devolves into a fight of attrition then you'll want to hold back on
using sleights until Larxene runs low on cards.  All in all not a difficult
fight.
_______________________________________________________________________________

    Beating Larxene finally nets you the third of the basic elemental spells.
You're now free to pick your next world.  A word of advice: 100 Acre Wood has
no floor associated with it, but each floor from 7 to 10 is distinct.  You'll
skip a different map depending upon which floor you synthesize 100 Acre Wood.
_______________________________________________________________________________
FLOOR 7
    ^Exit
   [!]-[ ] [R] [ ]-[2]      1: Key of Beginnings + Red card
        |   |   |           2: Key of Guidance   + Green card
   [ ]-[ ]-[*]-[ ]-[%]      3: Key to Truth      + Blue card
    |   |       |   ^Start
   [3] [ ] [1]-[ ]          R: Key to Rewards    + 30 card total

                            *: Reappear at this room when finished with 1.
                            %: Reappear at this room when finished with 2.
                            !: Reappear at this room when finished with 3.
                               Cannot be accessed until 3 is completed.

    Save at the Moment's Reprieve room at the end of this floor as you'll be
running straight into a boss fight.

-------------------------------------------------------------------------------
RIKU I
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Gravity.  Resists every element.
Threat:    Low
Trinity:   Unavailable
Attacks: Hop Bash - Riku jumps up and brings the Soul Eater crashing down, much
             like Cloud did earlier.  It has a fractional second windup delay,
             so you can card break the attack if you're fast enough to see it
             coming.  Does slight damage.
         Slash - Riku spins around and then slashes with the Soul Eater.  Much
             like the Hop Bash in terms of windup delay and range, only that it
             hits from the side instead of above.  Again, easily card broken if
             you see it coming.
         X-Slash - Riku runs into Sora with a one-two strike.  This move will
             stun Sora and has better range than any of his other physical
             attacks.  Try not to get hit by it, otherwise you're left as a
             sitting duck for one of his attacks or worse yet a sleight.
         Shadow - Incrementor enemy effect.
Drop: Aero card

    Sora has spent half this game searching for Riku and now they have to fight
just like that?  Surprisingly, Riku isn't as hard as Larxene.  His attacks come
out more slowly and he doesn't use any sleights (yet.  This will change in the
future.) If your Keyblade cards are of high enough values, you can run over him
in a straight brawl in spite of his Shadow enemy card.

    To fight Riku, bring along your high-level Keyblade cards.  If you have Ars
Arcanum at this point, by all means use it as his deck is reloading.  You may
also want to use the Parasite Cage to break Incrementor since Ars Arcanum is a
very vulnerable sleight.  Heal as necessary, which shouldn't be often.  Riku is
faster than you are and can move farther so you may have to chase him down
while he's reloading.  All told, not a difficult fight by any stretch of the
imagination.  Pick up the Aero card from him when you finish.
_______________________________________________________________________________
FLOOR 8
    ^Exit
   [!]-[ ]-[3]   1: Key of Beginnings + =5 card
        |        2: Key of Guidance   + =6 card
   [ ]-[ ]-[ ]   3: Key to Truth      + 30 card total
    |   |
   [R] [*]-[1]   R: Key to Rewards    + 15 Blue card
        |
   [ ]-[ ]-[ ]   *: Reappear at this room when finished with 1.
    ^   |   |    %: Reappear at this room when finished with 2.
Start  [%] [2]   !: Reappear at this room when finished with 3.  Cannot be
                    accessed until 3 is completed.

    As you come out of this floor, you'll run into another boss.  Note that a
glitch in the game allows you to harvest him for experience - see the FAQ
section of this document for more details.

-------------------------------------------------------------------------------
RIKU II
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Gravity.  Resists every element.
Threat:    Medium-Low
Trinity:   Unavailable
Attacks: Hop Bash - Riku jumps up and brings the Soul Eater crashing down, much
             like Cloud did earlier.  It has a fractional second windup delay,
             so you can card break the attack if you're fast enough to see it
             coming.  Does slight damage.
         Slash - Riku spins around and then slashes with the Soul Eater.  Much
             like the Hop Bash in terms of windup delay and range, only that it
             hits from the side instead of above.  Again, easily card broken if
             you see it coming.
         X-Slash - Riku runs into Sora with a one-two strike.  This move will
             stun Sora and has better range than any of his other physical
             attacks.  Try not to get hit by it, otherwise you're left as a
             sitting duck for one of his attacks or worse yet a sleight.
         Dark Firaga (sleight) - Riku launches a mass of dark blue fire at you.
             It hurts moderately but is hard for him to aim since it only has
             limited homing ability.  You'll see it coming a mile away.  Dodge-
             roll the sucker, card break it, or just step out of the way.
         Shadow - Incrementor enemy effect.
Drop: Warpinator sleight

    Riku has advanced in the world - slightly.  He gets a new sleight, his old
enemy card (which should break nicely under the weight of a Parasite Cage), and
a bit of an HP boost.  And that's about it.  Almost anything that worked in the
first battle will also work here.  High-level Keyblades do the job the most
efficiently since Riku takes only half damage from elemental attacks.  Again,
Ars Arcanum still works wonders, as does Sonic Blade.  He'll break more of your
cards than he did last time, but otherwise the same tried and true formula
should work well against him.

    This time you can win more easily in a war of attrition.  Since Riku has a
new sleight (but no new cards for his deck), he'll burn through his deck a lot
faster sleighting cards.  Once his items are either used or broken, he'll
rapidly fall into that area where he's left with only a few usable cards while
reloading all the time.  This is your big chance to pound him for a Warpinator
sleight.
_______________________________________________________________________________
FLOOR 9

   [1]-[*] [ ]-[R]      1: Key of Beginnings + Red card
        |   |           2: Key of Guidance   + =9 card
       [ ] [ ]          3: Key to Truth      + =1 card
        |   |   ^Exit
   [3]-[ ]-[ ]-[!]      R: Key to Rewards    + =2 Blue card
        |   |
       [ ] [ ]          *: Reappear at this room when finished with 1.
        |   |           %: Reappear at this room when finished with 2.
       [ ] [%]-[2]      !: Reappear at this room when finished with 3.  Cannot
   Start^                  be accessed until 3 is completed.
_______________________________________________________________________________
FLOOR 10
            ^Exit           1: Key of Beginnings + Blue card
           [!]                                   + <3 card
            |               2: Key of Guidance   + Green card
       [ ]-[ ]-[ ]                               + >7 card
        |   |               3: Key to Truth      + Red card
   [R] [3] [ ]-[2] [%]                           + =0 card
    |       |       |
   [*]-[ ]-[ ]-[ ]-[ ]      R: Key to Rewards    + =3 Green card
        |       |   ^                            + =7 Red card
   [1]-[ ]     [ ]  Start
                            *: Reappear in this room when finished with 1.
                            %: Reappear in this room when finished with 2.
                            !: Reappear in this room when finished with 3.
                               Cannot be accessed until 3 is completed.
_______________________________________________________________________________
100 ACRE WOOD                                             code: breakfrombattle
    "A quiet wood resided by friendly fellows."

    As the world code implies, there's no fighting to be done in 100 Acre Wood.
So you can kick back and relax, right?  Well ... you can kick your Gameboy unit
as you try to get that lazy bear Winnie the Pooh to follow you around.  Sora
offers to help guide Pooh around the wood.  Pressing the R button causes Sora
to wave to Pooh, thus enticing Pooh toward your position (in theory).  In
practice, you'll find that Pooh is easily distracted by just about anything
that wanders by.  On the plus side, if you actually put up with accomplishing
everything in 100 Acre Wood instead of just running blindly through it, you can
pick up a hefty amount of useful sleights and items.

    For starters, Pooh needs honey to keep moving.  Think of Pooh as a car that
gets .015 kilometers for every gallon of honey.  There are jars of honey
strategically scattered around 100 Acre Wood and you should allow Pooh to fuel
up at one of these jars if his honey reserves drop too low. (They'll continue
to drop while he's idling, so it's in your best interest not to let him idle.)
Also, while you're running through 100 Acre Wood, some of the places that you
run through will release Moogle points.

    Follow these instructions carefully.

    The first inhabitant of the wood that you'll meet is Rabbit.  Sora can talk
to him, but Pooh can't - at least for now.  You can, however, call Pooh over to
Rabbit's vegetable cart, upon which he will climb onto it.  Pooh's ponderous
weight causes a wheel to break off and go rolling away - you'll see why this is
important later.  If the wheel doesn't break off, jump onto the cart yourself
and together it'll give under your weights.

    Our next destination is further down somewhat.  Here, Sora can speak to
Piglet, but the idea is to get Pooh to talk to Piglet.  You learn the Confuse
sleight from this exchange.

    Further down you'll encounter a field full of balloons.  Whether they're
filled with hot air or helium we'll never know, but whatever it is they'll
cause Pooh to float up if he grabs a set.  The only cluster that will support
Pooh's weight is the big one with half a dozen balloons.  Draw Pooh there and
trigger a cutscene which gives you the Spellbinder Keyblade. (I believe that I
already had a Spellbinder when I did this, but I can't remember what happens if
you trigger this scene with a Spellbinder already in your possession.  Most
likely you just pick up another one.  Of course, it's equally likely that my
memory isn't what it used to be.)

    Down the trail, you'll notice a hole with a set of footprints leading in -
but not out.  One of Pooh's friends, possibly?  Well, there's only one way to
find out ... lead Pooh into the hole and you'll get an Elixir for your efforts.
Wow, that was easy.

    Get some honey if you need - excuse me, Pooh needs - it.  Have Pooh talk to
Eeyore (the glum donkey).  Right now you can't do anything about Eeyore's
predicament, so head down to find four tree stumps arranged in a square fashion
and have Sora jump onto one.  Call Pooh and brace yourself, this might take a
couple of tries and an extra jar of honey.  Have Pooh jump counterclockwise on
all four tree stumps.  Doing this will give you the Idyll Romp sleight.

    Going further into 100 Acre Wood, you'll see ... hey, is that a ...?  Yep,
it's a beehive, which is full of honey and thus a bear magnet.  It's also full
of bees.  If you lure Pooh into the beehive, you earn the Bind sleight for his
troubles.

    As you progress, you'll find a bunch of pillars set into the ground.  Time
for a little Keyblade action - knock each pillar until it sinks into the ground
and move on.  More pillars; rinse, lather, repeat.  As you move past these
sunken pillars (and if you made Rabbit's cart lose its wheel earlier), cabbages
will start rolling down the path.  Hit fourteen of them with your Keyblade to
earn the Synchro sleight.

    The end of the path in 100 Acre Wood is this stump of a tree trunk.  Here,
Sora and Pooh will part ways, but not before Pooh gives you the Bambi summon.
Note that you will be given an opportunity to save your game after you complete
100 Acre Wood, which spares you the hassle of getting your prizes again if by
some chance you end up pwned in a boss battle.

    Alternatively, you may choose to leave Pooh behind and run off to the end
of the wood by yourself.  You'll miss out on the bonuses if you do, but the
game still considers that you've completed 100 Acre Wood.
_______________________________________________________________________________
ATLANTICA                                                  code: underwaterphun
    "Undersea kingdom protected by King Triton."

Objects:     Seashells, sponge columns, rocks
Cards:       Crabclaw
Reward Room: Quake
Friends:     Donald Duck, Goofy, Ariel
Enemies:     Sea Neon, Search Ghost, Screwdiver, Aqua Tank, Darkball, Tornado
             Step
Bosses:      Ursula (Truth room)

    Atlantica's a fun world, made more so by the bouncy soundtrack.  Sea Neons
and Aquatanks often appear together in this world.  If you're looking for a
rehash of the story from Kingdom Hearts, though, prepare to be disappointed as
few of the characters from that game made it over to Chain of Memories.  At any
rate, note that you will not start off with Ariel as a friend - she only joins
you after you enter the Key of Guidance room.  Also, you may want to get rid of
any lightning-based attacks in your deck since so many enemies in Atlantica
absorb lightning damage.  Heading over to the Key of Truth room unmasks some
fishy business and throws you right into a boss battle.

-------------------------------------------------------------------------------
URSULA
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Gravity, resists all elements
Threat:    Medium-Low
Trinity:   Not really sure about this one ...
Attacks: Thunder - Ursula's version of Sora's basic Thunder spell.  It's a
             straight zap from above and shouldn't be difficult to dodge.
         Tentacle Smack - Ursula's tentacles will regenerate after they've been
             knocked down.  If you're in the way as they do so, your attack
             might be interrupted and you'll take a hit.
         Bubble Bath - Ursula releases a swarm of bubbles that home in on Sora.
             This attack takes some time to start up but lasts a fairly long
             time.  Though it doesn't do much damage, if Sora's hit you'll fall
             into Confused status and get all of your controls reversed.  Break
             the attack or dodge-roll through it to put a halt to it.
         Zappy Breath - I dunno what Ursula's been snacking on, but it sure had
             an effect on her breath.  After she's lost a significant chuck of
             her HP, Ursula starts using this attack.  She opens her mouth and
             a huge stream of electricity shoots out that runs from the top of
             the battlefield to the bottom.  She then slowly moves toward Sora
             and tries to hit him.  This attack does nasty amounts of damage,
             but you should be able to either break it or dodge-roll through it
             without any problems.  Think of it as an electric version of
             Axel's Fire Wall.
Drop: Ursula enemy card

    If you don't know what you're doing, you'll get schooled by Ursula.  Lucky
for us that it isn't difficult to figure out how to fry this big fish. (Okay,
enough fish jokes.) Ursula is the easiest boss of the second world card set and
it shows since she attacks infrequently.  Her most annoying attacks, Bubble
Bath and Zappy Breath, both have a long windup delay and can be seen (or heard)
coming a mile away.  She also has this tendency to flee off-screen at times
during which you basically get a free opportunity to heal yourself or reload
your deck.

    To defeat Ursula, first note that her face is completely defended by her
tentacles.  So you'll have to knock down a tentacle in order to lay the pain on
her face. (Sometimes knocking down a tentacle will yield a 0 Trinity card.)
Once you've knocked down a tentacle, you can jump up and start hitting her in
the face.  You have a limited time before the tentacle rises again and you have
to repeat the process.  Ursula usually have a significant amount of HP so
you'll want to conserve cards until she's lost half of her life bar.  At this
point she'll start using Zappy Breath, which is in your best interest to break
as soon as it starts.

    The 0 Trinity card removes all tentacles and drags Ursula's face down to
your level, so no more jumping up to hit her.  This is your golden opportunity
to unleash your strongest sleights - if you have them, Ars Arcanum and Sonic
Blade or even Blitz all work well.  Cloud sleights such as Cross-Slash+ or
Omnislash can also work wonders, while a powered up Spiral Wave from Ariel is
just plain unfair to the boss.  Note that Ursula resists all elements.  If
you're consistent about damage and attacks, this battle shouldn't take too long
to complete.
_______________________________________________________________________________

    As your reward for beating Ursula, you'll earn the Ursula enemy card which
grants you the same privileges that the oversized octopus herself enjoyed:
resistance to all elements.
_______________________________________________________________________________
HOLLOW BASTION                                               code: spookycastle
    "A once peaceful castle ruined by Maleficent."

Objects:     Pillars, steam outlets, fancy columns
Cards:       Divine Rose
Reward Room: Mushu
Friends:     Donald Duck, Goofy, The Beast
Enemies:     Defender, Wizard, Wyvern, Darkball, Tornado Step
Bosses:      Dragon Maleficent (Truth room)

    Hollow Bastion is a foretaste of the final floor of Sora's story.  Many of
the enemies that you encounter here will also reappear on the thirteenth floor,
though Hollow Bastion's versions are comparatively easier.  I personally think
that Hollow Bastion is the most difficult of the second world card set levels
to complete, but that's just me.  Be sure to level thoroughly and pick up a set
of Divine Rose Keyblades while you're here.  Also note that The Beast will only
join your party in the Key to Guidance room.  When you're ready, save and head
into the Key to Truth room for a battle against a classic Disney villain.

-------------------------------------------------------------------------------
DRAGON MALEFICENT
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Gravity
Threat:    High
Trinity:   Randomly dropped from green flames when struck
Attacks: Snap - Maleficent lowers her head and snaps at Sora.  Those teeth hurt
             quite a lot (she's a dragon, after all).  This attack is fast and
             has relatively good range.  The best way to fight it is to load
             Attack Bracer and pummel Maleficent with a steady stream of cards,
             giving her no room for counterattack.
         Dragon Claw - Maleficent makes a claw swipe at Sora.  Much like the
             Snap, it's fast, decently strong, and features superior range.
             You can dodge-roll through it but it's easier just to stuff the
             attack and make sure that it never comes out.
         Evil Flare - Maleficent breathes out a stream of sentient flames.  I'm
             serious, these little flames move on their own.  They'll do quite
             a bit of damage to Sora and have this annoying habit of moving
             right as you least expect them to.  You can, however, break apart
             a flame.  Doing this sometimes releases a 0 Trinity card.
         Mega Stomp - Maleficent raises a paw and brings it down into the floor
             with lots of force.  Be in the air when it comes out to avoid it.
             This is definitely her most annoying move; while it does only
             moderate damage, it's fast and hard to see, plus she has a habit
             of repeatedly spamming the attack when you're too far away for the
             other attacks.
Drop: Dragon Maleficent enemy card

    If you aren't prepared, Maleficent can easily overwhelm you right from the
start.  She's fast and deadly and her attacks add up in terms of damage very
quickly.  Also, you can only target her head in order to damage her, placing a
severe limit on which attacks you can use.  Genie Jafar and Oogie Boogie both
work well, and be sure to bring lots of Cure cards along for the ride since
Maleficent likes breaking them.  If you're going to use Ragnarok (and you
should), make sure that it's a 9 Ragnarok to minimize chances of card break.
And if you have a Wight Knight enemy card, USE IT!  A Potion or two should fill
up your deck nicely; don't bother with Ethers.

    Although your ground-based attacks can't hit Maleficent, they can hit her
flames.  This is what saves Goofy and The Beast from being almost useless in
this fight.  Snuff a flame and there's a chance that you'll release a 0 Trinity
card.  What the 0 Trinity card does is bring a trio of blocks down from the
ceiling into the middle of the room, which allows you to reach Maleficent's
head without having to use the Wight Knight enemy card.  This also safeguards
Sora from the Mega Stomp and Evil Flare attacks.  Each time Maleficent uses the
Mega Stomp, however, the blocks will collapse one level until they all vanish.
At this point it's in your best interest to load Genie Jafar and pound on
Maleficent to stuff her attacks.  Alternatively, breaking Maleficent's attacks
will briefly lower her head to ground level, where you can proceed to unleash a
barrage of attacks.

    It may take more than one try to defeat Maleficent and you'll need a strong
deck for the battle.  If you lose, don't give up.
_______________________________________________________________________________

    For winning this difficult battle you'll earn the Dragon Maleficent enemy
card, one of the most useful in the game.
_______________________________________________________________________________
NEVER LAND                                                   code: walktheplank
    "Inside Captain Hook's pirate ship."

Objects:     Treasure chest, barrels, boxes
Cards:       Fairy Harp, Tinker Bell (Truth room)
Reward Room: Thunder Raid
Friends:     Donald Duck, Goofy, Peter Pan
Enemies:     Shadow, Pirate, Air Pirate, Barrel Spider, Darkball, Crescendo
Bosses:      Hook (Truth room)

    Never Land is a hard but fun world.  While you'll quickly become wary of
fighting swarms of pirates and watchful of Barrel Spiders, you can also level
up quickly with the proper sleights of mass destruction.  Peter Pan joins your
party in the Key of Beginnings room, but he'll leave after you arrive in the
Key of Guidance room.  It is therefore in your best interest to do your level
gaining while Peter is still hovering around.  Note that Peter will rejoin you
in the Key to Truth room just in time to fight an old codfish.

-------------------------------------------------------------------------------
HOOK
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Gravity, Thunder
Threat:    High
Trinity:   Unavailable
Attacks: Slash - Hook aims a swipe with his rapier.  It's decently fast and has
             about as much range as one of Sora's attacks.  Naturally you'd
             think that it does only slight damage, right?  WRONG.  This move
             hurts more than any rapier deserves to.  Even a few of these will
             send you running as you search for a Cure card.
         Ticking Gift - Hook chucks a gift-wrapped box around the deck.  This
             box explodes after a short time interval; when it does, you do not
             want to be in the blast radius.  Hook ends up unbalanced after
             using this move, so if you can break the attack you'll get a free
             hit on him.
         Rush & Present (sleight) - Hook slashes the living daylights out of
             Sora before sending him explosive parting gifts.  If you see this
             sleight forming in the upper right hand corner, reach for that 0
             card as you do not want to be caught in it.  Once it hits Sora you
             can't stop it.  The good news is that Hook has to be pretty close
             to you for the sleight to have any effect, so keep your distance
             if he's about to trigger it.
         Combo & Present (sleight) - Hook throws a whole cargo load of gifts
             around on the deck.  Wonder how he does it without blasting a hole
             into the deck?  At any rate, when this sleight comes out, you want
             to be on the high side of whichever way the deck is tilting.  It's
             Hook's deadliest attack since it covers the most area and can
             reach Sora even from a fair distance.  Break this attack if you
             see it coming.
         Hook - Second Chance enemy effect
Drop: Hook enemy card

    Tied with Maleficent as the toughest Disney boss in this game, Hook doesn't
play around.  He's swift, agile, and hits harder than anybody has a right to.
In addition to your problems with him, you'll also have to deal with a swaying
deck that plays havoc with running where you want to go.  Hook somehow manages
to remain unaffected by this while he throws gift after gift your way.  If you
come close, he'll go for rapier slashes; if you keep your distance, he'll lob
Ticking Gifts after you.  He also has two sleights, one for close-range combat
and one for distance.  To top off his already formidable arsenal, he packs the
Second Chance enemy effect which is in your best interest to break immediately
with the Parasite Cage.

    Unlike most character-type bosses, Hook has a large enough deck and is
conservative enough with his sleights that he can last a long time.  This,
combined with his sheer power, makes it unlikely that you'll win a battle of
attrition.  He also breaks your cards fairly quickly.  If you feel up to it,
you can enter the battle with a load of Zantetsuken sleights and try to whittle
him down.  Otherwise, it's in your best interest to hit hard and quickly defeat
him.  Try to stay on the high side of the tilting deck whenever possible.  This
is easier said than done since the deck tilts so much, but as long as you're at
least medium distance from Hook and higher than he is you can avoid most of his
attacks.  Bring along Cure cards and don't hesitate to sacrifice them for high-
level Cure sleights.

    You may also want to bring along Genie Jafar's Attack Bracer with your best
Keyblades.  Otherwise, don't bother with any Keyblade sleight beneath a value
of 9 since Hook breaks attacks so easily.  The Card Soldier enemy effect works
well if you can't use Genie Jafar, while Cloud's Cross-Slash+ sleight is also
fairly powerful.  Hook can't change positions quickly, which is a vulnerability
that you can exploit.  As with Maleficent, it may take multiple tries to defeat
him and you should always keep a careful eye on your HP bar.
_______________________________________________________________________________

    Defeating Hook nets you his enemy card, which gives you the Second Chance
effect.  Where was that card when we needed it earlier?  You also gain a Tinker
Bell card for completing Never Land.

-------------------------------------------------------------------------------
FLOOR 11: TWILIGHT TOWN                                        code: wherearewe
-------------------------------------------------------------------------------

    I hoped you saved right before finishing the second world card set, since
you're about to encounter yet another boss.  Recall that Axel met you before
world card set one and Larxene before world card set two.  Naturally enough,
the third of the elemental bosses is waiting here before the final trek.

-------------------------------------------------------------------------------
VEXEN I
-------------------------------------------------------------------------------

Weakness:  Fire
Absorbs:   Ice
Nullifies: Gravity, frontal physical attacks
Threat:    Medium-Low
Trinity:   Unavailable
Attacks: Shield Strike - Vexen strikes out at Sora with his shield.  He's not
             as quick about it as Axel or Larxene, however.  He does more
             damage with the attack than Larxene did with hers and he has range
             comparable to Axel's.  Not too hard to counter.
         Blizzard - Vexen uses Sora's basic Blizzard spell.  Not Blizzara or
             Blizzaga, just Blizzard.  Counter it accordingly.
         Freeze (sleight) - When you hear a high-pitched laugh, get ready to
             dodge-roll.  This sleight causes a bunch of ice to materialize
             under Sora.  If you're caught by it you will end up frozen for a
             period of time during which Vexen can get a free hit on you, plus
             you'll slowly take damage.  Mash the jump button to escape if you
             do end up encased.
         Blue Rhapsody - Blizzard Boost enemy effect
Drop: Mega-Ether card

    Vexen really isn't that hard unless you have no clue what it is you're
doing.  However, since you had to go through Hook to get to Vexen, this match
shouldn't be tough at all.  Vexen's slow.  He attacks slow.  His attacks move
slowly.  He telegraphs his attacks.  About the only advantage that he has is
his shield, which nullifies frontal physical attacks.  Although he moves at a
snail's pace, he does turn fairly rapidly.  For this reason you'll want to use
a deck made up of powerful sleights and Fire magic - Ars Arcanum and Homing
Fira both work decently.

    Vexen may or may not use his Blue Rhapsody enemy card.  Don't bother with
Parasite Cage since he shouldn't hit you often anyways.  On the other hand,
Vexen is fairly weak against Fire.  Accordingly you should bring along Fire-
based cards and definitely have a Mushu if you picked him up earlier from
Hollow Bastion.  Firaga Break and Homing Fira are good Fire-based sleights;
Mega Flare's hard to aim, plus it only hits once (but it still does hellish
damage against Vexen).  You'll also want a few Cure cards in your arsenal and
an Ether or two.  Vexen shouldn't last long if you go with a sleight and magic-
based deck.
_______________________________________________________________________________

    Defeating Vexen gives you an Ether mixed with crack - excuse me, I meant to
say Mega-Ether.  You also get the next world card, so go on ahead.
_______________________________________________________________________________
FLOOR 11

   [1]-[ ]          1: Key of Beginnings + >5 card
        |   ^Exit                        + <5 card
   [R]-[ ]-[*]                           + Blue card
        |
   [ ]-[ ]          R: Key to Rewards    + =8 Blue card
    ^   |                                + =1 Red card
Start  [ ]-[ ]-[ ]                       + 20 Green card total

                    *: Reappear in this room when finished with 1.  Cannot be
                       accessed until 1 is completed.
_______________________________________________________________________________
TWILIGHT TOWN
    "A mysterious town between light and dark."

Objects:     Barrels, flower beds, lamp posts, crates
Cards:       No cards unique to Twilight Town
Reward Room: Warp sleight
Friends:     Donald Duck, Goofy
Enemies:     Shadow, Soldier, Barrel Spider, Air Soldier
Bosses:      Vexen (Beginnings room)

    Twilight Town is ... well, it's a departure from the previous worlds.  For
one, you no longer get a choice of worlds.  For another, it's a lot smaller
than the preceding floors.  And finally you'll only be given a single key for
storyline purposes.  Using this key leads you to a battle against - hey, didn't
we just have a row with him earlier?

-------------------------------------------------------------------------------
VEXEN II
-------------------------------------------------------------------------------

Weakness:  Fire
Absorbs:   Ice
Nullifies: Gravity, frontal physical attacks
Threat:    Medium
Trinity:   Unavailable
Attacks: Shield Strike - Vexen strikes out at Sora with his shield.  He's not
             as quick about it as Axel or Larxene, however.  He does more
             damage with the attack than Larxene did with hers and he has range
             comparable to Axel's.  Not too hard to counter.
         Blizzard - Vexen uses Sora's basic Blizzard spell.  Not Blizzara or
             Blizzaga, just Blizzard.  Counter it accordingly.
         Freeze (sleight) - When you hear a high-pitched laugh, get ready to
             dodge-roll.  This sleight causes a bunch of ice to materialize
             under Sora.  If you're caught by it you will end up frozen for a
             period of time during which Vexen can get a free hit on you, plus
             you'll slowly take damage.  Mash the jump button to escape if you
             do end up encased.
         Iceburn (sleight) - Vexen creates multiple patches of ice at random
             locations on the battlefield.  This sleight does no damage in and
             of itself, but if you run into an ice patch you'll slip and roll,
             leaving Sora defenseless for about a second.  During that time you
             are left open to attack.  The ice patches fade after a while, so
             don't bother breaking this sleight.
         Ice Needles (sleight) - Vexen sends a stream of icicles popping up out
             of the ground and after Sora.  This sleight homes and does it well
             enough to hit consistently.  You can outrun it, however, and it
             doesn't last too long.  Alternatively you can just break the
             sleight.  It does a bit of damage if it hits.
         Diamond Dust (sleight) - Vexen covers the screen with a flurry of
             snowflakes.  Diamond Dust does continuous damage as long as it's
             active, though it doesn't do that much and you can still move
             freely.  Still, break it if you can since it's kind of annoying.
         Vexen - Auto-Life enemy effect
Drop: Vexen enemy card

    Vexen is (slightly) tougher in Twilight Town.  He attacks more quickly now
and will card break at an increased rate, plus he gets a new enemy card and new
fresh sleights, but otherwise he's still the same old guy you fought earlier.
Kick out your ice-based attacks, obviously, while Fire-based attacks still work
well.  Other powerful sleights such as Omnislash or Ars Arcanum are also
effective.  Vexen is still armed with his shield, so you'll want to minimize
the use of physical attacks unless you're packing Card Soldier and can dodge-
roll behind him at a consistent rate.

    His new enemy card is Vexen himself, which allows him to come back with
half a life bar even after a critical hit.  Break it with Parasite Cage, you
don't want to drag this battle on longer than you have to.  His Ice Needles are
fast but not particularly deadly unless you're very low on health.  Otherwise
it's mostly the same battle as last time.
_______________________________________________________________________________

    Defeating Vexen gives you the useful Vexen enemy card, which grants Auto-
Life and negates Ice damage.  Once you complete the rest of Twilight Town, get
ready for your next run-in with your old friend.

-------------------------------------------------------------------------------
RIKU III
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Gravity.  Resists every element.
Threat:    Medium
Trinity:   Unavailable
Attacks: Hop Bash - Riku jumps up and brings the Soul Eater crashing down, much
             like Cloud did earlier.  It has a fractional second windup delay,
             so you can card break the attack if you're fast enough to see it
             coming.  Does slight damage.
         Slash - Riku spins around and then slashes with the Soul Eater.  Much
             like the Hop Bash in terms of windup delay and range, only that it
             hits from the side instead of above.  Again, easily card broken if
             you see it coming.
         X-Slash - Riku runs into Sora with a one-two strike.  This move will
             stun Sora and has better range than any of his other physical
             attacks.  Try not to get hit by it, otherwise you're left as a
             sitting duck for one of his attacks or worse yet a sleight.
         Dark Firaga (sleight) - Riku launches a mass of dark blue fire at you.
             It hurts moderately but is hard for him to aim since it only has
             limited homing ability.  You'll see it coming a mile away.  Dodge-
             roll the sucker, card break it, or just step out of the way.
         Shadow - Incrementor enemy effect.
Drop: Mega-Potion card

    Riku is ... well, Riku.  About the only difference between this encounter
and your last stand-off with him is that now he has more HP, attacks more
aggressively, and has slightly stronger physical hits.  He's still not too
tough, though.  Treat this battle much like the last one, only keeping a closer
eye on your HP bar.  You'll also want to bring along extra Cure and Hi-Potion
cards just in case something goes wrong.  By this point you should be strong
enough to defeat him without any problems.
_______________________________________________________________________________

    Riku drops a Mega-Potion upon defeat as well as the next world card.  This
allows you to enter Destiny Islands.  A word of caution: In Destiny Islands,
you will no longer have the benefit of friends to aid you in battle.

-------------------------------------------------------------------------------
FLOOR 12: DESTINY ISLANDS                                   code: homeofthefree
-------------------------------------------------------------------------------

FLOOR 12
    ^Exit
   [%]-[ ]-[ ]-[ ]-[2]   1: Key of Beginnings + =2 card
        |   |                                 + =8 card
       [ ] [R]           2: Key of Guidance   + 50 card total
        |
       [ ]-[1]           R: Key to Rewards    + 33 Blue card total
        |                                     + 33 Red card total
       [ ]-[*]                                + 33 Green card total (!)
            ^Start
                         *: Reappear here when finished with 1.
                         %: Reappear here when finished with 2.  Cannot be
                            accessed until 2 is completed.
_______________________________________________________________________________
DESTINY ISLANDS
    "Serene islands where Sora and Riku were born."

Objects:     Barrels, boxes, palm trees, bushes
Cards:       Oathkeeper Keyblade (Guidance room)
Reward Room: Megalixir
Friends:     None(!)
Enemies:     Shadow, Darkball, Creeper Plant, Tornado Step, Crescendo, Barrel
             Spider
Bosses:      Darkside (Guidance room)

    No friends.  At this point you shouldn't be relying on Goofy and Donald
anyways, so hopefully it's not a big loss.  Destiny Islands is a fairly good
spot to level Sora since you'll be facing lots of enemies, none of which pose a
particularly high level of threat.  By this time you should also have all of
your most destructive sleights, such as Mega Flare, Ars Arcanum, and Omnislash.
If you have a Key to Rewards card, Destiny Islands is a good place to use it.
Yes, I know that it costs 99 card values to enter, but that Megalixir is worth
it as with it you'll finally be able to pull the devastating Holy sleight.
When you feel ready, head into the Guidance room for another boss battle.

-------------------------------------------------------------------------------
DARKSIDE
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Gravity.  The hand takes half damage from all attacks.
Threat:    Medium-Low
Trinity:   Not sure, need to check this one ...
Attacks: Stucker Punch - Darkside pounds its fist into the ground - where it
             stays.  This move creates a small shockwave when it hits, so try
             not to be next to it on impact.  On the positive side, Darkside's
             army gets stuck for enough time for you to let loose with a storm
             of attacks.
         Shadow Smash - Darkside pounds its fist into the ground, where it
             dissolves into a pool of shadow.  Two Shadow Heartless appear and
             try to hit you, but are rather inconvenienced by the fact that
             they can't move beyond Darkside's pool.  Another great opportunity
             for you to lay a beating on Darkside.
         Cannonade - A sphere of light emerges from the void where Darkside's
             heart should be and zooms forward.  It does moderate damage but
             you'll be able to see it coming, so break the attack or just roll
             past it.  Note that Darkside drops somewhat to launch the attack,
             giving you an opportunity to hit its face.
         Meteo - This time, the sphere of light ascends into the sky, where it
             causes showers of brilliance to descend comet-like into the sand.
             As Darkside loses HP, the number of light showers increases (but
             you only ever have to deal with them one at a time).  Try not to
             get hit; Meteo has a nasty habit of dropping all the attacks on
             you while you're reeling from the damage.
Drop: Darkside enemy card

    Well well well, look what we found ourselves here.  The first true boss of
the original Kingdom Hearts gets a massive HP boost (over three bars) as well
as an impressive array of attacks.  Darkside has a glaring weakness, however -
it always uses the exact same attack sequence every time.  First it'll use
Stucker Punch, then Cannonade, then Shadow Smash, then Meteo.  Always.  Every
time Darkside's fist ends up in the ground, you can smack it with powerful
sleights like Ars Arcanum or Cross-Slash.  Note that the arm only takes half
damage; to get full damage, you'll have to strike the head, which is much more
difficult to reach.  Sleights like Omnislash or Judgment will do it for you.
If you have the Wight Knight enemy card, by all means use it as it'll give you
enough jump height to reach the head.

    The 0 Trinity card is rare in this battle (I think it appears if you swipe
at the flotsam flying past), but when you get one it'll create a flying board
that takes you right up against Darkside's head.  This is your big chance to
rip it apart with your strongest sleights.  Holy, if you have it, dishes out
devastating damage.  Take along a few Cure cards for insurance and use your
sleights, but always hold back on using your high-valued Keyblades.  This fight
is long and at times tedious, so you'll want to keep your high-valued Keyblades
just in case you run through all your sleights without defeating Darkside.

    Someone (I cannot remember who, it's been three years since I was active on
the 'FAQs boards, so I apologize in advance) also suggested that the 0 Trinity
appears if you kill the Shadows which appear when Darkside uses Shadow Smash.
_______________________________________________________________________________

    Defeating Darkside gives you the expensive but versatile Darkside enemy
card, which copies the enemy effect that your opponent is using.  With that
taken care of, you'll receive the Oathkeeper Keyblade card.  Save your game and
head up out of Destiny Islands, you're about to run into one difficult boss.

-------------------------------------------------------------------------------
RIKU IV
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Gravity.  Resists every element.
Threat:    High
Trinity:   Unavailable
Attacks: Hop Bash - Riku jumps up and brings the Soul Eater crashing down, much
             like Cloud did earlier.  It has a fractional second windup delay,
             so you can card break the attack if you're fast enough to see it
             coming.  Does slight damage.
         Slash - Riku spins around and then slashes with the Soul Eater.  Much
             like the Hop Bash in terms of windup delay and range, only that it
             hits from the side instead of above.  Again, easily card broken if
             you see it coming.
         X-Slash - Riku runs into Sora with a one-two strike.  This move will
             stun Sora and has better range than any of his other physical
             attacks.  Try not to get hit by it, otherwise you're left as a
             sitting duck for one of his attacks or worse yet a sleight.
         Dark Firaga (sleight) - Riku launches a mass of dark blue fire at you.
             It hurts moderately but is hard for him to aim since it only has
             limited homing ability.  You'll see it coming a mile away.  Dodge-
             roll the sucker, card break it, or just step out of the way.
         Dark Aura (sleight) - Riku floats in the air for a moment before he
             zips offscreen.  This is all the time you have to respond before
             he flies back in with his Soul Eater in hand, running through you
             for significant damage.  As if that weren't enough, he does this
             repeatedly until finishing with a stylish sword plant that causes
             columns of flame to explode out of much of the battlefield.  Get
             hit by the final strike and watch your HP vanish down the drain,
             made worse by the observation that this sleight is very difficult
             to stop once it hits or dodge-roll.  BREAK THIS SLEIGHT AT ALL
             COSTS! (Why they changed the sleight name from Shadows of Oblivion
             is beyond me.)
         Shadow - Incrementor enemy effect.
Drop: Riku enemy card

    Y'know, I can't avoid the feeling that the game is being a little unfair
here.  You run into Riku and think, "This is going to be the same as the last
three brawls that we had," right?  Sadly, this is not the case.  Riku is faster
and more aggressive than ever before, his deck is updated with high-valued
cards and more than one Elixir, he still has the ever-annoying Incrementor, his
HP gets a boost, and this time he's learned a devastating sleight.  He might
well be tougher even than Hook.  Riku will card break you more often than he's
ever done and he'll also leave you stunned.  His deadliest threat, however, is
the awesome Dark Aura sleight which will eat up your HP like a five-year old
going through a bag of Hershey's.

    To start with, you'll want to bring loads of 0 cards into this fight.  Use
them to break Dark Aura and only to break Dark Aura.  You'll also need a number
of Cure or Tinker Bell cards, plus the Parasite Cage to break Incrementor (Riku
doesn't use Dark Aura as often once his enemy card expires).  If you have Holy,
which always hits hard against character-type bosses, bring it along.  Riku is
faster than Sora and has the sense to stay moving while his deck is rebuilding
itself.  To counter this, use attacks that'll seek him while he's vulnerable;
Omnislash and Judgment both work fairly well for this purpose.  Finally, if you
can afford the cards, break Dark Aura every time with Zantetsuken.  If you can
then shatter his items, you'll rapidly whittle down his deck.  Riku is usually
too dangerous to engage in a war of attrition but can still be defeated in this
manner.

    Be sure to stay at medium distance if you can, out of range of most of his
attacks and far enough to see Dark Firaga coming at you.  This battle will test
your ability to jump and dodge-roll as well as card break to the limit, but
with patience and perseverance (and maybe a little luck), you'll win.
_______________________________________________________________________________

    Defeating Riku gives you the Riku enemy card, a powerful card that lets you
regain cards used to lead sleights.  Before you talk to the fallen warrior, go
back to Destiny Islands and use the save point there.  Talking to Riku triggers
the next event, another difficult boss battle.  Note that your friends return
to aid you for this particular encounter.

-------------------------------------------------------------------------------
LARXENE II
-------------------------------------------------------------------------------

Weakness:  Special attacks
Absorbs:   None
Nullifies: Gravity, Thunder
Threat:    Medium-High
Trinity:   Unavailable
Attacks: Feral Slash - Larxene swipes at you with her Wolverine-ish claws.  Low
             range and decent damage this time around, unlike her earlier form.
             It still has its old formidable speed.  Don't assume any longer
             that you'll win an exchange unless you're packing powerful cards
             like Oathkeeper or Divine Rose.  This time around Larxene is fast
             enough to combo these attacks right into each other.
         Flick - Larxene throws off her claws into the air in front of her.
             The move's a little hard to describe, but you'll know it when you
             see it.  Good damage, much better range than the Feral Slash, not
             quite as fast.
         Thunder - Larxene's version of Sora's spell.  It hits a good deal of
             the screen.  You can dodge-roll to avoid the attack right as it
             strikes, but if you're close you'll want to card break instead.
         Lightning Bolt (sleight) - Lightning streams out of Larxene's fingers
             and latch onto Sora.  If this attack hits, Sora will be dragged
             over to Larxene and electrocuted for continuous damage.  It can't
             be broken once it hits, plus it leaves Sora stunned.  Luckily it
             doesn't do significant damage, but it's definitely an annoying
             move to contend with since it's so fast and has such great range.
             You can evade it by dodge-rolling behind her right as it starts,
             but it's much more effective to card break the sleight if you see
             it in the corner.
         Teleport Rush (sleight) - Larxene blinks over to Sora's position and
             attacks with a frenzy of slashes.  Good luck trying to avoid it
             since it homes in on you and has practically no windup delay.  If
             you get lucky with a dodge-roll, you'll go through it.  Otherwise,
             about the best you can do is ready a 0 card when you see the
             sleight in the corner and try to use it right as Larxene triggers
             the sleight.  To top off its cheapness, Teleport Rush does a hefty
             bit of damage.
Drop: Larxene enemy card

    Certain tactics that worked against Riku will not work against Larxene.
This time she's swifter than before and is out with a vengeance, boasting a new
sleight, much more HP, and an overall boost in statistics.  If you didn't save
or reorganize your deck after finishing Riku, good luck.  You'll need it.  For
starters, Larxene is weak against special attacks.  This makes Holy do hellish
damage (if you have it), plus you can always run her down with Ars Arcanum or
Judgment while she's reloading her deck.  If you see Larxene stocking up cards,
ready a 0 card.  Both of her sleights are very difficult to avoid using dodge-
roll and you'll want to break them if at all possible.  If you had the sense to
place the Hook enemy card into your deck earlier, use it.  It'll cut down on
lightning damage, plus this effect doesn't wear out except after three critical
hits.

    Stay at medium range when fighting Larxene if you can.  She's fast and will
avoid you much like Riku did while she's reloading, but this also gives you an
opportunity to heal yourself or reload in turn.  Larxene is easier to drag down
into a battle of attrition since she runs through cards and sleights at an
unholy pace.  Once you've gotten her to that stage where she's only cycling
back and forth between a few cards, it's only a matter of time before you
defeat her.  And if you lose to her (which is very possible if you didn't stop
and readjust your deck after beating Riku), load and try again.
_______________________________________________________________________________

    Defeating Larxene nets the Larxene enemy card, which boosts your speed by
about 50%.  You also gain immunity to lightning-based attacks.  Before you head
upwards, you'll also receive the Oblivion Keyblade.

-------------------------------------------------------------------------------
FLOOR 13: CASTLE OBLIVION                                  code: oblivionawaits
-------------------------------------------------------------------------------

FLOOR 13
                    ^Exit
   [1]-[ ]-[ ]-[ ]-[$]      1: Key of Beginnings + =1 Blue card
        |           |                            + =3 Red card
   [*]-[ ]         [ ]                           + 99 card total
    |               |
   [ ]-[ ]-[ ]-[ ]-[ ]      *: Reappear here when finished with 1.
                    |       $: Cannot be accessed until 1 is completed.
                   [ ]      ?: Special in-game cutscene.
                    |
       [ ]-[ ]-[ ]-[?]
        ^Start
_______________________________________________________________________________
CASTLE OBLIVION
    (No in-game description.)

Objects:     Marble rose, marble stand, marble block
Cards:       Ultima Weapon Keyblade
Reward Room: None
Friends:     Donald Duck, Goofy
Enemies:     Shadow, Red Nocturne, Blue Rhapsody, Yellow Opera, Green Requiem,
             Neoshadow, Darkball, Wizard, Wyvern, Defender
Bosses:      Axel (Beginnings room), Marluxia (after completing the floor)

    This is it, the last floor of Sora's journey.  There's no need for world
synthesis as you'll be trekking directly through the castle.  Upon entering the
floor, you'll receive the powerful Trinity Limit sleight.  You'll have to take
the long route to reach the Key of Beginnings room where you'll run into an old
acquaintance.

-------------------------------------------------------------------------------
AXEL II
-------------------------------------------------------------------------------

Weakness:  Ice
Absorbs:   Fire
Nullifies: Gravity
Threat:    Medium-High
Trinity:   Unavailable
Attacks: Slash - Axel swipes at the air in front of him with one of those fancy
             pinwheels.  He moves forward a little and this gives him an extra
             bit of range.  This time around he can combo these attacks into
             each other for significant damage.  It's hard to stop once it
             starts, so don't let it start.
         Blade Blink - This time, Axel throws his pinwheel, teleports to his
             destination, and catches it.  Very chic and stylish.  It has more
             range and about as much damage as his Slash, but is still easily
             dodged.  If you find yourself being hit repeatedly by this attack,
             try to move vertically as much as possible.
         Fire Wall (sleight) - Axel creates a wall of fire directly in front of
             himself that stretches from the top of the battlefield to the
             bottom.  It then starts to creep forward at a snail's pace.  You
             can either card break it or jump through it with a dodge-roll,
             both of which will end the attack.
         Firetooth (sleight) - Axel chucks a pair of big fireballs at you.  How
             these fireballs move is determined entirely by the randomizer, so
             don't bother looking for a pattern.  You can dodge-roll repeatedly
             to avoid the attack but it's better to just card break the sleight
             since the fireballs are so unpredictable.
Drop: Axel enemy card

    Axel's faster and stronger this time around, plus he has a lot more HP to
burn through.  He also gets a new sleight and upgrades to his old moves.  It's
a toss-up as to whether Axel or Larxene is tougher ... well, I died to Larxene
but not to Axel.  Go figure.  You'll want to avoid being trapped in a corner of
the battlefield where Axel can pound you to his heart's content.  He's fast,
but not as fast as Larxene, and if you use Larxene's enemy card you'll be able
to outrun him.  This is great for ripping out Ars Arcanum while he's trying to
reload his deck, plus it forces him to keep moving instead of fighting you.

    You'll want a number of Cure cards in your deck for safety.  Axel generally
hits harder than Larxene did and you never know when a surprise Firetooth might
knock off a chunk of your HP.  On the plus side, he's weak against Ice and this
lets you spam Dumbo or Aqua Splash or whatever ice-based sleight you care to
use.  You can also use the Hades or Riku enemy cards to halve the damage that
you take from his Fire-based attacks.  Play the same attrition game with Axel
that you did with Larxene and you'll be fine.
_______________________________________________________________________________

    Now that we have Axel's card, it's time to head out and put an end to this.
Do any last-minute leveling that you feel is necessary, but watch out - the
enemies in Castle Oblivion may very well kill you if you become careless.  Be
sure to synthesize a Moment's Reprieve room before you head out, as doing so
will allow you to pick up a nice variety of cards much later.  When you walk
out, you'll confront yet another boss.

-------------------------------------------------------------------------------
MARLUXIA
-------------------------------------------------------------------------------

Weakness:  Physical attacks
Absorbs:   None
Nullifies: Gravity.  Resists Fire, Ice, Thunder, and special attacks
Threat:    High
Trinity:   Unavailable
Attacks: Phantasmal Slash - Marluxia grunts as he swings his scythe, the screen
             pauses ... and he reappears a character length forward, his scythe
             down.  If you're in the way while he's swinging, you'll take the
             hit.  It has a small windup delay that's just long enough for you
             to dodge-roll the attack, but it compensates for this by being
             hard to follow.  And plus, it HURTS.
         Shockwave - Marluxia slams his scythe shaft-first into the floor,
             causing a shockwave to ripple outwards.  Not a lot of range, mid-
             level damage.  It's faster than the Phantasmal Slash but easier to
             avoid since it lacks range.  It also appears less often.
         Air Cleaver - Marluxia swings his scythe, creating a blade of energy
             off its head that rips through the air.  About half a screen's
             worth of range and decent damage.  The Air Cleaver is slightly
             slower than the Phantasmal Slash but has better range and a
             surprisingly high hit radius along the vertical plane.
         Blossom Shower (sleight) - Raising his fist above his head, Marluxia
             creates a whirling storm of flower petals that spiral outwards
             from his hand.  This sleight hits right before the petals vanish,
             so time your dodge-roll accordingly.  It's fairly easy to dodge
             once you realize when exactly it hits, but it does cover the whole
             screen.  Personally I wouldn't use up a 0 card to break it.
         Deathscythe (sleight) - Marluxia swings his scythe down as the screen
             darkens.  A massive blade of energy materializes and swings at
             Sora in an arc aimed to clip him.  You can avoid this attack by
             dodge-rolling in either direction right as it appears.  Note that
             it always hits at about the same time regardless of your distance
             from Marluxia.  Distance merely determines the speed and radius of
             the arc that the energy blade traces out.
         Marluxia - Double Sleight enemy effect
Drop: Marluxia enemy card

    Don't let the pink scythe and the flower power fool you; Marluxia is a
tough customer and can easily hold his own with the likes of Riku or Hook.  For
starters, you'll have to contend with his normal attacks, most of which are
deceptive to the eye.  He actually doesn't attack all that often or quickly,
but he strikes often enough and every time he lands a blow you will definitely
feel it.  Between Blossom Shower and Deathscythe, one hits the whole field and
the other tracks Sora.  Marluxia will also activate his enemy card which allows
him to use a sleight twice in succession before it expires.

    To fight him, you'll want to bring a pack of 0 cards along to break his
normal attacks. (Don't bother breaking his sleights, they're more easily dodged
at need.) If you can afford the CP cost, use Darkside to steal his Double
Sleight effect.  Double Sleight is great to have, especially if you're using
powerful sleights of your own.  Combine it with Holy, aim it properly, and you
will knock an entire life bar off of him.  Double Sleight also works well with
Ars Arcanum, Judgment, or Omnislash.  If you can't afford Darkside, just wait
for him to exhaust his effect. (You could use Parasite Cage to break it, but it
really isn't all that hard to dodge his sleights.) Marluxia is weak against
physical attacks; if you load Genie Jafar and then go after him with your best
Keyblades, you'll quickly whittle his HP bar down.

    Ideally, you should stay at medium-close range to him.  This allows you to
avoid Shockwave while still having enough time to dodge Phantasmal Slash and
Air Cleaver.  When Marluxia reloads, go after him or else take the time to heal
yourself.  Make no mistake, you'll probably be using many Cure cards unless
you're fabulous at dodge-rolling.  He isn't as fast as Axel or Larxene, which
means that he can't easily outrun you.  Once you've broken his items and forced
him down to a few cards, the battle is yours.
_______________________________________________________________________________

    Your victory nets you the Marluxia enemy card with its ever useful Double
Sleight effect and accompanying truckload of resistances.  Before you head off
to confront the final boss, go back and save.  Saving after you've defeated
Marluxia for the first time is half of the prerequisite for picking up Ultima
Weapon and a bunch of other nifty cards.  Reorganize your deck if you feel the
need and then dive in for the last battle.

-------------------------------------------------------------------------------
MARLUXIA II
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Gravity
Threat:    Medium
Trinity:   Unavailable, which is bad because it would really help here
Attacks: Blossom Laser - Marluxia releases a trio of floating rose buds.  Each
             rose bud will take turns firing a beam of some sort at you, but
             you can easily dodge-roll through them when you see Marluxia's
             attack card appear.  Breaking the attack causes the rose bud in
             question to dissolve in a spray of petals, which is the quickest
             way of getting rid of the annoying blossoms.
         Blossom Shower - Much like his sleight, Marluxia holds up a fist and a
             stream of petals spiral outwards.  It's now a normal attack rather
             than a sleight but otherwise doesn't change much.  Dodge it like
             you dodged the sleight version.  He only uses this attack once the
             machine's legs have been destroyed.
         Deathscythe - The other sleight also gets demoted from sleight to
             regular attack.  As long as Marluxia's machine has a leg he can
             slash downwards and create a Deathscythe attack.  Avoid it just
             like you avoided the sleight version.  Once you've destroyed the
             machine's legs he'll no longer be able to pull this move.
         Air Cleaver - This attack gets a major upgrade.  Marluxia will release
             a number of blooming flowers around himself.  Each one then
             transforms into an energy blade, sinks to ground level, and rushes
             forward at Sora.  You can dodge-roll this attack but most likely
             you'll emerge smack into another one.  It's much easier just to
             card break the whole setup.  Note that it's difficult to escape
             once you take a single hit.
         Meteo Spike - Once the legs of the machine have been destroyed, it
             will try to catch Sora by jumping and then slamming itself into
             the ground (eh, what ground?).  This creates a shockwave that hits
             about half the screen.  The trick to avoiding this attack is to
             dodge-roll right as the machine hits.  It doesn't do much damage
             but can be annoying to keep dodging.
         Mad Rush - The body of the machine sets itself on the side of the
             screen, then rushes past Sora.  This attack doesn't actually hit
             until the machine reaches the far side.  It does a fair amount of
             damage but can be seen coming a mile away, so act accordingly.  If
             you break this attack, you're given an opportunity to take the
             fight directly to Marluxia himself.
Drop: Nothing

    Marluxia gets the distinction of being the only boss in the game to be both
a character-type enemy and a non-character enemy.  Unfortunately, he loses much
of his speed and power in the transition.  This battle is the longest in the
game simply because Marluxia has so much HP and you're only given narrow
windows of opportunity to hit him.  Marluxia also sticks to a single set script
for this fight, which makes him very predictable.  When he first appears, knock
the legs away off the machine.  This stops him from using Deathscythe as well
as making the transition to the second half of the battle.  Once the legs are
gone, Marluxia falls into this pattern: several Meteo Spikes, several Mad
Rushes, an Air Cleaver or a Blossom Shower, a Blossom Laser swarm, and then
back to Meteo Spike.  If you card break the Mad Rush attack, Sora can jump onto
the back of the machine and attack Marluxia directly.  You can attack Marluxia
by jumping up and striking with the Keyblade at certain intervals after card
breaking an Air Cleaver or Blossom Shower attack - the target cursor will
highlight him when he's vulnerable.

    While you're on the back of the machine, Sora has to fight a constant wind
that tries to push him off.  At this point Marluxia will release his Blossom
Laser swarm and turn around to face Sora.  Note that you can't injure him while
he's concealed in the rose petals.  Also, Sora has a very annoying tendency to
change targets to the hovering rose buds instead of Marluxia himself, which
wastes multiple Keyblade strikes.  This makes attacking Marluxia anywhere from
difficult to downright impossible at times.  The safest way is to first break
all the rose buds with card breaks and then go after Marluxia himself.  You
should be able to get in at least one or two full attack chains, but be warned:
after the Blossom Lasers all break, the head wind will increase until Sora
can't hold on even with constant dodge-rolls.  Once he falls off, the battle
resumes at the Air Cleaver/Blossom Shower stage.

    Needless to say, this battle is going to last a long, long time.  Bring
a big deck with multiple restorative items.  Also bring high-valued Cure cards,
as you can use them to break attacks and heal yourself at the same time.  Most
sleights are useless, so stick instead with 0 cards and high-valued Keyblades.
Sleights like Ars Arcanum and Holy, while powerful for destroying the legs of
the machine, are pretty much ineffectual against Marluxia himself.  If you do
want to bring sleights, take Marluxia's enemy card for the Double Sleight
effect and use sleights that will seek the proper target (such as Omnislash or
Judgment).  Trinity Limit also works well against Marluxia.  In general,
however, you should avoid using sleights until you've gotten Marluxia down to
his final health bar.

    Be patient, play safe, and heal as necessary.  Remember what you've come
through and what you've learned about battle mechanics.  You can do it!
_______________________________________________________________________________

    With Marluxia's demise, Sora's tale comes to an end.  But why stop there?
Beating Sora's story unlocks Riku's, whose own quests answer many of the
questions that you might have had about Sora and the mysterious organization.
If you saved Sora's game in the room right before confronting Marluxia for the
final time, you can revisit that save after completing Riku's story for extra
cards.  Now it's time to tackle Reverse/Rebirth mode.

===============================================================================
-------------------------------------------------------------------------------
JOURNAL                                                   code: cricketsthename
-------------------------------------------------------------------------------
===============================================================================

    This section logs Jiminy Cricket's Journal entries.  Being the meticulous
scribe that he is, Jiminy automatically records story events as you progress
through the game.  He'll also keep a summary of the enemies and bosses you've
encountered as well as a record of the many characters you meet in the castle.
It's a good idea to check up on the Journal every now and then since sometimes
Jiminy will jot down something that can be of use to Sora.  When a journal
category has been completed filled, a yellow mouse head icon appears to the
right of that particular category.

    WARNING: This section contains a good deal of spoiler information on what
happens in the game.  Therefore, do not read through the Journal if you want to
experience the story for yourself.

-------------------------------Story (17 total)--------------------------------

    The title says it all.  The story section chronicles Sora's progress as he
advances through Castle Oblivion.  Each world gets its own journal entry, plus
you'll unlock a Sora's Tale entry with each world card set that you complete.
I've included a small commentary where appropriate for gamers who haven't
played the original Kingdom Hearts.  See that warning for spoilers?  It goes
especially for this section.
_______________________________________________________________________________
SORA'S TALE I                                                              1/17

    "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."

    Quick explanation: At the conclusion to Kingdom Hearts, Sora's group (Sora,
Donald Duck, and Goofy) was separated from Riku's (Riku and the King).  The end
cinematic of Kingdom Hearts is the same as the beginning movie in Chain of
Memories - Sora and his friends chasing Pluto.  Their current mission is to
find Riku and the King, after which Sora intends to return home to Destiny
Islands with Riku.
_______________________________________________________________________________
SORA'S TALE II                                                             2/17

    "It seems we're slowly losing our memories of what happened before the
     castle.  And all my notes about the last journey have vanished!

     But in exchange, Sora is remembering other things he must have forgotten
     until now - like a girl he knew when he was little.

     While fighting Larxene, Sora finally remembered the girl's name ...

     Naminé."

    Back in Kingdom Hearts, Jiminy also took careful notes of Sora's journeys.
In Castle Oblivion they vanish with everything else, including Donald's ability
to cast even the most basic of spells.  As the mysterious hooded figure told
Sora in the beginning of the game, however, the group will remember what it has
forgotten and forget what it once knew.  Sora's recall of Naminé is a critical
point in the game.
_______________________________________________________________________________
SORA'S TALE III                                                            3/17

    "Sora pressed on in his search for Naminé, and can you believe it?  He
     found Riku, his best friend whom we thought was lost.

     Sora was so happy, but Riku attacked him just like that, saying, 'I'll
     protect Naminé!'

     What could he mean?  Will something happen if Sora finds Naminé?

     Sora is chasing after Riku ... and the answers."

    Sora and Riku also fought previously in the original Kingdom Hearts, where
Riku kicked unholy amounts of butt.  However, they made up at the conclusion of
the game.  For more details, read Riku's D Report entries as I'm unwilling to
say more on this point.
_______________________________________________________________________________
SORA'S TALE IV                                                             4/17

    "So Sora's memories of Naminé were false ...

     Marluxia wanted Sora's heart and the strength within, so he used Naminé to
     create fake memories and place them in Sora's heart.

     Larxene is gone, so we're going to the top floor to finish Marluxia.  We
     want our memories back.

     And Sora - he wants to keep the promise he remembers.  Naminé may not be
     his friend, but in his heart, protecting her is the only choice."

    Sora reminds me of the hero of the Ultima series, a lone, virtuous Avatar
who did what was right simply because it was the right thing to do.  Sora does
NOT know Naminé previously from Kingdom Hearts - I doubt Square had even come
up with her character design when it was released - instead, his memories are
false constructs implanted by Naminé. (How exactly she does this we are never
told.) Marluxia was the perpetrator of this entire scheme and he has thus
managed to get Sora and company really, really steamed.

    Will Sora's memory return?  We'll have to wait for Kingdom Hearts II for
the answer.
_______________________________________________________________________________
TRAVERSE TOWN                                                              5/17

    "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."

    Back in Kingdom Hearts, Traverse Town was Sora's first stop arriving from
Destiny Islands and also Donald and Goofy's first stop searching for Leon, who
basically kept its First District safe from the Heartless. (He also schooled
Sora in combat in the original Kingdom Hearts, but that doesn't happen in Chain
of Memories.  Is Sora in denial?) The key point is made by Aerith, who cautions
Sora that his memories may mislead him in Castle Oblivion.  Unfortunately, it
seems that later events show that Sora failed to take the warning to heart.
_______________________________________________________________________________
WONDERLAND                                                                 6/17

    "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."

    In Kingdom Hearts, Alice was one of the seven Princesses of Heart necessary
to open the door to darkness.  You also played through a similar scenario where
Sora had to prove Alice's innocence, though it was a more creative way of doing
it in the original game if you ask me.
_______________________________________________________________________________
OLYMPUS COLISEUM                                                           7/17

    "Sora wanted to take on Hercules, so we all decided to compete in the
     games.

     Hades, frantic to dispose of Hercules, hired Cloud to take him out.  Cloud
     cooperated, thinking he would get his lost memories back.

     But not even Cloud could beat Hercules.  Hades stepped in to finish the
     job, but we put his plans on ice."

    Cloud, like Sora, has somehow lost his memories and even worse was conned
into believing that Hades could return them.  As in Kingdom Hearts, Hades is
out to rid himself of Hercules.  Cloud's role has changed; back in the original
Kingdom Hearts, he was searching for Sephiroth instead of his lost memories.
He still competes in the tournament as in the original game, only this time
Hercules doesn't save him and you're spared a battle with Cerberus.
_______________________________________________________________________________
AGRABAH                                                                    8/17

    "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."

    In Kingdom Hearts, Jasmine was a Princess of Heart.  Otherwise Chain of
Memories remains mostly true to the Kingdom Hearts version of events, minus Abu
and the magic carpet as well as a series of annoying and pointless battles.
_______________________________________________________________________________
HALLOWEEN TOWN                                                             9/17

    "Dr. Finkelstein invented a potion that restores true memories, but it drew
     the Heartless to Halloween Town.

     Intrigued, Sora went with Jack to look for Sally, who had nabbed the
     potion because she was scared of what it could do.

     Oogie Boogie swiped the potion and downed it in a single gulp.  But his
     true memories drove him mad with fear.

     What if true memories do that to everyone's heart?  Scary."

    In the Kingdom Hearts mythology, Oogie Boogie became terrified of his
memories because his heart was consumed by darkness. (That's my belief, at
least.) Also note that the Halloween Town of Kingdom Hearts probably diverges
the most from the Halloween Town of Chain of Memories in terms of story.
_______________________________________________________________________________
MONSTRO                                                                   10/17

    "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 to
     safety."

    Kinda like the Kingdom Hearts version of the encounter with Monstro, only
you no longer have Riku shadowing your journey. (Heeey, maybe Sora forgot about
that part?)
_______________________________________________________________________________
ATLANTICA                                                                 11/17

    "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."

    The Chain of Memories version of Atlantica is basically a summary of what
happened in Kingdom Hearts.  For the curious, only King Triton or one of his
descendants can remove the trident from its pedestal, as Sebastian points out
in "The Little Mermaid II."
_______________________________________________________________________________
NEVER LAND                                                                12/17

    "Peter Pan stowed away on Captain Hook's ship to save the kidnapped Wendy.

     But no sooner had she been saved that Wendy told Peter she wanted to go
     home to London.

     Would Wendy grow up and forget about him and Never Land?  Peter didn't
     like that one bit, and left in a huff.

     Meanwhile we were just trying to get off the ship.  Hook caught us on the
     deck, but Peter came back and bailed us out.

     In the end, Peter and Wendy said their farewells, but promised to meet
     again one day."

    The Chain of Memories version of Never Land differs significantly from the
Kingdom Hearts version in that Riku is no longer running around on Hook's ship.
Also note that Wendy was NOT one of the Princesses of Heart in the original
Kingdom Hearts.
_______________________________________________________________________________
HOLLOW BASTION                                                            13/17

    "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."

    Hollow Bastion requires a bit of explanation.  First off, it isn't Beast's
chateau, which was destroyed in the original Kingdom Hearts by the Heartless.
Instead, it's the fortress where the Final Fantasy characters hail from.  In
Kingdom Hearts, Hollow Bastion guarded the door to darkness and was the first
world to be overrun by the Heartless.  Maleficent converted Hollow Bastion into
her headquarters; when Destiny Islands fell, Riku appeared in Hollow Bastion.
When Beast's chateau fell and Belle was taken from him to Hollow Bastion, he
followed her by sheer force of will.  Back in Kingdom Hearts, Hollow Bastion
was the pivotal turning point of the game around which an awful lot of story
revolved, but this isn't reflected in Chain of Memories.
_______________________________________________________________________________
100 ACRE WOOD                                                             14/17

    "Pooh seemed to have lost his friends, so Sora stopped to help him look.

     Maybe Sora saw something of himself in Pooh, since he's looking for
     friends too."

    It's easy to see why Sora considers his friends lost since he can't seem to
find them anywhere.  On the other hand, Pooh's friends are RIGHT THERE!  And if
you're curious as to the peculiar map image for 100 Acre Wood, it's because in
Kingdom Hearts 100 Acre Wood was contained in a storybook that Sora was
transported into.
_______________________________________________________________________________
TWILIGHT TOWN                                                             15/17

    "The card Vexen gave us led to a town none of us remembered.

     But Sora held fast to his promise to Naminé, and we pressed on.

     Speaking of which, Vexen seemed ready to say something about that, but
     Axel showed up, and ... Well, we won't be seeing Vexen again."

    Truly a mystery.  Twilight Town was not in the original Kingdom Hearts, so
it's reasonable to assume that it instead plays a role in Kingdom Hearts II.
(I believe that the soundtrack which plays in Twilight Town, however, also
appeared in Kingdom Hearts.) Also, pay particular attention to what Axel says
right before he offs Vexen, a speech about how they're all nobodies.
_______________________________________________________________________________
DESTINY ISLANDS                                                           16/17

    "The last card led to the place where Sora grew up.

     Sora wandered the islet that was once his playground, wading through his
     memories to find the girl he cared for.

     But when he found Naminé, she told him the bitter truth - nothing he
     remembered of her ever happened."

    The truth emerges.  Sora was NOT recovering lost memories as he ascended
Castle Oblivion - instead, his memories were being rewritten.  In Kingdom
Hearts, Destiny Islands was Sora's homeplace which he fled when the Heartless
invaded and captured Kairi.  Darkside, the big Heartless that you fight at the
end, is also the same boss that attacked Destiny Islands.
_______________________________________________________________________________
CASTLE OBLIVION                                                           17/17

    "Well, we've made it to the top, and many of our memories are gone.  Sora
     can't even recall the name of the person he cares for most.

     But we've made a promise.  No distance can separate us, and we'll be
     friends even if we can't remember it to be so.

     Axel is out of the way.  We just have to stop Marluxia.  He ordered Naminé
     to wipe Sora's memory, but it doesn't matter.

     Sora knows that promises don't fade as easily as memories."

    I've nothing of worth to add to this particular Journal entry.  However, do
you think Jiminy Cricket is going to start Kingdom Hearts II and find all of
his pages blank again?

-----------------------------Card Index (121 total)----------------------------

    The card index contains the Journal entries for all the cards in Sora's
deck, plus map cards and a brief explanation on Premium cards.  Since ALL of
this information is reproduced elsewhere in the appropriate section, the Card
Index for the Journal is being left blank as a service to 56k'ers.

-----------------------------Characters (90 total)-----------------------------

    The Characters section contains all the information on the Disney and Final
Fantasy characters that you'll encounter, plus all of Jiminy's notes on the
various Heartless that you've fought.  Character information is acquired when
you meet that particular character in battle or in story.

----------------------------Characters I (25 total)----------------------------

    The Characters I section includes all of the characters that either relate
directly to the Chain of Memories storyline or were old Final Fantasy veterans.
This section also includes a few miscellaneous entries of note, such as the
summons from the game.
_______________________________________________________________________________
SORA                                                                       1/25

    "A bright and spirited boy chosen by the Keyblade to battle the Heartless.

     It was Sora who defeated Ansem, ending his plans to shroud the world in
     darkness.

     However, Sora continues his journey, seeking the friends he lost during
     the struggle."

    This journal entry sums up Kingdom Hearts and Chain of Memories in three
sentences.  For more information on Ansem, see Ansem's entry.  Sora's Keyblade
locks hearts, which was key (pardon the pun) to stopping Ansem.  Once he finds
Riku and the King, Sora intends to return to Destiny Islands where his friends
are waiting for him.
_______________________________________________________________________________
DONALD DUCK                                                                2/25

    "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."

    Not much to say here.  Donald is in love with Daisy Duck, who stayed behind
in Disney Castle, but you never once hear him talking about her.
_______________________________________________________________________________
GOOFY                                                                      3/25

    "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."

    Goofy is simple and sincere.  Kingdom Hearts did a better job of showing
this than Chain of Memories, but it's still visible in this game.
_______________________________________________________________________________
JIMINY CRICKET                                                             4/25

    "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."

    Considering that Jiminy travels with Sora and not with Pinocchio for much
of Kingdom Hearts and Chain of Memories, I'd call him a singularly poor choice
of conscience.  He scribes for the group and occasionally makes thoughtful
insights.
_______________________________________________________________________________
RIKU                                                                       5/25

    "Sora's childhood friend.

     Baited by the darkness and used by Maleficent and Ansem, Riku once fought
     against Sora.

     In order to seal the door to darkness, Riku stayed with the king on the
     other side.  His current whereabouts are unknown.

     Sora journeys in the hopes of finding Riku."

    No, you aren't reading a transcription error in the last sentence.  Riku
and Sora grew up together on Destiny Islands.  Kingdom Hearts and Chain of
Memories both imply that he was one hell of a fighter even at his early age.
Riku watched over Kairi for much of Kingdom Hearts, but eventually he stayed
with the King in the conclusion of Kingdom Hearts.  Although separated from
Sora, his own journey is told in Reverse/Rebirth.  Riku was the rightful owner
of the Keyblade, but since he was seduced by darkness on Destiny Islands the
Keyblade chose Sora instead.  Riku's Keyblade unlocks hearts whereas Sora's
seals them.
_______________________________________________________________________________
KAIRI                                                                      6/25

    "Sora's childhood friend.

     Sora's journey began as a search for Kairi, who disappeared when their
     island home was swallowed by darkness.

     Kairi was held captive by the Heartless, but thanks to Sora she and the
     islands were saved.

     She waits there for Sora and Riku's return."

    Kairi is not a native to Destiny Islands; rather, she showed up there about
the time that Hollow Bastion fell to the Heartless.  When the Heartless overran
Destiny Islands, their first act was to kidnap Kairi.  Sora later saved her at
the conclusion of a rather dramatic battle against Ansem and she returned to
Destiny Islands at the conclusion of Kingdom Hearts.  In Chain of Memories,
Sora's memories of her are gradually replaced by memories of Naminé.  Kairi is
the last of the seven Princesses of Heart and rumor suggests that she may in
fact be Ansem the Wise's daughter.
_______________________________________________________________________________
SIMBA                                                                      7/25

    "Successor to his father as ruler of the Pride Lands.

     Sora need only call and Simba will appear and lend his strength."

    Back in Kingdom Hearts, Simba was also one of the summonable allies.  The
Fairy Godmother explains that summons are creatures whose worlds were conquered
by the Heartless, but their hearts are so strong that they endured.  Apparently
Simba hasn't worked his way up in the world since the door to darkness closed.
He first appeared in "The Lion King" and also in "The Lion King II."
_______________________________________________________________________________
DUMBO                                                                      8/25

    "A small elephant born in a circus.

     The other animals laughed at his big ears, but the courage to fly made
     Dumbo the star of the circus.

     If Sora calls, Dumbo will come to the rescue."

    Another summon from the original Kingdom Hearts.  Dumbo first appeared in -
what else? - "Dumbo."
_______________________________________________________________________________
BAMBI                                                                      9/25

    "A young deer prince whose father is king of the Forest.

     Sora can call on Bambi for help anytime."

    Yet another summon from the original Kingdom Hearts.  The Bambi that shows
up is the infant Bambi with spots on his back, not the adult Bambi with horns
and a much more serious personality.  Bambi's first appearance was in the
Disney film "Bambi."
_______________________________________________________________________________
MUSHU                                                                     10/25

    "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."

    By "past mistakes," the game means that he let one of his wards take a cut
to the neck.  Ironically, Mushu may be Chinese but he's voiced by Eddie Murphy.
He was another summonable ally in Kingdom Hearts, though he's relatively better
off in Chain of Memories.  Mushu appeared in "Mulan" and also in its sequel
"Mulan II," where he played matchbreaker.
_______________________________________________________________________________
THE MOOGLES                                                               11/25

    "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."

    The Moogles are a recurring Final Fantasy theme; in the Final Fantasy games
they could help you in a variety of ways.  A certain human-loving, street-wise,
fast-talking, SLAM-dancing Moogle even joined your party in Final Fantasy VI.
They ran synthesis shops back in the original Kingdom Hearts and show up as
swindlers in Chain of Memories.
_______________________________________________________________________________
LEON                                                                      12/25

    "A cool and collected swordsman who wields a gunblade.  His real name:
     Squall Leonhart.

     Leon once fought with Sora against the Heartless, but the Leon we met in
     Castle Oblivion is a product of Sora's memory, so he can't remember much
     of what happened before."

    Leon's the protagonist of Final Fantasy VIII, though in Chain of Memories
he's less cold and a lot more confident.  In the original Kingdom Hearts game,
he kept Traverse Town's First District safe from the Heartless and would also
show up from time to time in Olympus Coliseum to duel Sora.  Pity you can't
take him in a real battle in Chain of Memories.
_______________________________________________________________________________
YUFFIE                                                                    13/25

    "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."

    Yuffie was an optional character in Final Fantasy VII; in Kingdom Hearts,
she accompanied Leon and also fought now and then in the coliseum.
_______________________________________________________________________________
AERITH                                                                    14/25

    "A young woman who fought the Heartless.  Her calm demeanor hides an
     unbreakable will.

     Aerith also has a mysterious sense of truth, and is aware that Traverse
     Town and its inhabitants are a figment of Sora's memory."

    The tragic heroine of Final Fantasy VII who gave her life to save the
planet.  Aerith also pops up in Kingdom Hearts and Chain of Memories as a foil
to Leon.  In the US and European versions of Final Fantasy VII, she was known
as Aeris.
_______________________________________________________________________________
CID                                                                       15/25

    "A gifted pilot who saved Leon and the others from the Heartless when they
     were just children.

     Cid lives in Traverse Town now."

    Yet another character from Final Fantasy VII, Cid was the warm-hearted and
trash-talking smoker who could fly like none other.  Since this is a Disney
game, however, his language has been cleaned up and he's lost his cigarette to
a twig.  In Kingdom Hearts, he modified your Gummi ship and sold items, none of
which he does in Chain of Memories.
_______________________________________________________________________________
CLOUD                                                                     16/25

    "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?"

    The protagonist of Final Fantasy VII and a superb fighter.  His Chain of
Memories description closely matches his Kingdom Hearts description, except
that in Kingdom Hearts he searched for Sephiroth and even partnered with Hades
to find the elusive warrior.  He was overhauled for Kingdom Hearts: his Buster
Sword is now swathed in cloth and he has Vincent Valentine's cape and left
hand.  His Limit Break attacks from Final Fantasy VII were also changed, giving
him a much more badass aura.
_______________________________________________________________________________
TIDUS                                                                     17/25

    "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."

    The protagonist of Final Fantasy X, though he's been downgraded agewise.
You could spar with him in Kingdom Hearts.  As in the original game, however,
he's basically present for a cameo.
_______________________________________________________________________________
WAKKA                                                                     18/25

    "A boy from Sora's islands.

     Despite being the oldest, Wakka is modest and takes good care of his
     friends."

    The sidekick from Final Fantasy X.  Wakka was a champion blitzball player
and it reflects in his choice of weapon, a blitzball.  Like Tidus, he's a cameo
in both games.
_______________________________________________________________________________
SELPHIE                                                                   19/25

    "A perky girl from Sora's islands.

     Selphie is assertive and tends to leap before she looks, and she also has
     a romantic side."

    In Final Fantasy VIII, Selphie was a SeeD graduate and one of Squall's
sidekicks.  Her personality has remained pretty much unchanged, but she's still
just a cameo appearance like Tidus and Wakka.  She also traded her segmented
flail for a jump rope.
_______________________________________________________________________________
NAMINÉ                                                                    20/25

    "A young witch who, under orders from Marluxia, rewrote much of Sora's
     memory.

     Because Naminé based the false memories on Sora's feelings towards Kairi,
     Sora believed he and Naminé had been friends since childhood.

     But truth be told, the two had never met before Castle Oblivion."

    Jiminy's journal sums Naminé up very well.  She also plays a part, as yet
unknown, in Kingdom Hearts II.
_______________________________________________________________________________
RIKU REPLICA                                                              21/25

    "A replica of Riku created by Vexen from the real Riku's data.

     Through Naminé's power he was infused with false memories and made to
     believe he was the real Riku.

     The truth has wounded him deeply."

    Exactly as the journal says, he's "someone's pet project." He also promises
to defend Naminé much as Sora does; to learn of what ultimately happens to him,
play Reverse/Rebirth mode.
_______________________________________________________________________________
AXEL                                                                      22/25

    "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."

    In short, Axel is a member of the organization dedicated to unraveling the
secrets of the heart.  He reappears in Kingdom Hearts II.
_______________________________________________________________________________
LARXENE                                                                   23/25

    "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."

    Another member of the organization.  Larxene also plots with Marluxia to
take over the organization.  Her entry in Riku's D Report contains more
information.
_______________________________________________________________________________
VEXEN                                                                     24/25

    "A man absorbed in his dubious research in Castle Oblivion.

     Vexen tried to destroy Sora by controlling Riku and pitting the two
     against each other.  When this plan failed, he confronted Sora
     personally."

    Vexen's a veteran of the organization who gets offed by Axel.  He fancies
himself a scientist and is responsible for creating Riku's double.
_______________________________________________________________________________
MARLUXIA                                                                  25/25

    "Lord of Castle Oblivion and a member of the Organization.

     In a move to bring the group under his control, Marluxia used Naminé to
     overrun Sora's memory and tried to claim the power of the Keyblade."

    Marluxia is a relatively new but ambitious member of the organization.  He
is also the hooded stranger at the beginning of the game who lures Sora to
Castle Oblivion and shows him the ropes.

---------------------------Characters II (40 total)----------------------------

    This section deals with all the characters that you'll meet on the various
floors of Castle Oblivion.  They are all related more to their particular
worlds than to the game itself; they're also all non-Square characters, much to
the chagrin of Final Fantasy fans like myself.
_______________________________________________________________________________
ALICE                                                                      1/40

    "A curious girl who fell down the rabbit hole into Wonderland.

     Alice was falsely accused of stealing the Queen of Hearts's memory and put
     on trial, but we intervened and helped her clear her name."

    Alice first showed up in Lewis Carroll's stories "Alice in Wonderland" and
"Through the Looking Glass." As far as Disney is concerned, she debuted in the
animated film "Alice in Wonderland." In Kingdom Hearts, Alice was one of the
seven Princesses of Heart needed to unlock the door to darkness.
_______________________________________________________________________________
THE QUEEN OF HEARTS                                                        2/40

    "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."

    Also present in "Alice in Wonderland," the Queen of Hearts is the closest
character that either the story or the film has to an antagonist.  In Kingdom
Hearts, she also put Alice on trial.
_______________________________________________________________________________
THE WHITE RABBIT                                                           3/40

    "A loyal retainer of the Queen of Hearts.

     He always carries out the Queen's orders, no matter what they may be."

    Another character from "Alice in Wonderland." Erm, there's not much more to
be said other than that.
_______________________________________________________________________________
CARD OF HEARTS                                                             4/40

    "Guards in the service of the Queen of Hearts.

     They fear her temper and will do anything she orders."

    Zzzz ... seriously, they're generic cards, for heaven's sakes!  They first
appeared in Disney's "Alice in Wonderland," where Alice showed them why cards
shouldn't threaten humans.
_______________________________________________________________________________
CARD OF SPADES                                                             5/40

    "Guards in the service of the Queen of Hearts.

     They fear her temper and will do anything she orders."

    See the entry for the Card of Hearts.  Oh yeah, and they use axes instead
of pikes as weapons.
_______________________________________________________________________________
THE CHESHIRE CAT                                                           6/40

    "A mysterious, grinning cat who always talks in riddles.

     He appears when you least expect it, and disappears whenever he pleases."

    Yet another character from "Alice in Wonderland." Did the characters from
"Through the Looking Glass" get the short end of the stick or what? (Which is
perfectly understandable, seeing as how Disney turned the former but not the
latter into a cartoon.) As he did in Kingdom Hearts, the Cheshire Cat gives you
hints in Chain of Memories.
_______________________________________________________________________________
HERCULES                                                                   7/40

    "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."

    He first showed up in Disney's animated film "Hercules," unless you count
Greek mythology, in which case he'd beat out even Aladdin for age.  If by some
chance you've never heard of Hercules, stop reading this FAQ and go to the
library.  Back in Kingdom Hearts you could fight him at the Coliseum, but here
he's just present to have a row with Cloud.
_______________________________________________________________________________
PHILOCTETES                                                                8/40

    "Trainer of countless heroes, including Hercules.

     Nowadays Phil runs the Coliseum and manages the games."

    Also a character in "Hercules." He does the same thing in Chain of Memories
that he does in Kingdom Hearts, which is watch from the sidelines and toss in
advice.
_______________________________________________________________________________
HADES                                                                      9/40

    "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."

    The villain of "Hercules" and also one of the villains in Kingdom Hearts,
who met his end at Sora's hands.  He's still plotting to off Hercules in Chain
of Memories and apparently he survives the beating he got in Kingdom Hearts to
show up again in Kingdom Hearts II.  Note that in Greek mythology, even if
Hades wasn't Hercules' friend, he wasn't Herc's enemy either.
_______________________________________________________________________________
ALADDIN                                                                   10/40

    "A young man who lives in Agrabah and dreams of meeting Princess Jasmine.

     Aladdin become 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."

    Aladdin has starred in three animated films, namely "Aladdin," "The Return
of Jafar," and "Aladdin and the King of Thieves." If you go back further in
history, he appeared in Scheherazade's epic saga "The Thousand and One Nights."
In Kingdom Hearts, Aladdin was an ally who could replace either Goofy or Donald
while you were in Agrabah.  On a historical note, he's supposed to be Chinese,
not Arabian.
_______________________________________________________________________________
GENIE                                                                     11/40

    "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."

    The blue dude with the phenomenal cosmic powers and itty-bitty living space
has shown up in all three Aladdin films, voiced by Robin Williams in two of
them.  His role in Chain of Memories is similar to the part he played in
Kingdom Hearts and the first Aladdin film. (They stripped him of his pride for
Chain of Memories; back in Kingdom Hearts, Genie waved his hands and the
Heartless were turned into munni and health.  Did CoM get a bad bargain or
what?) Genie also shows up in "The Thousand and One Nights," where he wasn't
limited to just granting three wishes but was still similarly cranky about his
job.
_______________________________________________________________________________
JASMINE                                                                   12/40

    "Princess of Agrabah.

     Jasmine feels cooped up in the palace and longs for the freedom outside
     its walls."

    Also a recurring character in the three Aladdin films as the heroine, the
princess' résumé reads like that of a Russian lady's.  In Kingdom Hearts, she
was one of the seven Princesses of Heart.  Jasmine was invented by Disney and
has no counterpart in Scheherazade's stories (or at the very most a shy one.
Aladdin's princess is rarely mentioned in "The Thousand and One Nights.")
_______________________________________________________________________________
IAGO                                                                      13/40

    "A cunning and chatty parrot.

     Iago flies about Agrabah, serving as the evil Jafar's eyes and ears."

    Yet another character who pops up in the three Aladdin films.  Iago was a
Disney invention and is not mentioned in "The Thousand and One Nights." He
reformed in the last two films, but his Kingdom Hearts and Chain of Memories
presence is like that of his first acting role.
_______________________________________________________________________________
JAFAR                                                                     14/40

    "A sorcerer and Agrabah's royal vizier.

     Jafar stole the magic lamp from Aladdin and, with Genie's power, schemed
     to become ruler of Agrabah."

    Jafar is the main antagonist of the first two Aladdin films, though he's
been dealt with by the time the third film rolls around.  Like his Kingdom
Hearts persona, he's one of the villains that meet a grisly end thanks to Sora.
The historical Jafar was a real man known to history as "Jaffar the Barmelcite"
who served as prime minister to the famed caliph Harun al-Rashid.  Scheherazade
portrays him as a wise and learned scholar, hardly the evil wizard that Disney
turned him into.  He also had nothing to do with Aladdin's tale.
_______________________________________________________________________________
JAFAR (GENIE)                                                             15/40

    "Jafar's genie form.

     After taking the magic lamp from Aladdin, Jafar wished for the powers of a
     genie and tried to do us in."

    And unfortunately for Jafar, he forgot that all genies are bound to one
item or another.  Genie Jafar also showed up in the first two Aladdin films and
in Kingdom Hearts as a villain.  For historical notes, see the previous entry.
_______________________________________________________________________________
JACK                                                                      16/40

    "Halloween Town's master of the macabre.

     Jack is always looking for new ways to bring the spooks and shivers of
     Halloween to all."

    He showed up in Tim Burton's "The Nightmare before Christmas." Further than
that I can't say since I've never seen the film before.  Back in Kingdom
Hearts, Jack was another one of your allies and an awesome fighter to boot.
_______________________________________________________________________________
SALLY                                                                     17/40

    "Dr. Finkelstein's helper at the lab.  He created her from various odds and
     ends.

     Sally is secretly in love with Jack."

    Also a character from "The Nightmare before Christmas," she appeared in
Kingdom Hearts alongside Jack.
_______________________________________________________________________________
DR. FINKELSTEIN                                                           18/40

    "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."

    Mad scientist says it all. (He reminds me of a few personalities in the
physics department.) Back in Kingdom Hearts, Finkelstein aimed to create hearts
for the Heartless ... as you might expect, that particular experiment didn't
work out too well either.
_______________________________________________________________________________
OOGIE BOOGIE                                                              19/40

    "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."

    The villain of "The Nightmare before Christmas" and also one of the sub-
villains in Kingdom Hearts, Oogie Boogie ... looks like a sack of potatoes.  He
isn't accompanied by his henchmen in Chain of Memories.
_______________________________________________________________________________
PINOCCHIO                                                                 20/40

    "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."

    Pinocchio first appeared in the Disney film "Pinocchio," which was based
off an older Italian fairy tale.  Disney, of course, spiced up the movie by a
considerable amount.  Back in Kingdom Hearts, he basically had the same role
that he has in Chain of Memories: he'd get in trouble and you'd bail him out.
_______________________________________________________________________________
GEPPETTO                                                                  21/40

    "A gentle and earnest clockmaker who carved Pinocchio from a block of wood.

     Geppetto was swallowed by Monstro, boat and all, while searching for
     Pinocchio.

     The two were reunited inside the giant whale, and escaped with our help."

    A character from the Disney film "Pinocchio," the long-suffering Geppetto
appeared in Kingdom Hearts similarly caught by Monstro.
_______________________________________________________________________________
ARIEL                                                                     22/40

    "The daughter of King Triton who longs to see the outside world.

     Worried by Flounder's disappearance, Ariel was cajoled by Ursula into
     forking over the king's trident.

     We helped Ariel save Flounder and recover the trident, and she resolved to
     tell her father the truth."

    Ariel starred in Disney's animated film "The Little Mermaid" and also had a
stage appearance in "The Little Mermaid II," where she took a back seat to her
daughter Melody.  Chain of Memories follows the Kingdom Hearts version of Ariel
to a degree, minus the teaching Sora how to swim in waters bit.
_______________________________________________________________________________
SEBASTIAN                                                                 23/40

    "Triton's music director and Ariel's guardian.

     Sebastian is constantly scolding Ariel for her escapades, but only because
     he worried for her safety."

    Sebastian appears in both Little Mermaid films and is a worrywort in both.
He's of a similar bent in Kingdom Hearts and Chain of Memories, where he's
really nothing more than a glorified cameo.
_______________________________________________________________________________
FLOUNDER                                                                  24/40

    "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."

    Like Sebastian, Flounder shows up in both Little Mermaid films and in
Kingdom Hearts.  Erm, not much more to say about Flounder.
_______________________________________________________________________________
URSULA                                                                    25/40

    "The sea witch.  She once lived in the palace, but was banished for her
     scheming.

     Ursula deceived Ariel and stole the trident in an attempt to rule all
     Atlantica."

    Ursula was yet another villain from Kingdom Hearts.  She also appeared in
"The Little Mermaid" but not in its sequel; in Chain of Memories, she pretty
much gets the same treatment from Sora that she received in Kingdom Hearts.
_______________________________________________________________________________
PETER PAN                                                                 26/40

    "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."

    Peter Pan first appeared in the Disney film "Peter Pan," which was based
off an older fairy tale (I think).  In Kingdom Hearts, you could choose to have
him replace either Goofy or Donald, plus he taught you a few useful skills.
_______________________________________________________________________________
TINKER BELL                                                               27/40

    "A fairy with a jealous streak, especially when Peter pays attention to
     other girls."

    Shortest description ever.  Tink originated in the old fairy tale, was
carried over to "Peter Pan," and showed up in Kingdom Hearts as a summonable
character.
_______________________________________________________________________________
WENDY                                                                     28/40

    "A dreamy English girl.  Peter showed her the way to Never Land.

     Wendy really likes Peter, but decided to return home to London."

    Wendy is the "other girl" in Tinker Bell's journal entry.  She was the
closest character to a heroine that "Peter Pan" had, plus she showed up in
Kingdom Hearts where Riku mistook her for a Princess of Heart and had Hook nab
her.  In Chain of Memories, she's merely bait for Peter Pan.
_______________________________________________________________________________
HOOK                                                                      29/40

    "A pirate who holds a grudge against Peter Pan.

     Hook kidnapped Wendy to lure Peter out.

     Normally proud, Hook falls to pieces the moment the crocodile that took
     his hand shows up."

    The villain of "Peter Pan" and a sub-villain in Kingdom Hearts, Hook is the
captain of the ship which Sora and crew find themselves on.  Back in Kingdom
Hearts, Hook resented the way Riku took to ordering him around.  In your fight
against Hook you could also trick him into walking off the plank, which led to
one heck of a funny scene.
_______________________________________________________________________________
THE BEAST                                                                 30/40

    "A prince transformed into a beast because of his selfishness.  Meeting
     Belle restored humanity to his heart.

     Though stunned by Belle's cold behavior, his faith in their love never
     wavered."

    The Beast first appeared in the Disney animated film "Beauty and the Beast"
and also in Kingdom Hearts, where he ran through anything that got in his way
with the Ferocious Lunge.  It's confirmed that he also returns in Kingdom
Hearts II, though he's properly located in his chateau in that game instead of
at Hollow Bastion.
_______________________________________________________________________________
BELLE                                                                     31/40

    "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."

    Belle is the heroine of "Beauty and the Beast" and one of the Princesses of
Heart in the original Kingdom Hearts.  Back then, she was abducted by the
Heartless and laid in Hollow Bastion alongside the other Disney princesses.
_______________________________________________________________________________
MALEFICENT                                                                32/40

    "A witch who commands the darkness.  Sora faced Maleficent and her
     Heartless once before.

     She stole Belle's heart to perfect her dark powers, though Belle had seen
     through her plan."

    Maleficent originated in the Disney film "Sleeping Beauty" as the main
villain of that video.  She was also the driving force behind much of the first
half of Kingdom Hearts, none of which is reflected in Chain of Memories.
_______________________________________________________________________________
DRAGON MALEFICENT                                                         33/40

    "Maleficent's dragon form.

     Her own sorcery mingled with the vast powers of darkness made Maleficent a
     fearful opponent."

    In Kingdom Hearts, after your first scrap with Maleficent, Ansem then used
Riku's Keyblade to unlock the witch's heart and transform her into a dragon.
Much better than fighting Gaston from "Beauty and the Beast" if you ask me, but
Chain of Memories really lost the connections between the villains and the
various worlds that were so rich in Kingdom Hearts.
_______________________________________________________________________________
WINNIE THE POOH                                                           34/40

    "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."

    Pooh comes from the "Winnie the Pooh" videos, none of which I've seen, so I
won't comment further on his character.  All of the 100 Acre Wood characters
present in Chain of Memories also appeared in Kingdom Hearts.
_______________________________________________________________________________
PIGLET                                                                    35/40

    "Pooh's closest friend.

     Piglet is very shy, and when he's surprised he covers his eyes with his
     floppy ears."
_______________________________________________________________________________
OWL                                                                       36/40

    "The wisest animal in the Hundred Acre Wood.

     Sometimes he talks so much his friends fall asleep."
_______________________________________________________________________________
ROO                                                                       37/40

    "A feisty kangaroo who's full of energy.

     Little Roo wants to learn to bounce as high as Tigger."
_______________________________________________________________________________
EEYORE                                                                    38/40

    "A gloomy donkey whose tail keeps falling off and getting lost.

     Eeyore is timid and always a little down, and likes to take things slow."
_______________________________________________________________________________
TIGGER                                                                    39/40

    "The one and only.  Cheerful Tigger loves to bounce all day long.

     Sometimes his energy is too much for the others, but he always means
     well."
_______________________________________________________________________________
RABBIT                                                                    40/40

    "A diligent gardener who's always busy with his vegetables.

     Sometimes Rabbit is a bit short-tempered, especially when Tigger bounces
     around in his garden."

----------------------------The Heartless (35 total)---------------------------

    The final category of Jiminy Cricket's journal deals with the Heartless
that you will encounter as you progress through Castle Oblivion.  Once you
fight that particular Heartless and defeat it in battle, you'll get its entry
in the journal.  This is the closest section that the game and this FAQ has to
an enemy database, so extra information on the Heartless has been included.
Note that data on HP and experienced dropped is not included since enemy HP and
experience dropped changes with each floor that Sora ascends.
_______________________________________________________________________________
SHADOW                                                                     1/35

Weakness:   None
Absorbs:    None
Nullifies:  Everything when submerged
Threat:     Very Low
Drop:       Shadow enemy card, map cards
Appears in: Traverse Town, Halloween Town, Monstro, Wonderland, Hollow Bastion,
            Never Land, Twilight Town, Destiny Islands, Castle Oblivion
Attacks:    Leap - The Shadow leaps forward and tries to clip Sora.  It's a
                fairly fast attack but made useless by its minuscule damage and
                the fact that a Shadow's attacks are always restricted to the
                value of 1.

    "A Heartless that pops up in all kinds of places.

     The Shadow ambles around and attacks without warning.  It is completely
     invulnerable while hiding within the darkness."

    You'll see a lot of these annoying little buggers everywhere as you climb
through Castle Oblivion.  Shadows are more a nuisance than a threat, although
near the top floors they tend to attack in large numbers.  Their HP pools are
relatively low, however, even on the topmost floors of the castle.  They'll
come at you in ones and twos on the lower floors and can be handled accordingly
while on the upper floors you'll probably have powerful sleights like Ars
Arcanum and Mega Flare for screen cleaning.  Shadows do have an annoying habit
of melting into the floor as an attack comes for them, however.
_______________________________________________________________________________
SOLDIER                                                                    2/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Low
Drop:       Soldier enemy card, map cards
Appears in: Traverse Town, Wonderland, Twilight Town, summoned by Crescendos
Attacks:    Pirouette - The Soldiers twirls in the air while moving forward.
                This attack hits once for low damage, plus it lasts fairly long
                and makes the Soldier vulnerable to card break.

    "A swift-moving Heartless that attacks its prey with a spin kick.

     Its whimsical nature makes the Soldier a less than tenacious foe."

    Another one of the ubiquitous enemies in Castle Oblivion, the Soldier has a
comparatively higher HP pool than the Shadow but loses the ability to floor
hack.  It also gives more HP per kill than the Shadow.  At the start of the
game they show up solo, though they can still do sizable damage to a complacent
player.  They start appearing in swarms as Sora ascends through the castle, but
their threat level gradually drops since strong sleights can clear them out
quickly.
_______________________________________________________________________________
LARGE BODY                                                                 3/35

Weakness:   None
Absorbs:    None
Nullifies:  Frontal physical attacks
Threat:     Medium
Drop:       Large Body enemy card, map cards
Appears in: Monstro, Olympus Coliseum, Wonderland
Attacks:    Leap - The Large Body hops through the air and tries to clip Sora
                in passing.  A fairly short-range attack, but it's rather fast
                and cools down quickly.  Sometimes the Large Body will do two
                or more of these attacks in rapid succession.
            Earthquake - The Large Body jumps straight up and then plops back
                down to the ground.  Regardless of where you are on the battle-
                field, Sora will take damage unless you're in the air when the
                attack hits.  You can dodge-roll the attack but it's easier to
                avoid by jumping.

    "A rotund Heartless.

     The Large Body repels frontal attacks with its jiggly belly.

     Sometimes it throws its weight around and shakes the ground, so jumping is
     key."

    Unless you're horrifically low on HP and end up fighting more than one of
these Heartless, Large Body enemies are more annoying than a threat.  Fighting
them becomes easier as you ascend the castle and gain access to sleights and
spells.  They typically have large amounts of HP that must be whittled down,
plus having to maneuver around for a back attack can be really annoying, but
otherwise the Large Body is a straightforward opponent.  Dodge-roll behind the
Heartless and unleash a combo, though be warned that they tend to turn fairly
quickly.  At higher levels, you can bulldoze through them with any number of
powerful sleights.
_______________________________________________________________________________
RED NOCTURNE                                                               4/35

Weakness:   Ice
Absorbs:    Fire
Nullifies:  None
Threat:     Low
Drop:       Red Nocturne enemy card, map cards
Appears in: Traverse Town, Olympus Coliseum, Wonderland, Castle Oblivion
Attacks:    Fire - The Heartless version of Sora's basic Fire spell.

    "A magic-wielding Heartless that drifts through the air.  It's flighty and
     hard to hit.

     The Red Nocture[sic] attacks with Fire from a distance, and absorbs Fire
     damage."

    Flighty it may be, but hard to hit it is not.  Red Nocturnes tend to appear
in packs; pairs on the first floor, whole swarms on the later floors.  They're
stuck with one laughable attack, however, as well as the curse of low HP.  Sora
can easily clip them with midair combos; sleights such as Blitz, Ragnarok, or
Judgment also work well.  Red Nocturnes can also be lured down to the ground
for ground-based sleights, and they'll automatically collapse to the ground
when card broken.  All in all not too much of a challenge even in large swarms.
_______________________________________________________________________________
BLUE RHAPSODY                                                              5/35

Weakness:   Fire
Absorbs:    Ice
Nullifies:  None
Threat:     Low
Drop:       Blue Rhapsody enemy card, map cards
Appears in: Traverse Town, Olympus Coliseum, Castle Oblivion
Attacks:    Blizzard - The Heartless version of Sora's basic Blizzard spell.

    "A magic-wielding Heartless that drifts through the air.

     The Blue Rhapsody attacks with Blizzard once it's close enough, and
     absorbs Blizzard damage."

    The Ice version of the Red Nocturne, and with its associated strengths and
weaknesses.  They also tend to appear in large hunting packs, but their Ice
elemental affinity makes them very weak against such delicious sleights as Mega
Flare.  Basically, any non-elemental tactic that you use against Red Nocturnes
will also work against Blue Rhapsodies.
_______________________________________________________________________________
YELLOW OPERA                                                               6/35

Weakness:   Fire, Ice
Absorbs:    Thunder
Nullifies:  None
Threat:     Low
Drop:       Yellow Opera enemy card, map cards
Appears in: Agrabah, Monstro, Castle Oblivion
Attacks:    Thunder - The Heartless version of Sora's basic Thunder spell.
            Spark Dive - The Yellow Opera charges itself up with lightning and
                then pinwheels through the air for a short distance, aiming
                itself at Sora.  Although limited in range and easy to break,
                this attack is quite fast.

    "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."

    The Yellow Opera combines the worst of its Red and Blue cousins - that is,
it has both of their weaknesses with none of their resistances.  It gets a new
attack by way of compensation.  You'll see the Spark Dive coming before it hits
and shouldn't have any trouble dodging it.  Otherwise, just take the fight to
the annoying little hoversacks.
_______________________________________________________________________________
GREEN REQUIEM                                                              7/35

Weakness:   None
Absorbs:    Fire, Blizzard, Thunder
Nullifies:  None
Threat:     None when alone, Medium-Low in packs
Drop:       Green Requiem enemy card, map cards
Appears in: Agrabah, Monstro, Castle Oblivion
Attacks:    Cure - The Heartless version of Sora's basic Cure spell, but the
                Green Requiem can also use it on other Heartless.

    "A magic-wielding Heartless that drifts through the air.  It doesn't
     attack, but it can cast Cure to heal other Heartless.

     The Green Requiem is slow, but its immunity to magic attacks makes it
     tough to squash."

    Although it can't attack, the Green Requiem has this annoying habit of
healing other Heartless (or itself) at the most inconvenient times.  It resists
all of the three basic elemental spells; however, the tier two spells (Gravity,
Aero, Stop) all work normally against it.  Like its cousins, it has a health
problem.  What's really annoying is how Green Requiems tend to show up in packs
even while other Heartless are around.  If you have high-valued cards, save the
Green Requiems for last.  If not, taking them out should be your first priority
in most battles.
_______________________________________________________________________________
POWERWILD                                                                  8/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Powerwild enemy card, map cards
Appears in: Olympus Coliseum
Attacks:    Leapfrog - The Powerwild bounds through the air and hits anything
                in its path.  This move has medium range and decent speed, so
                try and use a high-valued card before you're attacked.
            Sliding Kick - The Powerwild slides along the ground, kicking Sora
                if he's in the way.  This attack hits strictly along the
                horizontal plane and is slightly faster than the Leapfrog but
                has a smaller hit box.

    "A simian Heartless that excels at jumping.

     It has destructive instincts and attacks with punches and sliding kicks."

    Not too difficult in Sora's story.  Powerwilds appear in swarms, but they
don't have any attacks that extend for more than a third of the screen.  At
medium range, you can easily see any attack coming your way and react to it.
Breaking a Powerwild's attack when it's right next to you gives you a free
chain opportunity.  And even in packs, Powerwilds don't attack in close enough
succession to cause any real alarm.
_______________________________________________________________________________
BOUNCYWILD                                                                 9/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Bouncywild enemy card, map cards
Appears in: Agrabah
Attacks:    Peel Slip - The Bouncywild throws a banana peel off its tail and
                into your path, where it stays for a few seconds.  The banana
                peel itself doesn't do any damage, but if you step on it you'll
                slip and be left defenseless for a moment while Sora rolls.
            Chuck Wagon - The Bouncywild throws something across the screen at
                Sora.  Whatever it is travels fast, though it doesn't really
                hit hard.  This move has full battleground range, so watch for
                it when you're facing a swarm of Bouncywilds.

    "A simian Heartless.

     It teases its enemies and throws banana peels from far away.  Be careful
     not to slip!"

    Also residents of Olympus Coliseum, Bouncywild Heartless often crop up with
Powerwilds.  They're more dangerous from afar than close up since their only
damaging attack hits from across the screen.  Both attacks suffer from a high
windup delay, though, so if you want to fight Bouncywilds effectively the best
way is to stick close and pound them.
_______________________________________________________________________________
AIR SOLDIER                                                               10/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium
Drop:       Air Soldier enemy card, map cards
Appears in: Agrabah, Monstro, Twilight Town
Attacks:    Dive Bomb - The Air Soldier dives down from the sky and rams into
                Sora feetfirst.  A fairly quick attack, its damage goes up with
                the number of floors that you ascend.  It has about a fourth of
                the screen's length in range.
            Shoryuken - The Air Soldier attacks upwards this time.  This attack
                knocks Sora into the air upon contact, which leaves you unable
                to act for a moment.  It has less range than the Dive Bomb but
                hits much faster, making it the deadlier of the Air Soldier's
                attacks.

    "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."

    Air Soldiers appear as nuisances in the first world card set.  In Twilight
Town, they show up in packs and can quickly make life miserable for Sora.  Air
Soldiers attack fairly rapidly, often hover out of reach for most sleights, and
move quickly enough to evade you when they want to.  They tend to have medium
HP pools, which allows a powerful enough sleight such as Mega Flare to wipe
them out en masse.  Basically, they'll get reamed by any sleight that hits
airborne enemies.  Going head-to-head is not recommended against Air Soldiers
if you have sleights that can serve the same purpose.
_______________________________________________________________________________
BANDIT                                                                    11/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Bandit enemy card, map cards
Appears in: Agrabah
Attacks:    Side Slash - Like a Keyblade attack, the Bandit swings its scimitar
                through the air and tries to hit something.  It has the same
                range and speed as a Keyblade attack.  Bandits do not spam this
                move in rapid succession.
            Blitz - The Bandit somersaults through the air spinning its blade
                like mad.  If the Bandit lands on you, you'll take a single hit
                while it flips backwards.  This attack has excellent range, but
                can be seen coming from a mile away.  The Bandit will bounce
                again if the initial attack misses.

    "A Heartless that mainly appears in Agrabah.

     The Bandit deftly wields the scimitar it carries, and should be approached
     cautiously."

    In big packs, Bandits can make your life miserable.  In one on one battles,
though, you can pick them off.  They amble around slowly and are fairly easy to
outmaneuver, plus I haven't seen them use any card higher than a 2.  Bandits
attack often, but are poor judges of distance and aim.  Sleights such as Blitz
or Sonic Raid work well against them.
_______________________________________________________________________________
FAT BANDIT                                                                12/35

Weakness:   None
Absorbs:    None
Nullifies:  Frontal physical attacks
Threat:     Medium
Drop:       Fat Bandit enemy card, map cards
Appears in: Agrabah
Attacks:    Fire - The Heartless version of Sora's basic Fire spell.
            Leap - The Fat Bandit gathers itself and hurls its body through the
                air.  Since momentum is always conserved, Sora is going to take
                damage if he gets hit.  In terms of speed and range this move
                is very similar to the Large Body's Leap.
            Earthquake - Another move that the Fat Bandit ripped off the Large
                Body.  The Fat Bandit jumps straight up and then comes down,
                dealing damage if Sora is on the ground.  It takes a fairly
                long time to land, so this attack can be avoided by a jump of
                your own.

    "A Heartless that mainly appears in Agrabah.

     The Fat Bandit repels frontal attacks with its jiggly belly and spits
     fireballs."

    Another one of those annoying but not truly dangerous enemies, unless you
happen to face them in packs while you're dangerously underleveled.  The Fat
Bandit is pretty much the Large Body plus an extra Fire attack.  Therefore, it
makes sense to approach them the same way; dodge-roll behind them and then pull
a combo attack, or just use a strong sleight to punch right through their
defenses.  Large Body Heartless have high HP pools, so fighting them might take
some time and patience, but the experience reward is correspondingly high.
_______________________________________________________________________________
BARREL SPIDER                                                             13/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium
Drop:       Barrel Spider enemy card, map cards
Appears in: Any world with barrels (Agrabah, Monstro, Olympus Coliseum, Never
                Land, Twilight Town, Destiny Islands)
Attacks:    Kamikaze - The Barrel Spider has only one attack.  It throws itself
                into a skid and barrels at Sora (no pun intended); once in
                range, it blows itself up and knocks off a sizable chunk of HP.
                You can interrupt this attack via card break.

    "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."

    Barrel Spiders can be immensely annoying when you're trying to pick up
something by bashing a barrel open.  Rather than finding the item in question,
Sora gets launched into a fight.  Barrel Spiders show up in packs, and never
with any other Heartless.  The Kamikaze attack destroys the Barrel Spider that
uses it so long as the attack isn't broken; however, you earn no experience for
a Barrel Spider that self-destructs, plus the attack hurts.  Barrel Spiders
only use cards with a value of 4 and have moderate HP.  Personally, I find that
dealing with them becomes easier at the upper floors once you have access to
your best sleights.
_______________________________________________________________________________
SEARCH GHOST                                                              14/35

Weakness:   None
Absorbs:    HP whenever it attacks
Nullifies:  None
Threat:     Medium-Low
Drop:       Search Ghost enemy card
Appears in: Halloween Town, Monstro, Atlantica
Attacks:    Drain - The Search Ghost extends its kid gloves, which ... detach
                themselves from its arms and reach for Sora.  Get hit by the
                attack and not only do you lose some HP, but the Search Ghost
                gains some.  The Search Ghost emits a distinct whistle when it
                attacks, so you'll know that Drain is coming.  However, it has
                a surprisingly high range and decent speed, so watch out for it
                nonetheless.

    "A spooky Heartless.

     The Search Ghost can warp out of harm's way and absorb its enemies' HP,
     making it a tough opponent."

    Search Ghosts aren't tough by any definition of the word if you stick close
and keep pounding them.  In an on-and-off, hit-and-run type of battle, however,
they're the worst opponents you can get.  Every time the Search Ghost hits you,
it gains about half the damage that it dealt you back as HP.  For this reason,
you want to defeat them quickly and not end up suckered into a protracted fight
where Drain can be used to full effectiveness.  Luckily, Search Ghosts aren't
that hard to defeat: they only have one attack, usually stick to low-valued
cards, and don't sport big HP pools.
_______________________________________________________________________________
SEA NEON                                                                  15/35

Weakness:   Thunder
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Sea Neon enemy card
Appears in: Atlantica
Attacks:    Hood Ram - The Sea Neon torpedoes forward and tries to hit Sora
                with its head.  This attack has about half-screen range and is
                surprisingly fast, but can be easily dodged by moving either up
                or down.  Does moderate damage.
            Tentacle Flail - The Sea Neon swims forward flailing its tentacles.
                Despite its appearance, this attack hits only once.  It has
                slightly less range and speed than the Hood Ram but does about
                the same damage.

    "A jellyfish-like Heartless.

     It might look laid back, but the Sea Neon's long tentacles can propel it
     toward enemies for a ferocious attack."

    The Sea Neon is the only enemy in Atlantica weak against Thunder, which
stuns it.  Seeing as how it may also be the easiest enemy to handle on its own,
your interests are best served by discarding your lightning-based cards in
Atlantica.  Sea Neons pose little threat unless you run into a swarm of them,
where it can be annoying to fight the buggers as they attack from all sides at
once.  They tend to use low-valued cards, so you can run over them if you have
the proper cards or sleights.
_______________________________________________________________________________
SCREWDIVER                                                                16/35

Weakness:   None
Absorbs:    Thunder
Nullifies:  None
Threat:     Medium-Low
Drop:       Screwdiver enemy card, map cards
Appears in: Atlantica
Attacks:    Depth Charge - The Screwdiver rises up in the water, then dives
                down and tries to impale Sora with its lance.  The dive itself
                comes out quickly, but the signature rising motion gives you
                plenty of time to anticipate the attack.  This attack can track
                Sora to a degree.
            Water Whirl - The Screwdiver spins its lance in all directions.  As
                the description implies, this attack hits all around in a semi-
                wide radius.  Its faster than the Depth Charge but loses range
                as the cost.

    "A Heartless that likes to team up with the Aquatank.

     It attacks with a spear or charges its enemies."

    The Screwdiver is armed with a long spear and a bad temper along with an
ability to absorb lightning.  It's moderately fast, but suffers from mediocre
HP and seems to be perpetually stuck with card values of 1 and 2.  Between its
two attacks, neither are notably dangerous in terms of damage or speed.
Screwdivers tend to show up either in pairs or alone with an Aquatank.  They
might be slightly more formidable than Sea Neons but otherwise shouldn't cause
any loss of sleep.
_______________________________________________________________________________
AQUATANK                                                                  17/35

Weakness:   None
Absorbs:    Thunder
Nullifies:  None
Threat:     Medium
Drop:       Aquatank enemy card
Appears in: Atlantica
Attacks:    Thundara - The Heartless version of Sora's Thundara sleight, but
                minus the damage and the whole-screen coverage.  Still lights
                up an awfully large portion of the screen.
            Chaos Drive - The Aquatank spins around crazily in a wide area.  It
                can hit Sora more than once with this attack, which is decently
                fast and cover a large amount of space.  This is probably the
                deadlier of the two attacks since it lasts longer and can hit
                multiple times.

    "A fish-like Heartless that lazily wanders the sea.

     The Aquatank attacks with Thunder or by whirling its sizable body around."

    Aquatanks don't show up in pairs; if anything, they appear when Screwdivers
are around.  Even when single, however, they can still be troublesome thanks to
their high HP pools and tendency to bust out high-valued cards right when you
least expect them to.  The highest I've seen is a 7.  Aquatank attacks also
cover a lot of area, but they're slow enough to where you can safely dodge-roll
out of the way.  The best way to take them is using a powerful sleight, but
repeated combo attacks also work.
_______________________________________________________________________________
WIGHT KNIGHT                                                              18/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Wight Knight enemy card, map cards
Appears in: Halloween Town
Attacks:    Grasp - The Wight Knight reaches forward and tries to grab Sora.
                This attack has good range but a fairly long windup delay, so
                you'll see it coming before it hits.
            Spooky Spin - The Wight Knight wraps its long arms around itself,
                then spins and allows its arms to unravel.  This attack hits
                all around the Wight Knight and has about the same range as
                the Grasp.  It's slightly slower, plus the arm spinning move is
                very distinctive and easy to pick out in a fight.

    "A Heartless that calls Halloween Town its main haunt.

     The Wight Knight's long appendages make it dangerous to approach."

    The Wight Knight belongs in the large category of generic Heartless enemies
that pose little threat except when encountered in force.  They sometimes show
up in big packs or with lots of other Heartless, but even so you should have
little trouble dealing with them unless you're severely underleveled.  They
mostly use low-valued cards.  As the game suggests, it's best to attack from a
distance, but it really doesn't matter in the long run since they're so easy to
defeat anyways.
_______________________________________________________________________________
GARGOYLE                                                                  19/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium
Drop:       Gargoyle enemy card, map cards
Appears in: Halloween Town, Hollow Bastion
Attacks:    Wing Slash - The Gargoyle dives downwards at an angle and tries to
                spear Sora with the tips of its wings.  You'll know that it's
                coming when it suddenly rises into the air.  Decent speed and
                range, so watch out for it.
            Fire - Another Heartless rendition of Sora's Fire spell.  This one
                comes out quite fast.

    "A winged Heartless that mainly appears in Halloween Town.

     It pelts its stunned opponents with fireballs."

    The Gargoyle has a medium HP pool and fairly decent speed when it can be
bothered to use it.  They usually appear in pairs and can become a nuisance due
to their incessant flying.  The Gargoyle only has two attacks, but they're both
quite fast and can start to add up if you take too many hits.  Go take them out
first if you're not up against any higher threats.
_______________________________________________________________________________
PIRATE                                                                    20/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium
Drop:       Pirate enemy card, map cards
Appears in: Never Land
Attacks:    Renzokuken - The Pirate drives forward with a barrage of sword
                strikes. (Actually, now that I take a closer look, it's really
                just a pair of fast attacks.) Renzokuken can be tricky to card
                break, plus you'll lose a ton of HP if you're swarmed by a pack
                of Pirates spamming this attack.  Pirates tend mostly to pull
                this move at close range.
            Cross-Slash - The Pirate's sword glints for a moment before it lets
                loose a single, mighty chop.  If Sora takes the hit, he'll be
                stunned for a few moments - so try not to get hit.  Watch for
                the telltale glint and avoid it at all costs.

    "A Heartless that mostly sticks to Never Land.

     A skilled swordsman, the Pirate can knock its enemies out cold and then
     finish them off with a vicious combo.  If its sword flashes, watch out!"

    Pirates have fairly low HP pools, plus they move as though stuck in a swamp
of molasses.  However, they do have an annoying tendency to appear in packs,
plus their sword moves are nothing to sneeze at.  Both are deadly in terms of
the potential HP that they can knock off Sora.  Sleights of mass destruction
work best against Pirate swarms, though outmaneuvering them with hit-and-run
tactics also works well.
_______________________________________________________________________________
AIR PIRATE                                                                21/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium
Drop:       Air Pirate enemy card, map cards
Appears in: Never Land
Attacks:    Shoryuken - The Air Soldier rises violently off the ground with a
                punch and tries to clip Sora as it does so.  Take this hit and
                you'll be knocked into the air, unable to act while reeling.
                Although it suffers from range problems, the attack is quite
                fast and hard to predict.
            Dead Drop - This time, the Air Soldier attacks from above with a
                powerful punch.  You'll know that it's coming when you see a
                distinctive glint right before the Air Soldier dives.  The Dead
                Drop is quite fast once it starts up, so be ready to dodge it
                at any moment.

    "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."

    The Air Pirate has more HP and moves faster than its grounded counterpart.
However, they also don't show up in big crowds.  While you can't outrun them,
they won't try to outrun you.  The usual tactics against airborne enemies apply
to the Air Pirate, such as card breaking and then unleashing a powerful sleight
attack.  Watch out for the Shoryuken, as it leaves you unable to act after
impact and as such is probably more dangerous than the Dead Drop.
_______________________________________________________________________________
DARKBALL                                                                  22/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-High
Drop:       Darkball enemy card, map cards
Appears in: Atlantica, Hollow Bastion, Never Land, Destiny Islands, Castle
            Oblivion
Attacks:    Chaos Drive - The Darkball spins around crazily in all directions,
                hitting whatever it touches.  It's fast and unpredictable but
                has a restricted range.  The best way to counter this attack is
                to stay out of the Darkball's range while you can.
            Bite - The Darkball zooms forward and tries to bite Sora en route.
                This move hits once and covers a significant portion of the
                battlefield at a quick pace.  Like the Chaos Drive, the Bite is
                an attack with a low windup and cooldown delay.

    "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."

    This obnoxious enemy shows up in almost every world after Sora picks up his
second world card set.  It flies, it flies quickly, it has a fairly high HP
pool, and it comes armed with two annoying attacks.  On the positive side, you
won't ever run into more than a pair of these enemies at the same time.  It's
suggested that you destroy Darkballs with powerful sleights, but whittling them
down with Keyblades also works.  Note that they'll use moderate value cards,
going possibly up to 6 when they attack.
_______________________________________________________________________________
DEFENDER                                                                  23/35

Weakness:   None
Absorbs:    None
Nullifies:  Frontal physical and Fire/Ice attacks
Threat:     High
Drop:       Defender enemy card
Appears in: Hollow Bastion, Castle Oblivion
Attacks:    Knockershield - The Defender tries to punch Sora with its shield.
                This move has surprisingly high range, but it also has a small
                windup delay so you should be able to see it coming.  Not much
                vertical reach.  There's also a slight cooldown delay at the
                end.  Defenders tend to use this move when up close.
            Fire - Yet another Heartless who learned the Fire spell.  This
                particular version doesn't track at all; instead it flies in a
                straight line from where it was launched, making it easy to
                avoid.  The Defender uses this move when far away.

    "A Heartless that primarily resides in Hollow Bastion.

     Its shield stops head-on physical and magical attacks, and can launch
     fireballs.

     The Defender is also a skilled card user, and will break the cards of
     unprepared opponents."

    Very, very annoying opponents to deal with.  Defenders show up in ones and
twos, but wiping them out can be a pain during big battles.  Not only do they
deflect frontal physical attacks, their shields can also guard against certain
spells.  Up close, they have a potentially dangerous attack, so it's best to
fight from a distance if you can.  As usual with these enemies, dodge-roll to
end up behind them and then unleash your offensive.  Defenders only use cards
of values 1, 5, and 9, and they'll use the 9 cards often enough.
_______________________________________________________________________________
WYVERN                                                                    24/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-High
Drop:       Wyvern enemy card, map cards
Appears in: Hollow Bastion, Castle Oblivion
Attacks:    Crash Test - The Wyvern skims forward over the ground and rams into
                Sora, hard.  This move covers the whole battleground and covers
                it fast.  Either dodge-roll through it or just move vertically
                to avoid the attack.  It has little windup or cooldown delay,
                making it especially hard to predict.  Hits once for medium
                damage.
            Kick Party - The Wyvern swoops down to hover near Sora, upon which
                it unleashes a storm of kicks.  This attack hits repeatedly for
                major damage and is made worse since it can't be broken once it
                connects.  To top off its destructive capabilities, the attack
                comes out and homes in quickly.

    "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."

    Wyverns take a lot of patience to deal with, especially when more than one
shows up.  Repeated spamming of Kick Party will rapidly drain your HP bar if
you're ever caught in that unfortunate situation.  Wyverns have moderate HP,
but attack quickly and are somewhat difficult to predict.  The highest card
that they'll use is a 5, which allows you to tear through them with 6 Ars
Arcanum, a tactic that should be used often.  If they can spam a repeating
attack, you ought to have no compunction against doing likewise, right?
_______________________________________________________________________________
WIZARD                                                                    25/35

Weakness:   None
Absorbs:    Fire, Blizzard, Thunder
Nullifies:  Gravity, Stop
Threat:     Medium-High
Drop:       Wizard enemy card, map cards
Appears in: Hollow Bastion, Castle Oblivion
Attacks:    Fire - The Heartless version of Sora's Fire spell.  The Wizard's
                particular variation has got to be the lamest ever.
            Blizzard - The Heartless version of Sora's Blizzard spell.  In this
                case, a slower version that doesn't track as well.
            Thundara - The Heartless version of Sora's Thundara sleight, except
                that it hits only in front of the Wizard instead of the entire
                screen.

    "A Heartless proficient in magic.

     The Wizard is a formidable opponent that attacks with high-level Fire,
     Blizzard, and Thunder spells."

    Immune to every type of magic except wind, Wizards make life miserable for
spell users.  They attack often and can take a few hits before going down.  On
the other hand, they're very vulnerable to physical attacks if you can slip
them in on a consistent basis.  And ignore that high-level spell business, I've
only ever seen them use Thundara as a high-level spell.  Wizard card values can
(and often will) go as high as 7.
_______________________________________________________________________________
NEOSHADOW                                                                 26/35

Weakness:   None
Absorbs:    None
Nullifies:  Everything when submerged
Threat:     High
Drop:       Neoshadow enemy card, map cards
Appears in: Castle Oblivion
Attacks:    Rage Run - The Neoshadow jumps forward.  If it clips Sora, you lose
                a chunk of HP and are sent reeling.  This attack has good range
                and speed but suffers from a slight windup delay, just small
                enough that you can react.  Neoshadows tend to use this attack
                when they've been above ground for some time.
            Shadow Dance - The Neoshadow rises up and flings itself into a
                spinning mass of shadow aimed in Sora's general direction.  The
                attack itself has full battlefield range but only hits once as
                it ends if Sora takes a hit.  It's slightly slower than the
                Rage Run but still easily the more deadly of the two attacks
                due to its nearly negligible windup delay.  Neoshadows tend to
                use this attack right as they pop out of the ground.

    "A nimble Heartless that swims through the shadows."

    Whereas Shadows got threat ratings of Very Low, the Neoshadow earns a well-
deserved High threat rating.  They're fast, aggressive, and have only slightly
less HP than Defenders on a comparable level.  They use cards whose values go
as high as 8, and they use those cards often.  Not only that, Neoshadows can
sink into the floor where they remain immune to any attack.  You'll quickly
find that Neoshadows are typically either attacking or moving around in the
floor, but they're always doing something.  Bring along your strongest sleights
and any enemy cards you feel are necessary for fighting Neoshadows.  Since as
many as three can appear at a time, multi-target sleights such as Mega Flare or
Trinity Limit work fairly well.
_______________________________________________________________________________
WHITE MUSHROOM                                                            27/35

Weakness:   Physical attacks
Absorbs:    All spells
Nullifies:  None
Threat:     None
Drop:       White Mushroom enemy card, map cards
Appears in: White rooms
Attacks:    None

    "A Heartless with an unusual affinity for people.

     The White Mushroom never attacks, and may even reward someone who comes to
     its aid."

    White Mushrooms only show up in White Rooms, and are ideal if you need a
break from constant fighting.  They'll show up anywhere from one to a whole
bunch at a time, but you are advised to handle them one at a time.  The White
Mushroom will indicate that it needs help and wants a specific spell cast on it
depending on what it does:

    If it fans itself, cast Blizzard to cool it down.
    If it shivers, cast Fire to warm it up.
    If a light bulb hovers over its head, cast Thunder to give it an idea.

    Note that if you hit the White Mushroom with anything other than the spell
it asks for (this includes physical attacks), it will leave the battle and drop
nothing.  White Mushrooms don't start using the higher-level spell requests
until the higher floors.  Upon helping the White Mushroom out three times, it
will drop health balls, experience balls, and very often a premium bonus.

    Update: MAJOR thanks to uncoventional_evolution, who notified me that you
can substitute Keyblades of the appropriate element in place of spells (i.e.,
Diamond Dust in place of Blizzard or OWA in place of Fire).  This should make
dealing with White Mushrooms much, much easier.
_______________________________________________________________________________
BLACK FUNGUS                                                              28/35

Weakness:   None
Absorbs:    None
Nullifies:  All attacks when invulnerable
Threat:     Medium
Drop:       Black Fungus enemy card, map cards
Appears in: Black rooms
Attacks:    Black Wave - The Black Fungus tries to slap Sora at point-blank
                range.  Personally, I wouldn't worry too much about this attack
                since it has almost no range and is over in a flash.  They'll
                try to use it if you're stunned, however.
            Gas Vent - The Black Fungus vents gas out along its sides.  Short
                ranged but fast, so learn to watch out for it.  If it hits you,
                you'll end up stunned for some time.

    "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 ..."

    Black Funguses appear solely in Black Rooms and can be rewarding to poach.
Like White Mushrooms, they'll show up in any size group from alone to a whole
pack.  Fighting a group of Black Funguses can be tricky, especially if your
deck isn't properly geared for the task.  While their attacks aren't exactly
outstanding, they can turn invincible for a time, which is denoted when their
normally black bodies become pale white.  In this mode, no attack available to
you will injure it.  You'll have to wait until it changes modes again to attack
it.  Black Funguses only use cards of value 7, so prepare accordingly.  And
unlike White Mushrooms, they don't drop any more Premium bonuses than normal.
_______________________________________________________________________________
CREEPER PLANT                                                             29/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium
Drop:       Creeper Plant enemy card, map cards
Appears in: Halloween Town, Wonderland, Destiny Islands
Attacks:    Root Shoot - The Creeper Plant attacks from below by sending its
                roots spiking upwards.  To my experience, this attack rarely
                hits but instead causes Sora to slip.  Medium to long range,
                fairly fast, but easy to predict - it'll always appear directly
                beneath Sora.
            Seed Volley - The Creeper Plant repeatedly spits seeds towards you.
                This attack hits mostly along the horizontal plane with a small
                deflection in the vertical direction.  It has almost whole
                screen range, so watch out for it.  You can dodge-roll through
                the attack easily enough, however.

    "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."

    Creeper Plants tend to show up in small gardens.  While they don't have
particularly notable stats in HP, speed, or aggression, having to deal with a
large crowd of them can become difficult, especially if other Heartless are
also around.  Creeper Plants often use cards ranging from values of 6 to 1, and
they can hit you from any location on the screen.  Powerful sleights that hit
the whole screen or at least a large portion of it will quickly weed these
enemies out.
_______________________________________________________________________________
TORNADO STEP                                                              30/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Tornado Step enemy card, map cards
Appears in: Monstro, Atlantica, Hollow Bastion, Destiny Islands
Attacks:    Hammer Blow - The Tornado Step does a two-arm overhead bash.  Short
                ranged but fast, you have a moment to dodge-roll it before it
                hits.  Otherwise it's not a very noteworthy attack.
            Flail - The Tornado Step flies across the screen swinging its arms
                wildly.  This attack has whole screen range, thus it tends to
                appear when the Tornado Step is far away.  This makes it easy
                to dodge or break.

    "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."

    Tornado Steps, while present in several worlds, tend to attract little
attention since they fall into the generic, easily handled Heartless category.
They have low to moderate HP pools and use low-valued cards, plus their AI is
apparently at fault since their attacks are easily countered.  About the only
threat they present is when they suddenly appear in large packs right as you
take on another Heartless.
_______________________________________________________________________________
CRESCENDO                                                                 31/35

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Crescendo enemy card
Appears in: Wonderland, Never Land, Destiny Islands
Attacks:    Cure - The Heartless version of Sora's Cure spell.  The Crescendo
                can use it to heal itself or other Heartless.
            Panic Honk - The Crescendo starts honking continuously; if it
                finishes without interruption, another Heartless shows up and
                joins the battle.  I've only ever seen Soldier Heartless appear
                at these calls, but they might also summon others.  Break this
                call if you can, don't worry about it if you can't.

    "A hopping, horn-like Heartless.

     It's a bothersome foe that can honk and call other Heartless."

    Crescendos are support enemies, not fighters themselves.  They'll call for
other Heartless and heal their allies when you're not looking, but they don't
attack themselves.  They typically use mid-range card values (i.e., 4 to 6).
Take them out when you can; otherwise, just keep breaking their healing and
Panic Honk summons.  On a final note, Crescendos move slowly but tend to show
up in crowds at a time.
_______________________________________________________________________________
GUARD ARMOR                                                               32/35

    "A Heartless that haunts Traverse Town.

     It appeared when the bells rang to wreak havoc on the town."

    See the Guard Armor section in Traverse Town for more details, since I'd
rather not repeat something that's already mentioned elsewhere in a more
appropriate location.
_______________________________________________________________________________
PARASITE CAGE                                                             33/35

    "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 getting gobbled up by
     it."

    See the Parasite Cage section in Monstro for more details.
_______________________________________________________________________________
TRICKMASTER                                                               34/35

    "The Heartless in Wonderland that stole the Queen of Hearts's memory.

     Victims of memory theft don't even remember what it is they forgot."

    See the Trickmaster section in Wonderland for more details.
_______________________________________________________________________________
DARKSIDE                                                                  35/35

    "The Heartless that attacked Sora's home, Destiny Islands.

     Sora fought valiantly to protect the islands and his memories there."

    See the Darkside section in Destiny Islands for more details.

===============================================================================
-------------------------------------------------------------------------------
SORA'S CARD MECHANICS                                    code: deckconstruction
-------------------------------------------------------------------------------
===============================================================================

    This section explains everything you ever needed to know about Sora's cards
and how to use them.  I've copied down the cards as they are ordered in the
game, along with their detailed statistics, the game's notes, and my own
commentary on them.  CP costs are included; see the Premium bonus section for
information on how a Premium bonus changes a card's CP cost.  Card attributes
are graded in the game by a letter scale, which works as

* > A > B+ > B > C+ > C > D+ > D

    The further to the left a particular attribute, the better.  Also, Cactus
has reminded me that Sora can only carry up to 975 battle cards; when you max
out, new cards simply don't appear, nor does the game give you a warning.

-------------------------------------------------------------------------------
MOOGLE SHOPS
-------------------------------------------------------------------------------

    Besides picking up cards from random drops, battle prizes, or from Bounty
rooms, the Moogle Shop will be your main source of cards.  At the Shop, these
deceptively adorable little creampuffs will proceed to scam you out - er, I
mean, trade you cards for Moogle points (the red balls that are random drops in
the room, if you haven't already figured out).  Moogles will also buy unneeded
cards for Moogle points, but at a reduced price compared to what you would have
to pay for them.

    The shop doesn't let you buy specific cards.  Instead, you may choose to
buy card packs.  Moogles will offer you four categories, those being Attack
cards, Magic cards, Item cards, or a combination of all three, respectively.  A
deck always contains five cards and there's a fair chance that you'll be able
to pick up premium versions of cards from any given booster pack.  A more
expensive deck gives you a higher PROBABILITY of getting better cards, but you
may find yourself purchasing a number of booster packs before finding that card
you want.  Remember that you can always synthesize two Teeming Darkness rooms
next to each other, clear them out, and then harvest them for Moogle points if
you run short.  Yeah, the Moogles cheat you, so treat them accordingly.  About
the only redeeming quality of Moogle Shops is that every time you synthesize a
new one and visit it, you'll receive a free booster pack of five cards.

    Each time you enter a new shop, each category of booster sets will have up
to four packs available for your choosing.  You'll note if you visit these
shops often enough that they're bound by different straps; this isn't an
aesthetic touch, as the type of strap denotes the rarity of the cards that it
holds.  To summarize, consider:

CP Table
-------------------------------------------------
Attack Deck | Magic Deck | Item Deck | Combo Deck
-------------------------------------------------
   100 MP   |   200 MP   |  150 MP   |  150 MP
   200 MP   |   250 MP   |  200 MP   |  200 MP
   300 MP   |   270 MP   |  300 MP   |  300 MP
   500 MP   |   300 MP   |  350 MP   |  400 MP

Card Rarity
----------------------------------
Strap Type | Rarity | Availability
----------------------------------
   Leaf    |   C    | 1-3F
Brown Belt |   B    | 2-11F
Black Belt |   A    | 7-13F
  Moogle   |   *    | 11-13F

    Thanks to a copy of the Chain of Memories Ultimania guide, I now have
probability tables for all the stuff that goes in the Moogle shops.  In other
words, these are the chances that you'll pick up a particular card in the pack
that you pick, with the first pack being the least expensive and the fourth
being the most.  In general, more expensive packs yield superior cards and more
Premium versions of those cards.  For example, you'd have to buy the most
expensive attack or combo deck to have even a slim chance of picking up Ultima
Weapon.  I'm quite suspicious of Ultimania's data given my own experience with
the game (contrast Aero against the other tier-two spells, for example, and I
have definitely amassed Kingdom Keys via Moogle booster decks), but without
solid evidence either one way or another I'll list it as is.

-----------------------------------------------------
       CARD       | Pack 1 | Pack 2 | Pack 3 | Pack 4
-----------------------------------------------------
Kingdom Key       |   0%   |   0%   |   0%   |   0%
-----------------------------------------------------
Three Wishes      |  20%   |  14%   |   4%   |   4%
-----------------------------------------------------
Crabclaw          |  20%   |  14%   |   4%   |   4%
-----------------------------------------------------
Pumpkinhead       |  20%   |  14%   |   4%   |   4%
-----------------------------------------------------
Fairy Harp        |  20%   |  14%   |   4%   |   4%
-----------------------------------------------------
Wishing Star      |  20%   |  14%   |   4%   |   4%
-----------------------------------------------------
Spellbinder       |   0%   |   5%   |  10%   |   6%
-----------------------------------------------------
Metal Chocobo     |   0%   |   5%   |  10%   |   6%
-----------------------------------------------------
Olympia           |   0%   |   5%   |  10%   |   6%
-----------------------------------------------------
Lionheart         |   0%   |   5%   |  10%   |   6%
-----------------------------------------------------
Lady Luck         |   0%   |   5%   |  10%   |   6%
-----------------------------------------------------
Divine Rose       |   0%   |   5%   |  10%   |   6%
-----------------------------------------------------
Oathkeeper        |   0%   |   0%   |   5%   |  10%
-----------------------------------------------------
Oblivion          |   0%   |   0%   |   5%   |  10%
-----------------------------------------------------
Diamond Dust      |   0%   |   0%   |   5%   |  10%
-----------------------------------------------------
One-Winged Angel* |   0%   |   0%   |   5%   |  10%
-----------------------------------------------------
Ultima Weapon*    |   0%   |   0%   |   0%   |   4%
-----------------------------------------------------
Total Attack      |  100%  |  100%  |  100%  |  100%
-----------------------------------------------------
* Note: The Ultimania guide had the probability rows for One-Winged Angel and
        Ultima Weapon switched, but I believe that the correct probability is
        the one given here.
-----------------------------------------------------
Fire              |  15%   |  10%   |   5%   |   5%
-----------------------------------------------------
Blizzard          |  15%   |  10%   |   5%   |   5%
-----------------------------------------------------
Thunder           |  15%   |  10%   |   5%   |   5%
-----------------------------------------------------
Cure              |   0%   |   5%   |  10%   |   5%
-----------------------------------------------------
Gravity           |   0%   |   5%   |  10%   |   5%
-----------------------------------------------------
Stop              |   0%   |   5%   |  10%   |   5%
-----------------------------------------------------
Aero              |  10%   |   5%   |   0%   |   0%
-----------------------------------------------------
Simba             |  20%   |   5%   |   5%   |   5%
-----------------------------------------------------
Dumbo             |  10%   |  20%   |   8%   |  10%
-----------------------------------------------------
Bambi             |   0%   |   0%   |   8%   |  10%
-----------------------------------------------------
Mushu             |   0%   |   0%   |   8%   |  10%
-----------------------------------------------------
Genie             |  10%   |  20%   |   8%   |  10%
-----------------------------------------------------
Tinker Bell       |   0%   |   0%   |   8%   |  10%
-----------------------------------------------------
Cloud             |   5%   |   5%   |  10%   |  15%
-----------------------------------------------------
Total Magic       |  100%  |  100%  |  100%  |  100%
-----------------------------------------------------

-----------------------------------------------------
Potion            |  50%   |  40%   |   0%   |   0%
-----------------------------------------------------
Hi-Potion         |  50%   |  40%   |  20%   |  15%
-----------------------------------------------------
Mega-Potion       |   0%   |  10%   |  20%   |  20%
-----------------------------------------------------
Ether             |   0%   |  10%   |  20%   |  20%
-----------------------------------------------------
Mega-Ether        |   0%   |   0%   |  15%   |  20%
-----------------------------------------------------
Elixir            |   0%   |   0%   |  15%   |  15%
-----------------------------------------------------
Megalixir         |   0%   |   0%   |   0%   |  10%
-----------------------------------------------------
Total Item        |  100%  |  100%  |  100%  |  100%
-----------------------------------------------------

    So good luck with that Megalixir/Ultima Weapon deck.  As a last note, the
ever-prolific Ultimania guide (where DO these people get their data from?) also
included probabilities for picking up cards of a certain value.  Unfortunately,
they didn't have data on the likelihood of getting Premium cards.

CARD VALUE TABLE
--------------------
 Value | Probability
--------------------
   0   |     5%
   1   |    15%
   2   |    15%
   3   |    16%
   4   |    14%
   5   |    10%
   6   |    10%
   7   |     6%
   8   |     5%
   9   |     4%
--------------------
 Total |    100%

-------------------------------------------------------------------------------
CARD TYPES
-------------------------------------------------------------------------------

    There are five types of cards: Attack cards used to strike directly with
the Keyblade, Magic cards to paste the opposition with powerful spells, Item
cards to bolster the first two types, Enemy cards to directly enhance Sora's
abilities, and Ally cards which randomly appear to assist you in battle.  Note
that any deck you equip must have at least a single attack card - it's the way
the game prevents you from walking into a boss battle with a deck of Cures. (Of
course, if you're packing attack cards with elements that the boss absorbs, the
result is going to be the same.) Courtesy of Ultimania's guide, I also have the
probability tables of finding these cards whenever Sora smacks the objects in
the room.  Since I can't think of any better place to add them, they're listed
alongside each card (it'd be too awkward trying to cram them all into a table
that wouldn't fit into this document).  For example, there's a 50% chance of
getting a Kingdom Key from an object that you strike in Traverse Town if a card
pops up, while the chance of getting a Lionheart is only 12%.  Next, the chance
of picking up a card from a Bounty chest is listed after the probabilities for
the room objects.  Also, note that you cannot get cards that come from the
Rewards Rooms if you haven't opened that particular room's treasure chest.
However, you can find cards earned from Bounty rooms early, such as Diamond
Dust or Spellbinder.  This was something I observed and was confirmed by Echo
Charlie and Lord Xela.

-----------------------------Attack Cards (17 total)---------------------------

    Unlike Riku, the damage that Sora deals out is determined by the type of
Keyblade that he uses.  Each Keyblade has very exact statistics on what kind of
damage it does in the standard three-attack chain.  The strike damage is the
power that Sora gets on a slashing swing, the thrust damage is the power that
he gets on a straight pushing outward attack, and the combo finisher is the
power that the keychain delivers if it's used to wrap up the attack.  All combo
finishers get a damage bonus of a full letter grade ABOVE the listed power.
Thanks to Echo Charlie for the observation.

    Swing speed, as you might expect, denotes how quickly the Keyblade strike
comes out after pressing the Attack button.  The Element statistic denotes the
affiliation of the Keyblade: neutral, physical, ice, fire, or lightning.  An
enemy struck by a Keyblade that it is strong against will either nullify the
damage or worse yet absorb it.  Neutral breaks all defenses, physical deals
normal damage except when the opponent can guard against it, and the natural
elements are all strong against certain enemies but absorbed by others.  If you
have the misfortune to suffer card break, the Break Recovery statistic lets you
know how quickly you'll recover from the reeling motion.  Finally, the Required
CP stat gives a general idea of the CP cost necessary to use a particular
Keyblade while the MP table tells how much a particular value of that card
sells for.  Note that for the Premium version of a card, the cost is always the
CP cost of the 1 version of that card; also, the Premium version of a card
always sells for ten Moogle Points above the price that the card's value would
normally fetch.
_______________________________________________________________________________
KINGDOM KEY                                                                1/17
Attack:         D                                                     ########
Strike:         D+                                                    #  ||  #
Thrust:         D+                                                    #  ||  #
Combo Finish:   D+                                                    #  ||  #
Swing Speed:    B                                                      ######
Element:        Physical                                                 ||
Break Recovery: B                                                        ||
Required CP:    *                                                        ||
Found In:              Object | Chest                                    ||
    Traverse Town    - 50%    | 10%                                      ||
    Agrabah          - 30%    | X                                        ||
    Olympus Coliseum - 20%    | X                                        ||
    Wonderland       - 30%    | X                                        ||---,
    Monstro          - 30%    | X                                        || _/
    Halloween Town   - 30%    | X                                        ||  \
    Atlantica        - 20%    | X                                        ||---'
    Never Land       - 20%    | X                                        \/
    Hollow Bastion   - 20%    | X
    Twilight Town    - 15%    | X
    Destiny Islands  - 10%    | X
    Castle Oblivion  - 5%     | X

CP Cost Table        MP Resale Table
1 Kingdom Key: 10    4
2 Kingdom Key: 11    4
3 Kingdom Key: 12    4
4 Kingdom Key: 13    4
5 Kingdom Key: 14    4
6 Kingdom Key: 15    6
7 Kingdom Key: 16    6
8 Kingdom Key: 17    6
9 Kingdom Key: 18    6
0 Kingdom Key: 19    6

    "The default weapon.  Not very powerful, but reliable and easy to handle."

    The in-game description really says it all.  Kingdom Key is the cheapest of
the attack cards, easy to use, and dependable.  Lose a break and you'll still
recover with decent speed.  The attack comes out with exactly average speed,
leveling the chances of a break.  Kingdom Key does have some major drawbacks,
however.  First, its attack is physical and in the course of the game you'll
have more than one attack blocked.  And although it does uniform damage through
a whole chain, that damage isn't much to speak of.  If you play a sleight-heavy
deck, then Kingdom Key is the way to go for building many, many sleights.  The
Kingdom Key is especially good for loading up on CP-heavy sleights such as Stun
Impact or Zantetsuken.  Otherwise, change Keyblades as you progress through the
game.
_______________________________________________________________________________
THREE WISHES                                                               2/17
Attack:         C+                                                     )__(
Strike:         C+                                                    //||\\
Thrust:         D+                                                   // || \\
Combo Finish:   B                                                  <(/_/||\_\)>
Swing Speed:    A                                                     ' :: '
Element:        Physical                                                ||\
Break Recovery: B                                                       ||->
Required CP:    A                                                       ||
Found In:     Object | Chest                                            ||
    Agrabah - 20%    | 15%                                              ||
                                                                        ||  _
CP Cost Table         MP Resale Table                                   || |,|
1 Three Wishes: 15    6                                                 ||  \|
2 Three Wishes: 16    6                                                 ||\_//
3 Three Wishes: 17    6                                                 /|\_/
4 Three Wishes: 18    6                                                /^;
5 Three Wishes: 19    6
6 Three Wishes: 20    8
7 Three Wishes: 21    8
8 Three Wishes: 22    8
9 Three Wishes: 23    8
0 Three Wishes: 24    8

    "Obtained in Agrabah.  Fairly strong with a fast swing."

    At low levels, Three Wishes is a fairly useful card, but it loses points on
reliability since its damage varies considerably between strikes.  Still, it's
a fast Keyblade meant to be used aggressively thanks to its relatively low CP
cost and average recovery.  Definitely a step up from the Kingdom Key unless
you're using all sleights or just absolutely short on CP.  If you're using a
mixed bag of Keyblades, Three Wishes works well for the first half of the game
as a combo finisher.
_______________________________________________________________________________
CRABCLAW                                                                   3/17
Attack:         C+                                                      __
Strike:         C                                                      (__)
Thrust:         C                                                      #||#
Combo Finish:   B+                                                    ##||##
Swing Speed:    B                                                    ## || ##
Element:        Physical                                            (#_-||-_#)
Break Recovery: *                                                     -\::/-
Required CP:    B                                                      /||\
Found In:       Object | Chest                                         -||-
    Atlantica - 20%    | 15%                                            ||
                                                                        ||
CP Cost Table     MP Resale Table                                       ||  ##
1 Crabclaw: 20    8                                                     ||### #
2 Crabclaw: 22    8                                                     || ##
3 Crabclaw: 24    8                                                     ||### #
4 Crabclaw: 26    10                                                    ||  ##
5 Crabclaw: 28    10
6 Crabclaw: 30    12
7 Crabclaw: 32    12
8 Crabclaw: 34    12
9 Crabclaw: 36    14
0 Crabclaw: 38    14

    "Obtained in Atlantica.  Easy to handle with an impressive recovery time
after card breaks."

    Crabclaw is a decent card, as it deals consistent damage for a reasonable
CP price.  There are better cards out there, of course, but having one or two
in your arsenal can't hurt.  Its swing speed is only average, but it makes up
for this with its unparalleled recovery after losing a card break.  By the time
you reach Atlantica, you should have enough CP to be able to afford a class B
costing deck.  To sum up, use Crabclaw if you want consistency in your attacks.
Its first two attacks aren't much to speak of but it does have the best combo
finishing attack amongst the class B keyblades.
_______________________________________________________________________________
PUMPKINHEAD                                                                4/17
Attack:         C                                                      (_)
Strike:         C+                                                      #
Thrust:         C+                                                   /  #  \
Combo Finish:   D+                                                  |>  #  <|
Swing Speed:    B                                                   \=\=O=/=/
Element:        Physical                                               -#-
Break Recovery: A                                                       #
Required CP:    A                                                       #
Found In:            Object | Chest                                     #
    Halloween Town - 20%    | 15%                                       #
                                                                        # /=->
CP Cost Table        MP Resale Table                                    # -//
1 Pumpkinhead: 15    6                                                  |--#--O
2 Pumpkinhead: 16    6                                                  # -\\
3 Pumpkinhead: 17    6                                                  # \=->
4 Pumpkinhead: 18    6                                                 /#\
5 Pumpkinhead: 19    6
6 Pumpkinhead: 20    8
7 Pumpkinhead: 21    8
8 Pumpkinhead: 22    8
9 Pumpkinhead: 23    8
0 Pumpkinhead: 24    8

    "Obtained in Halloween Town.  Easy to handle with a fast recovery after a
card break."

    In terms of damage, the Pumpkinhead's slightly stronger leading attacks
don't really justify its extra cost over the Kingdom Key, but it's still a
balanced Keyblade that represents a step up from the basic attack.  It has an
average swing speed and an above average recovery time.  Its stats aren't too
impressive and if you're interested in building a beatdown deck for a low cost,
dispense with Pumpkinhead.
_______________________________________________________________________________
FAIRY HARP                                                                 5/17
Attack:         C+                                                      _ # _
Strike:         C+                                                    \//\#/\\/
Thrust:         C+                                                    //  #  \\
Combo Finish:   C                                                     ||  #  ||
Swing Speed:    *                                                     \\  #  //
Element:        Physical                                               \==#==/
Break Recovery: B                                                     ----#----
Required CP:    B                                                         #
Found In:        Object | Chest                                           #
    Never Land - 20%    | 15%                                             #
                                                                          #
CP Cost Table       MP Resale Table                                       H\===
1 Fairy Harp: 20    8                                                     H \==
2 Fairy Harp: 22    8                                                     H /==
3 Fairy Harp: 24    8                                                     H/===
4 Fairy Harp: 26    10                                                    +
5 Fairy Harp: 28    10
6 Fairy Harp: 30    12
7 Fairy Harp: 32    12
8 Fairy Harp: 34    12
9 Fairy Harp: 36    14
0 Fairy Harp: 38    14

    "Obtained in Never Land.  Easy to handle with a formidable swing speed."

    Like the Kingdom Key, the Fairy Harp is fairly consistent with the damage
that it deals across a chain.  Unfortunately, that damage is only a bit higher
than the Kingdom Key's and doesn't justify the Fairy Harp's cost by the time
that you get one.  The Fairy Harp's biggest advantage is that the moment you
press the Attack button, it's there.  Its break recovery is only average.  I'd
personally disregard the game notes on this Keyblade, as I'm of the opinion
that the Fairy Harp requires more skill than other keys to use effectively.  At
any rate, there are better Keyblades out there in terms of raw damage for the
cost of a B-level weapon.
_______________________________________________________________________________
WISHING STAR                                                               6/17
Attack:         D+                                                     __H__
Strike:         C                                                     // # \\
Thrust:         C                                                    //  #  \\
Combo Finish:   D+                                                   ||  #  ||
Swing Speed:    A                                                    [-==#==-]
Element:        Physical                                               >=#=<
Break Recovery: A                                                        #
Required CP:    A                                                        #
Found In:     Object | Chest                                             #
    Monstro - 20%    | 15%                                               #
                                                                        ##  |
CP Cost Table         MP Resale Table                                   ## \|/
1 Wishing Star: 15    6                                                  #==O--
2 Wishing Star: 16    6                                                  # /|\
3 Wishing Star: 17    6                                                  Y  |
4 Wishing Star: 18    6
5 Wishing Star: 19    6
6 Wishing Star: 20    8
7 Wishing Star: 21    8
8 Wishing Star: 22    8
9 Wishing Star: 23    8
0 Wishing Star: 24    8

    "Obtained in Monstro.  Not very powerful, but very easy to handle."

    Faster and less apt to reel than the Kingdom Key but only slightly higher
in terms of strength, the Wishing Star is the most viable option early in the
game for people who like quick strikes.  As with all the keys that hit swiftly
but do comparatively little damage, the Wishing Star requires a measure of
skill for effective use.  I'd rank it slightly above the Fairy Harp, if only
because the Wishing Star is less taxing on CP at a correspondingly lower damage
output.
_______________________________________________________________________________
SPELLBINDER                                                                7/17
Attack:         C+                                                    .--/#\--.
Strike:         D+                                                    ||  #  ||
Thrust:         A                                                     ||  #  ||
Combo Finish:   D+                                                    \\  #  //
Swing Speed:    C                                                     <\\-#-//>
Element:        Lightning                                                 #
Break Recovery: A                                                        |||
Required CP:    B                                                        | |
Found In:       100 Acre Wood                                            | |
                      Object | Chest                                     | |
    Atlantica       - X      | 5%                                        | |
    Never Land      - X      | 5%                                        |,
    Hollow Bastion  - X      | 5%                                        /   \
    Twilight Town   - 15%    | 5%                                       /VX=X/\
    Castle Oblivion - 10%    | 5%                                         |#H|O
                                                                        \X\  O/
CP Cost Table        MP Resale Table                                     \_\ /
1 Spellbinder: 20    8                                                   (O)
2 Spellbinder: 22    8
3 Spellbinder: 24    8
4 Spellbinder: 26    10
5 Spellbinder: 28    10
6 Spellbinder: 30    12
7 Spellbinder: 32    12
8 Spellbinder: 34    12
9 Spellbinder: 36    14
0 Spellbinder: 38    14

    "A special attack card with lightning-based attacks."

    Let's get something straight right now.  Spellbinder is a tricky card to
use effectively.  In terms of raw damage, its only noteworthy attack occurs in
its overpowered thrust.  Therefore, if you're mixing cards for maximum effect,
Spellbinder should used only on a thrust attack.  It swings slowly, recovers
quickly, and its raw damage output doesn't really justify its cost.  It is,
however, the only non-physical Keyblade available early in the game and can be
especially devastating when used on enemies weak against lightning.  Use this
card sparingly, as it is only for advanced players.

    Spellbinder is usually first acquired in 100 Acre Wood - however, you have
a chance of picking it up before then from a Bounty chest in one of the World
Card Set two floors.
_______________________________________________________________________________
METAL CHOCOBO                                                              8/17
Attack:         B                                                        ~0~
Strike:         C+                                                     .=/I\=.
Thrust:         C+                                                    |/  I  \|
Combo Finish:   B+                                                    ||  I  ||
Swing Speed:    C                                                     '======='
Element:        Neutral                                                  ###
Break Recovery: B                                                        ###
Required CP:    B                                                        ###
Found In:       Key to Rewards room in Olympus Coliseum                  ###
                       Object | Chest                                    ###
    Olympus Coliseum - 10%    | 5%                                       ###
    Atlantica        - 2%     | X                                        ######
    Never Land       - 2%     | X                                        ### #
    Hollow Bastion   - 2%     | X                                        ## ##
    Twilight Town    - 15%    | X                                        ### #
    Castle Oblivion  - 10%    | 5%                                       ######

CP Cost Table          MP Resale Table
1 Metal Chocobo: 20    8
2 Metal Chocobo: 22    8
3 Metal Chocobo: 24    8
4 Metal Chocobo: 26    10
5 Metal Chocobo: 28    10
6 Metal Chocobo: 30    12
7 Metal Chocobo: 32    12
8 Metal Chocobo: 34    12
9 Metal Chocobo: 36    14
0 Metal Chocobo: 38    14

    "A special attack card that can break through physical defenses.  A bit
difficult to handle."

    By "a bit difficult to handle," the game means that the Metal Chocobo when
compared against the Spellbinder has an equally slow swing and a worse break
recovery for the same price.  The Metal Chocobo has two big advantages over the
Spellbinder in terms of balance, however: First, it deals fairly consistent
damage, and second it's neutral with respect to elements, so it punches through
everything.  If you don't need Spellbinder's powerful thrust or Divine Rose's
strike, then Metal Chocobo is a decent card to build a deck around.
_______________________________________________________________________________
OLYMPIA                                                                    9/17
Attack:         C+                                                        o
Strike:         C+                                                      o-O-o
Thrust:         D+                                                     // H \\
Combo Finish:   B                                                     ||  H  ||
Swing Speed:    C                                                     O===+===O
Element:        Physical                                                  |
Break Recovery: A                                                        #|#
Required CP:    A                                                        #|#
Found In:     Object | Chest                                             #|#
    Olympia - 20%    | 10%                                               #|#
                                                                        ##|##
CP Cost Table    MP Resale Table                                        ##|#,=.
1 Olympia: 15    6                                                      ##|#B<|
2 Olympia: 16    6                                                      ##|0 ||
3 Olympia: 17    6                                                      ,=|# ||
4 Olympia: 18    6                                                      |J \=/
5 Olympia: 19    6
6 Olympia: 20    8
7 Olympia: 21    8
8 Olympia: 22    8
9 Olympia: 23    8
0 Olympia: 24    8

    "Obtained in Olympus Coliseum.  Powerful with a quick recovery after card
breaks."

    Stronger than the Kingdom Key, comparatively more expensive, and featuring
a great combo finish at that point in the game, Olympia is a heavy but strong
Keyblade.  It swings slowly but recovers quickly, and should be placed at the
end of a chain for maximum efficiency.  If you're using a cost-effective deck
that situates Keyblades according to their power, however, then I can't really
recommend Olympia above Three Wishes for the combo finish position.  They both
do the same damage in that position, but Three Wishes is much faster and loses
only slightly to Olympia on recovery.
_______________________________________________________________________________
LIONHEART                                                                 10/17
Attack:         B                                                      T
Strike:         B                                                    ) | (
Thrust:         B                                                   /  |  \
Combo Finish:   B                                                  (|  |  |)
Swing Speed:    D                                                   \\_|_//
Element:        Fire                                                 ==O==
Break Recovery: A                                                     *U*
Required CP:    B                                                      U
Found In:       Key to Rewards room in Traverse Town                   H
                      Object | Chest                                   H
    Traverse Town   - 12%    | 10%                                     H| | |
    Atlantica       - 5%     | 5%                                      H\=\=\
    Never Land      - 5%     | 5%                                      H   o |,
    Hollow Bastion  - 5%     | 5%                                      H|\ _  ,
    Twilight Town   - 15%    | 5%                                      H V |'
    Castle Oblivion - 10%    | 5%                                      U

CP Cost Table      MP Resale Table
1 Lionheart: 20    8
2 Lionheart: 22    8
3 Lionheart: 24    8
4 Lionheart: 26    10
5 Lionheart: 28    10
6 Lionheart: 30    12
7 Lionheart: 32    12
8 Lionheart: 34    12
9 Lionheart: 36    14
0 Lionheart: 38    14

    "A special attack card with fire-based attacks."

    If it weren't for its swing speed (the slowest in the game) and affinity to
fire, then Lionheart could very well be the best Keyblade in the game.  It does
solid damage throughout its strike chain at a comparatively good price and has
a swift recovery after breaking.  Plus, you can get one as soon as you pick up
a Key to Rewards card simply by backtracking to Traverse Town.  Lionheart's
only drawbacks, as mentioned earlier, are its extraordinarily slow swing and
the inescapable fact that some enemies are simply immune to it.  Still, it's a
solid and dependable Keyblade that serves well in nearly any situation.
_______________________________________________________________________________
LADY LUCK                                                                 11/17
Attack:         C                                                      ^
Strike:         C+                                                   ==|==
Thrust:         C+                                                  =  |  =
Combo Finish:   D                                                   =  |  =
Swing Speed:    A                                                    = | =
Element:        Physical                                           -+ === +-
Break Recovery: B                                                     >I<
Required CP:    A                                                      I
Found In:        Object | Chest                                        I
    Wonderland - 20%    | 15%                                          I ==
                                                                       I=###=
CP Cost Table      MP Resale Table                                    =##>####=
1 Lady Luck: 15    6                                                   I=###=
2 Lady Luck: 16    6                                                   I ==
3 Lady Luck: 17    6                                                  /I\
4 Lady Luck: 18    6                                                 (' ')
5 Lady Luck: 19    6
6 Lady Luck: 20    8
7 Lady Luck: 21    8
8 Lady Luck: 22    8
9 Lady Luck: 23    8
0 Lady Luck: 24    8

    "Obtained in Wonderland.  A balanced weapon that is easy to handle."

    Does more damage than the Kingdom Key on its first two attacks and less on
its last one.  Fairly easy to handle, as it swings quickly and recovers with
average speed, plus it's cheap to equip.  Lady Luck is a reliable card for any
low-level deck that uses just one card, though it has no place in a beatdown
deck built for efficiency.  The extra cost over the Kingdom Key can't make up
for its extra damage at higher levels, so discard it when you enter the second
World Card set.  Overall, Lady Luck is almost neck-to-neck with Pumpkinhead.
The only question is, do you want a faster weapon or a safer one?
_______________________________________________________________________________
DIVINE ROSE                                                               12/17
Attack:         B                                                     ) X (
Strike:         A                                                    /  #  \
Thrust:         D+                                                   H  #  H
Combo Finish:   C                                                    \_ # _/
Swing Speed:    A                                                     _\O/_
Element:        Physical                                                J
Break Recovery: C                                                       L
Required CP:    B                                                       J
Found In:            Object | Chest                                     L
    Hollow Bastion - 20%    | 15%                                       J  __
                                                                        L /  )
CP Cost Table        MP Resale Table                                    J)###>
1 Divine Rose: 20    8                                                  ~#####)
2 Divine Rose: 22    8                                                  U)###>
3 Divine Rose: 24    8                                                  U \__)
4 Divine Rose: 26    10                                                 U
5 Divine Rose: 28    10
6 Divine Rose: 30    12
7 Divine Rose: 32    12
8 Divine Rose: 34    12
9 Divine Rose: 36    14
0 Divine Rose: 38    14

    "Obtained in Hollow Bastion.  Features a powerful strike and fast swing."

    Fast but unreliable, the Divine Rose's main advantage lies in the fact that
it allows you to start off infighting with A-level damage for the price of a B-
level card.  Its damage spread is far too wide for it to serve as a efficient
card if you're into single-card decks.  Unfortunately, if your attack is broken
in mid-swing, you can expect to reel for quite a bit.  Divine Rose is pretty
much a niche card, useful only to advanced players.
_______________________________________________________________________________
OATHKEEPER                                                                13/17
Attack:         B+                                                    |\|/|
Strike:         B                                                  \ /  |  \ /
Thrust:         *                                                   ||  |  ||
Combo Finish:   B+                                                  \| ||| |/
Swing Speed:    B                                                    \\=|=//
Element:        Physical                                             / _|_ \
Break Recovery: B                                                      I I
Required CP:    C                                                      I I
Found In:       Story event after completing Destiny Islands           I I
                      Object | Chest                                   I I
    Destiny Islands - 15%    | 10%                                     I I
                                                                       I I
CP Cost Table       MP Resale Table                                    I I | ,
1 Oathkeeper: 25    10                                                 \/I\|/
2 Oathkeeper: 27    10                                                 |\  D==>
3 Oathkeeper: 29    10                                                 I \/|\
4 Oathkeeper: 31    12                                                 I I | '
5 Oathkeeper: 33    12
6 Oathkeeper: 35    14
7 Oathkeeper: 37    14
8 Oathkeeper: 39    14
9 Oathkeeper: 41    16
0 Oathkeeper: 43    16

    "A well-balanced weapon with a very powerful thrust."

    Oathkeeper is the standard which all C-level cards have to be measured
against.  For a card of that type, it does fairly consistent damage but is most
powerful when used as a thrust attack.  It has average swing speed and recovery
times.  If you can afford the CP cost, which shouldn't be a problem by the time
you actually get the card, then Oathkeeper is definitely a card to build a deck
around if you can't afford Ultima Weapon.
_______________________________________________________________________________
OBLIVION                                                                  14/17
Attack:         A                                                      O
Strike:         A                                                    ##H##
Thrust:         A                                                   #  H  #
Combo Finish:   D                                                   #  H  #
Swing Speed:    C                                                  ### H ###
Element:        Neutral                                               #H#
Break Recovery: A                                                    ' # '
Required CP:    C                                                      #
Found In:       Story event after completing Destiny Islands           #
                      Object | Chest                                   #
    Destiny Islands - 15%    | 10%                                     #
                                                                      =#= ##
CP Cost Table     MP Resale Table                                      # # #
1 Oblivion: 25    10                                                   #######>
2 Oblivion: 27    10                                                   # # #
3 Oblivion: 29    10                                                  =#= ##
4 Oblivion: 31    12                                                   #
5 Oblivion: 33    12
6 Oblivion: 35    14
7 Oblivion: 37    14
8 Oblivion: 39    14
9 Oblivion: 41    16
0 Oblivion: 43    16

    "A special attack card that can break through physical defenses.  First-
class strength."

    Whereas Oathkeeper concentrates on having balanced statistics, Oblivion
instead emphasizes its own strengths.  Its first two attacks are both A-level,
though its final strike is the worst in the game.  Oblivion swings slowly, but
if broken it recovers more quickly than Oathkeeper.  Its biggest advantage is
its Neutral property, allowing it to take enemies with physical defenses head-
on.  Definitely a card that can hit anything, but if you want balance in your
deck, use Oathkeeper instead.
_______________________________________________________________________________
DIAMOND DUST                                                              15/17
Attack:         B+                                                     =
Strike:         B+                                                   ==+==
Thrust:         B+                                                  // I \\
Combo Finish:   B                                                   || I ||
Swing Speed:    *                                                   \\ I //
Element:        Ice                                                  '=I='
Break Recovery: *                                                      I/
Required CP:    C                                                     /I
Found In:             Object | Chest                                 /I
    Castle Oblivion - 10%    | 10%                                   I
                                                                    OIO
CP Cost Table         MP Resale Table                                I
1 Diamond Dust: 25    10                                             \I  . ^ .
2 Diamond Dust: 27    10                                              \I  \|/
3 Diamond Dust: 29    10                                              |I===X-->
4 Diamond Dust: 31    12                                              |I  /|\
5 Diamond Dust: 33    12                                              |I ' V '
6 Diamond Dust: 35    14
7 Diamond Dust: 37    14
8 Diamond Dust: 39    14
9 Diamond Dust: 41    16
0 Diamond Dust: 43    16

    "A special attack card with ice-based attacks.  Powerful and the easiest to
handle."

    Bar none, Diamond Dust is one of the most useful and underrated Keyblades
in the game, even more so than Lionheart.  Diamond Dust is slightly stronger
than Lionheart in terms of damage and also has the advantage of being able to
deal it consistently.  This alone wouldn't justify its extra cost over the
Lionheart, but the game fingers Diamond Dust's biggest advantage: it swings
like greased lightning and recovers almost before it gets broken.  Diamond Dust
is narrowly the weakest of the C-level cards in terms of raw strength and its
Ice element will occasionally get in the way, but its overall excellent stats
make it possibly the best card to build a deck around.

    And no, you do NOT need to have Ultima Weapon to find Diamond Dust.  The
trick is that there is no designated location for Diamond Dust, unlike most of
the other Keyblades, so your chances of finding it are entirely random.
_______________________________________________________________________________
ONE-WINGED ANGEL                                                          16/17
Attack:         A                                                      --O--
Strike:         C                                                       =H=
Thrust:         C                                                      / H \
Combo Finish:   *                                                     (  H  )
Swing Speed:    A                                                      \_H_/
Element:        Fire                                                     H
Break Recovery: C                                                        H
Required CP:    C                                                        H   ?
Found In:           Object | Chest                                       H- /
    Twilight Town - 5%     | 10%                                         H / -
                                                                         H\|I.
CP Cost Table             MP Resale Table                                H\|I|\
1 One-Winged Angel: 25    10                                             HVVVB
2 One-Winged Angel: 27    10                                             HVV/B
3 One-Winged Angel: 29    10                                             \V/
4 One-Winged Angel: 31    12                                              V
5 One-Winged Angel: 33    12
6 One-Winged Angel: 35    14
7 One-Winged Angel: 37    14
8 One-Winged Angel: 39    14
9 One-Winged Angel: 41    16
0 One-Winged Angel: 43    16

    "A special attack card with fire-based attacks.  Exceptional combo finish."

    The other C-level cards can laugh at One-Winged Angel's strike and thrust
damage output, but they all fear its final, devastating hit.  One-Winged Angel
hits fast and recovers slowly.  In a deck built for efficiency, it feels right
at home finishing up any combos, though the Fire element attribute sometimes
screws over a chain.  Use One-Winged Angel only if you absolutely need the Fire
element or the finishing attack; otherwise, a Keyblade like Oathkeeper or
Diamond Dust works better in nearly every case.

    Like Diamond Dust, One-Winged Angel is not acquired from any fixed location
or floor.  Instead, you just have to run around Twilight Town and hope that you
pick one up.
_______________________________________________________________________________
ULTIMA WEAPON                                                             17/17
Attack:         *                                                     __T__
Strike:         *                                                     M H M
Thrust:         *                                                   //  I  \\
Combo Finish:   A                                                   M  C.D  M
Swing Speed:    B                                                   +===O===+
Element:        Physical                                               =+=
Break Recovery: B                                                      #|D
Required CP:    D                                                      #/D
Found In:       After completing both stories.  See notes.            #/D_ ''
                       Object | Chest                                  |D|\/ '
    Traverse Town    - 3%     | 5%                                     |D|/\X
    Agrabah          - 3%     | 5%                                     O=X=)==>
    Olympus Coliseum - 3%     | 5%                                    ##/|\/X
    Wonderland       - 3%     | 5%                                    ## _/\ '
    Monstro          - 3%     | 5%                                     ##  ''
    Halloween Town   - 3%     | 5%                                     #J
    Atlantica        - 3%     | 5%
    Never Land       - 3%     | 5%
    Hollow Bastion   - 3%     | 5%
    Twilight Town    - 3%     | 5%
    Destiny Islands  - 3%     | 5%
    Castle Oblivion  - 3%     | 5%

CP Cost Table          MP Resale Table
1 Ultima Weapon: 30    12
2 Ultima Weapon: 33    12
3 Ultima Weapon: 36    14
4 Ultima Weapon: 39    16
5 Ultima Weapon: 42    16
6 Ultima Weapon: 45    18
7 Ultima Weapon: 48    18
8 Ultima Weapon: 51    20
9 Ultima Weapon: 54    20
0 Ultima Weapon: 57    22

    "The strongest attack card to be found."

    To acquire Ultima Weapon, you must have an in-game save in the room right
in front of the last bosses of both stories.  In other words, you must have
saved in the room directly before the confrontation with Marluxia II (Sora's
game, and AFTER beating Marluxia I), as well as have saved in Reverse/Rebirth
mode before taking on Ansem II.  Then, after defeating Ansem and loading Sora's
game, the next Bounty room in the Castle Oblivion floor will hold the Ultima
Weapon.  After that, you have a very slim chance of finding more Ultima Weapon
keyblades as random drops or chest contents in all worlds.

    The Ultima Weapon is the most expensive Keyblade in the game and makes no
apologies for being so.  If you need 0 cards to break enemy sleights, Ultima
Weapon is easily the worst choice you could make.  It has an average swing
velocity and an average card recovery.  However, all of that is justified by
the raw damage that the Keyblade deals out no matter where it falls in the
chain.  Ultima Weapon is the ONLY card with two *-level attacks.  If you can
afford the high CP cost, building a deck around this one card will definitely
allow you to brute-force your way through the game.  For those of us with less
CP to burn, a few Ultima Weapons still serve well in strategically pre-placed
locations within any deck.  Don't be fooled by the A-class combo finisher; do
recall that all cards get a full grade bonus to combo finishers, bumping
Ultima Weapon's up to *-class.

-----------------------------Magic Cards (14 total)----------------------------

    The game is full of statistics about the attack cards.  Not so with the
magic cards - instead, you get a terse description of what it does, without
getting any of the details that let you know how a particular spell works.  In
Chain of Memories, magic is divided into two types: spells and summons, and it
should be fairly obvious which card belongs in which category.  The game has
three elements, namely fire, ice, and lightning, as well three other spell
types (wind, gravity, and time) plus one recovery spell (cure).  You'll find to
your infinite annoyance that many enemies are immune to at least one spell
variant, while others remain unaffected by any of them.  On the plus side, many
enemies will also show a weakness towards one element or another.  CP tables
and sleight combos which use the particular card are provided for your
convenience and mine.  Note that once you have acquired a particular magic
card, it can appear anywhere as a random drop or a Moogle booster deck card
with the probabilities given in the appropriate section.
_______________________________________________________________________________
FIRE                                                                       1/14

Acquired: Defeat Axel I
Sleights:                                 Found In:              Object | Chest
- Fira (Needs 2 Fire cards)                   Traverse Town    - 10%    | 30%
- Firaga (Needs 3 Fire cards)                 Agrabah          - 5%     | 15%
- Fire Raid                                   Olympus Coliseum - 5%     | 15%
- Homing Fira                                 Wonderland       - 6%     | 15%
- Firaga Break                                Monstro          - 5%     | 15%
- Mega Flare (Needs 2 Fire cards)             Halloween Town   - 6%     | 15%
- Aqua Splash                                 Atlantica        - 10%    | 5%
- Blazing Donald                              Never Land       - X      | 5%
                                              Twilight Town    - 1%     | 15%
                                              Destiny Islands  - 8%     | X
                                              Castle Oblivion  - X      | 10%

CP Cost Table    MP Resale Table
1 Fire: 15       6
2 Fire: 16       6
3 Fire: 17       6
4 Fire: 18       6
5 Fire: 19       6
6 Fire: 20       8
7 Fire: 21       8
8 Fire: 22       8
9 Fire: 23       8
0 Fire: 24       8

    "Magic that deals fire damage.  Stock 2 cards for Fira and 3 cards for
Firaga."

    One of the three basic elemental spells, Fire isn't all that impressive on
its own.  It has the longest range of the three spells as well as a restricted
ability to home in on flying enemies.  Even in the earliest stages, however,
the spell doesn't do anything resembling good damage.  It hits only one enemy.
Fire's main advantage over the other two basic spells is that it goes into a
wide variety of sleight combos, including the powerful Mega Flare and Aqua
Splash combos.  Otherwise, keep it only if you're poaching White Mushrooms.
_______________________________________________________________________________
BLIZZARD                                                                   2/14

Acquired: In your default deck
Sleights                                  Found in:              Object | Chest
- Blizzara (Needs 2 Blizzard cards)           Agrabah          - 5%     | 15%
- Blizzaga (Needs 3 Blizzard cards)           Olympus Coliseum - 5%     | 15%
- Blizzard Raid                               Wonderland       - 6%     | 15%
- Homing Blizzara                             Monstro          - 5%     | 15%
- Aqua Splash                                 Halloween Town   - 6%     | 20%
- Gifted Miracle                              Atlantica        - X      | 5%
                                              Never Land       - 10%    | 5%
                                              Twilight Town    - 1%     | 15%
                                              Destiny Islands  - 8%     | X
                                              Castle Oblivion  - X      | 10%

CP Cost Table     MP Resale Table
1 Blizzard: 15    6
2 Blizzard: 16    6
3 Blizzard: 17    6
4 Blizzard: 18    6
5 Blizzard: 19    6
6 Blizzard: 20    8
7 Blizzard: 21    8
8 Blizzard: 22    8
9 Blizzard: 23    8
0 Blizzard: 24    8

    "Magic that deals ice damage.  Stock 2 cards for Blizzara and 3 cards for
Blizzaga."

    Like Fire, only not as useful.  Blizzard has a much lower range than Fire
and doesn't track as well, which is really saying something considering how
little Fire tracks to begin with.  It's not much for sleights, either.  On the
plus side, it can hit more than one enemy (something Fire doesn't do) and
you'll run into more than one boss who has a weakness against ice, so feel free
then to spam whatever sleight you can build to your heart's content. (Don't
bother with Blizzard alone unless you're dealing with White Mushrooms.) An apt
analogy I heard is that Fire is like a rifle and Blizzard is like a shotgun.
_______________________________________________________________________________
THUNDER                                                                    3/14

Acquired: Defeat Larxene I
Sleights                                   Found in:             Object | Chest
- Thundara (Needs 2 Thunder cards)             Atlantica       - 10%    | 20%
- Thundaga (Needs 3 Thunder cards)             Never Land      - 10%    | 10%
- Thunder Raid                                 Hollow Bastion  - 10%    | 10%
                                               Twilight Town   - 1%     | 15%
                                               Destiny Islands - 8%     | X
                                               Castle Oblivion - X      | 10%

CP Cost Table    MP Resale Table
1 Thunder: 15    6
2 Thunder: 16    6
3 Thunder: 17    6
4 Thunder: 18    6
5 Thunder: 19    6
6 Thunder: 20    8
7 Thunder: 21    8
8 Thunder: 22    8
9 Thunder: 23    8
0 Thunder: 24    8

    "Magic that deals lightning damage.  Stock 2 cards for Thundara and 3 cards
for Thundaga."

    Seriously, if you're using this card alone, you shouldn't bother.  Thunder
is dead even with Blizzard and Fire in terms of raw damage and CP cost, but it
doesn't go into many sleights and has few victims against which it hits hard.
It can also hit multiple enemies, again unlike Fire.  It'd be near useless if
it weren't for the inescapable fact that the sleights it makes hit wide.  Oh,
and also for hunting down those ever-lovable White Mushrooms, of course.
_______________________________________________________________________________
CURE                                                                       4/14

Acquired: In your default deck
Sleights                                  Found in:              Object | Chest
- Cura (Needs 2 Cure cards)                   Traverse Town    - 10%    | 30%
- Curaga (Needs 3 Cure cards)                 Agrabah          - X      | 5%
- Synchro                                     Olympus Coliseum - 5%     | 5%
                                              Wonderland       - X      | 5%
                                              Monstro          - 5%     | 5%
                                              Halloween Town   - 6%     | 5%
                                              Never Land       - X      | 5%
                                              Hollow Bastion   - X      | 5%
                                              Twilight Town    - 1%     | 15%
                                              Destiny Islands  - X      | 5%
                                              Castle Oblivion  - 8%     | 5%

CP Cost Table    MP Resale Table
1 Cure: 25       10
2 Cure: 27       10
3 Cure: 29       10
4 Cure: 31       12
5 Cure: 33       12
6 Cure: 35       14
7 Cure: 37       14
8 Cure: 39       14
9 Cure: 41       16
0 Cure: 43       16

    "Magic that restores HP.  Stock 2 cards for Cura and 3 cards for Curaga."

    Cure is by far the single most useful spell in the game as it will be your
main method of restoring your HP for much of the story.  As such, it also costs
as much to place into your deck as a C-level Keyblade (whereas the three basic
elemental spells correspond to the cost of A-level Keyblades).  A good player
should definitely carry at least five or six of these at all times, more if you
play a low HP Sora.  Cure cards work best when either scattered strategically
through the deck or placed within easy arm's reach.  Don't forget to use the
Cure sleights, which restore a huge amount of HP per casting.
_______________________________________________________________________________
GRAVITY                                                                    5/14

Acquired: Randomly from a Bounty room
Sleights                                  Found in:              Object | Chest
- Gravira (Needs 2 Gravity cards)             Agrabah          - 10%    | 20%
- Graviga (Needs 3 Gravity cards)             Olympus Coliseum - 5%     | 10%
- Gravity Raid                                Wonderland       - 5%     | X
- Tornado                                     Monstro          - 5%     | 10%
- Quake                                       Halloween Town   - 6%     | 10%
- Warpinator                                  Atlantica        - 5%     | X
- Bind                                        Never Land       - 5%     | 10%
- Synchro                                     Hollow Bastion   - 5%     | 10%
                                              Twilight Town    - 1%     | X
                                              Destiny Islands  - 8%     | 20%
                                              Castle Oblivion  - X      | 5%

CP Cost Table    MP Resale Table
1 Gravity: 20    8
2 Gravity: 22    8
3 Gravity: 24    8
4 Gravity: 26    10
5 Gravity: 28    10
6 Gravity: 30    12
7 Gravity: 32    12
8 Gravity: 34    12
9 Gravity: 36    14
0 Gravity: 38    14

    "Magic that deals damage relative to the enemy's remaining HP.  Stock 2
cards for Gravira and 3 cards for Graviga."

    The power of the Gravity attack depends a great deal on how well you can
use it.  Basically, it knocks off a fourth of your target's current HP.  As you
might expect, Gravity has no effect on bosses.  Like most spells, it can hit
more than one target, which is definitely something to remember when targeting
the card.  Gravity cannot kill anything directly, but blasting off a fourth of
the HP of a tough opponent can pave the way for some good Keyblade action.
_______________________________________________________________________________
STOP                                                                       6/14

Acquired: Randomly from a Bounty room
Sleights                                  Found in:              Object | Chest
- Stopra (Needs 2 Stop cards)                 Agrabah          - 5%     | X
- Stopga (Needs 3 Stop cards)                 Olympus Coliseum - 5%     | 10%
- Stop Raid                                   Wonderland       - 10%    | 20%
- Warpinator                                  Monstro          - 5%     | 10%
- Warp                                        Halloween Town   - 6%     | 10%
- Bind                                        Atlantica        - 5%     | 10%
- Teleport                                    Never Land       - 5%     | X
- Cross-Slash+                                Hollow Bastion   - 5%     | 10%
                                              Twilight Town    - 1%     | X
                                              Destiny Islands  - 8%     | 20%
                                              Castle Oblivion  - X      | 5%

CP Cost Table    MP Resale Table
1 Stop: 20       8
2 Stop: 22       8
3 Stop: 24       8
4 Stop: 26       10
5 Stop: 28       10
6 Stop: 30       12
7 Stop: 32       12
8 Stop: 34       12
9 Stop: 36       14
0 Stop: 38       14

    "Magic that halts enemy movement for a set time period.  Stock 2 cards for
Stopra and 3 cards for Stopga."

    A decently useful card, with the following purpose in mind: Freeze the foe
in place so you can pound 'em with something else.  The basic Stop spell will
halt an opponent for about 1.5 seconds, which is hardly enough to do anything,
but it gets better with more powerful sleights.  Note that Stop basically halts
the enemy's state - while you're wailing on a Stopped Heartless, its HP will
not decrease and it will not reel from damage until AFTER the spell has worn
off.  This can be used to your advantage if you're clever, but it can also work
against you if you're trying to target multiple enemies.  Stop hits the enemy
that it is targeted upon; if Sora hasn't acquired a target, he'll trigger the
spell directly in front of himself and pretty much waste it.
_______________________________________________________________________________
AERO                                                                       7/14

Acquired: Randomly from a Bounty room
Sleights                                   Found in:             Object | Chest
- Aerora (Needs 2 Aero cards)                  Atlantica       - 10%    | 20%
- Aeroga (Needs 3 Aero cards)                  Never Land      - 10%    | 10%
- Judgment                                     Hollow Bastion  - 10%    | 10%
- Homing Fira                                  Twilight Town   - 1%     | X
- Homing Blizzara                              Destiny Islands - 8%     | 20%
- Aqua Splash                                  Castle Oblivion - X      | 5%
- Tornado
- Warpinator
- Warp (Needs 2 Aero cards)
- Synchro
- Teleport

CP Cost Table    MP Resale Table
1 Aero: 20       8
2 Aero: 22       8
3 Aero: 24       8
4 Aero: 26       10
5 Aero: 28       10
6 Aero: 30       12
7 Aero: 32       12
8 Aero: 34       12
9 Aero: 36       14
0 Aero: 38       14

    "Magic that blows away nearby enemies and inflicts damage.  Stock 2 cards
for Aerora and 3 cards for Aeroga."

    Back in Kingdom Hearts, Aero was a defensive spell that reduced the damage
done to you.  It still shows vestiges of its original purpose in its animation,
but now Aero has turned into an attack spell.  It does great damage (about the
equivalent of a B+ level Keyblade hit), but the thing is, it has practically no
range.  This is great if a huge bunch of enemies are clumped all around you and
not so good if they're scattered about.  Still, carry a few of these in your
deck, to use if possible and to sleight if they can't be used directly.
_______________________________________________________________________________
SIMBA                                                                      8/14

Acquired: Key of Beginnings room in Traverse Town
Sleights                                   Found in:             Object | Chest
- Shock Impact                                 Traverse Town   - 5%     | 10%
- Quake                                        Wonderland      - X      | 5%
- Terror                                       Halloween Town  - X      | 5%
- Proud Roar (Needs 2 or 3 Simba cards)        Twilight Town   - 1%     | X
                                               Castle Oblivion - 5%     | X

CP Cost Table    MP Resale Table
1 Simba: 20      8
2 Simba: 22      8
3 Simba: 24      8
4 Simba: 26      10
5 Simba: 28      10
6 Simba: 30      12
7 Simba: 32      12
8 Simba: 34      12
9 Simba: 36      14
0 Simba: 38      14

    "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."

    Fairly good in the first few worlds but practically useless thereafter.
Simba appears where Sora was standing and lets off a huge roar which hits any
enemy in front of or beside him.  Unfortunately, enemies have a bad tendency of
dodging the attack by running past Simba.  The roar does about C-level damage,
give or take a degree.  Once you're past world 3 or 4, scrap this card and go
hunting for better ones unless you plan to sleight Simba.
_______________________________________________________________________________
DUMBO                                                                      9/14

Acquired: Key to Truth room in Monstro
Sleights                                   Found in:             Object | Chest
- Splash (Needs 2 or 3 Dumbo cards)            Monstro         - 7%     | 15%
                                               Twilight Town   - 1%     | X
                                               Castle Oblivion - 5%     | X

CP Cost Table    MP Resale Table
1 Dumbo: 20      8
2 Dumbo: 22      8
3 Dumbo: 24      8
4 Dumbo: 26      10
5 Dumbo: 28      10
6 Dumbo: 30      12
7 Dumbo: 32      12
8 Dumbo: 34      12
9 Dumbo: 36      14
0 Dumbo: 38      14

    "Dumbo douses enemies with water over a set time period, dealing ice
damage.  Stock more than one to prolong the attack."

    I hate to say this, but Dumbo is fairly useless unless you're up against an
enemy weak to ice and lack anything else that does solid ice damage.  Because
that's what Dumbo is good for: pinning down an opponent under a spray of ice
and water.  He lacks much range and behold: he hath but one sleight.  Kick him
out of your deck.  I mean it.
_______________________________________________________________________________
BAMBI                                                                     10/14

Acquired: After completing 100-Acre Wood
Sleights                                   Found in:             Object | Chest
- Gifted Miracle                               Atlantica       - X      | 10%
- Paradise (Needs 2 or 3 Bambi cards)          Twilight Town   - 1%     | 5%
- Idyll Romp                                   Castle Oblivion - 5%     | X

CP Cost Table    MP Resale Table
1 Bambi: 20      8
2 Bambi: 22      8
3 Bambi: 24      8
4 Bambi: 26      10
5 Bambi: 28      10
6 Bambi: 30      12
7 Bambi: 32      12
8 Bambi: 34      12
9 Bambi: 36      14
0 Bambi: 38      14

    "Bambi bounds around and drops recovery items.  Stock more than one to
boost the effect."

    Exactly like the game describes, free recovery!  This is great in storyline
mode if you've just wiped the floor with a bunch of enemies and might as well
collect health while grabbing experience.  Need a quick boost, Bambi will be
there for you.  Conversely, using Bambi might not be the greatest idea in duels
with other players, seeing as how the other Sora can also pick up health balls.
In conclusion: Use Bambi only in single-player, go with other methods of HP
restoration in multiplayer.
_______________________________________________________________________________
MUSHU                                                                     11/14

Acquired: Rewards room in Hollow Bastion
Sleights                                   Found in:             Object | Chest
- Firaga Break                                 Hollow Bastion  - 10%    | 20%
- Mega Flare                                   Twilight Town   - 1%     | X
- Terror                                       Castle Oblivion - 5%     | X
- Flare Breath (Needs 2 or 3 Mushu cards)

CP Cost Table    MP Resale Table
1 Mushu: 25      10
2 Mushu: 27      10
3 Mushu: 29      10
4 Mushu: 31      12
5 Mushu: 33      12
6 Mushu: 35      14
7 Mushu: 37      14
8 Mushu: 39      14
9 Mushu: 41      16
0 Mushu: 43      16

    "Mushu breathes fire at the enemy, dealing fire damage.  Stock more than
one to prolong the attack."

    Fairly good as summons go.  Mushu perches atop Sora's head and blasts fire
at anything within Keyblade's reach of Sora.  The great thing about Mushu is
that Sora doesn't vanish while Mushu is turning the opposition into barbecue.
You can run around if enemies decide to move out of your range, which is the
big advantage that Mushu has over Cloud. (The downside, of course, is that
Mushu's is a fire attack, which some enemies can laugh off.) A fairly decent
card, although personally I'd keep him only for the awesome Mega Flare sleight.
_______________________________________________________________________________
GENIE                                                                     12/14

Acquired: Key to Truth room in Agrabah
Sleights                                   Found in:             Object | Chest
- Confuse                                      Agrabah         - 7%     | 15%
- Showtime (Needs 2 or 3 Genie cards)          Twilight Town   - 1%     | X
                                               Castle Oblivion - 5%     | X

CP Cost Table    MP Resale Table
1 Genie: 20      8
2 Genie: 22      8
3 Genie: 24      8
4 Genie: 26      10
5 Genie: 28      10
6 Genie: 30      12
7 Genie: 32      12
8 Genie: 34      12
9 Genie: 36      14
0 Genie: 38      14

    "Genie casts Thundara, Gravira, or Stopra.  Stock more than one and Genie
will cast multiple spells."

    As a character design, Genie is great.  As a magic support card, he ain't
nearly half as great.  Basically, he pops up and casts one of the listed spells
at random, but for some reason it never seems to be the one that you need.  I
like Genie, I really do, but I can't justify putting him in a deck when he's
too unreliable in a fight.  Heck, half the time Genie isn't even as useful as
Donald, whom you get for free.
_______________________________________________________________________________
TINKER BELL                                                               13/14

Acquired: Key to Truth room in Neverland
Sleights                                   Found in:             Object | Chest
- Confuse                                      Never Land      - 10%    | 20%
- Twinkle (Needs 2 or 3 Tinker Bell cards)     Twilight Town   - 1%     | X
                                               Castle Oblivion - 5%     | X

CP Cost Table        MP Resale Table
1 Tinker Bell: 20    8
2 Tinker Bell: 22    8
3 Tinker Bell: 24    8
4 Tinker Bell: 26    10
5 Tinker Bell: 28    10
6 Tinker Bell: 30    12
7 Tinker Bell: 32    12
8 Tinker Bell: 34    14
9 Tinker Bell: 36    14
0 Tinker Bell: 38    14

    "Tinker Bell restores HP over a set time period.  Stock more than one to
boost the effect."

    You already have a Cure spell.  Think of Tinker Bell as Regen - she gives
back HP over time instead of all at one go like the Cure card.  This makes her
horribly susceptible to card break, but in return she costs 5 CP per level less
than the Cure spell and restores more HP per level than Cure.  Tinker Bell may
well be the difference between victory and obliteration in more than one boss
battle or ordinary battle.  Overall a good card to have, made better if you can
afford to build sleights with it.
_______________________________________________________________________________
CLOUD                                                                     14/14

Acquired: Key to Truth room in Olympus Coliseum
Sleights                                  Found in:              Object | Chest
- Reflect Raid                                Olympus Coliseum - 10%    | 15%
- Cross-Slash (Needs 2 Cloud cards)           Hollow Bastion   - 10%    | X
- Omnislash (Needs 3 Cloud cards)             Twilight Town    - 1%     | X
- Cross-Slash+                                Castle Oblivion  - 5%     | X

CP Cost Table    MP Resale Table
1 Cloud: 25      10
2 Cloud: 27      10
3 Cloud: 29      10
4 Cloud: 31      12
5 Cloud: 33      12
6 Cloud: 35      14
7 Cloud: 37      14
8 Cloud: 39      14
9 Cloud: 41      16
0 Cloud: 43      16

    "Cloud unleashes two successive sword attacks.  Stock 3 cards to use
Omnislash."

    Of all the magic cards, Cloud is the only one concerned with dealing direct
physical damage (well, MAYBE Simba also does by a technicality).  And Cloud is
brutally efficient at what he does, which is appear where Sora stood and slice
twice.  Thing is, he's hard to aim thanks to his very limited range.  He'll
punch straight through physical defenses, but Sora first has to be maneuvered
into position.  Cloud does get a couple of sleights, nearly all of which are
fairly decent.  A good card to have if you can skillfully set Cloud up for an
attack, since he does more damage in two sword strokes than just about any
Keyblade.  Note that Cloud is the sole Final Fantasy summon in this game ...
sheesh, would it have been too much to include Leon and Yuffie as summons or
even friends?

------------------------------Item Cards (7 total)-----------------------------

    In a nutshell, item cards give you back your attack cards or your magic
cards.  Some even give you back both of them simultaneously.  Instead of
reloading your deck, you pop an item card and poof!  Your attack/magic cards
are reset and the cursor automatically flips to the first one.  Thus, a good
number of Item cards is essential if you want your deck to have any sort of
staying power.  Some item cards will even reset your reload counter, so proper
usage of these cards can make any fight a nightmare for any opponent.  Don't
bother sleighting similar items together, as doing so would be a waste.  The
downside: item cards are expensive.  They can only be used once, and do not
reappear when the deck is reloaded.  This goes no matter how they're used: as
part of a sleight, alone, whatever.  No example is more dramatic than the Holy
sleight, which eats up three very expensive item cards simultaneously.
_______________________________________________________________________________
POTION                                                                      1/7

Acquired: In your default deck
Sleights: None                              Found in             Object | Chest
                                                Traverse Town  - 10%    | 5%
                                                Wonderland     - 6%     | 10%
                                                Monstro        - 5%     | X
                                                Halloween Town - 7%     | 5%
                                                Atlantica      - 3%     | X
                                                Never Land     - X      | 5%

CP Cost Table    MP Resale Table
1 Potion: 30     12
2 Potion: 33     12
3 Potion: 36     14
4 Potion: 39     14
5 Potion: 42     16
6 Potion: 45     18
7 Potion: 48     18
8 Potion: 51     20
9 Potion: 54     20
0 Potion: 57     22

    "Quickly reloads attack cards with no charge time required.  It does not
work on cards that cannot be reloaded."

    Look carefully at that CP Table.  Each Potion costs as much as an Ultima
Weapon of the corresponding number.  However, each Potion also allows you to
get back your entire attack deck, minus sleight leaders, without reloading - in
other words, one button press and about six or seven hundred CP's worth of your
Keyblades come streaming back.  Worth it?  Go ahead and stock up on Potions if
you use a beatdown deck, but if you're into lots and lots of sleights, you'll
want to look instead at ...
_______________________________________________________________________________
HI-POTION                                                                   2/7

Acquired: Key of Guidance room in Olympus Coliseum
Sleights: None                            Found in:              Object | Chest
                                              Agrabah          - 5%     | X
                                              Olympus Coliseum - 7%     | 10%
                                              Wonderland       - 7%     | 5%
                                              Monstro          - 5%     | 5%
                                              Halloween Town   - 5%     | 5%
                                              Atlantica        - 4%     | X

CP Cost Table      MP Resale Table
1 Hi-Potion: 40    16
2 Hi-Potion: 44    16
3 Hi-Potion: 48    18
4 Hi-Potion: 52    20
5 Hi-Potion: 56    22
6 Hi-Potion: 60    24
7 Hi-Potion: 64    24
8 Hi-Potion: 68    26
9 Hi-Potion: 72    28
0 Hi-Potion: 76    30

    "Quickly reloads attack cards with no charge time required.  Even normally
unreloadable cards are restored."

    A more expensive and more useful Potion, if you've used up a lot of attack
cards in sleights and want them back.  Hi-Potions are expensive, but you'll
want them for their ability to return all your Attack cards to you in an
instant.  Just make sure that it doesn't get broken in the process.  Hi-Potions
are especially useful in a sleight-heavy deck since they allow you to unleash
all your sleights on an opponent again, though anything you lost to an enemy's
Zantetsuken stays lost.  If you're in for a long haul though, you may wish to
reload occasionally, discard the Hi-Potions, and use ...
_______________________________________________________________________________
MEGA-POTION                                                                 3/7

Acquired: Defeat Riku III
Sleights: None                             Found in:             Object | Chest
                                               Twilight Town   - X      | 10%
                                               Destiny Islands - 3%     | X
                                               Castle Oblivion - 1%     | 5%

CP Cost Table        MP Resale Table
1 Mega-Potion: 45    18
2 Mega-Potion: 49    18
3 Mega-Potion: 53    20
4 Mega-Potion: 57    22
5 Mega-Potion: 61    24
6 Mega-Potion: 65    26
7 Mega-Potion: 69    26
8 Mega-Potion: 73    28
9 Mega-Potion: 77    30
0 Mega-Potion: 81    32

    "Quickly reloads attack cards with no charge time and resets the reload
counter.  Even normally unreloadable cards are restored."

    For five extra CP above Hi-Potions per level, you get all the benefits of
the Hi-Potion PLUS kicking the reload counter back down to 1.  This can be a
huge benefit when you're in a battle of attrition.  Mega-Potions are expensive,
yes, but hardly more so than Hi-Potions, so you find it worth your while to use
these instead of Hi-Potions in your deck.  Not much else to say about these
cards - if you're using lots of attack cards, you'll want to carry a few of the
Potion-class items anyways.  Mega-Potions still don't restore cards broken by a
Zantetsuken.
_______________________________________________________________________________
ETHER                                                                       4/7

Acquired: Key of Guidance room in Agrabah
Sleights: None                            Found in:              Object | Chest
                                              Agrabah          - 10%    | 10%
                                              Olympus Coliseum - 5%     | X
                                              Wonderland       - 7%     | 5%
                                              Monstro          - 5%     | 5%
                                              Halloween Town   - 5%     | 5%
                                              Atlantica        - 3%     | X
                                              Hollow Bastion   - X      | 5%
                                              Twilight Town    - 3%     | X

CP Cost Table    MP Resale Table
1 Ether: 20      8
2 Ether: 22      8
3 Ether: 24      8
4 Ether: 26      10
5 Ether: 28      10
6 Ether: 30      12
7 Ether: 32      12
8 Ether: 34      12
9 Ether: 36      14
0 Ether: 38      14

    "Quickly reloads magic cards with no charge time required.  It does not
work on cards that cannot be reloaded."

    In a nutshell, a Potion, only for magic cards instead of attack cards.  No
restoration of sleight leaders, unfortunately.  Ether cards are (much) cheaper
to put in your deck than Potion cards, but seeing as how you should be relying
more on attack cards, that's to be expected.
_______________________________________________________________________________
MEGA-ETHER                                                                  5/7

Acquired: Defeat Vexen I
Sleights                                   Found in:             Object | Chest
- Holy                                         Twilight Town   - 5%     | X
                                               Destiny Islands - 3%     | 5%
                                               Castle Oblivion - 1%     | 10%

CP Cost Table       MP Resale Table
1 Mega-Ether: 35    14
2 Mega-Ether: 38    14
3 Mega-Ether: 41    16
4 Mega-Ether: 44    16
5 Mega-Ether: 47    18
6 Mega-Ether: 50    20
7 Mega-Ether: 53    20
8 Mega-Ether: 56    22
9 Mega-Ether: 59    22
0 Mega-Ether: 62    24

    "Quickly reloads magic cards with no charge time and resets the reload
counter.  Even normally unreloadable cards are restored."

    You've got to hand it to the Mega-Ether for bringing your whole magic deck
back, plus resetting the reload counter.  If you're choosing between Mega-Ether
cards and Mega-Potion cards for counter reset, definitely go for the much less
expensive Mega-Ethers.  Again, Mega-Ethers are cheaper solely because magic
cards tend to see much less action than attack cards, but they're still good
cards to have in your deck.
_______________________________________________________________________________
ELIXIR                                                                      6/7

Acquired: 100-Acre Wood
Sleights: None                             Found in:             Object | Chest
                                               Twilight Town   - 5%     | 5%
                                               Castle Oblivion - 2%     | 3%

CP Cost Table    MP Resale Table
1 Elixir: 45     18
2 Elixir: 49     18
3 Elixir: 53     20
4 Elixir: 57     22
5 Elixir: 61     24
6 Elixir: 65     26
7 Elixir: 69     26
8 Elixir: 73     28
9 Elixir: 77     30
0 Elixir: 81     32

    "Quickly reloads attack cards and magic cards, including normally
unreloadable cards."

    Wow, a combination of Hi-Potion and Mega-Ether, minus the counter reset and
somewhat more expensive than either (but a heck of a lot cheaper than placing
both in your deck).  Whereas Potions should be placed directly after attack
cards and Ethers directly after magic cards, Elixirs are best situated after
using up both.  There's not much to say about Elixirs other than if you're into
using a lot of attack and magic sleights, then a strong Elixir is your best
friend.
_______________________________________________________________________________
MEGALIXIR                                                                   7/7

Acquired: Rewards room in Destiny Islands
Sleights                                   Found in:             Object | Chest
- Holy                                         Destiny Islands - 3%     | X
                                               Castle Oblivion - 5%     | 2%

CP Cost Table      MP Resale Table
1 Megalixir: 50    20
2 Megalixir: 55    22
3 Megalixir: 60    24
4 Megalixir: 65    26
5 Megalixir: 70    28
6 Megalixir: 75    30
7 Megalixir: 80    32
8 Megalixir: 85    34
9 Megalixir: 90    36
0 Megalixir: 95    38

    "Quickly reloads attack cards and magic cards, including normally
unreloadable cards.  The reload counter is also reset."

    One item to rule them all, one item to find them ... THIS, my friends, is
that one item.  The Megalixir is the most expensive card in the game, but man
is it powerful.  With one button press, your entire fighting deck returns to
you (minus any Zantetsuken'd cards) and your reload counter returns to 1.  A
single Megalixir card, then, can be worth more than a thousand CP of attack
and magic cards.  Is it worth it in comparison to the other items?  That's a
judgment call for you to make.

------------------------------Ally Cards (7 total)-----------------------------

    Your friends will randomly appear in battle as cards.  When you collect
them, they are automatically placed at the head of the deck, right after the
reload square, in the order that they were collected.  Having friends is great,
since you basically get free cards to use (or sleight) at your convenience.
The game randomly chooses which friend appears and when, though in a Meeting
Ground room you'll automatically encounter them at the beginning of a fight IF
you have a friend with you (there's a small segment in Sora's game where he
loses all of his friends).  Donald and Goofy will almost always stick with you;
you'll also meet friends in various worlds, though they won't always be around
for the whole duration of the trek.  The game seems to give you these auxiliary
friend cards much more often than a Donald/Goofy card in these worlds.  Also,
if you clear a world, move on, and return later, your auxiliary friends will
still be with you.

    Unlike the Magic summons, Friend summons leave Sora on-screen instead of
leaping off screen, and even better Sora is free to move while his friends pull
their attack.  Use this to your advantage to retreat to a safe corner and rifle
through the deck until you find that next card you want to play.

    CP tables are provided for friend cards, even though it doesn't cost any CP
to pick up a friend card.  Please don't ask me where I found these CP tables.
_______________________________________________________________________________
DONALD DUCK                                                                 1/7

Acquired: With Sora at the beginning of the game
Sleights
- Trinity Limit
- Magic (Needs 2 or 3 Donald Duck cards)
- Blazing Donald

CP Table
0 Donald Duck: 38       5 Donald Duck: 28
1 Donald Duck: 20       6 Donald Duck: 30
2 Donald Duck: 22       7 Donald Duck: 32
3 Donald Duck: 24       8 Donald Duck: 34
4 Donald Duck: 26       9 Donald Duck: 36

    "Donald randomly casts Fire, Blizzard, Thunder, or Cure.  Stock more than
one to power up Donald's magic."

    Donald's the magician of the group, which reflects in his choice of spells:
the three basic elemental spells, plus Cure.  Note that he casts TWO spells in
succession when summoned.  The key to proper Donald usage is to only bust him
out if you're not up against an enemy that either runs quickly or has some kind
of immunity.  Donald's fairly unreliable and there will be more than one
occasion when he heals a Sora already at full health.  On the other hand, there
will be times when he blasts the whole battlefield with Thunder right as you
need it.  Donald's good to have but not someone on whom you can rely.
_______________________________________________________________________________
GOOFY                                                                       2/7

Acquired: With Sora at the beginning of the game
Sleights
- Trinity Limit
- Goofy Charge (Needs 2 Goofy cards)
- Goofy Tornado (Needs 3 Goofy cards)

CP Table
0 Goofy: 38             5 Goofy: 28
1 Goofy: 20             6 Goofy: 30
2 Goofy: 22             7 Goofy: 32
3 Goofy: 24             8 Goofy: 34
4 Goofy: 26             9 Goofy: 36

    "Goofy swings his shield at the enemy.  Stock more than one to power up
Goofy's attack."

    Overall Goofy does less damage than Donald, but at least you won't run the
risk of reviving an enemy spellcaster with something that it's strong against.
Basically, Goofy jumps in and rams whoever's in his way with a shield smash.
As a direct consequence, he has to be aimed carefully before you let him loose.
Like Donald, Goofy is a good friend to have around, but don't rely too much on
his basic attacks.  His sleights increase his power dramatically; see the
Sleight section for more details.
_______________________________________________________________________________
ALADDIN                                                                     3/7

Acquired: Key of Beginnings room in Agrabah
Sleights
- Sandstorm (Needs 2 or 3 Aladdin cards)

CP Table
0 Aladdin: 43           5 Aladdin: 33
1 Aladdin: 25           6 Aladdin: 35
2 Aladdin: 27           7 Aladdin: 37
3 Aladdin: 29           8 Aladdin: 39
4 Aladdin: 31           9 Aladdin: 41

    "Aladdin swings his sword at the enemy repeatedly.  Stock more than one to
power up Aladdin's attack."

    A mobile version of Cloud.  Aladdin doesn't hit quite as hard, but he makes
up for this by hitting more often.  When summoned, Aladdin hops in front of
Sora and swings his sword like a dervish on crack.  Even better, you can steer
him while he's busy chopping everything (including Heartless with physical
defense) into pieces.  The downside is that he doesn't last long enough, plus
you can't reach enemies floating up in the air.  Still a fairly decent friend,
but I'd save at least one high-level Aladdin card in case Sora needs to break
out of a swarm of Heartless in a hurry.
_______________________________________________________________________________
JACK                                                                        4/7

Acquired: Entrance to Halloween Town
Sleights
- Terror
- Gifted Miracle
- Surprise! (Needs 2 or 3 Jack cards)

CP Table
0 Jack: 43              5 Jack: 33
1 Jack: 25              6 Jack: 35
2 Jack: 27              7 Jack: 37
3 Jack: 29              8 Jack: 39
4 Jack: 31              9 Jack: 41

    "Jack casts Fire, Blizzard, Thunder, or Gravity.  Stock more than one to
power up Jack's magic."

    Jack Skellington is Donald, and then some.  He gets Gravity instead of Cure
and only hits once, so do unto him as you would do unto Donald.  He does get an
impressive array of sleights, though, and is easily more powerful than Donald
if you manage to sleight three of his cards for a mega Surprise!
_______________________________________________________________________________
ARIEL                                                                       5/7

Acquired: Key to Guidance room in Atlantica
Sleights
- Spiral Wave (Needs 2 or 3 Ariel cards)

CP Table
0 Ariel: 43             5 Ariel: 33
1 Ariel: 25             6 Ariel: 35
2 Ariel: 27             7 Ariel: 37
3 Ariel: 29             8 Ariel: 39
4 Ariel: 31             9 Ariel: 41

    "Ariel whirls across the field, striking many enemies.  Stock more than one
to power up Ariel's attack."

    When triggered, Ariel swims in from the side and torpedoes right through
any Heartless in a horizontal line centered where Sora stands.  This repeats a
few times (MANY times if you stock up Ariel cards for Spiral Wave), which can
be especially devastating to groups of Heartless all bunched up together.  In
fact, using Ariel to knock out a single opponent, however strong, could be
interpreted as poor use of a fairly powerful card.
_______________________________________________________________________________
PETER PAN                                                                   6/7

Acquired: Key of Beginnings room in Neverland, then Key to Truth room
Sleights
- Teleport
- Hummingbird (Needs 2 or 3 Peter Pan cards)

CP Table
0 Peter Pan: 43         5 Peter Pan: 33
1 Peter Pan: 25         6 Peter Pan: 35
2 Peter Pan: 27         7 Peter Pan: 37
3 Peter Pan: 29         8 Peter Pan: 39
4 Peter Pan: 31         9 Peter Pan: 41

    "Peter Pan attacks with his dagger.  Stock more than one to power up
Peter's attack."

    Like Ariel, only airborne instead of underwater.  Pan flies in and impales
any Heartless unlucky enough to be in the way of his dagger.  Use him exactly
as you'd use Ariel.
_______________________________________________________________________________
THE BEAST                                                                   7/7

Acquired: Key of Guidance room in Hollow Bastion
Sleights
- Ferocious Lunge (Needs 2 or 3 The Beast cards)

CP Table
0 The Beast: 43         5 The Beast: 33
1 The Beast: 25         6 The Beast: 35
2 The Beast: 27         7 The Beast: 37
3 The Beast: 29         8 The Beast: 39
4 The Beast: 31         9 The Beast: 41

    "The Beast mows down anyone in Sora's path.  Stock more than one to power
up the Beast's attack."

    Ariel if by sea, Pan if by air, the Beast if by land.  Like Ariel and Peter
Pan, the Beast is a rushdown attacker.  Unlike those two, he's significantly
stronger and you may recall in the original Kingdom Hearts how he ran over any
Heartless in his path.  Not much more to say, use him like you'd use Ariel or
Peter Pan.

-----------------------------Enemy Cards (49 total)----------------------------

    There are more Enemy cards in the game than there are Attack, Magic, Item,
and Friend cards put together, but for some reason you'll be using them the
least anyways.  Enemy cards go into your standard deck and cost CP, but they
are specially used.  The Select button flips to your Enemy card page, where you
can pick one and use it to generate an effect for as long as it is active.
Only one Enemy effect may be active at any given time, so if you use another
card before the first has run out, you're essentially discarding your first
effect.  Enemy cards have the big advantage in that they can't be card broken
(except by one very special Enemy card), so once active they'll stick like a
thorn in your opponent's side.  Enemy cards gleaned from bosses can only be
picked up once, while Enemy cards harvested from defeated Heartless can be
found and placed in-deck repeatedly.  Note that if you want a particular Enemy
card dropped by a certain Heartless, you'll have to kill that type of Heartless
last in battle.  Even then, there's only a small chance of gaining that card.

    Enemy cards can't be reloaded, but for certain cards you can stock more
than one in your deck.  These cards are not unique; unique cards are found only
once in the game and can only be used once in battle.  Each Enemy card also has
an effect name that is displayed at the bottom of the screen.  All Enemy cards
have their own unique criteria for how long they last.  Some Enemy cards,
notably the unique cards, will also have additional effects that may or may not
grant a huge advantage to Sora in a fight.
_______________________________________________________________________________
SHADOW                                                                     1/49

Effect:   Incrementor
Duration: 2 reloads
Unique:   No
CP Cost:  25
Resale:   10
Acquired: Dropped by Shadows upon defeat

Auxiliary effects: None

    "Increase the value of all cards by 1."

    For a nice 25 CP cost, the face values of all your regular deck cards is
increased by one.  Your cards can't go higher than 9 in value.  Think of the
Shadow as a less extreme Martial Waking room effect.  Accordingly, this Enemy
card is great for pure beatdown decks that rely on high numbers anyways, but it
plays hell with decks that rely heavily on attack sleights or 0 cards to break
an opponent's play.  The numbers are incremented as they are played, not while
they're in your hand, so it's easy to forget about the Incrementor.  The Shadow
is a niche card, so treat it accordingly and use it ONLY when it is needed.
_______________________________________________________________________________
SOLDIER                                                                    2/49

Effect:   Combo Plus
Duration: 3 reloads
Unique:   No
CP Cost:  20
Resale:   8
Acquired: Dropped by Soldiers upon defeat

Auxiliary effects: None

    "Add an extra hit to normal combos."

    An all around great card for beatdown decks if you're using just one type
of Keyblade, as you can push an extra attack through.  Do note that if you wish
to use plenty of Soldier cards, your deck should reflect that.  A beatdown deck
suited for three card combos rarely works in four card combos. You can get
three reloads off before the Combo Plus effect expires, which is especially
good for big, CP efficient decks.  If you're using a sleight-based deck, don't
bother with this card.
_______________________________________________________________________________
LARGE BODY                                                                 3/49

Effect:   Guard
Duration: 1 reload
Unique:   No
CP Cost:  40
Resale:   16
Acquired: Dropped by Large Bodies upon defeat

Auxiliary effects: None

    "Deflect frontal physical attacks and completely nullify damage."

    If you're good with keeping your back away from your opponent and fighting
someone who relies heavily on his Keyblades for direct damage, Large Body is a
great card to have.  Simply put, all beatdown decks fear this card, which
renders a direct attack useless in one fell stroke unless you have an affinity
for dodge-roll action during a lengthy sleight.  Guard lasts only a single
reload, but when you consider its price and effect, that's not an unreasonable
amount of time.  Keep one (or more) of these cards in your deck for fighting
beatdown lovers.
_______________________________________________________________________________
RED NOCTURNE                                                               4/49

Effect:   Fire Boost
Duration: 1 reload
Unique:   No
CP Cost:  20
Resale:   8
Acquired: Dropped by Red Nocturnes upon defeat

Auxiliary effects: None

    "Increase the strength of Fire abilities."

    If you use lots of Fire-based abilities, you can make them more potent for
a mere 20 CP's worth of cost in your deck.  Can we say Mega Flare abuse?  Not
much more to be said about this card - either you can use it or you can't, and
most people can't.
_______________________________________________________________________________
BLUE RHAPSODY                                                              5/49

Effect:   Blizzard Boost
Duration: 1 reload
Unique:   No
CP Cost:  20
Resale:   8
Acquired: Dropped by Blue Rhapsodies upon defeat

Auxiliary effects: None

    "Increase the strength of Blizzard abilities."

    See the entry for Red Nocturne and apply it to this card, noting also that
ice magic doesn't have one hella cheap and abusable sleight.  For that matter,
ice doesn't get as many sleights in general as fire.  Blue Rhapsody is a decent
card if you're packing lots of ice spells in anticipation of a boss weak to the
chill.  Otherwise, don't bother.
_______________________________________________________________________________
YELLOW OPERA                                                               6/49

Effect:   Thunder Boost
Duration: 1 reload
Unique:   No
CP Cost:  20
Resale:   8
Acquired: Dropped by Yellow Operas upon defeat

Auxiliary effects: None

    "Increase the strength of Thunder abilities."

    Same as the above two, for Thunder spells.  Slightly more useful than the
other two as a stand-alone card since high-level Thunder sleights can blast the
whole screen, thus striking multiple opponents.  You still don't get a sleight
as downright cheap as Mega Flare, but Thundaga can be fun to play with, also.
Still, I'd advise against putting this in your deck unless you're absolutely
relying on Thunder cards.
_______________________________________________________________________________
GREEN REQUIEM                                                              7/49

Effect:   Cure Boost
Duration: 1 reload
Unique:   No
CP Cost:  20
Resale:   8
Acquired: Dropped by Green Requiems upon defeat

Auxiliary effects: None

    "Increase the potency of Cure abilities."

    You shouldn't have to use Cure spells more than occasionally.  However, if
you've only got a small number of Cure cards and desperately need the recovery,
the Green Requiem enemy card can mean the difference between victory and defeat
in a close fight.  Of all the spell boost cards, I'd rank the Green Requiem as
the least useful simply because you shouldn't be needing to use it often.  But
having one doesn't hurt, especially in a pinch.
_______________________________________________________________________________
POWERWILD                                                                  8/49

Effect:   Retrograde
Duration: 1 reload
Unique:   No
CP Cost:  40
Resale:   16
Acquired: Dropped by Powerwilds upon defeat

Auxiliary effects: None

    "Reverse the values of all cards.  1 becomes 9, 2 becomes 8, etc.  Cards
with value 0 are not affected."

    I swear, the Powerwild card has got to be one of the sneakiest around.  All
of your cards have their values reversed as described by the game.  The upshot
of this is that you can take a bunch of 1s into battle, play the card, and
suddenly you're packing a deck of 9 cards.  As you may have guessed, the effect
is next to useless for sleight-heavy decks, but it's a boon for people who have
little CP to burn on high-level cards.  Another feature, which may or may not
be a drawback, is that it doesn't affect the opponent's cards - so you can't
use it to turn all your enemy's 9 cards into 1s.  If you're going to use the
Retrograde effect, you can build a solid beatdown deck around lots of low-value
cards and half a dozen Powerwilds.  But the Powerwild won't work for you if it
isn't preplanned, so don't just throw one into your deck and expect it to work
like magic.  Basically, it's your call whether or not you want to use it.
_______________________________________________________________________________
BOUNCYWILD                                                                 9/49

Effect:   Draw
Duration: 5 reloads
Unique:   No
CP Cost:  10
Resale:   4
Acquired: Dropped by Bouncywilds upon defeat

Auxiliary effects: None

    "Attract fallen cards and items for easy retrieval."

    A low CP-costing card that gives you a slight edge during story battles,
especially if you're having difficulty grabbing experience balls or other such
bonuses during a fight.  The upside is that it lasts 5 full reloads, which is
plenty of time for you to beat up on enemies.  The downside is that it lasts 5
full reloads, which is plenty of time for the situation to change into one
where you'll find yourself needing another card.  Carry one if you can, but
don't be hesitant to jettison the effect if you need something else.
_______________________________________________________________________________
AIR SOLDIER                                                               10/49

Effect:   Reload Kinesis
Duration: 3 reloads
Unique:   No
CP Cost:  30
Resale:   12
Acquired: Dropped by Air Soldiers upon defeat

Auxiliary effects: None

    "Reload while in motion."

    Use this card and suddenly you no longer have to stand still like a sitting
duck when reloading your deck.  This is especially useful at the higher reload
counter levels, so to get maximum effect from Reload Kinesis you'll want to use
it once your reload counter is maxed out.  All well and good, but a much more
practical (though expensive) solution is loading up on a Mega-Potion or Mega-
Ether or similar item that resets the counter for you.  Use the Air Soldier
only if you can't afford one of these items and desperately need to avoid a
pounding while reloading.
_______________________________________________________________________________
BANDIT                                                                    11/49

Effect:   Combo Finish
Duration: 1 reload
Unique:   No
CP Cost:  30
Resale:   12
Acquired: Dropped by Bandits upon defeat

Auxiliary effects: None

    "Make any normal attack as strong as a finishing blow."

    If you study Sora's swing animation when Combo Finish is activated, you'll
notice that he skips the first two swings and goes directly into a Combo Finish
attack.  This is great if the Keyblade you're using has a powerful Finish hit
(One-Winged Angel, Crabclaw, and MAYBE Metal Chocobo come to mind), but useless
if the Combo Finish strike is the weakest that it has (use it on an Oblivion
deck and watch your fighting power drop to negligible amounts).  Note that all
Combo Finish attacks get a level boost to damage, letting you artificially
raise the power of a deck emphasizing last hits.  Just be aware that since each
hit is a finishing attack, your ability to combo vanishes into thin air. Use
this card only if you're sure that you want it, since it does have its uses
(albeit limited).
_______________________________________________________________________________
FAT BANDIT                                                                12/49

Effect:   Back Attack
Duration: 2 reloads
Unique:   No
CP Cost:  40
Resale:   16
Acquired: Dropped by Fat Bandits when defeated

Auxiliary effects: None

    "Increase damage when striking enemies from behind."

    Hit an enemy from the back and your damage goes up.  Easy.  Your attacking
power increases by about two levels of damage (e.g., from C to B, B+ to A+, and
so forth).  The problem is getting yourself into position to launch an attack,
which is a hassle at best and near impossible at worst.  Don't bother trying to
pull this on any boss.  Another noteworthy observation is that when you hit an
opponent, it turns around.  Back Attack is therefore only good on the first hit
of an attack (Divine Rose with its powerful Strike comes to mind).  I don't
feel justified in using it, but if you're capable of getting results with it,
by all means do so.
_______________________________________________________________________________
BARREL SPIDER                                                             13/49

Effect:   Quickload
Duration: 3 reloads
Unique:   No
CP Cost:  30
Resale:   12
Acquired: Dropped by Barrel Spiders upon defeat

Auxiliary effects: None

    "Reload cards instantly."

    Now THIS is convenient.  Once the reload counter fills up, all of your
cards reappear instantly without that streaming animation.  This is especially
good for large decks, since the streaming animation can take a sizable amount
of time and obviously Sora can't hit back while his deck is rearranging itself.
Quickload thus eliminates one of the biggest vulnerability windows that Sora
has.  The bigger your deck, the more useful the card is.  However, I'd still
scrap it in favor of potions unless you have absolute gobs of free CP.
_______________________________________________________________________________
SEARCH GHOST                                                              14/49

Effect:   Drain
Duration: 1 reload
Unique:   No
CP Cost:  35
Resale:   14
Acquired: Dropped by Search Ghosts upon defeat

Auxiliary effects:
- Less exp per kill

    "Absorb enemy HP when striking with attack cards, but enemies will drop
fewer items."

    This card basically reads, "I'm going to sacrifice a bit of the exp that I
would normally earn in order to get some HP back." As a result, Search Ghost is
infinitely more useful in multiplayer battles than in the story mode, where HP
is good but where you'll want to concentrate on leveling Sora in the long run.
It's not like you get a little HP per smack, either - a few good hits and you'd
be surprised how much HP comes streaming back.  If there's one disadvantage
with Drain, it's that the effect doesn't last long enough in small decks.  Also
note that the Drain effect occurs only off normal attacks; sleights won't give
you anything back.
_______________________________________________________________________________
SEA NEON                                                                  15/49

Effect:   Random Values
Duration: 1 reload
Unique:   No
CP Cost:  20
Resale:   8
Acquired: Dropped by Sea Neons upon defeat

Auxiliary effects: None

    "Randomize the values of cards you use."

    Sea Neon is the mess-with-your-opponent's-mind card, since with the Random
Values effect you never know if the next attack will card break your opponent.
This causes a huge amount of stress for your foe since a card break will send
him reeling but failing to break doesn't affect you.  If you're playing a deck
full of low-value cards, Sea Neon could potentially save you (though Powerwild
is usually a better way to fight).  Note that Sea Neon affects only you, not
your enemy.  It's a fun card to have, but too unreliable to bring into any
serious fight.
_______________________________________________________________________________
SCREWDIVER                                                                16/49

Effect:   Decrementor
Duration: 1 reload
Unique:   No
CP Cost:  15
Resale:   6
Acquired: Dropped by Screwdivers upon defeat

Auxiliary effects: None

    "Decrease the values of all cards by 1."

    Another niche card, meaning that it has its uses, but you won't be using it
often unless your deck is built that way.  Screwdiver's main use is allowing
you to load up a deck full of 1s and turn them all into 0s, thus getting a load
of 0 cards for half the price.  You can also use it to turn Ragnarok into Ars
Arcanum, etc., but the price you pay is that your cards are easier to break.
Still, used properly it can be a versatile card that throws your opponent for a
curveball, but a deck built around this effect should include at least 5
Screwdiver cards.  It's a really cheap card, so the problem is mostly camping
around Atlantica poaching for Screwdiver cards.
_______________________________________________________________________________
AQUATANK                                                                  17/49

Effect:   Auto-Reload
Duration: 1 reload
Unique:   No
CP Cost:  30
Resale:   12
Acquired: Dropped by Aquatanks upon defeat

Auxiliary effects: None

    "Automatically reload cards when they run out."

    On the surface, this is a great idea - hey, save me the hassle of reloading
cards myself! - but unless your deck is built to take advantage of Aquatank,
you may as well forget about it.  First, it lasts only 1 reload.  Second, it
takes effect only after your whole deck - friends, items, attacks, magic, the
works - are depleted.  This almost never happens except in a pure beatdown
deck and even then the chances are rare.  I'd save the 40 CP and spend a little
more to throw an extra Elixir into the deck, which serves the same purpose in a
far more versatile way.  Auto-Reload does have its good features, however; it
reloads instantly, like an item, and it doesn't increment the reload counter,
also like an item.
_______________________________________________________________________________
WIGHT KNIGHT                                                              18/49

Effect:   Float
Duration: 3 reloads
Unique:   No
CP Cost:  15
Resale:   6
Acquired: Dropped by Wight Knights upon defeat

Auxiliary effects: None

    "Alter gravity to increase jumping ability."

    You jump higher and that's about it.  Use it if you find yourself swarmed
consistently by lots of ground-based Heartless.  In multiplayer, don't bother.
For that matter, don't even bother in Story mode except against certain bosses;
you can reach any airborne enemy at the height of your normal jump.
_______________________________________________________________________________
GARGOYLE                                                                  19/49

Effect:   Vanish
Duration: 1 reload
Unique:   No
CP Cost:  30
Resale:   12
Acquired: Dropped by Gargoyles upon defeat

Auxiliary effects: None

    "Become invisible and reduce your chances of being hit."

    Sora turns invisible, which is denoted in-game by a sprite that blinks in
and out.  In multiplayer, your character vanishes from your opponent's screen
though he can still see your deck and equipped sleights.  Pretty funny to see
Heartless attacking in every which direction during Story mode.  Taking a hit
does not cancel the invisibility.  For that matter, you could pull off an Ars
Arcanum right next to your opponent without compromising your stealth.  A smart
opponent will have a 0 card ready, of course, but the surprise factor may allow
you to get in a couple of good whacks before any response comes out.  Don't try
to pull any high-cooldown moves like Ragnarok while stealthed, though - your
opponent can still see your deck or equipped sleight and WILL react according
to what he sees.  If you can afford the CP cost, keep a couple of Gargoyles in
your deck.
_______________________________________________________________________________
PIRATE                                                                    20/49

Effect:   All Zeroes
Duration: 1 reload
Unique:   No
CP Cost:  30
Resale:   12
Acquired: Dropped by Pirates upon defeat

Auxiliary effects: None

    "Change the values of all cards to 0."

    All of your cards change into 0 cards.  Not much else to say really.  This
is great if you find yourself consistently needing to break an enemy sleight,
so you'll be able to terrorize sleight-heavy decks, but you can also expect any
card that you throw out to get broken in turn.  Magic, Items, and Friends have
this bad habit of taking way too long to execute, which is definitely something
you don't want to risk when you're using 0 cards.  All your Keyblade sleights
turn into Zantetsukens and your Magic/Item sleights remain unaffected.
_______________________________________________________________________________
AIR PIRATE                                                                21/49

Effect:   Item Bracer
Duration: 3 reloads
Unique:   No
CP Cost:  30
Resale:   12
Acquired: Dropped by Air Pirates upon defeat

Auxiliary effects: None

    "Stop enemies from breaking item cards you use."

    If you find yourself losing lots of items to 0 cards or Zantetsukens or
what have you, you might seriously consider adding an Air Pirate card to your
deck.  For three reloads, you get to laugh at your opponent's attempts to break
your card recovery.  Needless to say, this is great for you and bad for your
foe, especially if you're both far into a battle and you decide to pop out a
Megalixir.  If you don't want to bother with recovery items, ditch this card.
And if you're up against a bad opponent, you might want to ditch it anyways.
_______________________________________________________________________________
DARKBALL                                                                  22/49

Effect:   Cardblind
Duration: 3 reloads
Unique:   No
CP Cost:  25
Resale:   10
Acquired: Dropped by Darkballs upon defeat

Auxiliary effects: None

    "Hide the cards you hold from hostile eyes."

    Darkball is a great card - for 25 CP, you get to surprise your opponent
with a 0 card right when he's least expecting it.  As such, using Cardblind
allows you to play mind games with your opponent.  It's next to useless in the
story mode since computers don't react based on what cards you're packing.  Do
note that your sleights are still visible, so you can't just sneak up and let
an Ars Arcanum or a Holy loose on whoever you're playing against.  Overall the
Darkball is one of the best cards that you can pack, the only disadvantage
being that you're giving up other Enemy effects to use it.
_______________________________________________________________________________
DEFENDER                                                                  23/49

Effect:   Protect
Duration: 1 reload
Unique:   No
CP Cost:  25
Resale:   10
Acquired: Dropped by Defenders upon defeat

Auxiliary effects: None

    "Decrease damage from physical attacks by the enemy.  Magical attacks do
normal damage."

    You take less damage from Keyblade strikes.  In effect, Defender is one of
the best cards to use against a beatdown deck, the only problem being that it
lasts but one reload.  Don't bother with it if you find yourself being pasted
by magic.  Protect also seems to lessen damage from physical attack sleights,
which can really add up if you're on the receiving end of an Ars Arcanum.  In
conclusion, if you know that your opponent is building a beatdown deck, bring a
Defender along.
_______________________________________________________________________________
WYVERN                                                                    24/49

Effect:   Reload Lock
Duration: 3 reloads
Unique:   No
CP Cost:  25
Resale:   10
Acquired: Dropped by Wyverns upon defeat

Auxiliary effects: None

    "Reload without incrementing the reload counter."

    Kinda nice to have, since for 25 CP you'll get three free reloads without
kicking up the counter should you choose to use them all.  This is especially
good for small, expensive-card decks and not so good for big decks.  I don't
really recommend this card if you're going to be using other Enemy cards or
Items that compensate for reloads.  If the Wyvern is all that you have, though,
go ahead and place it in your deck.
_______________________________________________________________________________
WIZARD                                                                    25/49

Effect:   Magic Boost
Duration: 1 reload
Unique:   No
CP Cost:  30
Resale:   12
Acquired: Dropped by Wizards upon defeat

Auxiliary effects: None

    "Forfeit summon card use to power up magic cards."

    If you like using magic, this is the card for you.  It's a Red Nocturne,
Blue Rhapsody, Yellow Opera, Green Requiem and then some all wrapped up into
one.  All of your magic cards get a slight boost in damage and duration.  The
downside is that you lose the use of your summon cards, which means no Mushu
for Mega Flare and no Cloud for Omnislash.  Is it worth it?  Depends mostly on
your deck setup.  Your summon cards return to use once the deck is reloaded
again.
_______________________________________________________________________________
NEOSHADOW                                                                 26/49

Effect:   Bio
Duration: 1 reload
Unique:   No
CP Cost:  25
Resale:   10
Acquired: Dropped by NeoShadows upon defeat

Auxiliary effects: None

    "Cause enemies' HP to gradually drop."

    This has GOT to be one of the cheapest cards on the block.  At a mere 25 CP
cost, you get to dodge-roll around while watching your opponent's HP drop.  A
cut in HP is bad no matter how you look at it, and with proper usage of dodge-
roll and 0 cards you can make life truly miserable for any would-be enemy.  Bio
works equally well in either story mode or competitive battle.  Drawbacks are
twofold - one, you'll need a lot of these cards to make the effects really add
up, and two, you'll have to poach NeoShadows in order to get these cards.
_______________________________________________________________________________
WHITE MUSHROOM                                                            27/49

Effect:   Hyper Healing
Duration: 3 reloads
Unique:   No
CP Cost:  25
Resale:   10
Acquired: Dropped by White Mushrooms after completing first aid

Auxiliary effects: None

    "Restore some HP every time you use a friend card."

    Limited usage unless you like to call out lots of friends in battle.  The
obvious limitation is that there's no assurance your friends will actually show
up when you want them to.  Seeing as how there are far more efficient ways to
go about healing yourself, I'd say leave the White Mushroom out of your deck.
Seriously, if you have even one Cure card, there's little justification for
using Hyper Healing.
_______________________________________________________________________________
BLACK FUNGUS                                                              28/49

Effect:   Random Flush
Duration: 1 reload
Unique:   No
CP Cost:  20
Resale:   8
Acquired: Dropped by Black Fungi upon defeat

Auxiliary effects: None

    "Activate a random enemy card effect."

    Like most other randomizers, Random Flush is fun but unreliable.  For a 20
CP cost you get to randomly gain an enemy effect.  This can work either way; if
you pick up an effect that costs a LOT (cough*Marluxia*cough*Lexaeus) AND is
useful, you win.  Conversely, you might pick up an effect that does nothing for
you (Item Bracer when you've used up all your items) or even worse throw your
deck out of whack (Incrementor for a deck heavy on attack sleights).  Certain
decks accommodate the Black Fungus more readily than others, but it's your call
if you want to risk using it.
_______________________________________________________________________________
CREEPER PLANT                                                             29/49

Effect:   Leaf Bracer
Duration: 1 reload
Unique:   No
CP Cost:  35
Resale:   14
Acquired: Dropped by Creeper Plants upon defeat

Auxiliary effects: None

    "Stop enemies from breaking Cure abilities you use."

    Good opponents will use Zantetsuken to blast away your Cure cards.  You may
also run into a lot of card breaks during the story line and nothing is worse
than banking your hopes on a Curaga sleight only to see it knocked away by a 0
card.  Stop your opponent with the Creeper Plant.  Since Leaf Bracer is pretty
much only taking up space unless you're actually using a Cure ability, the best
way to use this Enemy effect is to fully heal yourself, then switch to another
Enemy card.  As Sora's total HP capacity increases, so does the usefulness of
Leaf Bracer.
_______________________________________________________________________________
TORNADO STEP                                                              30/49

Effect:   Reload Haste
Duration: 1 reload
Unique:   No
CP Cost:  25
Resale:   10
Acquired: Dropped by Tornado Steps upon defeat

Auxiliary effects: None

    "Subtract 2 from the reload counter."

    Reload Haste allows you to get one free reload reset for a single turn.  As
such, it should be activated RIGHT before reload and only if you don't intend
to use an item.  It's only good for a single reload.  It's cheaper than any
item that you'll find, but are you justified in using it?  My advice would be
to dispense with this card and level up one more time in order to throw an item
of sorts into your deck.
_______________________________________________________________________________
CRESCENDO                                                                 31/49

Effect:   Summon Boost
Duration: 1 reload
Unique:   No
CP Cost:  20
Resale:   8
Acquired: Dropped by Crescendos upon defeat

Auxiliary effects: None

    "Forfeit magic card use to power up summon cards."

    For those of us who like to abuse summons or summon sleights, the Crescendo
card allows you to power up your summons at the cost of losing the magic cards
in your current lineup.  This is great if you like using Omnislash or want to
get an extra bit of damage out of Proud Roar.  The downside, of course, is that
along with your magic cards proper you lose any sleight that uses them, which
means no Mega Flare or Stop Raid abuse.  Leave out the Crescendo card unless
you are certain that you want to build a deck around summon attacks, in which
case having three or four can't hurt.
_______________________________________________________________________________
GUARD ARMOR                                                               32/49

Effect:   Wide Attack
Duration: 30 attacks
Unique:   Yes
CP Cost:  30
Resale:   Can't
Acquired: Key to Truth room in Traverse Town

Auxiliary effects: None

    "Slightly extend the range of attack cards."

    Your Keyblades reach further, which is always good against multiple enemies
and may also give you a slight edge in multiplayer battles.  It costs only 30
CP which makes it a very cheap card considering that it is unique.  However,
you probably won't be placing Guard Armor in your deck simply because there are
so many more useful enemy cards out there.  When all's said and done, you'll
probably want to use other cards.
_______________________________________________________________________________
PARASITE CAGE                                                             33/49

Effect:   Dispel
Duration: 1 use
Unique:   Yes
CP Cost:  60
Resale:   Can't
Acquired: Key to Guidance room in Monstro

Auxiliary effects: None

    "Break an opponent's enemy card without fail.  Nothing happens if your
opponent has no enemy card in play."

    When played, the Parasite Cage destroys your opponent's enemy card effect.
This is great if your enemy is using expensive cards like Marluxia or Lexaeus,
of which he has only one copy.  The problem is that you can only have a single
Parasite Cage, plus it costs a fairly hefty amount to put into your deck.  It
might save you in a multiplayer battle; in story mode, don't bother with it
unless you're up against a boss with a nasty card effect that you absolutely
must get rid of.  Even then, it's an open question as to whether or not you
should simply wait the effect out.
_______________________________________________________________________________
TRICKMASTER                                                               34/49

Effect:   Value Break
Duration: 10 breaks
Unique:   Yes
CP Cost:  25
Resale:   Can't
Acquired: Key to Truth room in Wonderland

Auxiliary effects: None

    "When you lose a card break, reduce the value of the enemy's card by the
value of your broken card."

    Trickmaster reads "You break me, you lose value, I break you." As such, you
can use it to set up some truly heinous counterattacks, especially if you lose
the card break only by 1 or 2.  This allows you to break your enemy with low-
value sleights such as Ars Arcanum or Ragnarok in revenge.  If you're going to
use the Trickmaster, however, keep in mind that you only have ten breaks to
take advantage of and should use them wisely.  Getting broken by a 0 card won't
reduce your opponent's attack any further, but then again a 0 card doesn't need
any reduction to make it vulnerable.
_______________________________________________________________________________
DARKSIDE                                                                  35/49

Effect:   Mimic
Duration: 1 use
Unique:   Yes
CP Cost:  99
Resale:   Can't
Acquired: Key to Truth room in Destiny Islands

Auxiliary effects: None

    "Copy the enemy card your opponent is using.  Nothing happens if your
opponent has no enemy card in play."

    Basically what the in-game description says.  See an effect that you like
but don't have yourself?  Then steal it! ... for 99 CP, that is.  You'll have
to decide whether or not the high CP cost is worth it.  In both story mode and
multiplayer you can grab such awesome effects as Double Sleight and Warp Break,
but your opponent could also decide to dispense with enemy cards, in which case
you're 99 CP down the drain with nothing to show for it.  Thus, Darkside is a
strictly use as necessary enemy card.
_______________________________________________________________________________
CARD SOLDIER                                                              36/49

Effect:   Attack Haste
Duration: 30 attacks
Unique:   Yes
CP Cost:  55
Resale:   Can't
Acquired: Key of Beginnings room in Wonderland

Auxiliary effects: None

    "Increase the swing speed of attack cards."

    For the duration of Attack Haste, your Keyblades all come out two levels
faster - C becomes B, B becomes A, etc.  Useless if you're packing Diamond Dust
or Fairy Harp, great for slow swingers like Lionheart or Oblivion.  Basically,
you use Card Soldier as needed.  If you're building a deck around a slow card,
having a Card Soldier doesn't hurt.  With fast cards you shouldn't bother, and
with attack cards that run the speed gamut it's strictly up to whether or not
you want to burn 55 CP.
_______________________________________________________________________________
HADES                                                                     37/49

Effect:   Berserk
Duration: 30 attacks
Unique:   Yes
CP Cost:  40
Resale:   Can't
Acquired: Key to Truth room in Olympus Coliseum

Auxiliary effects:
- Resistant to fire
- Stunned by ice

    "Boost the power of attack cards when low on HP (when the gauge is flashing
red)."

    The upside: you hit harder.  The downside: you have to be at critical HP
levels to hit harder.  For 40 CP, you get to risk defeat in order to make your
enemy feel the pain.  It's a good bargain if you have high HP pools (since the
HP level considered critical rises with Sora's health) and can consistently hit
your opponent more often than he hits you.  Personally, I'd argue that Hades'
biggest advantage is the fire resistance he confers upon you at a 40 CP cost.
This is especially useful if you're going to fight someone who likes Fire cards
or Fire spells.
_______________________________________________________________________________
JAFAR                                                                     38/49

Effect:   Attack Bracer
Duration: 20 attacks
Unique:   Yes
CP Cost:  65
Resale:   Can't
Acquired: Key to Truth room in Agrabah

Auxiliary effects: None

    "Stop enemies from breaking attack cards you use."

    Unless your opponent uses a 0 card, any time you have an attack card active
you are totally safe.  Nothing can break your cards, not even a high-level
sleight.  The obvious advantage is that you can now finish up your attack chain
with a sharply reduced risk of interruption, which is important for slow attack
cards like Lionheart or Oblivion.  Your attack sleights receive a similar level
of protection WITHOUT decreasing the Bracer gauge; take advantage of it to pull
the slow sleights in battle.  Do note that you should never depend too much on
Attack Bracer since any 0 card will still override it.  All in all a very good
card to have and use, especially in story mode.
_______________________________________________________________________________
OOGIE BOOGIE                                                              39/49

Effect:   Regen
Duration: 10 uses
Unique:   Yes
CP Cost:  40
Resale:   Can't
Acquired: Key to Truth room in Halloween Town

Auxiliary effects: None

    "Gradually restore HP.  HP return more quickly when low."

    Oogie Boogie is a glorified Tinker Bell, but with the added effect that
only Parasite Cage can break him (and that would leave your opponent 20 CP in
loss).  Otherwise, there's not much that your enemy can do other than wail on
you and pray that Regen runs out before his onslaught stops.  Regen is a
definitely comeback card and works well for both low HP and high HP characters
since once it tops the HP pool it stops until another attack is taken.  Place
this card in your deck, but remember that it should never be more than a mere
supplement to your main source of HP restoration.
_______________________________________________________________________________
URSULA                                                                    40/49

Effect:   Shell
Duration: 5 hits taken
Unique:   Yes
CP Cost:  50
Resale:   Can't
Acquired: Key to Truth room in Atlantica

Auxiliary effects: None

    "Halve the damage from magical attacks by the enemy.  Summon magic does
normal damage."

    Magic-using opponents are fairly rare but can be absolute hell to fight
against if the deck is well-built.  In the story mode, Defender is usually more
useful than Ursula, not to mention less expensive.  Still, if you're up against
a particularly spell/summon-happy boss or opponent, you might find Shell a
worthy investment.  I personally wouldn't bother since it's usually easier to
stuff a non-physical attack with a 0 card, but that's just me.
_______________________________________________________________________________
HOOK                                                                      41/49

Effect:   Second Chance
Duration: 3 uses
Unique:   Yes
CP Cost:  35
Resale:   Can't
Acquired: Key to Truth room in Neverland

Auxiliary effects:
- Resistant to lightning
- Stunned by fire

    "Retain 1 HP after a critical hit, provided you have 2 or more HP left."

    If you're taking a pounding, using Hook might give you one final chance to
redeem yourself.  Basically, you sleight a Curaga, wait until you're KO'ed and
revived, then immediately trigger the Curaga.  Second Chance gives you three
uses, which can save your hide if you have a low HP pool and find yourself on
the receiving end of a barrage of attacks.  Hook also grants resistance to
lightning but makes Sora weak against fire, which could either help or hurt you
depending on the opponent.  I'd recommend Vexen over Hook unless you can't
afford the CP cost.
_______________________________________________________________________________
DRAGON MALEFICENT                                                         42/49

Effect:   Overdrive
Duration: 30 attacks
Unique:   Yes
CP Cost:  70
Resale:   Can't
Acquired: Key to Truth room in Hollow Bastion

Auxiliary effects:
- Reload slowdown

    "Sacrifice reload speed to power up attack cards."

    Your attacks all get a single level boost in strength (C becomes C+, B+
becomes A, etc.), but your reload counter fills up at a somewhat slower pace.
Basically, Overdrive nets you three extra levels of attack per chain at the
cost of a reduced reload speed.  We're not talking about a large speed decrease
either.  However, if you're going to use Overdrive at all, for obvious reasons
you'll want to do it while your reload counter is at 1.  Previously I had
stated that attack damage does not exceed *, but this is untrue - Overdrive can
boost a Keyblade to *+ damage.  Thanks to EchoPhoenix for pointing this out.
_______________________________________________________________________________
RIKU                                                                      43/49

Effect:   Sleight Lock
Duration: 5 sleights
Unique:   Yes
CP Cost:  80
Resale:   Can't
Acquired: Defeat Riku IV

Auxiliary effects:
- Resistant to fire, ice, and lightning

    "Keep cards used in sleights available for reloading."

    The description ought to read "keep SOME cards available for reloading" as
you won't be seeing any of your items back.  For five sleights, Riku preserves
the card that you led the sleight with.  This equals 16 CP per card, which is
cheaper than just about nearly any card in the game except for the Kingdom Key
and certain A-level Keyblades.  If you want to preserve Mushu for more Mega
Flares or keep Cloud around for an extra Omnislash, Sleight Lock is the way to
go.  As an added bonus, you also get global elemental resistance.  Beatdown
decks can skip Sleight Lock, but any deck that relies significantly on sleights
should definitely include it.
_______________________________________________________________________________
AXEL                                                                      44/49

Effect:   Quick Recovery
Duration: 10 hits taken
Unique:   Yes
CP Cost:  75
Resale:   Can't
Acquired: Key of Beginnings room in Castle Oblivion

Auxiliary effects:
- Immune to fire
- Stunned by ice

    "Use cards even while staggering from damage."

    When you're hit, you can't use a card until you've recovered.  Axel's card
gets around this little disadvantage, which can be especially frustrating for
opponents who like to use slow Keyblades or slow sleights.  Axel also grants
immunity to fire, which is great if you're up against someone who likes using
fire-based Keyblades or sleights.  The downside is that you'll suffer from huge
weaknesses against the fast and powerful Diamond Dust cards.  However, Quick
Recovery allows you to strike back and may well be the only way to stop Holy
once it hits.  A good card to keep when confronting sleight-happy opponents.
_______________________________________________________________________________
LARXENE                                                                   45/49

Effect:   Dash
Duration: 15 cards
Unique:   Yes
CP Cost:  60
Resale:   Can't
Acquired: Defeat Larxene II

Auxiliary effects:
- Immune to lightning
- Weak against special attacks

    "Increase running speed."

    You cover about 50% more distance in the same amount of time that you would
without Dash.  This is a great card if you like to play hit-and-run with your
opponent, but the fact that the battlefield is kinda small limits how useful
Larxene can be.  You also gain lightning immunity, which may or may not be of
use.  Unfortunately, Sora's dodge roll doesn't come out any more quickly or
cover any additional distance.  Basically Larxene's card is fun to play with
but should be set aside for any serious battle.
_______________________________________________________________________________
VEXEN                                                                     46/49

Effect:   Auto-Life
Duration: 1 use
Unique:   Yes
CP Cost:  60
Resale:   Can't
Acquired: Key of Beginnings room in Twilight Town

Auxiliary effects:
- Immune to ice
- Stunned by fire

    "Revive automatically when your HP reach 0.  Only a small amount of HP is
restored."

    The same function as Hook, but with two major differences.  First, you will
revive with a small fraction of your full HP upon KO regardless of how much
health you had when defeated.  Second, it only takes effect once.  Hook and
Vexen are both weak against fire, but they confer different advantages.  For
one, Vexen turns the tables on anyone using a Diamond Dust deck in spite of the
fact that Auto-Life is more expensive than Second Chance.  Overall I'd say that
Vexen's card is better than Hook's, since you're guaranteed at least one more
chance.
_______________________________________________________________________________
MARLUXIA                                                                  47/49

Effect:   Double Sleight
Duration: 3 sleights
Unique:   Yes
CP Cost:  99
Resale:   Can't
Acquired: Key of Guidance room in Castle Oblivion

Auxiliary effects:
- Resistant to fire, ice, lightning, and special attacks
- Weak against physical attacks

    "Use stocked cards and sleights twice in a row.  However, during versus
battles it bumps up the reload counter."

    Marluxia basically makes you strong against everything except a direct
physical hit.  You also use any sleight twice in a row with no pause in between
so long as the sleight remains unbroken.  This can be great for screen-clearers
such as Mega Flare in story mode or concentrated sleights such as Holy or Ars
Arcanum in multiplayer.  Basically, you get three free sleights for 33 CP per
sleight, which is a total bargain when you consider that the cheapest sleight
not involving friends is Ars Arcanum with 3 Kingdom Keys, which costs 30 CP to
equip.  As such, your sleights will nearly always cost more than 33 CP, often
much more.  Simply put, Double Sleight is one of the best enemy effects in the
whole game IF you can use it properly.  The only downside is the kick that the
reload counter takes once Double Sleight is activated.
_______________________________________________________________________________
LEXAEUS                                                                   48/49

Effect:   Warp Break
Duration: 50 attacks
Unique:   Yes
CP Cost:  99
Resale:   Can't
Acquired: After obtaining Ultima Weapon.  See notes.

Auxiliary effects:
- Immune to ice
- Resistant to physical attacks
- Weak against special attacks

    "Obliterate enemies with the finishing blow of a combo with a high success
rate.  During versus battles you can stun your opponent."

    Upon smacking a Heartless with a Combo Finish, it hopefully vanishes into
thin air AND drops exp balls, unlike the Warp sleight.  Warp Break lasts for a
full 50 attacks, all of which you'll want to use to your advantage.  Lexaeus
also confers ice immunity and resistance to physical attacks; unfortunately,
the weakness against special attacks means that you'll want to stow the card
when facing a sleight-heavy deck.  On the other hand, Warp Break's stun effect
also gives you a potential advantage seeing as how you can pull a powerful
sleight while your opponent is dizzy.  Lexaeus is thus a double-edged card, to
be used only when you suffer less from it than your opponent.
_______________________________________________________________________________
ANSEM                                                                     49/49

Effect:   Sleightblind
Duration: 10 sleights
Unique:   Yes
CP Cost:  60
Resale:   Can't
Acquired: After obtaining Ultima Weapon.  See notes.

Auxiliary effects:
- Resistant to fire, ice, and lightning

    "Conceal your stocked cards from opponents."

    For 6 CP per sleight, you can hide your sleights from your opponent.  This
is great in general for any sleight-heavy deck and especially good for hiding
that Zantetsuken you intend to hit someone with.  Alternatively, you can also
use it to hide a low-value sleight to prevent your opponent from anticipating
it.  Sleightblind also grants a hefty array of resistances.  Overall a very
good card and a definite must-have for any counter-based fighting deck.

-------------------------------------------------------------------------------
SLEIGHTS
-------------------------------------------------------------------------------

    When you first enter Traverse Town, Leon is there to teach you about card
sleights and how to use them.  To use a sleight, Sora stocks up to three cards
and them triggers them simultaneously.  Leon also cautions you to the drawbacks
of using sleights: when you do, the card that you use to lead off a sleight
becomes unavailable by normal reload.  Because of this, it is essential not to
overuse sleights, otherwise you'll find yourself fighting on a rapidly thinning
deck.

    Normally, stocking three cards allows you to use each one in succession
without the pause that normally comes between card use.  When using a triple
attack sleight, you'll note that Sora dishes out each Keyblade strike far more
quickly than he would if the cards were used individually.  The game counts the
total value of all the cards in the sleight as the value of that sleight, which
is used for break and technique calculations.  Better still, even running into
opponents that normally guard against physical attacks (frontal attacks against
Large Bodies, Fat Bandits, etc.) still won't cause Sora's attack to stop or
reel apart.

    The true power behind sleights, however, lies in the fact that as you go
through the game, you can learn how to use certain combinations to set up quite
devastating attacks.  For example, if Sora uses a 1 attack, 2 attack, and 3
attack, he'll swing his Keyblade thrice.  However, once you gain a certain
sleight technique at level 37, this particular combination becomes Ars Arcanum,
a powerful storm of attacks that runs through the opposition.

    There are three types of special Sleights.  Attack sleights are primarily
based upon the Keyblade cards.  Without exception, they all do non-elemental
damage and thus punch through any sort of defense.  They also tend to be rigid
in the card numbers used for the sleight, so changing card values even a little
may result in a totally different sleight.  Magic sleights are based on Magic
or Item cards and these sleights can have an elemental property.  Finally,
Friend sleights will require a Friend card to use.  Neither Magic nor Friend
sleights depend on a card's value at all, so the higher the sleight's value,
the more difficult it is to break.

    Sora doesn't start with any Sleight techniques; instead, he has to gain
them through the course of the game.  He can gain eleven Sleights as bonuses at
certain intervals from leveling.  Others will be found in Bounty rooms and a
few in certain Reward rooms.  Still others will be acquired as story events.
Sleight descriptions, card requirements, and my own commentary are given below.
Unless specifically noted, a sleight MUST be built in the order listed - for
example, Mushu + Fire + Fire forms Mega Flare.  If you use Fire + Fire + Mushu,
you'd get Fira instead, while Fire + Mushu + Fire produces no special sleight
at all.

---------------------------Attack Sleights (9 total)---------------------------

    Attack sleights are primarily based upon the Keyblade cards.  All of them
deal out non-elemental damage and as such they will all pierce any defense.
The disadvantage is that Attack sleights tend to have very rigid value limits -
your sleight must be made using such and such cards with such and such total
values, or else you'll get a different sleight.  Keep this in mind when you add
Enemy cards to your deck.
_______________________________________________________________________________
SLIDING DASH                                                                1/9

Acquired: Level bonus at level 2 or above
Requires: Three attack cards of the same type.
          Total value 10-15

    "Slide toward distant targets for a close-range attack."

    Sora sticks the Keyblade in front of himself and skids across the field on
it, ramming through anything in his way.  Great range, plus it'll punch right
through a cluster of Heartless and hit all of them, but it won't touch a flying
enemy.  It doesn't do much damage.  Early on, Sliding Dash is a good sleight to
use against tightly packed clusters of enemies for a free hit, but you'll
rapidly find yourself doing without it as you progress through the game.  In
multiplayer, it really has no place.
_______________________________________________________________________________
BLITZ                                                                       2/9

Acquired: Level bonus at level 17 or above
Requires: Three attack cards of differing type.
          Total value 10-15

    "Unleash a powerful three-hit combo upon the enemy."

    Sora leaps into the air and at an enemy, then brings the Keyblade smashing
down from above.  Hits both grounded and airborne opponents and deals out fair
damage.  Sora repeats the leap twice; against a large enemy, you can sometimes
get as many as three hits before Sora jumps again.  Blitz goes after whichever
enemy has the target cursor on it when it is triggered; if Sora kills an enemy,
the technique will automatically seek out a new one.  There are better sleights
for pure damage, but Blitz is still a fairly solid sleight throughout the
entire story mode.  In multiplayer, you can use it to hit your friend from
across the field while he's reloading cards.
_______________________________________________________________________________
STUN IMPACT                                                                 3/9

Acquired: Level bonus at level 7 or above
Requires: Three attack cards of the same type
          Total value 20-23

    "Stun surrounding enemies with a single attack."

    Sora brandishes the Keyblade, then plunges it into the Earth.  Somehow this
creates a hemisphere of energy that stuns any opponent unlucky enough to get
caught in it.  Alone, Stun Impact doesn't do much damage, plus its range is
restricted to anything within Keyblade's reach of Sora.  Early in the game, you
might find yourself using this attack to pin down Heartless for a good whack.
It's only later, however, that Stun Impact becomes really useful provided that
you can hit something with it, as then you'll have more powerful sleights to
dish out damage.  You can forget about using it in multiplayer since no decent
opponent would get caught in it.
_______________________________________________________________________________
ZANTETSUKEN                                                                 4/9

Acquired: Level bonus at level 27 or above
Requires: Three attack cards
          Total value 0 or 27

    "Break a card and render it unreloadable until the end of the battle."

    Twirling his Keyblade, Sora makes a gigantic cut through the air in front
of him.  Somehow, it only does piddling damage - however, Zantetsuken's real
use lies in its auxiliary effect.  Note the required card values: basically, it
breaks whatever is active at the time.  Not only does it do that, Zantetsuken
also knocks that card (or set of cards, if it broke a sleight) out of the rest
of the fight.  This is especially good in multiplayer if you need to take out
your opponent's healing cards.  27 Zantetsuken is very difficult indeed to
break, but you can expect 0 Zantetsuken to break before it hits thanks to the
sizable windup delay.
_______________________________________________________________________________
STRIKE RAID                                                                 5/9

Acquired: Level bonus at level 12 or above
Requires: Three attack cards
          Total value 24-26

    "Hurl the Keyblade forward, stunning and dealing damage."

    Another hard to break sleight, for the Strike Raid technique Sora flings
the Keyblade across the field.  This attack stuns anything that it hits.  The
problem lies in the observation that stun never lasts as long as you wish it
would - bosses can recover almost before Sora gets his key back.  Strike Raid
is handy for putting a halt to a line of enemies, but there are better sleights
available for that purpose.  The best time to use it is after a good run, since
enemies have a tendency to fall into a line when they pursue you.  Don't bother
with this sleight in multiplayer combat.
_______________________________________________________________________________
SONIC BLADE                                                                 6/9

Acquired: Level bonus at level 22 or above
Requires: Three attack cards of different types
          Total value 20-23

    "Rocket across the field, striking down any enemies in the way.  Press the
A button for up to six additional attacks."

    Sora fixes the Keyblade in front of himself and then barrels across the
battlefield, blasting through anything in his way.  Sonic Blade has great range
and can be steered, though it doesn't hit enemies high in the air and will end
prematurely once it reaches the far end of its range.  Whenever you press the A
button for another strike, Sora will make a 180 degree turn and go sliding back
in the direction he came from.  On the final strike, he'll shout "This is it!"
as the camera zooms in on him.  Sonic Blade typically does about C+ damage per
strike except the last one, which can do significantly more.  It's useful
against both masses of Heartless and bosses or enemies in multiplayer.  A good
and versatile sleight to have.
_______________________________________________________________________________
ARS ARCANUM                                                                 7/9

Acquired: Level bonus at level 37 or above
Requires: Three attack cards
          Total value 1-6

    "Rain a flurry of blows upon the enemy."

    Sora begins moving forward while ripping through the air with repeated
Keyblade strokes.  Ars Arcanum finishes when he leaps through the air and comes
down with a powerful smash and a yell of "This is it!"  The sleight always
tracks whichever enemy has the target cursor on it, though unlike Blitz it will
not always reacquire targets when the current victim is dead.  Ars Arcanum is
the ultimate attack sleight when it comes to beating up on a single, strong foe
since it does so much damage.  It's also quite cheap to equip; the downside, of
course, is that the sleight gets broken easily, even in story mode against
normal enemies.  Once started it only strikes grounded opponents, but you can
hit airborne enemies if you trigger the sleight in midair.  If you're going to
use Ars Arcanum a lot, pair it up with an Attack Bracer or something that stuns
or stops the target.  Overall it's one of the best sleights to keep in your
deck.
_______________________________________________________________________________
RAGNAROK                                                                    8/9

Acquired: Level bonus at level 47 or above
Requires: Three attack cards
          Total value 7-9

    "Leap into the air and fire a stream of rays in front of you."

    Sora jumps into the air and in an overt defiance of gravity he floats as
energy collects onto the tip of the Keyblade.  You can move Sora around while
he's floating in order to get a bead on your enemies since the AI is smart
enough to try and avoid the incoming attack.  When fully charged, Sora fires
out a concentrated blast of rays.  Ragnarok does about half the damage of Ars
Arcanum, but to compensate it has a whole-screen range.  Unfortunately, the
windup time is really, really lengthy - nearly 3 seconds - which leaves plenty
of time for an opponent to break the sleight.  And if you look at the card
values, any decent enemy WILL break the sleight.  Don't use it in multiplayer;
in story mode, it has its moments, but overall you're better off with Ars
Arcanum.

    UPDATE: Thanks to alert reader Kenjoki Ikari, I've been informed that
Ragnarok can be fired prematurely without any loss in power.  Just hit the
attack button to trigger it once energy begins to collect on Sora's keyblade.
_______________________________________________________________________________
TRINITY LIMIT                                                               9/9

Acquired: Story event upon entering Floor 13, Castle Oblivion
Requires: Any attack card + Donald Duck + Goofy

    "Inflicts heavy damage on all enemies in sight."

    Sora leaps into the air as a keyhole appears in the floor, sticks his
Keyblade into it, and turns.  This unlocks an enormous reservoir of energy that
blasts through most anything on the battlefield, with only the hardiest of
Heartless able to survive it.  Back in the original Kingdom Hearts, Trinity
Limit drained all of your MP, but in Chain of Memories it costs significantly
less to use.  First off, you don't have to start the sleight with an attack
card; instead, use a Friend card, since they vanish anyways after use.  Trinity
Limit hits even harder than Mega Flare and it affects the whole battlefield; a
problem, however, lies in its long windup delay; any competent opponent will
break the sleight with a 0 card.  In story battles against normal opponents,
this sleight is a screen cleaner.  Don't bother with it for character bosses or
multiplayer.

---------------------------Magic Sleights (38 total)---------------------------

    Unlike Attack sleights, Magic sleights do not depend at all upon the total
value of the cards Sora has stocked.  Instead, they depend solely upon the
actual card types themselves.  For this reason, map cards like Sorcerous Waking
and enemy effects like Incrementor won't screw up a Magic sleight the way that
they'd mess up an Attack sleight.  Unfortunately, you'll find that only a small
number of Magic sleights are of any use to you - the rest are interesting to
use from time to time, but of limited value in serious battles.
_______________________________________________________________________________
FIRA                                                                       1/38

Acquired: Learned with first Fire card (after defeating Axel I)
Requires: Fire + Fire

    "Sizzle the opposition with powerful fire magic."

    A step up from basic Fire, so to speak.  Unfortunately, it's not much of a
step.  Basically, Sora fires (pardon the pun) a mass of flame in front of
himself and it explodes if it hits anything.  Fira has a wider blast radius
than Fire and it hits comparatively harder, but essentially it's just a bigger
and more glorified version of the basic spell.  Fira only strikes a single
enemy.  Treat it as such.
_______________________________________________________________________________
FIRAGA                                                                     2/38

Acquired: Learned with first Fire card (after defeating Axel I)
Requires: Fire + Fire + Fire

    "Scorch the opposition with supreme fire magic."

    Like Fira, only more powerful still and boasting a yet wider blast radius.
It still doesn't hit very far, however.  Firaga does a sizable load of damage,
especially if you're up against an enemy weak to flames.  Against such foes,
you'll see entire bars knocked down.  I still wouldn't recommend putting this
in your deck simply because there are more effective sleights out there.  Like
its cousins, Firaga is a niche spell.  And again like Fire, it only hits one
enemy.
_______________________________________________________________________________
BLIZZARA                                                                   3/38

Acquired: Learned with first Blizzard card (by default)
Requires: Blizzard + Blizzard

    "Chill the opposition with powerful ice magic."

    Sora unleashes a snowflake which will expand into an ice crystal if it hits
anything.  Like the spell that it's based on, Blizzara still won't win any
prizes for range.  It does damage comparable to Fira so long as its target
doesn't have any special resistances.  Of the three spells, Blizzara definitely
gets the short end of the stick as it has neither Fira's range nor Thundara's
wide blast radius.  It's advantage lies in being able to hit more than one foe
when it bursts.
_______________________________________________________________________________
BLIZZAGA                                                                   4/38

Acquired: Learned with first Blizzard card (by default)
Requires: Blizzard + Blizzard + Blizzard

    "Freeze the opposition with supreme ice magic."

    Another snowflake and this time it expands into a huge crystal nearly as
big as Sora himself upon impact.  Blizzaga still has the range problems that
we've come to know and love from the ice spells.  In terms of pure damage, it
can scythe right through any enemy weak against ice provided you can hit your
target.  See my comments on how Blizzara stacks up against its two peers, then
apply the same comments here.
_______________________________________________________________________________
THUNDARA                                                                   5/38

Acquired: Learned with first Thunder card (after defeating Larxene I)
Requires: Thunder + Thunder

    "Shock the opposition with powerful lightning magic."

    A step up from Thunder and a fairly sizable step at that.  Whereas in the
basic Thunder spell Sora simply called down Zeus' wrath onto whatever was in
front of him, Thundara hits the whole screen.  It also doesn't have the target
acquisition problems of fire or ice, since it comes out without having to hit
anything first.  Thundara blasts away a good deal of the screen; for the first
half of the story mode, it's a fairly good sleight to have for softening up
crowds of enemies.  Thundara's strength lies in its range, but the price to pay
for this wide area of effect is that Thundara does less damage than Blizzara or
Fira.
_______________________________________________________________________________
THUNDAGA                                                                   6/38

Acquired: Learned with first Thunder card (after defeating Larxene I)
Requires: Thunder + Thunder + Thunder

    "Fry the opposition with supreme lightning magic."

    Like Thundara, only more powerful still.  Thundaga hits the entire screen
and comes out at decent speed.  It does less damage than Blizzaga and Firaga,
but you no longer have to worry about aiming the spell to hit more than one
opponent.  For much of story mode, Thundaga is a screen-clearer of a sleight.
Still, don't use it in competitive multiplayer, and only use it if a boss has a
specific weakness to lightning.
_______________________________________________________________________________
CURA                                                                       7/38

Acquired: Learned with first Cure card (by default)
Requires: Cure + Cure

    "Restore a lot of HP."

    By "a lot of HP", the game means around 65-75 HP.  Cura is one of the best
sleights early in the game, though as you progress through the story and into
multiplayer it eventually becomes overshadowed by Curaga.  The best way to use
Cura is to trigger it right as your opponent attacks - you'll break the attack
and heal yourself while your enemy is reeling from card break.  Even if you run
short of cards for Curaga, make sure you can always at least tack Cura onto the
end of a sleight.
_______________________________________________________________________________
CURAGA                                                                     8/38

Acquired: Learned with first Cure card (by default)
Requires: Cure + Cure + Cure

    "Restore a very large amount of HP."

    Trigger Curaga and around 150 HP comes streaming back.  As with Cure and
Cura, there's a slight delay between execution and the actual restoration of HP
during which the sleight can be broken.  In both multiplayer and the latter
half of Sora's story, Curaga will be your main source of healing.  As such, you
should always carry enough Cure cards to form the sleight several times.
_______________________________________________________________________________
GRAVIRA                                                                    9/38

Acquired: Learned with first Gravity card (randomly from a Bounty room)
Requires: Gravity + Gravity

    "Deals damage relative to the enemy's remaining HP."

    Sora casts a spell that hits whatever he's currently locked onto plus any
enemies caught in the blast radius.  Gravira has a wider area of effect than
Gravity; in fact, the on-screen graphic is a deceptively small one, as it seems
that Gravira can hit anything which so much as touches the cone of energy.
Upon a successful hit, an enemy's HP is reduced by half (rounded down).  Note
that Gravira, like Gravity, reduces the opponent's current and not the maximum
HP.  Also, bosses tend to be immune to Gravity, so don't bother with it in a
boss fight.
_______________________________________________________________________________
GRAVIGA                                                                   10/38

Acquired: Learned with first Gravity card (randomly from a Bounty room)
Requires: Gravity + Gravity + Gravity

    "Deals damage relative to the enemy's remaining HP."

    The meanest version of them all, Graviga blasts away three quarters of your
target's HP (rounded down) and also of all the victims caught in its enormous
area of effect.  Seriously, this spell hits wide and hard, which makes it a
great sleight for starting any sort of normal battle.  Bosses are still immune
to Gravity.  Note that this sleight does take about half a second before the
distinctive enemy-getting-squished-into-the-ground effect occurs, during which
it is vulnerable to card break.  Like its cousins, Graviga centers upon whoever
is targeted at the time.
_______________________________________________________________________________
STOPRA                                                                    11/38

Acquired: Learned with first Stop card (randomly from a Bounty room)
Requires: Stop + Stop

    "Halt enemy movement for a long period of time."

    A better version of Stop.  Your enemy is halted for about three seconds
instead of the standard second-and-a-half (I said ABOUT).  Stopra inflicts all
the properties of Stop - your enemy's state is frozen.  Any opponent caught by
Stopra does not react until after the spell has worn off.  Stopra can hit more
than one target, but good luck getting this to happen.  As you might expect,
some enemies (notably bosses) are immune to Stop altogether.
_______________________________________________________________________________
STOPGA                                                                    12/38

Acquired: Learned with first Stop card (randomly from a Bounty room)
Requires: Stop + Stop + Stop

    "Halt enemy movement for a very long period of time."

    When Sora tells the Heartless to Stopga the violence, do they ever Stop!
Trigger this sleight and your enemies are frozen in place for six seconds, give
or take half a second.  Stopga has the widest effect radius of all the Stop
sleights, though it still isn't much to speak of (certainly nothing like that
of Graviga or Thundaga).  Stopga is useful if you want to beat down on an enemy
without worry of card break or simply need breathing space, but is rendered
obsolete by Stop Raid.
_______________________________________________________________________________
AERORA                                                                    13/38

Acquired: Learned with first Aero card (randomly from a Bounty room)
Requires: Aero + Aero

    "Blow away surrounding enemies and inflict damage."

    Remember how Aero makes swathes of wind blades materialize around Sora?  So
does Aerora, only you have bigger air currents that reach further and hit
harder.  Aerora does more damage than Aero and is great for clearing out groups
of Heartless clustered around Sora.  Unfortunately, since the spell is still
centered on Sora, you'll have a hard time using it effectively in either boss
fights or multiplayer.
_______________________________________________________________________________
AEROGA                                                                    14/38

Acquired: Learned with first Aero card (randomly from a Bounty room)
Requires: Aero + Aero + Aero

    "Blow away all enemies in a large radius and inflict damage."

    Aeroga has about the blast radius of a Graviga spell centered directly upon
Sora.  It hits even harder than Aerora, but its limited range and lack of reach
still hamper its overall effectiveness.  In terms of a sleight that lets you
escape from clusters of Heartless, Aeroga is second to none.  Still, I'd ditch
this sleight in favor of Judgment or Stun Impact.
_______________________________________________________________________________
FIRE RAID                                                                 15/38

Acquired: Randomly from a Bounty room in World Card Set I
Requires: Fire + any attack card + any attack card

    "Hurl the Keyblade and inflict fire damage."

    Sora throws the Keyblade like a boomerang and it flies out in front of him
until it either reaches the edge of the battleground or has traveled a whole
screen's length.  Whenever the Keyblade hits a target, it will do Firaga-level
damage instead of normal physical damage.  Therefore, Fire Raid's usefulness is
almost directly proportional to the usefulness of Firaga itself.  Since you run
into Fire-immune enemies fairly often, I'd dispense with this sleight.  That's
not to say Fire Raid isn't useful (because it is), but there are simply better
sleights out there.
_______________________________________________________________________________
BLIZZARD RAID                                                             16/38

Acquired: Randomly from a Bounty room in World Card Set I
Requires: Blizzard + any attack card + any attack card

    "Hurl the Keyblade and inflict ice damage."

    As before, Sora throws out the Keyblade in a direct line.  Any opponent
caught by the flying Keyblade is treated to a healthy dose of Blizzaga-level
damage.  If you're up against an opponent or boss weak against ice and can't
seem to target Blizzaga properly, then Blizzard Raid is the way to go.  As with
all the raid-style sleights, the Keyblade can hit both moving forward and
coming back.  Like Fire Raid, Blizzard Raid should only be used in special
situations.
_______________________________________________________________________________
THUNDER RAID                                                              17/38

Acquired: Rewards room in Neverland
Requires: Thunder + any attack card + any attack card

    "Hurl the Keyblade and inflict lightning damage."

    More boomerang Keyblade action.  While Fire Raid and Blizzard Raid could be
used to overcome their base spells' lack of range/blast radius, Thunder Raid
has no such advantage over Thundara or Thundaga.  For this reason it should
almost always take a back seat to the other two unless you only happen to have
a single Thunder card.  Properly aimed, however, it can still cause devastating
damage to the right opponent.
_______________________________________________________________________________
GRAVITY RAID                                                              18/38

Acquired: Rewards room in Halloween Town
Requires: Gravity + any attack card + any attack card

    "Hurl the Keyblade and trigger Gravity upon impact."

    The description ought to say "trigger Graviga upon impact," because that's
what the Keyblade does when it runs into something.  I'm a little ambivalent
about this one.  On one hand, it has a whole screen's worth of range and allows
you to use Graviga-level spells with only a single Gravity card.  On the other,
the moment it hits an enemy the Keyblade comes right back to Sora without going
on like the other raids do, plus the Gravity spell that it triggers has a much
smaller blast radius than that of Graviga.  It's really your call which one you
want to use, Graviga or Gravity Raid.
_______________________________________________________________________________
STOP RAID                                                                 19/38

Acquired: Rewards room in Wonderland
Requires: Stop + any attack card + any attack card

    "Hurl the Keyblade and trigger Stop upon impact."

    This time around, the Keyblade locks up enemy movement on a successful hit
and freezes the Heartless in place with Stopga.  Like any other raid, Stop Raid
misses any enemy flying too high.  Also, any enemy Stopped on the first hit of
the Keyblade will not have its freeze time extended when the Keyblade comes
back to Sora.  Stop Raid is a great sleight for holding an enemy in place and
works especially well in conjunction with Ragnarok as both sleights hit down a
line.  Predictably, it doesn't work on bosses or even a few normal enemies, but
is still one of the best sleights to have in your deck for a multiplayer or
story fight.
_______________________________________________________________________________
JUDGMENT                                                                  20/38

Acquired: Randomly from a Bounty room in World Card Set II or beyond
Requires: Aero + any attack card + any attack card

    "Hurl the Keyblade toward the enemy for multiple attacks."

    Judgment is a semi-raid sleight.  Sora throws the Keyblade, which homes in
on the currently targeted opponent and then proceeds to beat the stuffing out
of it with repeated strikes.  Each time the Keyblade plows through its target,
it can also hit any enemies in the nearby vicinity.  Judgment hits five times
before the Keyblade returns to Sora.  It does about half the damage of a full
Ars Arcanum and will automatically seek out a new target if the current one is
destroyed.  In multiplayer, this is one of the best sleights for catching your
opponent while he's reloading his cards.
_______________________________________________________________________________
REFLECT RAID                                                              21/38

Acquired: Randomly from a Bounty room in World Card Set II or beyond
Requires: Cloud + any attack card + any attack card

    "Hurl the Keyblade and make it ricochet around to strike many enemies."

    Sora throws the Keyblade in a straight line in front of himself.  Once it
reaches the other side of the room, it then starts bouncing around like it has
a mind of its own (which it may well have).  Each strike does fairly solid
damage.  This makes Reflect Raid great for clearing out masses of enemies - the
problem is, since you can't maneuver the Keyblade yourself, you're as liable to
waste the sleight as use it effectively.  I'd rank Reflect Raid above the Cloud
card alone and below Omnislash or Cross-Slash+, but in reality its strength
depends mainly on the number of enemies on the screen.
_______________________________________________________________________________
HOMING FIRA                                                               22/38

Acquired: Randomly from a Bounty room in World Card Set II
Requires: Aero + Fire + any magic card

    "Cast a Fira spell that seeks out the targeted enemy."

    Exactly as the description says.  Sora casts a Fira spell with a vengeance
and it flies right to whoever is targeted at the time.  As you might expect,
this sleight does Fira-level damage.  Needless to say, this is one awesome
sleight against a boss weak versus fire.  Unfortunately, you'll have to use
relatively high-valued cards if you want to keep this sleight from being broken
and doing so kicks up the price of an already somewhat expensive sleight.
_______________________________________________________________________________
FIRAGA BREAK                                                              23/38

Acquired: Randomly from a Bounty room after acquiring Mushu
Requires: Fire + Mushu + any attack card

    "Inflict fire damage on enemies in front of you with a powerful attack."

    Sora swipes the Keyblade in a combo-finish motion directly in front of
himself, then a Firaga burst comes out and incinerates anything in range.  Less
useful than Firaga due to its lack of range, Firaga Break is also potentially
the more expensive of the two depending on which attack card you use.  About
the only advantage that Firaga Break has over normal Firaga is its speed (it's
marginally faster), but that advantage is negated by range issues.  Dispense
with this sleight, you probably will never need it.  Anyone who can finger a
situation in which Firaga Break works better than Firaga wins a Silver Star.
_______________________________________________________________________________
MEGA FLARE                                                                24/38

Acquired: Sleight bonus at level 52 or above
Requires: Mushu + Fire + Fire

    "Incinerate all enemies in a wide area."

    Sora fires out a small puff of fire, much like what he does for the basic
Fire spells.  This fire particle has full-screen range.  The moment it hits
something, it explodes and hits the ENTIRE battlefield for massive fire damage.
Paired with Double Sleight, Mega Flare is a total screen-clearer and easily one
of the most powerful sleights in story mode.  Its only drawback is that the
initial fireball has to be aimed properly, or else you just shot a Mega Flare
right off into nothingness.  Use it to start battles, or else right after
pulling a Graviga if Mega Flare alone won't blast the Heartless into oblivion.
Mega Flare is a lot trickier to pull off effectively in character boss battles
or multiplayer, so don't bother with it.  On a side note, you probably figured
out that Mega Flare does fire damage and as such can be absorbed by certain
enemies.  Go ahead and abuse it for story mode.
_______________________________________________________________________________
HOMING BLIZZARA                                                           25/38

Acquired: Randomly from a Bounty room in World Card Set II
Requires: Aero + Blizzard + any magic card

    "Cast a Blizzara spell that seeks out the targeted enemy."

    Think of Homing Fira and apply the mechanics to a Blizzara spell.  I'd rank
Homing Blizzara marginally above Homing Fira if only because Blizzard is a bit
harder to target than Fire.  Also, in the story mode you'll encounter more
bosses with a weakness against ice than against fire.  Use Homing Blizzara when
necessary; otherwise, there are better sleights to stock.
_______________________________________________________________________________
AQUA SPLASH                                                               26/38

Acquired: Rewards room in Monstro
Requires: Blizzard + Fire + Aero

    "Spray melted ice at the enemy over a period of time, inflicting ice
damage."

    Sora jumps into the air a la Ragnarok and immediately begins to spray ice
in a stream in front of himself.  Aqua Splash has about half a screen's worth
of range and does ice damage.  It will knock a target backwards, but if you can
manage to hold the enemy throughout the duration of the attack (about 1.5
seconds), Aqua Splash does fairly high damage.  As with Ragnarok, Sora has a
limited aerial maneuverability while sustaining Aqua Splash.  If your aim is
good, use Aqua Splash on bosses weak to ice and kick some major butt.
_______________________________________________________________________________
SHOCK IMPACT                                                              27/38

Acquired: Randomly from a Bounty room after acquiring Simba
Requires: Simba + any attack card + any attack card

    "Simba's roar sends enemies flying and triggers Stop."

    Sora points the Keyblade in front of himself and lets loose Simba's roar.
No, Simba does NOT appear when Sora does this.  Shock Impact is fast and hits
everything in front of Sora besides inflicting Stop status.  In short, it's a
more efficient version of Proud Roar mainly due to its much shorter windup
delay.  Note that Shock Impact causes no damage, but it does give you a short
space of time to use something that does.  Whether or not you wish to use it is
up to you.
_______________________________________________________________________________
TORNADO                                                                   28/38

Acquired: Sleight bonus at level 32 or above
Requires: Aero + Gravity + any summon card

    "Blow away enemies in a wide area, inflicting damage and stunning them."

    Sora summons a whirlwind that springs up around him and tracks down the
nearest Heartless.  Anything unlucky enough to get caught in the tornado is in
for one rough ride.  Tornado inflicts more damage than the basic Aero spell but
can also cost more to equip, depending on what type of summon card you use.
Definitely a step up from Aero or even Aeroga, Tornado also has the added
benefit of stunning any survivors.  Unfortunately, Sora is very vulnerable to
card break while Tornado is executing, so a fast player will break the sleight
with a 0 card or worse yet one of his own.  Overall a fairly decent sleight.
In multiplayer, great for giving your opponent something to stress about if
launched from close range.
_______________________________________________________________________________
QUAKE                                                                     29/38

Acquired: Rewards room in Atlantica
Requires: Gravity + Simba + any magic card

    "Inflict damage on all ground enemies with a violent tremor."

    Sora brandishes the Keyblade and then sticks it into the ground, where the
resulting shock causes major damage to anything that isn't in the air.  Quake
basically is a handy way of eliminating enemies on the ground, which makes it a
cheaper but less powerful version of Mega Flare.  Unfortunately, it's of no use
against an airborne enemy.  Quake can certainly be a very useful sleight in the
right situation, but Mega Flare serves much more consistently for cleaning out
a screen of enemies.
_______________________________________________________________________________
WARPINATOR                                                                30/38

Acquired: Defeat Riku II
Requires: Stop + Gravity + Aero

    "Eliminate the closest enemy.  Not always successful."

    Sora raises the Keyblade, the screen flashes blue, and then an enemy is
warped away - you hope.  If the attack is unsuccessful, a "Miss" message will
appear over Sora.  Warpinator can get rid of a really annoying enemy for you if
that enemy is closer than all the others, but conversely it can also fail and
then you're down three spell cards.  It would be a much better sleight if it
were consistent, but since it isn't you're better off using CP for other cards.
By the way, Warpinator doesn't work against bosses or in multiplayer.
_______________________________________________________________________________
WARP                                                                      31/38

Acquired: Rewards room in Twilight Town
Requires: Stop + Aero + Aero

    "Eliminate all enemies in sight."

    Sora raises the Keyblade, the screen flashes black, and then all enemies
are warped away.  Good riddance.  Warp's a great sleight if you desperately
need to get away from a battle and try to heal yourself, but it does have a
single glaring drawback - unlike Warpinator or Warp Break, enemies killed by a
Warp sleight leave behind no experience.  For this reason, Warp should never be
any more than a last resort sleight since there's no such thing as too much
experience.  As you might expect, Warp doesn't work against bosses or in
multiplayer.
_______________________________________________________________________________
BIND                                                                      32/38

Acquired: Hundred Acre Wood after meeting Eeyore
Required: Gravity + Stop + any magic card

    "Hold enemies in place.  Enemies can still attack from their positions."

    Sora raises the Keyblade and a white film spreads out horizontally from his
position across the whole battleground.  Bound opponents get this funny-looking
symbol (spider web, possibly?) above their heads and cannot move from their
positions.  Bind lasts about as long as Stopga.  Do note that enemies can still
take actions, so spellcasters sometimes launch spells at Sora and shadow-type
enemies will occasionally sink into the ground.  Bind's advantage over Stopga
is its potentially lower cost and its much larger area of effect; however, it
doesn't hit airborne opponents and won't halt enemy attacks the way Stop will.
Personally, I'd dispense with Bind and use Stop Raid instead.
_______________________________________________________________________________
CONFUSE                                                                   33/38

Acquired: Hundred Acre Wood after meeting Piglet
Required: Genie + Tinker Bell + any summon card

    "Temporarily confuse enemies so they attack less often."

    When triggered, Sora raises the Keyblade, the screen flashes blue, the
battleground shakes, and all Heartless on the screen get a bunch of question
and exclamation marks spinning around their heads.  Confuse lasts about four
seconds and also does the equivalent of a D-level Keyblade whack in damage.
The problem lies in the observation that enemies may attack less often, but if
so it's not that much less.  This sleight is a fairly stiff one in terms of CP
cost and has no effect against bosses.  Don't bother with it once you pick up
either Bind or Stop Raid, and if you absolutely must have it for one reason or
another, use Idyll Romp instead.
_______________________________________________________________________________
TERROR                                                                    34/38

Acquired: Halloween Town after meeting Jack Skellington
Required: Any summon card + any summon card + Jack
          Simba + Mushu + any item card

    "Strike fear in the enemy so they no longer approach."

    Sora raises the Keyblade, the screen flashes, and all Heartless suddenly
find a small ghost reminiscent of a Pac-Man spook hovering over them.  This
causes them to flee from Sora to the opposite end of the room and they'll keep
running if he approaches.  Terror lasts about five seconds.  If you find
yourself consistently whomped by swarms of enemies, Terror can be a good lead
to a powerful Thundaga or Mega Flare attack.  The downside is that you'd better
have a long-range attack handy since Sora sure isn't going to be hitting any
enemies with the Keyblade.  As you might imagine, this sleight doesn't work
against bosses or in multiplayer.  You can pull Terror at a fairly low CP cost
in Halloween Town once you pick up Jack, but outside it becomes a very costly
sleight.  Do it once for laughs, then stow the sleight.
_______________________________________________________________________________
SYNCHRO                                                                   35/38

Acquired: Hundred Acre Wood after meeting Rabbit
Required: Cure + Gravity + Aero

    "Set surrounding enemies' HP to that of the target."

    Sora raises the Keyblade and a small light forms on its tip.  This light
then slowly homes in on the targeted Heartless; once it hits, it flares out and
all on-screen enemies find their HP values changed to match that of the target.
Used properly, Synchro can dramatically shorten the length of both battles and
HP bars.  It takes a LOT of maneuvering to hit the target you want, however,
plus if you whiff the attack it's very possible that the Heartless will be
regaining HP instead.  Synchro is powerful, but it takes too much finesse to
use effectively when you could stock a pair of Ars Arcanums for the same CP
cost.
_______________________________________________________________________________
GIFTED MIRACLE                                                            36/38

Acquired: Randomly from a Bounty room after meeting Jack Skellington
Required: Any summon card + any magic card + Jack
          Bambi + Blizzard + any item card

    "Reload cards and reset the counter while restoring HP to friends and foes
alike."

    Gifted Miracle is the battle equivalent of a reset button in this game.
Sora raises the Keyblade and concentrates as the battleground changes into a
dazzling display of snowflakes.  At the end, your deck is reloaded, the counter
reset, and both you and your opponent get all HP back.  If you find yourself
being beaten consistently by a boss, Gifted Miracle helps equalize the battle
and give you a second chance.  It's a fairly expensive sleight however you look
at it, though with a twist: instead of losing the first card in the sleight,
you lose the last one when it's triggered.  Gifted Miracle's power pretty much
depends on how much HP you have compared against your opponent as well as how
quickly you go through your deck.  Note that it does NOT bring back any enemies
which you have already defeated.  Also, Gifted Miracle is the only spell that
effectively destroys the usefulness of the devastating Holy sleight.  Keep one
in your deck for emergencies if you feel that it is necessary, but be warned
that there is a long windup delay of nearly three seconds before it takes
effect.  During that time, any competent opponent will break the sleight.  As
such, making sure you freeze your opponents with Stop Raid or Stopga first.
_______________________________________________________________________________
TELEPORT                                                                  37/38

Acquired: Randomly from a Bounty room after finishing Neverland
Required: Any magic card + any magic card + Peter Pan
          Stop + Aero + any item card

    "Rematerialize behind the targeted enemy, stunning it for a short time."

    Sora blinks out and reappears behind the currently designated target.  Said
target also gets Stopra inflicted on it, which is a perfect opportunity to let
loose a really damaging sleight like Ars Arcanum or Holy.  Bosses won't be
Stopped, of course, but Teleport is still handy for getting in close to launch
a surprise attack.  Pair it with Ansem's enemy effect in multiplayer and you
have a winner.  The downside is that you're losing two cards per Teleport no
matter which way you choose to do it, plus it can be fairly expensive in terms
of CP cost.  Whether or not you choose to use it is therefore strictly up to
you.
_______________________________________________________________________________
HOLY                                                                      38/38

Acquired: Sleight bonus at level 42 or above
Required: Mega-Ether + Megalixir + any item card

    "Inflict damage on a targeted enemy and all surrounding enemies."

    Sora raises the Keyblade and causes a pillar of light to burst up and out
of the ground.  Anything caught in that light is lifted high into the air and
exposed to continuous damage.  If you don't have a target lock, the attack pops
up directly in front of Sora.  Holy has a fairly small hit radius but starts up
quickly, so ideally you want to catch a targeted opponent with a card break.
In terms of raw damage to a single target, no other sleight can match Holy.
Hit someone with it in a boss or multiplayer battle and watch in wonder as the
HP bar magically vanishes.  Unfortunately, not only is Holy the most difficult
sleight to build (you'll need a Mega-Ether and a Megalixir for starters), it's
also easily the most expensive sleight in the game, PLUS you lose all three
cards necessary to trigger it.  For this reason, Holy is a high-risk sleight
which can pay rich dividends when used properly but will leave you in the hole
if wasted.  Keep one (or two, if you can afford two) for a boss/multiplayer
fight, but don't bother with it in story mode.

---------------------------Summon Sleights (19 total)--------------------------

    Summon sleights encompass both the use of Summon magic and Friend cards.
Summon cards cost CP and are always present, while Friend cards cost no CP but
are erratic at best.  These sleights are typically more expensive than Magic
sleights but also comparatively more powerful.  Like Magic sleights, they do
not depend at all upon the actual value of the card, thus it is in your best
interest to fight using Incrementor or in a Sorcerous Waking room.
_______________________________________________________________________________
PROUD ROAR                                                                 1/19

Acquired: Key to Guidance room in Traverse Town, with Simba
Requires: Simba + Simba
          Simba + Simba + Simba

    "Simba's roar stuns and deals damage to enemies in front of him."
    "Simba's roar stuns and deals even more damage to enemies in front of him."

    Sora yells "Power!" and hops offscreen, upon which Simba appears where Sora
stood and roars at the Heartless.  Proud Roar hits anything that is in front or
to the side of Simba and has a one second windup delay.  As far as summon
sleights go, that makes it a relatively fast sleight.  Proud Roar's raw damage
output pales in comparison to that of other sleights, but it does give you a
small window of opportunity to unleash another attack while the Heartless are
stunned.  The downside: it may just be me, but I've noticed that the enemy AI
will move to avoid Proud Roar.  It's good for a few initial floors of the story
mode, after which you should dump it.
_______________________________________________________________________________
SPLASH                                                                     2/19

Acquired: Key to Truth room in Monstro, with Dumbo
Requires: Dumbo + Dumbo
          Dumbo + Dumbo + Dumbo

    "Dumbo douses enemies over a set time period, dealing ice damage."
    "Dumbo douses enemies in a wide area for a set time period, dealing ice
damage."

    Splash is ... a niche sleight.  Meaning that you'll use it a few times on a
certain boss and then stow it away.  Basically, Sora leaps offscreen and Dumbo
pops up, spraying water out of his trunk in an arc in front of himself.  Made
with three cards, Splash can reach almost all the way across the screen while
doing steady damage to anything it catches.  The problem is, it's too blasted
short.  As such it never does more than mediocre damage unless you're using it
against a boss weak against ice.  I personally never bother with this sleight,
but if you can find a way to use it, by all means go ahead and do so.
_______________________________________________________________________________
PARADISE                                                                   3/19

Acquired: After completing 100-Acre Wood, with Bambi
Requires: Bambi + Bambi
          Bambi + Bambi + Bambi

    "Bambi bounds around and drops HP recovery items."
    "Bambi bounds around and drops HP recovery items while stunning the enemy."

    With Paradise sleighted, you gather HP balls in mid-battle and then some.
This being the case, the sleight is best used right after you kill a Heartless
since you'll be scrambling for experience points anyways.  With three cards,
Bambi gives you both a heck of a lot of HP PLUS he'll stun the Heartless for a
short while, leaving you free to collect HP.  Paradise has its uses, certainly,
but anything you can do in mid-battle with it you can also do with Cure cards,
which are faster and tend to be more universally useful.  Better to dispense
with it and use either Cure or Tinker Bell, especially in multiplayer.
_______________________________________________________________________________
IDYLL ROMP                                                                 4/19

Acquired: 100 Acre Wood after meeting Tigger
Requires: Bambi + any attack card + any attack card

    "Bambi zigzags around the battlefield, confusing the enemy."

    Idyll Romp is the Confuse sleight in disguise, but with one enormous
advantage over its magic counterpart: it's much, much cheaper to equip in your
deck.  Bambi appears on the battlefield and plays hopscotch on the Heartless in
the field, knocking sense out of their heads.  Bambi thus confuses one enemy at
a time and the dizziness lasts about as long as a standard Confuse (about four
seconds, give or take).  It also has the drawbacks of the standard Confuse
sleight since your enemies still seem to attack quite regularly.  Not a very
powerful sleight, but certainly cheap in terms of CP cost.
_______________________________________________________________________________
FLARE BREATH                                                               5/19

Acquired: Rewards room in Hollow Bastion, with Mushu
Requires: Mushu + Mushu
          Mushu + Mushu + Mushu

    "Mushu breathes fire at enemies in a wide area, inflicting fire damage."
    "Mushu breathes even more fire at enemies in a wide area, inflicting fire
damage."

    Mushu pops up out of nowhere, perches on Sora's head, and starts breathing
fire like the dragon he is in a straight line directly in front of himself.  He
has fairly good range, plus Sora can move freely and thus correct Mushu's aim
even while the sleight is active.  At level two, Mushu spits out seven fire
bursts and at level three he unleashes fourteen of the fireballs.  Each burst
does the same damage as the ordinary Fire spell, so in terms of pure damage
Flare Breath is much better than Fira or even Firaga.  However, there's still
the issue of actually getting two or three Mushu cards as well as aiming the
sleight.  I'd go for Mega Flare, which besides attacking everything at once is
also cheaper CP-wise to boot.
_______________________________________________________________________________
SHOWTIME                                                                   6/19

Acquired: Key to Truth room in Agrabah, with Genie
Requires: Genie + Genie
          Genie + Genie + Genie

    "Genie randomly casts two spells chosen from Gravira, Thundara, and
Stopra."
    "Genie randomly casts three spells chosen from Gravira, Thundara, and
Stopra."

    Oh, how the mighty have fallen.  All his phenomenal cosmic powers and Genie
ended up with those three spells?!  Terra Branford from Final Fantasy VI would
pwn him any day ... but Terra isn't in Chain of Memories and Genie is.  Whereas
the other summon sleights gave you some sort of edge, Genie's Showtime is more
of the same useless spell chains.  If you get Gravira immediately followed by
Thundara, count yourself lucky since Genie so often gets his spell order mixed
up completely.  A terrible sleight with all things considered - if you want
Gravira, Thundara, and Stopra, use their magic sleights once you pick them up.
(While we're on the subject of Terra, sleight three Terra cards and you can
clean the screen with Ultima - wouldn't that be a treat?)
_______________________________________________________________________________
TWINKLE                                                                    7/19

Acquired: Key to Truth room in Neverland, with Tinker Bell
Requires: Tinker Bell + Tinker Bell
          Tinker Bell + Tinker Bell + Tinker Bell

    "Tinker Bell restores a lot of HP over a set time period."
    "Tinker Bell restores a very large amount of HP over an extended time
period."

    Continuing with the "Cure as direct healing, Tinker Bell as regeneration"
analogy, Twinkle is regeneration on steroids.  Tinker Bell appears and hovers
around Sora for a considerable amount of time as the HP bar fills up like a gas
tank.  This is both good and bad - good, because all told Tinker Bell returns
more HP than a comparable Cure sleight, bad because she takes her sweet time
doing so and is thus extremely susceptible to card break.  If you're in a story
battle where enemies flat out can't break your cards, go ahead and use Tinker
Bell.  If you're in a character boss battle or in multiplayer, use Cure; not
only is Cure cheaper, it's also faster and runs much less risk of card break
(or worse yet, Zantetsuken).
_______________________________________________________________________________
CROSS-SLASH                                                                8/19

Acquired: Key to Truth room in Olympus Coliseum, with Cloud
Requires: Cloud + Cloud

    "Cloud assaults the enemy with a three-hit combo."

    Back in Final Fantasy VII, Cross-Slash was a three hit limit break that had
a good chance of paralyzing one's target.  In Chain of Memories, it can now hit
multiple enemies with proper aim but loses its paralyzing side effect.  Cross-
Slash is Cloud with an extra attack and a heck of a lot harder to card break.
Damage-wise, you're looking at a 50% increase in power if you can get in all
three hits.  Like most summons, Cross-Slash does have a short windup delay (a
second, in this case) but since its range is so limited that single second can
be all the difference in the fight.  Cross-Slash will hit both airborne and
ground-based targets, plus it does neutral damage.  If you can use Cross-Slash,
however, I'd go once step further and sleight Cross-Slash+.  Failing that, you
can always pick up an extra Cloud card and use ...
_______________________________________________________________________________
OMNISLASH                                                                  9/19

Acquired: Key to Truth room in Olympus Coliseum, with Cloud
Requires: Cloud + Cloud + Cloud

    "Cloud swoops down from the skies, attacking enemies in a wide area."

    Final Fantasy veterans, prepare to be surprised.  In FFVII, Cloud's most
powerful technique was Omnislash and it very much resembled Sephiroth's version
of the move, a storm of slashes that came out almost more quickly than the
human eye could follow.  It was revamped for Kingdom Hearts and shows up in
Chain of Memories as a completely different technique.  Instead of slicing
random foes to bits, Cloud dives out of the sky like a Stuka bomber and slashes
at a random target.  Each slash does considerable damage, more so than the
Cross-Slash version of the move, and Cloud makes three cuts in all.  Omnislash
is automatically aimed for you by the computer, so it's a fire and forget move.
It has a programming flaw in that if Cloud kills the last enemy on screen, the
sleight ends prematurely since Cloud runs out of targets before new Heartless
show up.  Unfortunately, Omnislash requires comparatively more time than Cross-
Slash to get in its attack, which makes it easier to break.  It's a very strong
sleight, but if you have three Cloud cards you could always split them and use
a trio of Cross-Slash+ sleights instead for much more damage overall.
_______________________________________________________________________________
CROSS-SLASH+                                                              10/19

Acquired: Randomly from a Bounty room in world card set II
Requires: Cloud + Stop + any attack card

    "Cloud singles out an enemy and uses Cross-Slash."

    When summoned, Cloud warps out and reappears next to the poor fool whom he
intends to use for sword drills.  He then unleashes his signature Cross-Slash
attack.  Cross-Slash+ has a slightly slower startup than the normal Cross-Slash
because of the extra warping animation, but unless Cloud happened to pick a
rapidly moving target he'll generally get in all three attacks.  The downside
is that you can't manually choose which enemy to hit, plus Cross-Slash+ is a
bit more expensive than Cross-Slash in terms of CP.  Still, it's overall a very
good sleight that has a wide range of uses.
_______________________________________________________________________________
MAGIC                                                                     11/19

Acquired: By default
Requires: Donald + Donald
          Donald + Donald + Donald

    "Donald double-casts Fira, Blizzara, Thundara, or Cura."
    "Donald double-casts Firaga, Blizzaga, Thundaga, or Curaga."

    Quoting from Donald's earlier entry in the Friend card section: "Donald's
good to have but not someone on whom you can rely." The same description goes
for his Magic sleights, which are souped-up versions of the basic card.  Magic
gets broken quite easily in character boss battles, plus Donald's simply too
unpredictable to use effectively unless you're in a very special situation.  On
the other hand, it's entirely free provided you can pick up enough Donald cards
and hold them.  Use as it comes to you for the story, but once you pick up the
Trinity Limit sleight you should switch over to it instead.
_______________________________________________________________________________
BLAZING DONALD                                                            12/19

Acquired: Agrabah
Requires: Fire + Donald + any magic card

    "Donald flubs a fire spell ..."

    This sleight reads "I'm going to sacrifice two cards per sleight in order
to use a technique which is mediocre at best." It's not entirely useless - for
example, if you've shot off Mega Flare, you can recycle the two Fire cards left
over for a Blazing Donald - but the sleight does fairly low damage and isn't
guaranteed to hit much.  So why use it?  For the sheer comedy factor: "Donald
flubs a fire spell" means that the clueless duck sets his tail alight and runs
madly through the battlefield in a figure-eight trail trying to put it out.
Hands down the funniest sleight in the entire game, so do it once or twice for
a laugh before stowing it. (I'm offering a Silver Star to anyone who can name a
situation in which Blazing Donald is a highly effective sleight.  Clearing out
groups of Shadows does NOT count since you can do it more easily with Ragnarok
or Mega Flare or even Trinity Limit.)
_______________________________________________________________________________
GOOFY CHARGE                                                              13/19

Acquired: By default
Requires: Goofy + Goofy

    "Goofy rushes at enemies, bashing and stunning them with his shield."

    If you think of Goofy as Disney's version of Captain America, it's easy to
understand the idea behind this sleight.  Goofy pops up, yells "C'mon!", and
runs through anyone in his way like a self-propelled battering ram.  Mediocre
damage, but it's quite useful in the early stages of the game when you're still
packing a Kingdom Key deck.  Be sure to aim Goofy properly before unleashing
the attack for maximum efficiency.  As an added bonus, Goofy also stuns any foe
he hits for a short duration.  He might do comparatively less damage than
Donald, but at least he's consistent about it.
_______________________________________________________________________________
GOOFY TORNADO                                                             14/19

Acquired: By default
Requires: Goofy + Goofy + Goofy

    "Goofy whirls his shield around, bashing enemies in a wide area."

    Goofy on crack.  He shows up in front of Sora and then starts twirling like
a champion ballet dancer, but I'll be darned if ANY ballet dancer could move
like he does.  Goofy has a fairly wide hit radius for his attacks, which makes
him absolutely lethal to swarms of Heartless since he hits repeatedly for
significant damage with each hit.  Goofy Tornado lasts about three or four
seconds; however, you'll notice that he also tends to knock enemies away with
each hit, which means that Heartless on the periphery tend to take relatively
few hits from the sleight.  I'd still rank him above Donald's level three Magic
sleight since you can exercise more control over Goofy; of course, they both
pale in comparison with Trinity Limit, but considering how late in the story
mode Trinity Limit shows up, Goofy Tornado maintains a fairly consistent track
record until late in the story.  Note that Goofy's radius is centered around
Sora - as Sora moves, Goofy follows.
_______________________________________________________________________________
SANDSTORM                                                                 15/19

Acquired: Entrance to Agrabah, with Aladdin
Requires: Aladdin + Aladdin
          Aladdin + Aladdin + Aladdin

    "Aladdin runs around while swinging his sword."
    "Aladdin runs around for a longer period of time while swinging his sword."

    Aladdin shows up in front of Sora and lets the Heartless have it with his
scimitar.  Sora is free to move while the sleight is executing and since
Aladdin sticks around for quite a bit of time you can do major damage if you
back groups of enemies into a corner.  Even better, as Sora jumps so does
Aladdin, allowing you to attack aerial opponents.  Sandstorm is a fairly good
sleight for Agrabah, especially if you can pick up three Aladdin cards, but if
revisit Agrabah you'll probably have more powerful cards by then. (Ironic how
Aladdin turns out to be more useful than Genie.)
_______________________________________________________________________________
SURPRISE!                                                                 16/19

Acquired: Entrance to Halloween Town, with Jack
Requires: Jack + Jack
          Jack + Jack + Jack

    "Jack double-casts Fira, Blizzara, Thundara, or Gravira."
    "Jack triple-casts Firaga, Blizzaga, Thundaga, or Graviga."

    Jack Skellington is Donald Duck with a different spell and an extra cast at
three-card sleight level.  This makes him superior to Donald for damage but at
a cost in the occasional Cure spell that Donald threw your way.  Like Donald,
Jack also tends to be unpredictable at best.  It's certainly nice to pick up
Jack cards since your deck doesn't take any hits in CP, but as with Donald,
don't rely on Jack to see you through a tight situation.
_______________________________________________________________________________
SPIRAL WAVE                                                               17/19

Acquired: Key of Guidance room in Atlantica, with Ariel
Required: Ariel + Ariel
          Ariel + Ariel + Ariel

    "Ariel whirls back and forth, striking many enemies."
    "Ariel whirls back and forth, striking many enemies for an even longer
time."

    A more powerful version of the basic Ariel card, Spiral Wave lets you
torpedo any Heartless aligned horizontally with Sora.  Ariel hits both seafloor
dwellers and Heartless that float in water.  She also does a lot of damage if
you can get in most of her attacks, particularly with three cards sleighted.
The key to getting the most out of Spiral Wave's peculiar attack pattern is to
let the Heartless chase Sora from one end of the battleground to another; they
will naturally spread themselves out in a line as they do so, perfect for a
Spiral Wave riposte.
_______________________________________________________________________________
HUMMINGBIRD                                                               18/19

Acquired: Key to Guidance room in Neverland, with Peter Pan
Required: Peter Pan + Peter Pan
          Peter Pan + Peter Pan + Peter Pan

    "Peter Pan soars around, striking enemies in a wide area."
    "Peter Pan soars around for an even longer time, striking enemies in a wide
area."

    Almost exactly the same as Ariel, so use Hummingbird as you'd use Spiral
Wave.  The chasing trick is a bit more difficult to pull off in Neverland since
the enemies tend to be slightly faster and a few sport multiple attacks.
_______________________________________________________________________________
FEROCIOUS LUNGE                                                           19/19

Acquired: Key to Guidance room in Hollow Bastion, with The Beast
Required: The Beast + The Beast
          The Beast + The Beast + The Beast

    "The Beast charges in a straight line, scattering the opposition."
    "The Beast charges in a straight line, crushing the opposition."

    Whereas Spiral Wave and Hummingbird gain more attacks with more cards, The
Beast's Ferocious Lunge packs extra power with each successive card.  At level
two, The Beast charges into the battlefield; at level three, he leaps into and
through the screen, dealing out major damage to anything in his way.  Ferocious
Lunge is aimed in a horizontal line like the other World Card Set Two friend
sleights.  It's also a heck of a lot more powerful, so no more of this hoping
that enemies stay in line business.  Be glad The Beast is on your side.

-------------------------------------------------------------------------------
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 upgraded to premium cards.

     You can forfeit a Premium Bonus by pressing the B button."

    Jiminy's Journal entry on Premium cards sums it up fairly well.  In battle,
you'll sometimes (rarely) pick up a little "P" icon after defeating an enemy.
This P icon is the Premium Bonus, which starts a slot wheel that allows you to
pick one card in your currently equipped deck as a Premium card.  Note that the
slot automatically removes all Items and Enemy cards before it starts along
with any cards that are already premium.  You can tell which cards are premium
because they have this nice, shiny coating over the picture.

    The advantages to using a premium card are that it takes up much less CP to
equip than a normal card.  The drawback, as mentioned, is that you can only use
it once - it doesn't come back on a reload.  To get around this limitation, you
can use Hi-Potions, Mega-Potions, Mega-Ethers, Elixirs, or Megalixirs to bring
back used premium cards.  Since you'll lose a card anyways when you lead off a
sleight, you may want to use premium cards to lead sleights.  However, only a
small percentage of your deck should be premium at any given time - you do not
want to have hardly any cards left after a single reload. (It's a great pity
that Item cards can't be made premium seeing as how they vanish after one use
regardless of what that use was.) Alert reader Rexy, however, points out that
there is a way to use a Premium card and still get it back - if it's not the
leader in a sleight, it'll show up when the deck is normally reloaded, like an
ordinary card.

    Premium card bonuses reduce the CP cost of a card down to the cost of the 1
value of that card.  For example, 1 Ultima Weapon costs 30 CP.  Therefore, any
Ultima Weapon card that you make into a Premium card has its cost reduced to 30
CP, regardless of whether its face value was 1 or 9 to begin with.  The same
rule applies to all Attack and Magic cards.

===============================================================================
-------------------------------------------------------------------------------
RENOWNED DECKS                                            code: deckdestruction
-------------------------------------------------------------------------------
===============================================================================

    In the absence of a dedicated Renowned Deck FAQ, this is a section where
powerful card sets are archived and analyzed.  The term "Renowned Deck" was
coined by gamers of the Megaman Battle Network series, where it was used to
describe any particularly powerful folder that had proven its efficiency in
battle.  Building a strong deck is not a haphazard process; it involves careful
forethought and planning and eventually must be able to stand on its own merits
against other decks in battle.  A common trait among the Renowned Decks is that
they all have a purpose and a theme, thus each is tailor made for its purpose
according to its theme.  For this reason, building a Renowned Deck is as much
an art as it is a science.

    In Chain of Memories, Renowned Decks usually have one of four purposes: to
battle effectively through the story mode, to fight effectively against bosses,
to fight effectively in multiplayer, or to handle all situations (these last
are called "All Purpose" decks; they tend to be both exceptionally rare and
exceptionally powerful).  Likewise, as important as a deck's purpose is its
theme, whether it be pure beatdown, sleight-oriented, revolving around a single
card or balanced.  The best decks take a theme and run with it to its extremes.
IMPORTANT: ALL decks located here are rough outlines ONLY!  When you build a
deck, always always ALWAYS test it out thoroughly and customize it to find out
what works best for you!  Players with high HP and low CP will use radically
different decks and strategies than those with high CP and low HP.

    All decks are credited to the people who submitted them.  If no name is
given, that means I made it myself.  Each deck is spelled out completely, with
sleights and potential sleights noted in the margins.  The total CP cost and
any associated enemy cards are also listed at the bottom of the deck proper.
In the grand tradition of the Renowned Deck FAQs, each deck is also analyzed
for its theme, strengths, and weaknesses.  A commentary is included; readers
are welcome to submit their own decks and commentaries, or to propose any
number of modifications for existing decks.  Any particularly outstanding
analysis on the message boards will also appear here with due credit given.

    VERSION 1.10 UPDATE: There's a movement on the GameFAQs message boards for
a dedicated Renowned Deck FAQ.  Since it hasn't gathered much momentum, though,
this section stays for now.  If that FAQ is posted and accepted, I may pull out
this section in the future and just submit all of it to the author.  Submit ...
I sound like Ansem.

---------------------------Renowned Decks (7 total)----------------------------

DIAMOND CRACKDOWN                                           General Battle Deck

9 Diamond Dust                  -
8 Diamond Dust                   |
7 Diamond Dust                   |
9 Diamond Dust                   |
7 Diamond Dust                   |x3
5 Diamond Dust                   |
9 Blizzard     \                 |
8 Diamond Dust  > Blizzard Raid  |
1 Diamond Dust /                -
5 Cure \
6 Cure  \
7 Cure   > Curaga
8 Cure  /
9 Cure /
9 Mega-Ether x2
0 Diamond Dust x5

Blue Rhapsody x2
Parasite Cage
Dragon Maleficent
Lexaeus

Total CP Cost: 1732

Theme: Grind your opponent into dust with the power of the Diamond Dust card.

Strengths:
    - Uses Diamond Dust, one of the most powerful Keyblades in the game.
    - Fairly versatile deck that can deal with most situations.
    - Will flat-out murder anything that's weak against cold, which overcomes
      the potentially troublesome Axel and Hades cards.
    - Plenty of 0 cards for breaking dangerous enemy sleights or attacks.
    - Is not over-reliant on sleights, giving this deck ...
    - ... Enormous staying power, thanks to the extra items which allow Curaga
      and Blizzard Raid to be reused.

Weaknesses:
    - If your opponent is immune to ice (Vexen, Lexaeus), you're screwed.
    - Overdependence on ice damage: many powerful enemy cards grant resistance
      to ice.
    - Vulnerable to card break while using recovery items.
    - Blizzard Raid sleights require proper aiming and are susceptible to card
      break.
    - In terms of raw damage, Diamond Dust is weakest of the C-level Keyblades.
    - High CP cost ensures that HP cannot be maxed and leaves little room for
      versatility.

    Exactly like the theme statement says, you're going to pound your opponent
into submission under a storm of Diamond Dust attacks.  Being the fast and
recoverable card that it is, Diamond Dust is a great choice for pure beatdown
fights.  Go through the chain and then whip out Blizzard Raid at the end if
your opponent decides to fight at range.  Dragon Maleficent and Lexaeus are
added to help pile on the Keyblade power.  Done properly, damage adds up very
quickly and consistently when you use this deck.  In case the battle goes
against you, five Cure cards can be sleighted together for quick healing.  Note
the absence of Potions; the idea is to use only magic sleights.  The 9-8-7 and
9-7-5 Diamond Dust chains both form sleights, but you'll want to forgo using
them.

    Unfortunately, many enemy cards grant resistance to Ice or completely
nullify it altogether.  You have one shot with the Parasite Cage, but if your
opponent plays another enemy card that blunts your Ice attacks then you'll just
have to wait it out.  Another weakness comes from the steep CP cost, which
restricts the flexibility of the deck and also cuts down on the number of HP
boosts that Sora can have.  In summary, this is a high-risk deck to take into a
fight but it can reap definite rewards when used correctly.
_______________________________________________________________________________
BIO WARFARE                                               Heartless Killer Deck

0 Kingdom Key x9 > Zantetsuken
9 Hi-Potion x2
0 Cure x6

Neoshadow x9

Total CP Cost: 712

Theme: Sap away your opponent's HP with Bio while breaking any recovery with
       Zantetsuken.

Strengths:
    - You never need to attack directly; instead, Bio steadily drains your
      opponent's HP away.
    - Plenty of 0 cards for card breaking and destroying enemy recovery with
      Zantetsuken as needed.
    - Hi-Potions bring back used up 0 cards.
    - Lots of Cure cards for self-healing as needed.
    - Check out that low CP cost!  This deck has lots of room for expansion and
      modification.

Weaknesses:
    - Requires a lot of patience and dodge-roll ability, since this isn't a fun
      deck to play nor does it kill quickly.
    - If your opponent manages to outlast all of your Neoshadows, you're dead.
    - Bio only lasts for a single reload and your deck is small, thus you'll
      need to stretch out each one as long as you can.
    - It takes an awfully long time to collect nine Neoshadow cards.
    - No Parasite Cage in case your opponent plays a really nasty enemy card.

    Bio Warfare is one of the great keep away decks.  Basically, you play the
Neoshadow card and then laugh while your opponent's HP vanishes into thin air.
As long as you can keep avoiding an enemy's attacks, the effect of Bio will
eventually whittle even the strongest opponent down to nothing.  The only way
to effectively counter Bio is to heal at regular intervals, thus the deck also
includes 0 cards in order to blast your opponent's Cure or Tinker Bell cards
away with Zantetsuken.  Never use the 0 Cure cards to heal yourself without
also using them to break an opponent's cards.

    This deck takes some skill to play since you'll spend almost all of your
time either running, breaking cards, or healing yourself.  The idea is to
outlast your opponent while draining HP away and your deck is geared to that
end, but against a proper deck you'll have problems no matter how well you play
what you bring.  For this reason you'll want to have as much HP as you can.  It
all comes down to a question of skill and maybe luck when you use this deck.
On the positive side, at a CP cost of around 700 (absurdly low for a Renowned
deck), you're given plenty of room for customization.  So play around with it
and see what works best for you.
_______________________________________________________________________________
STOP STORM                                    Link Battle/Heartless Killer Deck

9 Stop         \              -
9 Kingdom Key   > Stop Raid    |
9 Kingdom Key  /               |
2 Kingdom Key  \               |x3
2 Kingdom Key   > Ars Arcanum  |
2 Kingdom Key  /              -
9 Stop        \
9 Kingdom Key  > Stop Raid
9 Kingdom Key /
1 Hi-Potion  \ x3
1 Mega-Ether /
9 Cure x5

Riku
Marluxia
Ansem

Total CP Cost: 1056

Theme: Trigger Stopga with Stop Raid, then blast your opponent away with Ars
       Arcanum.

Strengths:
    - If you hit your opponent with Stop Raid, you get a free attack with Ars
      Arcanum.
    - Done properly, Stop Raid is hard to dodge.
    - This deck can whittle an opponent down really fast thanks to Marluxia.
    - Thanks to Ansem and Riku, it also has significant staying power.
    - ~1050 CP is a fairly reasonable cost for a Renowned Deck, allowing more
      customization.

Weaknesses:
    - Against a skilled opponent who breaks your cards with Zantetsuken, you
      could be in huge trouble.
    - Ars Arcanum is very easily broken.
    - No Keyblades dedicated solely to battle!
    - No 0 cards either, so you'll have to use sleights to break your enemy's
      attacks.
    - No cards that allow you to fight enemy card effects.
    - If at any time you lose the initiative, there's little chance that you'll
      get it back.

    Stop Storm hits hard and fast, never giving your opponent even a single
moment of rest.  High-valued Stop Raid cards are using to immobilize the poor
victim and set him up for a major pounding from Ars Arcanum.  The last Stop
Raid sleight is included to freeze your opponent if you're using one of the
Items.  As it is, this deck costs around 1050 CP.  You can customize it by
adding more Stop Raid/Ars Arcanum sleights, removing Cures if you feel that
they're unneeded, or adding 0 Keyblades to the end.

    Marluxia's Double Sleight should be triggered when using Ars Arcanum so
that you'll get an extra attack from that fearsome sleight.  Ansem's effect
hides your sleight from the opponent, which is especially important if your foe
manages to break out of the continuous chain attacks.  And finally, Riku
recycles your sleights.  This last card might not be necessary if you play your
sleights effectively.  However, Stop Storm is a very risky deck to play because
it depends almost entirely upon offense.  If your opponent breaks out and
retaliates, you'll have to fight extra hard to regain the initiative for your
Stop Raid/Ars Arcanum spamming.
_______________________________________________________________________________
LUMINAIRE                                          Link Battle/Boss Killer Deck

1 Mega-Ether \       -
1 Megalixir   > Holy  | x5
1 Ether      /       -
9 Cure x5
0 Kingdom Key x6

Powerwild
Marluxia

Total CP Cost: 983

Theme: Break your opponent with 0 cards, then spam Holy sleights for massive
       damage per attack during the reeling phase.

Strengths:
    - No deck has a higher raw damage output rate.
    - While being hit by Holy, your opponent can't retaliate.
    - Using the Powerwild card completely reverses all numbers, so you always
      have values of 27 in play when using Holy.
    - ~1000 is a fair cost for a Renowned Deck as it allows you to customize
      the deck and concentrate on building HP.
    - With Marluxia, your Holy sleights just became twice as deadly.  And this
      is considering that Holy is the strongest sleight in the game.
    - This deck is very accomodating towards adding more sleights.

Weaknesses:
    - In order to ensure a hit with Holy, you'll first have to break an enemy
      attack with a 0 card.  Even this might not be enough if your opponent is
      using cards with * recovery.
    - Adding more Holy sleights involves a real CP commitment.
    - If you miss, the long cooldown period gives your opponent plenty of time
      to break your sleight.
    - You're completely screwed if you go through your deck without killing
      your opponent.
    - Losing either Marluxia or Powerwild to a Parasite Cage break might
      cripple the power of this deck.
    - Has a hidden Achilles' heel: Gifted Miracle.

    Fun as hell, risky as hell, the Luminaire deck obliterates an unprepared
opponent like no other.  This deck is murder however you look at it, but its
effectiveness depends largely on how well its intended victim can defend
against it.  Ideally, you'll run into someone who hasn't equipped either the
Parasite Cage or Axel, can't break sleights of value 27, and doesn't have
Ursula for magic defense.  Holy does massive damage if it hits, but the built-
in check to this is that it's tricky to aim against a human opponent.  Hence,
you'll want to break enemy attacks with a 0 card first to ensure an accurate
strike.

    Be warned, however.  There is only one sleight that can fight Holy, but it
does so with devastating results, and that sleight is Gifted Miracle.  It acts
as a reset button, wiping out all of your progress WITHOUT restoring your Item
cards to you.  Although fairly rare in battle, Gifted Miracle destroys this
deck and must be broken regardless of cost.

    Choice of enemy cards is largely up to you.  Marluxia allows you to use
Holy twice for the cost of one sleight.  Powerwild, on the other hand, lets you
break just about anything with your sleight.  Note that you won't be able to
use both simultaneously; the one that you do use should be dictated by the
battle.  As a rule of thumb, use Marluxia's Double Sleight if you can and the
Powerwild's Retrograde if you have to.  Remember that Holy is strictly a one-
shot sleight; you HAVE to kill your opponent by the time your last sleight ends
or else there's precious little chance that you'll win the fight.  Cure cards
are included for emergency healing.  If you can afford it, add more Holy
sleights for an extra comfort zone.  In conclusion, this deck can destroy an
enemy like no other if you can use it properly, but if not, you're going to be
the one left staring at the Game Over screen.
_______________________________________________________________________________
FATAL RUSH                                         Link Battle/Boss Killer Deck

9 Aero        \              -
9 Kingdom Key  > Judgment     |
8 Kingdom Key /               |
9 Cloud       \               |
9 Kingdom Key  > Reflect Raid |
8 Kingdom Key /               |
8 Cloud       \               |
8 Stop         > Cross-Slash+ |x2
7 Kingdom Key /               |
9 Stop  \                     |
9 Aero   > Teleport           |
9 Ether /                     |
2 Kingdom Key \               |
2 Kingdom Key  > Ars Arcanum  |
2 Kingdom Key /              -
9 Mega-Ether x2
5 Cure \
6 Cure  \
7 Cure   > Curaga
8 Cure  /
9 Cure /
0 Mega-Ether x2

Riku

Total CP Cost: 1261

Theme: Chase your opponent down with powerful homing sleights.

Strengths:
    - Very self-supportive deck that packs plenty of stopping power.
    - Little Keyblade dependence, thus only Mega-Ethers are necessary.
    - Allows you to hammer your opponent during reload phases.
    - Has both physical and magical sleights, making it difficult to defend
      against.
    - Most of the sleights cost little in terms of CP.
    - Depends little on enemy cards to play effectively.

Weaknesses:
    - Not as aggressive as many of the other renowned decks.
    - Depends entirely on sleights for damage.
    - No 0 keys placed at the end for breaking attacks.
    - Fairly steep CP cost to set up supporting cards.
    - Very vulnerable to surprise breaks (possibly counter with Ansem's card?).

    You can run, but you can't hide.  That's the theme behind the Fatal Rush
deck.  Wait for your opponent to make a mistake, then cram a sleight down his
throat for a decent bit of damage.  Four powerful sleights form the core of
this deck, all of them able to either track an opponent or strike enough of the
screen to guarantee a hit: Judgment, Cross-Slash+, and Teleport for the homing
sleights, Reflect Raid for the zigzagging one.  The first three in the chain
are self-explanatory; to use Teleport effectively, trigger it and then unleash
Ars Arcanum at once for major damage.  The Fatal Rush deck shines especially
when your opponent is reloading his deck and can't fight back against whatever
nasty surprise you have for him.  Riku and the Mega-Ethers are present to
preserve the sleights; also consider adding Marluxia for the devastating Double
Sleight effect that he grants.

    However, this deck does have one major weakness: it depends entirely on
sleights for damage and as such is very vulnerable to Zantetsuken.  Take a hit
and you lose a whole sleight for the rest of the battle, which allows a deck
based around Zantetsuken to destroy the Fatal Rush.  It's also a very passive
deck in that you give the initiative to your opponent; sleights are triggered
only when your opponent is reloading or has clearly made a tactical mistake.
Fatal Rush does have much room for customization, though - new sleights can be
added for relatively low CP costs.  You should therefore play around to find
out which sleights work best for you.  This is definitely one of the best decks
for boss killing.  WARNING: Your friends will hate you if you play this deck in
multiplayer and learn to avoid its weaknesses.
_______________________________________________________________________________
ZERO GAMBIT                                        Link Battle/Boss Killer Deck

1 Divine Rose      \              -
1 Oathkeeper        > Ars Arcanum  | x9
1 One-Winged Angel /              -
0 Cure x5
0 Hi-Potion
0 Kingdom Key x3

Creeper Plant
Pirate x3
Screwdiver x3

Total CP Cost: 1148

Theme: Counter every enemy attack with a 0 card break - or Zantetsuken.

Strengths:
    - Break every attack without fail once you've loaded up an enemy card.
    - Even when enemy cards run out, you can still spam Ars Arcanum.
    - Enough cards in the deck to wipe out all but the largest enemy decks with
      Zantetsuken.
    - Divine Rose to Oathkeeper to OWA is a deadly attack chain.
    - Low CP cost for adding more 1 keyblades in spite of the number already
      present.

Weaknesses:
    - This deck is passive and gives all initiative to your opponent.
    - 0 cards break anything, but can also be broken in turn.
    - Use up all of your enemy cards and you're in trouble.
    - Ars Arcanum is very easily to overpower in terms of card values.
    - You only have one Hi-Potion.  Use it at your own risk.
    - Imagine how long it'd take to build this deck.

    Zero Gambit is the best example of a lockdown deck - a deck that shuts down
all of your opponent's options.  Each attack sent your way is countered with a
break by a 0 card or worse yet Zantetsuken.  As such, Zero Gambit is especially
effective for terrorizing sleight heavy decks.  To play it, blast away enemy
Items with 0 cards and then destroy whatever cards they have left with
Zantetsuken.  Either the Pirate or the Screwdiver will reduce all of your
keyblades to 0 values, so you'll want to have as many of both as you can. (Do
note that both are only good for one reload.) Your opponent can't fight if he
has no deck; at this point, you should ideally use the Hi-Potion to get back
whatever cards you used for Zantetsuken.  This leaves you with a nearly full
deck and a deadly A-*-* attack chain.

    Unfortunately, Zero Gambit also has the same great weakness of Fatal Rush:
it is very much a counterattack deck and as such gives all initiative to your
opponent, who may not be cooperative.  Powerful beatdown decks using keyblades
like Oblivion or Ultima Weapon are especially strong against Zero Gambit as
they do not rely on sleights for damage.  Zero Gambit should be customized as
much as possible to your style of play, which usually translates to adding more
Hi-Potions.  Three emergency 0 keys are placed in the back for last-ditch card
breaking if by some unholy chance you use up all of your main fighting cards.
This isn't to say that Zero Gambit lacks power - it's a deadly and effective
deck when played correctly - but it does have definite weaknesses.  Still a top
boss killer in the storyline, and like Fatal Rush your friends will hate you if
you can use it well in multiplayer.
_______________________________________________________________________________
JUDGMENT FLARE                                            Heartless Killer Deck
(submitted by GameFanNo1)

3 Mushu \
3 Fire   > Mega Flare
4 Fire  /
4 Kingdom Key  \
3 Three Wishes  > Blitz
3 Olympia      /
1 Simba       \
4 Kingdom Key  > Shock Impact
5 Kingdom Key /
3 Mushu \               -
3 Fire   > Mega Flare    |
4 Fire  /                | x3
4 Kingdom Key  \         |
3 Three Wishes  > Blitz  |
3 Olympia      /        -
1 Aero        \
4 Kingdom Key  > Judgment
5 Kingdom Key /
4 Kingdom Key  \
3 Three Wishes  > Blitz
3 Olympia      /
1 Elixir
9 Cure x4

BouncyWild
Red Nocturne x2

Total CP Cost: 844 CP

Theme: Rip apart swarms of Heartless with Mega Flare, then clean up with other
       attacks.

Strengths:
    - Mega Flare + Red Nocturne = bye-bye Heartless.
    - Nice, cheap, affordable CP cost.
    - Heartless can't break any of your sleights.  Woo-hoo!
    - Great for easy leveling if you want to concentrate on HP and sleights.
    - Low CP cost, which translates into more versatility, which is good.

Weaknesses:
    - y helo thar, Wizard\Red Nocturne\Green Requiem.
    - Blitz and Judgment are great for cleanup, but not as main weapons.
    - If you can't aim Mega Flare, don't bother with this deck.
    - Depends a little too much on battlefield initiative.
    - By the time you can build this deck, you'll be practically finished with
      the story.  Good for levelgrinding, though.

    "Ideal Sleight values are 10 or higher so you can't get broken.

    The lone Shock Impact is for a certain Heartless swarm in Castle Oblivion,
which has two Defenders come out after you defeat the Wyverns, but Shock Impact
in general makes it easier to get off a Mega Flare.

    Mega Flare also has a mega flaw, as it can't hit a variety of magical
Heartless, so after using a Blitz, scroll down to the end for even more Blitz
Sleights and a Judgment to wipe them out. Good ol' Judgment.

    Cures at the end for easy access, and no need for 0s because this is a
Heartless cleaner upper. The Elixir should be Stocked with the Cures, incase
you forgot.

    BouncyWild to collect exp for a cheap cost of 10 CP, or Red Nocturnes to
kill any Heartless in one hit that doesn't Absorb Fire or is a Boss/Defender.

    Also, if you're not using BouncyWild, then just move all the Blitz Sleights
after the Judgment, or just take them out, simply because only a few things
survive Fire Boosted Mega-Flares."

    And GameFan pretty much sums up what is a very wicked and very powerful
deck, if you have the skill to use it.  Destiny Islands is an especially good
place to take this deck if you want to power-level - nothing immune to Fire
damage there!

===============================================================================
-------------------------------------------------------------------------------
RIKU'S SAGA                                                code: reverserebirth
-------------------------------------------------------------------------------
===============================================================================

    Chronologically speaking, Riku's story begins a little after Sora enters
Castle Oblivion.  As you play through Riku's story, you'll notice that the
events which occur around him relate directly to Sora's tale.  Riku's tale
occurs in the twelve basements and the ground floor of Castle Oblivion.

-------------------------------------------------------------------------------
RIKU'S SAGA - Introduction                                   code: learningriku
-------------------------------------------------------------------------------

    The biggest difference between Riku and Sora is that Riku battles with a
preset deck.  He has no choice of the cards that he takes into combat with him.
Riku cannot participate in link battles; he is also restricted to a single
Keyblade, the immensely powerful Soul Eater.  Riku also has access to far fewer
sleights, friends, and magic than Sora gets.
    Whereas Sora relies on his deck to win fights, Riku's power stems directly
from his core attributes: health, strength, and darkness.  Leveling Riku is as
important as leveling Sora.  Although Riku doesn't get to adjust his fighting
deck, increasing his attributes allows him to get more out of the cards that he
is dealt.  For this reason Riku tends to do better than Sora at low levels; at
around level 50 to level 60, however, Sora catches up to Riku and then quickly
surpasses him.

-------------------------------------------------------------------------------
INTRODUCTION - Battling with Riku
-------------------------------------------------------------------------------

    Entering battles with Riku works exactly the same as entering battles with
Sora.  Refer to Sora's section of the introduction for more details.  Since
Riku's story is available only after completing Sora's story, the game will
assume that you already know how to fight.

    A big difference between Riku and Sora is that Riku normally has no access
to special sleights at all.  String together any set of cards and Riku always
launches those attacks in rapid succession rather than pulling any special
moves.  Riku's damage is determined directly from his AP, or Attack Points.
The higher his AP, the more raw damage that he inflicts with each Soul Eater
strike.

    After the first section of the game, you will taught how to access Riku's
Dark Mode.  Dark Riku is far more powerful than normal Riku.  In addition to
the changes that occur in his attack chain, he can also stun an enemy off a
combo finisher, his dodge-roll covers almost the whole screen, and he can use a
set of insanely powerful sleights.  Riku always starts battle in Normal mode;
to access Dark mode, he must either sustain damage or win card breaks until he
enters Dark mode.  A counter is always present on the left of the screen; it
increases until he enters Dark mode, upon which it changes into a counter of
his Dark status.

    To enter Dark mode, the counter must increase to at least thirty.  When
this requirement is fulfilled, the screen flashes and Riku somersaults in the
air, changing into Dark Riku.  His deck is also automatically reloaded minus
any cards used to lead sleights.  The counter increases by one whenever Riku
takes damage; however, a faster way of raising the counter is to win card
breaks.  Whenever Riku wins a card break, the counter increases by the
difference of his break.  Consider the following examples:

    Riku vs. Wizard
    Riku plays an 8 Soul Eater right after the Wizard initiates a 7 Fire.
    Riku breaks the 7 Fire and the counter increments by 1.

    Riku vs. Shadow
    Riku plays a 25 sleight as the Shadow plays a 1 attack.
    Riku breaks the 1 attack and the counter increments by 9.

    Riku vs. Defender
    Riku plays a 0 Soul Eater right after the Defender uses a 9 attack.
    Riku breaks the 9 attack and the counter increments by 9.

    In these examples, breaking any attack with a 0 card will also increase the
counter.  Also, even if you break an enemy attack by more than 9, the Dark
counter is limited to increasing by nine at a time.  Once it hits 30, Riku
changes into Dark Riku.  Be wary, however; if Riku loses a card break, the Dark
counter drops by the difference between the cards.

    Achieving Dark mode is fixed at raising the counter to 30.  Staying in Dark
mode is a little different; the more Riku raises his DP, or Dark Points, the
longer he can stay in Dark mode.  Once he transforms into Dark Riku, the Dark
counter takes on the current value of Riku's DP.  It loses 5 points for every
hit that Dark Riku takes, plus it also loses points if Riku loses card breaks.
Unfortunately, you can't increment the counter by winning card breaks while in
Dark mode.  Once the counter hits zero, Riku reverts back to his normal form
and the process begins anew.

    Riku also has much more versatility in his normal attacks than Sora ever
enjoyed.  Different button presses will trigger different attacks in Dark Mode:

    1st attack: Riku steps forward a little with a sliding attack.
    2nd attack: A spinning cut that hits multiple times.
    Combo Finish: Riku backflips and brings the Soul Eater crashing down for
        multiple hits.

    As if that weren't enough, he also moves faster and jumps higher than Sora
can.  As a result, however, Riku tends to skid a little when stopping.  Even
more, Riku's dodge roll now takes him across the WHOLE screen.

    One last difference between Riku and Sora is that Riku reloads his cards
instantly.  He does not have to wait for the gauge to fill, and there is no
gauge increment for his deck.  This makes certain enemy cards that he acquires
very easy to abuse.  As Riku defeats enemy bosses, their enemy cards are
automatically added to his deck and he can carry them over from world to world.

-------------------------------------------------------------------------------
INTRODUCTION - Leveling Riku
-------------------------------------------------------------------------------

    Riku's level bonuses look a little different from Sora's.  With Riku, it's
much more important to decide early which traits you wish to concentrate on.
At level up, you may choose to raise one of the following:

    HP Boost: Riku gains +15 hits points.  Maxed at 560 HP.
    AP Boost: Riku gains +1 attack point (not always available).  Maxed at 30
              AP.
    DP Boost: Riku gains +2 Dark points.  Maxed at 204(!) DP.

    Unlike Sora, Riku can maximize all of his stats, but this occurs only when
he's fully leveled.  The AP Boost only occurs every five levels, similar to
Sora's sleight bonuses.  You should find that HP is more important to Riku than
it was to Sora, if only because Riku has less methods of direct healing.
However, I'd personally still concentrate on taking AP when possible, then
focusing on DP and giving Riku just enough HP to be comfortable.

===============================================================================
-------------------------------------------------------------------------------
RIKU'S CARD MECHANICS                                     code: powerofdarkness
-------------------------------------------------------------------------------
===============================================================================

    Riku's map synthesis and available map cards closely resemble Sora's, so
those sections are omitted here.  Besides which, by the time you get to Riku's
story, you should have a fairly accurate idea of how room synthesis works.
Riku's card section is mercifully much shorter than Sora's, plus he doesn't
have to deal with Moogles.  Riku's cards, as noted, do not have an associated
CP cost or power scale.

-------------------------------------------------------------------------------
CARD TYPES
-------------------------------------------------------------------------------

    Riku doesn't have any magic cards.  He does get a single attack card, the
Soul Eater, which reflects the weapon that he used back in the original Kingdom
Hearts, plus he's a friend of the King.  The game may also give you an item
from time to time, but since these are already catalogued in Sora's section
they aren't included here.  Riku can also use the enemy cards that he wins off
defeated bosses.  The game automatically assigns him a single enemy card for
each world (each world, not each floor), but Riku can also bring along any
enemy cards that he won off defeated bosses.  For this reason it's in your best
interest to collect useful enemy cards as soon as possible.

----------------------------Riku's cards (22 total)----------------------------

    This section is so short that it nearly doesn't warrant a separate heading,
but here it is.  Riku has access to three types of cards: a single attack card,
a single friend card, and an assortment of enemy cards.  The game stashes them
all together in the D Report, so here they are:
_______________________________________________________________________________
SOUL EATER                                                                 1/22
Attack:         Varies                                                  T
Strike:         Varies                                                  |
Thrust:         Varies                                                 \|/
Combo Finish:   Varies                                               C--O--D
Swing Speed:    B                                                      VHV
Element:        Physical                                                H\ '\
Break Recovery: B                                                      /H|\ /\
Required CP:    Not applicable                                       -/|H  V\/|
Found In:       Not applicable                                      --==+==---|
                                                                     -\ H  J /
CP Table                                                               |H / ||
0 Soul Eater: NA        5 Soul Eater: NA                             -==+= //
1 Soul Eater: NA        6 Soul Eater: NA                               |H/||
2 Soul Eater: NA        7 Soul Eater: NA                              -=X//
3 Soul Eater: NA        8 Soul Eater: NA                               //
4 Soul Eater: NA        9 Soul Eater: NA                               /

    "Reacts to dark power.  Riku's strength is higher when he wields darkness
in battle."

    Riku's only weapon.  The Soul Eater's damage output depends on Riku's AP,
and when Riku enters Dark mode it inflicts slightly higher damage.  All of Dark
Riku's sleights are made with this particular weapon.  It has average swing
speed and break recovery, making it a fairly balanced weapon all around.  Like
most of Sora's Keyblades, the Soul Eater inflicts physical damage, which means
that you'll occasionally have trouble with enemies that defend against it.  Not
much more to be said about the Soul Eater.
_______________________________________________________________________________
THE KING                                                                   2/22

Acquired: Various points throughout the game
Sleights:
- MM Miracle (Needs 2 or 3 The King cards)

CP Table
0 The King: NA          5 The King: NA
1 The King: NA          6 The King: NA
2 The King: NA          7 The King: NA
3 The King: NA          8 The King: NA
4 The King: NA          9 The King: NA

    "The king restores HP, stuns and deals damage to all enemies, and reloads
cards."

    In one casting, the King does ... a lot.  In battle, using the King is the
only way to restore HP to Riku short of using Oogie Boogie or Search Ghost.
The King will only show up in certain places, however; because of the story, he
isn't always available to help out the way Donald and Goofy were almost always
there for Sora.  Still, he's the only friend that Riku has, so if he's present,
chances are you can quickly gather enough cards to use one of his powerful
sleights.  Enemies are left stunned for a considerable amount of time; Riku
also regains a solid chunk of health, making the King one of the best friends
to have in a fight.  The only drawback is that the King takes a second or two
before his effect starts, during which the card can be broken.  Save this card
and its associated sleights for emergencies.
_______________________________________________________________________________
SHADOW                                                                     3/22

Effect:   Incrementor
Duration: 2 reloads
Unique:   Yes
CP Cost:  NA
Acquired: Traverse Town only

Auxiliary effects: None

    "Increase the value of all cards by 1."

    Good for beatdown, good for dark mode, both good and bad for sleights.  The
Shadow's Incrementor effect is a nice crutch for Riku if you aren't planning on
using his Dark Firaga and Dark Break sleights.  It doesn't alter Dark Aura - in
fact, it gives you MORE of that fearsome attack - which is great if you want to
abuse Dark Aura.  Incrementor also increases the speed at which Riku achieves
Dark mode, so use this card if you want to enter Dark mode in a hurry.  On the
down side, you're left with no 0 cards for breaking enemy attacks.  Overall
it's a much better card for Riku than it was for Sora.  A pity that you only
have it for Traverse Town, where two reloads pass by in a flash.
_______________________________________________________________________________
LARGE BODY                                                                 4/22

Effect:   Guard
Duration: 1 reload
Unique:   Yes
CP Cost:  NA
Acquired: Wonderland only

Auxiliary effects: None

    "Deflect frontal physical attacks and completely nullify damage."

    Riku shrugs off any physical attack that hits from the front.  Since he
gets it for Wonderland and the fight against the Trickmaster, it's a fairly
good sleight.  The disadvantage, of course, is that you'll always have to face
an attack to withstand it, something that simply isn't possible in large melees
or when dodge-rolling.  Don't get me wrong, it's a good card, but there are
better ones out there.
_______________________________________________________________________________
POWERWILD                                                                  5/22

Effect:   Retrograde
Duration: 1 reload
Unique:   Yes
CP Cost:  NA
Acquired: Olympus Coliseum only

Auxiliary effects: None

    "Reverse the values of all cards.  1 becomes 9, 2 becomes 8, etc.  Cards
with value 0 are not affected."

    Whereas Sora could use this card to turn a deck of 1 cards into 9 cards,
Riku doesn't exactly have much say over his deck.  It's great for Olympus
Coliseum if you want to run over opponent with Dark Aura after reaching Dark
Mode, but note that it only lasts for a single reload, thus you'll want to
ration it carefully for the times that you can use it most effectively.  This
card is much more useful for Sora than it is for Riku.
_______________________________________________________________________________
FAT BANDIT                                                                 6/22

Effect:   Back Attack
Duration: 2 reloads
Unique:   Yes
CP Cost:  NA
Acquired: Agrabah only

Auxiliary effects: None

    "Increase damage when striking enemies from behind."

    Ironically, Fat Bandits are weak against their own card.  Equipping this
card allows Riku to hammer opponents with back attacks since his Soul Eater
will do about a grade more damage from behind.  However, in Agrabah you should
really be going for Dark Break at any rate, making the Fat Bandit of limited
value.  You could also use the Dragon Maleficent card to gain the same effect
but without the rear attack restriction.  Don't bother using this card.
_______________________________________________________________________________
SEARCH GHOST                                                               7/22

Effect:   Drain
Duration: 1 reload
Unique:   Yes
CP Cost:  NA
Acquired: Monstro only

Auxiliary effects:
- Less exp per kill

    "Absorb enemy HP when striking with attack cards, but enemies will drop
fewer items."

    When you're in Monstro, the Search Ghost is a great way to regain any HP
that you might have lost.  Of course, you'll also have the King with you, so HP
shouldn't be a problem at all.  It's your call as to whether or not you want to
use the card - on the one hand, it'll keep you alive, but on the other, you'll
pick up less experience in the long run and one can never have enough of that.
If you're going to use it, do so right after reloading your deck.
_______________________________________________________________________________
SEA NEON                                                                   8/22

Effect:   Random Values
Duration: 1 reload
Unique:   Yes
CP Cost:  NA
Acquired: Atlantica only

Auxiliary effects: None

    "Randomize the values of cards you use."

    Random Values is not something to rely on, but considering the deck that
you're handed for Atlantica, you may not have a choice.  Since all values are
supposed to be random (and are, to the best of my knowledge), you'll average a
value of 5 for your cards by the laws of statistics.  It only lasts for one
deck run, so once you reach Dark Mode you can destroy everything with a helping
of Dark Break.  Riku needs this card more than Sora ever did, but only because
you're handed a terrible deck in Atlantica for straight brawling.
_______________________________________________________________________________
WIGHT KNIGHT                                                               9/22

Effect:   Float
Duration: 3 reloads
Unique:   Yes
CP Cost:  NA
Acquired: Halloween Town only

Auxiliary effects: None

    "Alter gravity to increase jumping ability."

    Okay, everybody repeat after me: "most useless ability ever." Which sums up
the Wight Knight fairly well, actually.  Riku already jumps higher than Sora,
higher still in Dark Mode, which renders Wight Knight useless as far as being
practical is concerned.  Halloween Town doesn't even have a boss that might
justify using the card.  Don't use this card, practically every other enemy
card that you might have at that point is better.
_______________________________________________________________________________
PIRATE                                                                    10/22

Effect:   All Zeros
Duration: 1 reload
Unique:   Yes
CP Cost:  NA
Acquired: Never Land only

Auxiliary effects: None

    "Change the values of all cards to 0."

    A fairly useful card in Never Land, where it's picked up.  The Pirate enemy
card is the ultimate effect for breaking enemy attacks, but only if you're a
skilled card breaker.  You can use it to quickly reach Dark Mode; on the other
hand, use it improperly and you'll never reach Dark Mode.  Note that it only
lasts for a single reload, which makes it perfect for Never Land since it turns
itself off after reaching Dark Mode.  Definitely a useful card when you pick it
up.
_______________________________________________________________________________
DEFENDER                                                                  11/22

Effect:   Protect
Duration: 1 reload
Unique:   Yes
CP Cost:  NA
Acquired: Hollow Bastion only

Auxiliary effects: None

    "Decrease damage from physical attacks by the enemy.  Magical attacks do
normal damage."

    Riku takes less damage from enemy physical attacks.  This, of course, is
always useful, more so in Hollow Bastion where you can expect to take a lot of
hits.  In Hollow Bastion, you won't have the King around to help you out, so
conserving HP becomes all important.  Until you defeat Maleficent, it'll be the
only enemy card you have at any rate, so it can't hurt to use the Defender.
_______________________________________________________________________________
GUARD ARMOR                                                               12/22

Effect:   Wide Attack
Duration: 30 attacks
Unique:   Yes
CP Cost:  NA
Acquired: Defeat Guard Armor in Traverse Town

Auxiliary effects: None

    "Slightly extend the range of attack cards."

    Riku gets extra reach, which may make the difference between hitting an
enemy or being hit by one.  This card is useful only in highly situational
encounters such as the battle against the Parasite Cage; anywhere else, you can
simply run up to the enemy.  As such it is of limited usage unless for some
reason you absolutely have to fight at an opponent's extreme range.
_______________________________________________________________________________
PARASITE CAGE                                                             13/22

Effect:   Dispel
Duration: One use
Unique:   Yes
CP Cost:  NA
Acquired: Defeat Parasite Cage in Monstro

Auxiliary effects: None

    "Break an opponent's enemy card without fail.  Nothing happens if your
opponent has no enemy card in play."

    Very, very good card.  In Riku's story, nearly all of the character-type
bosses will be packing one or more enemy cards.  Armed with the Parasite Cage,
you now have a choice of breaking one of those effects.  This can make an
enormous difference in boss battles, especially against effects such as Ansem's
Sleightblind or Lexaeus' Warp Break.  The downside is that if you already have
an enemy effect active, you'll lose it when you use the Parasite Cage card.  Be
sure to know exactly where this card lies in the chain, since you should find
yourself reaching for it quite often.
_______________________________________________________________________________
TRICKMASTER                                                               14/22

Effect:   Value Break
Duration: 10 breaks
Unique:   Yes
CP Cost:  NA
Acquired: Defeat Trickmaster in Wonderland

Auxiliary effects: None

    "When you lose a card break, reduce the value of the enemy's card by the
value of your broken card."

    Revenge is sweet.  Properly used, Value Break can help you quickly reach
Dark Mode or whittle down at enemy sleights.  The downside is that you'll be
losing your own cards to breakage in order to do this.  Using Value Break to
hit Dark Mode requires a lot of micromanagement and at this point you'll likely
have better enemy effects anyways.  The best use you can get out of this card
is probably in boss battles if your deck happens to be outclassed by your
opponent's.  Definitely a comeback type of effect.
_______________________________________________________________________________
DARKSIDE                                                                  15/22

Effect:   Mimic
Duration: 1 use
Unique:   Yes
CP Cost:  NA
Acquired: Defeat Darkside in Destiny Islands

Auxiliary effects: None

    "Copy the enemy card your opponent is using.  Nothing happens if your
opponent has no enemy card in play."

    Riku steals an effect off his opponent.  This card's usefulness is limited
by the observation that you get it so late in the game.  Darkside is the great
equalizer, putting you and your opponent firmly on the same ground.  Depending
on which effect you steal, one of you will have the advantage.  In normal
battles the Heartless will never use enemy effects, so it's useless for most of
your encounters.
_______________________________________________________________________________
HADES                                                                     16/22

Effect:   Berserk
Duration: 30 attacks
Unique:   Yes
CP Cost:  NA
Acquired: Defeat Hades in Olympus Coliseum

Auxiliary effects:
- Resistant to fire
- Stunned by ice

    "Boost the power of attack cards when low on HP (when the gauge is flashing
red)."

    It's a real pity that you don't get to fight Axel in Riku's story as the
Hades card would ruin his day.  Once you fall into critical HP range, your
attack power increases by a grade level.  Your increased firepower lasts for
thirty attacks, during which time you should really find yourself some healing.
Since Riku's attack strength climbs over the course of his story, Hades' real
benefit is to grant resistance to Fire-based attacks.
_______________________________________________________________________________
JAFAR                                                                     17/22

Effect:   Attack Bracer
Duration: 20 attacks
Unique:   Yes
CP Cost:  NA
Acquired: Defeat Genie Jafar in Agrabah

Auxiliary effects: None

    "Stop enemies from breaking attack cards you use."

    If you're dealt a deck stacked full of low-valued cards, Jafar is a total
life saver.  Equip it and watch enemy attacks bounce harmlessly off of yours.
This makes Jafar a very useful card, especially in fast-paced boss battles.  It
also has applications in normal fights against the Heartless, however.  Attack
Bracer is especially important for Riku since he can't adjust his deck, and I'd
rank it as one of the best enemy cards in Reverse/Rebirth.
_______________________________________________________________________________
OOGIE BOOGIE                                                              18/22

Effect:   Regen
Duration: 10 uses
Unique:   Yes
CP Cost:  NA
Acquired: Defeat Oogie Boogie in Halloween Town

Auxiliary effects: None

    "Gradually restore HP.  HP return more quickly when low."

    HP is Riku's perpetual problem thanks to his lack of a Cure spell.  Oogie
Boogie is effectively an unbreakable Tinker Bell, plus you get ten full uses
out of it.  This can bring Riku back from the brink of death all the way to
full health if your maximum HP hovers around 200 or so.  Seeing as how the King
is unreliable at best and HP balls can only be found out of battle, Regen is an
important effect.  Keep it ready to hand whenever it's needed.
_______________________________________________________________________________
URSULA                                                                    19/22

Effect:   Shell
Duration: 5 hits taken
Unique:   Yes
CP Cost:  NA
Acquired: Defeat Ursula in Atlantica

Auxiliary effects: None

    "Halve the damage from magical attacks by the enemy.  Summon magic does
normal damage."

    Although physical attacks usually cause more trouble than magic, there are
times you'll want to fight magic users too.  When this happens, Ursula's Shell
effect cuts down on the damage you take for five hits.  Shell's usefulness is
directly proportional to the number of magic-using enemies that you face, but
since magic users typically don't have much HP, you're almost always better off
just going for a straight beatdown.
_______________________________________________________________________________
HOOK                                                                      20/22

Effect:   Second Chance
Duration: 3 uses
Unique:   Yes
CP Cost:  NA
Acquired: Defeat Hook in Never Land

Auxiliary effects:
- Resistant to lightning
- Stunned by fire

    "Retain 1 HP after a critical hit, provided you have 2 or more HP left."

    As the card effect implies, you get a second chance.  Unlike Sora, however,
Riku can't flip to a Cure card to bring himself back from that 1 HP danger zone
when he recovers.  This makes Hook's card of less practical value to Riku than
it was for Sora, since Riku has to use the King for in-battle healing.  On the
plus side, you do gain a useful lightning resistance at the cost of a weakness
to fire.
_______________________________________________________________________________
DRAGON MALEFICENT                                                         21/22

Effect:   Overdrive
Duration: 30 attacks
Unique:   Yes
CP Cost:  NA
Acquired: Defeat Maleficent in Hollow Bastion

Auxiliary effects: None

    "Sacrifice reload speed to power up attack cards."

    Dragon Maleficent powers up Riku's attacks by a whole grade level, allowing
him to inflict more damage at the cost of an increased reload time.  Oh wait.
Riku doesn't HAVE reload time.  Needless to say, this makes Overdrive cheap and
overpowered as hell, the more so considering how early you acquire the card.
It'll see you through many worlds and floors, especially early on when a grade
level boost in attack strength effectively doubles Riku's firepower.  In short,
Dragon Maleficent is one of the best cards available to Riku.
_______________________________________________________________________________
LEXAEUS                                                                   22/22

Effect:   Warp Break
Duration: 50 attacks
Unique:   Yes
CP Cost:  NA
Acquired: Defeat Lexaeus

Auxiliary effects:
- Immune to ice
- Resistant to physical attacks
- Weak against special attacks

    "Obliterate enemies with the finishing blow of a combo with a high success
rate.  During versus battles you can stun your opponent."

    Lexaeus' card is the ultimate Heartless killer, as it grants Ice immunity
and high resistance to physical attacks.  Besides this, there's a fair chance
that your final attack will cause the enemy to vanish and leave experience
behind.  It's weak against sleights, but normal Heartless don't use sleights at
any rate.  In boss battles, however, you'll have to watch out for enemy sleight
attacks (get hit by Ansem's Dark Shadow strike and you're pretty much screwed).
The final hit can't auto-KO a boss, but there's a fair chance that you'll stun
your opponent and leave him wide open for another combo or worse yet a powerful
sleight of your own.  Lexaeus is a two-edged sword; make sure that it doesn't
cut your way.

-------------------------------------------------------------------------------
SLEIGHTS
-------------------------------------------------------------------------------

    Riku has four sleights all told, three of which use his Soul Eater and one
that involves calling the King to his aid.  Of these sleights, the Soul Eater
sleights can only be pulled in Dark mode, so don't bother trying them in normal
battle.  Otherwise using sleights with Riku is exactly the same as using Sora's
sleights.

---------------------------Riku's Sleights (4 total)---------------------------

    As with D Report entries on the card index, all of Riku's sleights are also
lumped together in the status menu.  He only has four sleights anyways, but all
four are quite brutal (some are blatantly overpowered).
_______________________________________________________________________________
DARK BREAK                                                                  1/4

Acquired: Upon entering Dark mode
Requires: Three Soul Eaters
          Total value 5-15

    "Leap into the air and attack enemies from above.  Only available in Dark
Mode."

    Riku hoists the Soul Eater and uses it as a pogo stick on the heads of any
enemy close by.  Dark Break attacks come from above in rapid succession quickly
enough that most enemies can't break the sleight.  It deals out six hits in all
for a considerable amount of damage.  Riku automatically acquires targets, thus
the sleight is a fire-and-forget technique.  Of all his attack sleights this
one is the easiest to card break, but it still packs a devastating punch.  Use
this sleight if you don't have access to Dark Aura.
_______________________________________________________________________________
DARK FIRAGA                                                                 2/4

Acquired: Upon entering Dark mode
Requires: Three Soul Eaters
          Total value 16-25

    "Expel dark energy in a searing blast.  Only available in Dark Mode."

    Riku fires a cluster of energy off his palm.  Dark Firaga travels in a more
or less straight line, though it will track a targeted enemy a little.  Of all
Riku's sleights, this one is the hardest to aim properly.  It does a fairly
high amount of damage when it hits and it can hit more than one enemy when
properly targeted.  Dark Firaga is harder to break than Dark Break and can't be
broken at all by regular enemies.  And don't let the name deceive you; Dark
Firaga is a neutral attack, not a Fire attack.  Overall it's less powerful than
Dark Break, but still a very deadly sleight nonetheless.
_______________________________________________________________________________
DARK AURA                                                                   3/4

Acquired: Upon entering Dark mode
Requires: Three Soul Eaters
          Total value 27

    "Rush enemies repeatedly with blade in hand.  Only available in Dark Mode."

    Fear Riku for he will kick your ass!  Riku ascends into the air, brandishes
his Soul Eater, and then flies off the screen.  He rushes back in and impales
anything that gets in his way on the Soul Eater for massive damage.  Riku
repeats this attack a couple of times before he returns to the center of the
screen and plants the blade into the ground, causing pillars of dark energy to
explode all around him.  Anything that survived the Dark Aura and is hit by the
pillars of energy is automatically confused.  Dark Aura is Riku's most powerful
direct damage sleight and can quickly clear a screen of even the most obstinate
enemies.  It's also near impossible to card break, plus its unparalleled speed
allows it to overrun any opponent.  Definitely Riku's strongest attack sleight,
though you might want to save your 9 Soul Eaters in a long battle until it
starts to wind down.

    In Kingdom Hearts, this technique was called Shadows of Oblivion. ("Welcome
oblivion!" strike a bell?)
_______________________________________________________________________________
MM Miracle                                                                  4/4

Acquired: Whenever the King is present
Requires: The King + The King
          The King + The King + The King

    "The king restores HP, and stuns and deals damage to all enemies."
    "The king restores a lot of HP, and stuns and deals damage to all enemies."

    Might as well save the best for last.  MM Miracle is the ultimate sleight
in terms of its versatility.  It restores a good deal of HP (almost as much as
similar levels of Cure sleights), plus you also get your deck back and a window
of opportunity to hit Heartless with that shiny reloaded deck.  Isn't the King
such a nice fellow?  Either level of MM Miracle will restore quite a big chunk
of your HP.  Even better, the King deals Neutral damage to all enemies in the
field, making his attack unblockable.  To top off its obvious advantages, you
can easily come by the King cards if he's with you.  About the only drawbacks
of this sleight are its sizable windup delay and the fact that you'll have to
use the card values that you pick up in battle.  Of all Riku's sleights, MM
Miracle is definitely the best in the arsenal.

===============================================================================
-------------------------------------------------------------------------------
RIKU'S WALKTHROUGH
-------------------------------------------------------------------------------
===============================================================================

    Riku's journey is a lonely one in which he searches for Sora and the King.
He'll have only one friend to aid him, and that sporadically, during his quest.
Riku's story also has less plot in each of its worlds than Sora's, so don't
expect another recap of what happened in Kingdom Hearts.  As with Sora's quest,
Riku can synthesize worlds in any order.  The floor plans are still fixed and
thus still separated from the worlds.  Otherwise Riku's story is much the same
as Sora's: enemies will become more challenging as Riku climbs floors, objects
can be struck for health (but no cards or Moogle points), and Riku will face
most of the bosses that Sora faced.  He'll also be able to pick up 0 Trinity
cards to aid him in his quest.

-------------------------------------------------------------------------------
BASEMENT 12: Hollow Bastion                                  code: spookycastle
-------------------------------------------------------------------------------

BASEMENT 12
        ^Exit
       [$]           1: Key of Beginnings + Red card
        |            2: Key of Guidance   + Green card
       [!]-[3]       3: Key to Truth      + >5 card
        |
   [2]-[%]-[ ]       *: Reappear in this room when finished with 1.
        |   |        %: Reappear in this room when finished with 2.
       [ ]-[*]-[1]   !: Reappear in this room when finished with 3.
        |
       [ ]           $: Cannot be accessed until 3 is completed.
        ^Start

_______________________________________________________________________________
HOLLOW BASTION
    "A once peaceful castle ruined by Maleficent."

Deck:
    9 Soul Eater
    8 Soul Eater
    7 Soul Eater
    8 Soul Eater
    7 Soul Eater
    6 Soul Eater
    7 Soul Eater
    6 Soul Eater
    5 Soul Eater
    6 Soul Eater
    5 Soul Eater
    4 Soul Eater
    5 Soul Eater
    4 Soul Eater
    3 Soul Eater
    9 Potion
    Defender enemy card
Objects: Pillars, steam outlets, fancy columns
Enemies: Shadow, Wyvern, Wizard, Defender, Tornado Step, Darkball
Friends: None
Bosses:  Dragon Maleficent (Truth room)

    Of all the places to start your quest, this place had to be it ... okay,
take a close look at your fighting deck.  You can't change it, but what you
have is more than enough for the task at hand.  Of all the enemies in Hollow
Bastion, only the Defender and the occasional Darkball should cause any sort of
trouble.  It's recommended that you start each battle by using the Defender
enemy card since practically every enemy in the bastion uses physical attacks.
Head to the Key to Truth room when you're ready, although I recommend that you
gain at least five level-ups first.

-------------------------------------------------------------------------------
DRAGON MALEFICENT
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: None
Threat:    Medium
Trinity:   Destroy the green flames that spawn.
Attacks: Snap - Maleficent lowers her head and snaps at Riku.  Those teeth hurt
             quite a lot (she's a dragon, after all).  This attack is fast and
             has relatively good range.  The best way to fight it is to pummel
             Maleficent with a steady stream of cards, giving her no room for
             counterattack.  Note that breaking the attack causes her head to
             lower to ground level.
         Dragon Claw - Maleficent makes a claw swipe at Riku.  Much like the
             Snap, it's fast, decently strong, and features superior range.
             You can dodge-roll through it but it's easier just to stuff the
             attack and make sure that it never comes out.
         Evil Flare - Maleficent breathes out a stream of sentient flames.  I'm
             serious, these little flames move on their own.  They'll do quite
             a bit of damage to Riku and have this annoying habit of moving
             right as you least expect them to.  You can, however, break apart
             a flame.  Doing this sometimes releases a 0 Trinity card.
         Mega Stomp - Maleficent raises a paw and brings it down into the floor
             with lots of force.  Be in the air when it comes out to avoid it.
             This is definitely her most annoying move; while it does only
             moderate damage, it's fast and hard to see, plus she has a habit
             of repeatedly spamming the attack when you're too far away for the
             other attacks.
Drop: Dragon Maleficent enemy card

    Riku has a much easier time against Maleficent than Sora ever did.  To
start with, Riku can jump high enough to reach Maleficent's head without using
an enemy card or the 0 Trinity.  Maleficent also has much less HP, making this
encounter a rather short one.  While she still attacks quickly, her attacks do
less damage overall now.  Be careful, however; Riku has no way of recovering HP
at the moment, so try not to trade hits against Maleficent.  Jump when you see
Mega Stomp coming and break some flames for a 0 Trinity card.  With a bit of
effort, this battle isn't difficult at all.
_______________________________________________________________________________

    Defeating Maleficent nets you the Dragon Maleficent card, which increases
Riku's attack power at the cost of an increase in reload time.  Except that
Riku has no reload time.  Feel free to abuse this card as much as you want.
Head out when you're ready and note that Riku does not get an automatic save
room created for him like Sora did.  By the way, your deck will be changed for
this next battle into:

8 Soul Eater x3
7 Soul Eater x3
6 Soul Eater x3
9 Soul Eater x3
6 Soul Eater
7 Soul Eater
8 Soul Eater
9 Soul Eater
8 Soul Eater
6 Soul Eater
7 Soul Eater
9 Soul Eater x2
6 Soul Eater
7 Soul Eater
8 Soul Eater
9 Hi-Potion
0 Hi-Potion
0 Soul Eater x4
Dragon Maleficent enemy card

-------------------------------------------------------------------------------
ANSEM I
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Frontal physical attacks when his shadow protects him
Threat:    Medium-Low
Trinity:   None
Attacks: Submit! - Ansem's shadow takes a swipe at Riku.  Fairly good range and
             speed but not that great for damage.  He likes spamming this move,
             so don't let him drive you into a corner of the room.
         Floor Bolt - Ansem sends a trail of lightning skimming over the floor
             in a horizontal direction.  Move up or down or just dodge-roll to
             avoid it.  It's his long-range attack and slightly slower than the
             other one, but they do roughly the same damage.
         Dark Rush (sleight) - Ansem flies forward with an aura of some sort in
             front of himself.  If you're caught in a bad place, this move can
             hit you multiple times.  It's only safe to dodge-roll on the side
             of the screen; if you're in the middle, break it with a 0 card.
             In the game it appears (mistranslated) as Rockshatter.
Drop: None, the little cheapskate

    Oh, how the mighty have fallen.  The final boss of the original Kingdom
Hearts is reduced to this?  Ansem is a character-type enemy and for most of the
battle you two will strike back and forth while he yells "Submit!" at you.  He
has slightly more HP than Maleficent did but an inferior deck.  See that big
deck you were dealt?  Play the recently acquired Dragon Maleficent card for a
rather unfair boost in power and lay waste to him.  More often than not you'll
win the card break, which leaves Ansem unable to defend.  Note that his shadow
can block physical attacks if it's in front.  You'll also have the King around
to aid you, which is great if you start to fall low on health.  This battle
shouldn't last long.
_______________________________________________________________________________

    No prize this time, but you do get 73 experience points for your trouble.

-------------------------------------------------------------------------------
WORLD CARD SET I                                                 Basements 11-8
-------------------------------------------------------------------------------

    You'll receive the first world card set for Riku upon defeating Ansem; this
set includes Agrabah, Monstro, Never Land, and Traverse Town.  You'll also have
the King as an ally from this point forward for the entire card set.  As with
Sora's walkthrough, enemies become increasingly more powerful as you ascend the
floors of this castle.
_______________________________________________________________________________
BASEMENT 11
    ^Exit
   [$]           1: Key of Beginnings + >3 Red card
    |
   [ ]-[ ]       *: Reappear in this room when finished with 1.
    |   |        $: Cannot be accessed until 1 is completed.
   [ ]-[*]-[!]
    |
   [ ]
    ^Start
_______________________________________________________________________________
BASEMENT 10
    ^Exit
   [$]                  1: Key of Beginnings + >5 Green card
    |
   [ ]-[ ]-[ ]-[*]-[1]  *: Reappear in this room when finished with 1.
    |                   $: Cannot be accessed until 1 is completed.
   [ ]
    ^Start

    Save in the final room of this basement just for insurance, since you'll
run into a boss fight once you're done.  Also, your deck will be changed into
the following:

8 Soul Eater x3
7 Soul Eater x3
6 Soul Eater x3
9 Soul Eater x3
6 Soul Eater
7 Soul Eater
8 Soul Eater
9 Soul Eater
8 Soul Eater
6 Soul Eater
7 Soul Eater
9 Soul Eater x2
6 Soul Eater
7 Soul Eater
8 Soul Eater
9 Hi-Potion
0 Hi-Potion
0 Soul Eater x4
All enemy cards from bosses that you've defeated

-------------------------------------------------------------------------------
VEXEN
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: None
Threat:    Medium-Low
Trinity:   None
Attacks: Shield Strike - Vexen strikes out at Riku with his shield.  He's not
             as quick about it as Axel or Larxene, however.  This time it does
             absolutely pitiful damage but still has its old range.
         Blizzard - Vexen uses Sora's basic Blizzard spell.  Not Blizzara or
             Blizzaga, just Blizzard.  Counter it accordingly.
         Freeze (sleight) - When you hear a high-pitched laugh, get ready to
             dodge-roll.  This sleight causes a bunch of ice to materialize
             under Riku.  If you're caught by it you will end up frozen for a
             period of time during which Vexen can get a free hit on you, plus
             you'll slowly take damage.  Mash the jump button to escape if you
             do end up encased.
         Ice Needles (sleight) - Vexen sends a stream of icicles popping up out
             of the ground and after Riku.  This sleight homes and does it well
             enough to hit consistently.  You can outrun it, however, and it
             doesn't last too long.  Alternatively you can just break the
             sleight.  It does a bit of damage if it hits.
         Diamond Dust (sleight) - Vexen covers the screen with a flurry of
             snowflakes.  Diamond Dust does continuous damage as long as it's
             active, though it doesn't do that much and you can still move
             freely.  Still, break it if you can since it's kind of annoying.
         Blue Rhapsody - Blizzard Boost enemy effect
         Air Pirate - Item Bracer enemy effect
         Vexen - Auto-Life enemy effect
Drop: Nothing.

    It's Vexen again ... with two full HP bars, no less.  And yes, he's still
as easy as the time you faced him using Sora.  Note that he packs a bunch of
Elixirs and a Mega-Ether, all of which you will want to break.  Vexen still has
the same problems that he had in Sora's story, however.  For one, he's slow
enough to where you can run him down.  He's also not nearly as aggressive as he
should be.  He does come with an impressive arsenal, however, as well as at
least three enemy cards.  He also has that annoying shield of his which guards
against frontal physical attacks.  Apparently, he loses his Iceburn sleight.

    Luckily, you're given a big deck to play around with.  You can now pull the
deadly Dark Aura and Dark Firaga sleights repeatedly once you enter Dark Mode,
plus your deck is usually able to fight head-to-head against Vexen's and still
win most of the time.  As if that weren't enough, you can freely sleight your
deck since the two Hi-Potions near the back allow you to get all of your cards
back.  Finally, you have 0 cards strategically positioned in the rear of the
deck which allow you to break Vexen's multiple sleights or items.  When you run
out of 0 cards, reload.  You want them with you at all times.  Hit fast and
hard and Vexen should go down after a while.
_______________________________________________________________________________

    Beating Vexen doesn't give you any items, but you do get a rather unholy
amount of experience from the battle.  Once you're done, head up to the next
basement level.
_______________________________________________________________________________
BASEMENT 9
            ^Exit
   [1]     [$]      1: Key of Beginnings + Blue card
    |       |
   [*]-[ ]-[ ]      *: Reappear in this room when finished with 1.
    |   |   |       $: Cannot be accessed until 1 is completed.
   [ ]-[ ]-[ ]
    |
   [ ]
    ^Start
_______________________________________________________________________________
BASEMENT 8
    ^Exit
   [ ]     [1]   1: Key of Beginnings + =0 Red card
    |       |
   [ ]-[ ]-[ ]   *: Reappear in this room when finished with 1.
    |   |   |    $: Cannot be accessed until 1 is completed.
   [ ] [ ] [ ]
    |   |   |
   [ ]-[ ]-[ ]
        |
       [ ]
        ^Start
_______________________________________________________________________________
AGRABAH                                                      code: trioofwishes
    "A bustling desert city with a grand palace."

Deck:
    7 Soul Eater -
    6 Soul Eater  |x5
    4 Soul Eater  |
    3 Soul Eater -
    7 Hi-Potion
    Fat Bandit enemy card
    All enemy cards from bosses that you've defeated
Objects: Barrel, Vendor shops, roof projections, wooden towers
Enemies: Shadow, Air Soldier, Yellow Opera, Green Requiem, Bandit, Fat Bandit,
         Barrel Spider
Friends: the King
Bosses:  Genie Jafar (Beginnings room)

    Upon entering Agrabah, you'll get a rather odd deck made of five 7-6-4-3
Soul Eater chains, a Hi-Potion, and a Fat Bandit enemy card in addition to all
of your old enemy cards.  This deck is basically begging to go into Dark Mode
and lay waste to everything in sight with Dark Break.  It can hold its own in
normal combat, but you're better off aiming for Dark Mode as soon as you can.
The trick is to wait for Dark Mode, sleight like crazy, and then use the Hi-
Potion to regain all the cards that you used up in your sleights.  Of all the
enemies that you can run into around here, only the Fat Bandits are really
annoying.  When you're ready, step through the Key of Beginnings room.

-------------------------------------------------------------------------------
GENIE JAFAR
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Everything
Threat:    Low
Trinity:   Attack Jafar's body (I think.  Not sure about this, it could be you
           have to hit him with Dark Firaga.)
Attacks: Magma Drop - Jafar pulls up a huge rock and chucks it at Riku.  You
             have several options here: dodge-roll, break the attack, or just
             hide behind a platform.  It's easy to counter since it doesn't
             move fast and can be seen coming a mile away.  You deserve the hit
             that your HP will take if it connects.
         The People's Elbow - Jafar punches the nearest platform.  Okay, fine,
             so it's not an elbow, but the analogy is apt.  Break this attack
             or simply move out of range.
         Optic Blast - Jafar fixes his gaze on Riku and lets loose with a
             steady stream of energy.  This attack hits hard but still has a
             sizable windup delay, so hide behind a tall platform or just break
             the blasted thing.
Drop: Genie Jafar enemy card

    This battle ring a bell?  As with Sora, you're going to be aiming all of
your attacks on Iago instead of Jafar.  Your deck is ideally geared towards
this fight - the idea should be to go into Dark Mode as soon as possible, then
abuse Dark Break to pound Iago.  Pound him anyways while you're in normal mode.
At the same time, do note that you'll have to avoid Jafar's attacks and try not
to become reckless.  You probably won't have enough dark points to stay in Dark
Mode for too long unless you saved Agrabah for last and power-leveled.  The
other way to take this fight is to dispense with card breaks and just hammer
Iago with everything you have.  This is more practical with Riku than with Sora
since Riku has higher jumps and generally hits harder, and is the faster of the
two methods.

    The fight occurs in a room full of lava and Riku stands on three platforms
that will rise and fall in a random pattern.  Jafar attacks from the sides and
will sometimes switch sides.  You can only hit Iago off a jump from a tall
platform or medium platform and you cannot reach a tall platform if you're
standing on one that's as low as it will go.  Jafar also has a fairly high
health bar, but he does have a glaring weakness - he's blasted slow.  You can
easily find a suitable card for breaking purposes by the time he finishes
launching an attack.  This makes the battle long but not hard.

    As with Sora, hang around the middle platform to avoid The People's Elbow
and being trapped on one platform.  Smacking Jafar will occasionally yield a 0
Trinity card, which raises all three platforms to their highest levels.  And
when all the platforms are as high as they can go - hey, open season on parrots
is here!  All in all this battle shouldn't be too time-consuming.  Sorry Jafar,
but even though you're the most powerful genie ever, you still get a Low threat
rating.
_______________________________________________________________________________

    Defeating Jafar gives you his Attack Bracer, a useful card for Riku since
you have no control over his deck.  After finishing Jafar, it's off to the exit
and another world.
_______________________________________________________________________________
MONSTRO                                                   code: bellyofthebeast
    "Inside the belly of the giant whale."

Deck:
    7 Soul Eater -
    5 Soul Eater  |x2
    4 Soul Eater  |
    1 Soul Eater -
    7 Soul Eater -
    6 Soul Eater  |x3
    4 Soul Eater  |
    1 Soul Eater -
    Search Ghost enemy card
    All enemy cards from bosses that you've defeated
Objects: Flesh stalagmites, barrels, shells
Enemies: Shadow, Large Body, Air Soldier, Yellow Opera, Green Requiem, Search
         Ghost, Tornado Step
Friends: the King
Bosses:  Parasite Cage (Beginnings room)

    Monstro is not significantly different from the time you ran through it
with Sora.  You'll face a large and sometimes annoying assortment of enemies,
but between the King and your shiny new Search Ghost enemy card you should have
no trouble staying in good health.  The deck that you're dealt still isn't the
best for combat and you'll mainly be breaking enemy attacks with 7 cards unless
you want to burn a sleight.  In Monstro, it may actually be a good idea to use
sleights that begin with 1's, if only to discard those cards from your deck.
In Dark Mode you can pull Dark Break and Dark Firaga, but sadly still no Dark
Aura.  Head off to the Beginnings room when you're ready to confront the boss
of this world.

-------------------------------------------------------------------------------
PARASITE CAGE
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: None
Threat:    Medium-Low
Trinity:   Attack the Parasite Cage while it is "yawning."
Attacks: Hammer Fist - The Parasite Cage joins both of its arms together and
             slams them into the ground, which shrinks down the platforms that
             you stand on.  Fairly fast and damaging, so be sure to try and
             break the attack.  If all else fails, dodge-roll out of the way
             and regain a platform as quickly as possible.
         Power Bomb - The Parasite Cage braces itself on its arms and then
             throws its body forward at Riku.  Fast, powerful, and covering the
             whole screen, Power Bomb is definitely this boss' most annoying
             attack.  It's only used when a significant amount of the Parasite
             Cage's HP is depleted.
         Acid Ball - A glob of green ... stuff ... comes at you, courtesy of
             the Parasite Cage.  Jump over it if you can or break it, or just
             run and grab another platform.
Drop: Parasite Cage enemy card

    Riku has an easier time with the Parasite Cage than Sora.  Not much easier,
mind you, but easier nonetheless.  The battle itself has stayed the same; Riku
hops around on small platforms that become smaller and hits the Parasite Cage
whenever he gets the chance.  Since Riku does more damage overall than Sora, he
can whittle down the Cage's HP bar at a faster rate.  You'll also have the King
around to help restore your HP, plus that ever-useful Search Ghost card.  In
fact, any enemy card that you have is useful in this battle.

    Sometimes, breaking the Parasite Cage's attacks will net you a 0 Trinity
card.  If this happens, use it immediately and give it a thorough pounding.
You may also want to save the Dragon Maleficent enemy card for this situation
where you can really take advantage of it.  Having 1 cards in your chain is
annoying but inevitable, especially if you're going to save them for Dark Break
sleights.  Dark mode is a great asset in this battle but hardly necessary to
win.  Still, it can be useful and surprisingly easy to achieve if you hang back
and break attacks that come at you while waiting for the platforms to revolve.
Either way, you should have little trouble defeating the Parasite Cage if you
did it the first time with Sora.
_______________________________________________________________________________

    After defeating the Parasite Cage, you'll get its useful enemy card.  Make
your way to the exit and head on out to the next world in your card set.
_______________________________________________________________________________
NEVER LAND                                                   code: walktheplank
    "Inside Captain Hook's pirate ship."

Deck:
    7 Soul Eater
    6 Soul Eater
    5 Soul Eater
    4 Soul Eater
    3 Soul Eater
    2 Soul Eater
    1 Soul Eater
    0 Soul Eater
    1 Soul Eater
    2 Soul Eater
    3 Soul Eater
    4 Soul Eater
    5 Soul Eater
    6 Soul Eater
    7 Soul Eater
    8 Soul Eater
    9 Soul Eater
    Pirate enemy card
    All enemy cards from bosses that you've defeated
Objects: Treasure chest, barrels, boxes
Enemies: Shadow, Pirate, Air Pirate, Darkball, Crescendo, Barrel Spider
Friends: the King
Bosses:  Hook (Beginnings room)

    Never Land gives you an ... interesting ... deck.  On the one hand, your
card values start at a local maximum, decrease to a global minimum, and then
rise again to a global maximum.  On the other hand, you get the Pirate enemy
card that changes all card values into 0.  This is great for quickly breaking
enemy attacks and rushing into Dark Mode, but ONLY if you're good at card break
gameplay.  If not, you'll find yourself broken more often that you break your
opponent and end up with that dark meter hovering around 0.  Personally, I'd
recommend against leveling in Never Land since it gets frustrating having to
deal with Crescendos.  When you're ready, head over to the story room for a
battle with You-Know-Who.

-------------------------------------------------------------------------------
HOOK
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: None
Threat:    Medium-High
Trinity:   None
Attacks: Slash - Hook aims a swipe with his rapier.  It's decently fast and has
             about as much range as one of Riku's attacks.  Naturally you'd
             think that it does only slight damage, right?  WRONG.  This move
             hurts more than any rapier deserves to.  Even a few of these will
             send you running as you scramble to collect the King cards for
             healing.
         Ticking Gift - Hook chucks a gift-wrapped box around the deck.  This
             box explodes after a short time interval; when it does, you do not
             want to be in the blast radius.  Hook ends up unbalanced after
             using this move, so if you can break the attack you'll get a free
             hit on him.
         Rush & Present (sleight) - Hook slashes the living daylights out of
             Riku before sending him explosive parting gifts.  If you see this
             sleight forming in the upper right hand corner, reach for that 0
             card as you do not want to be caught in it.  Once it hits Riku you
             can't stop it.  The good news is that Hook has to be pretty close
             to you for the sleight to have any effect, so keep your distance
             if he's about to trigger it.
         Combo & Present (sleight) - Hook throws a whole cargo load of gifts
             around on the deck.  Wonder how he does it without blasting a hole
             into the deck?  At any rate, when this sleight comes out, you want
             to be on the high side of whichever way the deck is tilting.  It's
             Hook's deadliest attack since it can do horrendous damage if you
             end up stuck on the low side of the deck.  It's limited by its
             fairly small range, however.  Break this attack or move away if
             you see it coming.
         Hook - Second Chance enemy effect
         Pirate - All Zeros enemy effect
         Sea Neon - Random Values enemy effect
Drop: Hook enemy card

    Hook is no longer as bad as when you faced him using Sora, but he can still
be annoying to fight.  For one, you'll have little chance of winning if you go
head-to-head on decks.  Hook still hits hard and you still fight on that ever-
annoying tilting deck, plus he usually pulls out higher cards than you do.
However, you do have a great one-time advantage up your sleeve - you can use
the Pirate enemy card to swiftly break any attacks he sends your way.  This
will allow you to both destroy his sleights and quickly reach Dark Mode.  Once
you reach Dark Mode, spike him whenever he's reloading with your Dark Break
sleight.

    Hook will break your attacks fairly often, more so if he loads his Pirate
enemy card.  He has no Items and none of the enemy cards he carries are really
all that dangerous if you know how to use them to your own advantage.  Hook has
mediocre HP which Riku can knock down faster than Sora could.  This fight is
still kind of intense since Riku's healing methods are much less reliable than
Sora's, but overall it's easier than Sora's version of the battle.  With a lot
of patience and a little luck, you'll be the winner in no time.
_______________________________________________________________________________

    Defeating Hook nets you the Hook enemy card, which grants Second Chance and
Thunder resistance at a cost in weakness to Fire.  Head out of Never Land when
you're able.
_______________________________________________________________________________
TRAVERSE TOWN                                                  code: oldfriends
    "A haven for those whose homes fell to darkness."

Deck:
    4 Soul eater
    5 Soul Eater
    6 Soul Eater
    7 Soul Eater
    8 Soul Eater
    Shadow enemy card
    All enemy cards from bosses that you've defeated
Objects: Crate, lamppost, shingled block in the floor
Enemies: Shadow, Soldier, Red Nocturne, Blue Rhapsody
Friends: the King
Bosses:  Guard Armor (Beginnings room)

    If you ask me, Traverse Town's the safest place to level in the first world
card set and should be saved for last.  Granted, you're not given much of a
deck to work with.  However, the enemies here are comparatively easy and can be
quickly killed to yield lots of experience.  Using Dragon Maleficent's enemy
card speeds this process up.  Traverse Town is the easiest of the worlds to
pass through, but you can still rack up considerable experience by taking each
room as it comes.  When you're ready, head over to the last room to take on the
first boss in Sora's story.

-------------------------------------------------------------------------------
GUARD ARMOR
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: None
Threat:    Low
Trinity:   Intercept Guard Armor's attacks.
Attacks: Stomp - The Guard Armor's feet will attempt to kick Riku.  This attack
             has range issues and thus isn't very dangerous if you stay out of
             its way.   Does slight damage.
         Swipe - The Guard Armor's gauntlets swipe at Riku.  You'll see this
             move coming long before it hits, and it isn't hard at all to dodge
             or break.  Does slight damage.
         Disco Swipe - Now this is more like it.  The Guard Armor's gauntlets
             start to whirl around it.  It has limited range, but don't try to
             squeeze an attack through; instead, run back until the attack ends
             and then you may counterattack.  Or else just break the annoying
             attack.
         Shatter Spin - The Guard Armor spins itself rapidly.  Break the attack
             or dodge it, your call.  This attack is used only after you've
             stripped the boss of its arms and legs.  If the attack isn't
             broken before the body reaches the floor, the Armor will start
             bouncing around the arena like a pinball for a short while.
         Pogo Impact - The Guard Armor's body bounces up and down, shaking the
             floor.  Think of a more annoying version of the Impact attack, and
             break this one if you can.  If not, jump up and pray that you
             don't land when he does.
Drop: Guard Armor enemy card

    I swear, the Guard Armor has got to be the easiest boss in the game no
matter which floor you decide to fight it.  It has five targetable areas but
none of them sport much health.  Added to this, the Guard Armor is slow, not
aggressive, has range issues, and often uses cards that are easily broken.  All
of these factors put together make for one heck of an easy fight that you don't
even need to enter Dark Mode to win.  Once you've knocked away its gauntlets
and its boots, concentrate your attacks on the torso.

    You can win a 0 Trinity card by breaking the Guard Armor's attacks.  The 0
Trinity card breaks the Guard Armor apart briefly, so you'll want to use it
when you can hit all four of the exterior armor segments at once.  Or, if you
feel sadistic, break it apart and then start pounding with Dark Break.  Or just
pound it period.  You really shouldn't have any problems with this battle even
if you're desperately underleveled.
_______________________________________________________________________________

    Defeating the Guard Armor gives you the Guard Armor enemy card, which
extends the range of your Soul Eater.  Head out once you've leveled up to your
heart's content.

-------------------------------------------------------------------------------
WORLD CARD SET II
-------------------------------------------------------------------------------

    The second world card set includes Atlantica, Halloween Town, Olympus
Coliseum, and Wonderland.  No 100 Acre Wood in Riku's story.  Enemies become
progressively tougher in this world card set, floors grow larger and more
obnoxious, and you may find yourself needing to level Riku.  By the way, I hope
you saved when you came out of the last world in the first world card set since
you're due for the boss battle right as you show up.  Your deck is modified
accordingly.  If this deck looks familiar, it's because you also used it during
your fights against Ansem and Vexen.

8 Soul Eater x3
7 Soul Eater x3
6 Soul Eater x3
9 Soul Eater x3
6 Soul Eater
7 Soul Eater
8 Soul eater
9 Soul Eater
8 Soul Eater
6 Soul Eater
7 Soul Eater
9 Soul Eater x2
6 Soul Eater
7 Soul Eater
8 Soul Eater
9 Hi-Potion
0 Hi-Potion
0 Soul Eater x4
Guard Armor enemy card
Parasite Cage enemy card
Genie Jafar enemy card
Hook enemy card
Dragon Maleficent enemy card

-------------------------------------------------------------------------------
RIKU I
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: None
Threat:    Medium-Low
Attacks: Hop Bash - Riku jumps up and brings the Soul Eater crashing down, much
             like Cloud did earlier.  It has a fractional second windup delay,
             so you can card break the attack if you're fast enough to see it
             coming.  Does slight damage.
         Slash - Riku spins around and then slashes with the Soul Eater.  Much
             like the Hop Bash in terms of windup delay and range, only that it
             hits from the side instead of above.  Again, easily card broken if
             you see it coming.
         X-Slash - Riku runs into you with a one-two strike.  This move will
             stun you and has better range than any of his other physical
             attacks.  Try not to get hit by it, otherwise you're left as a
             sitting duck for one of his attacks or worse yet a sleight.
         Dark Firaga (sleight) - Riku launches a mass of dark blue fire at you.
             It hurts moderately but is hard for him to aim since it only has
             limited homing ability.  You'll see it coming a mile away.  Dodge-
             roll the sucker, card break it, or just step out of the way.
         Shadow - Incrementor enemy effect.
Drop: Nothing.

    This battle resembles the one that Sora had with Riku II, except Riku now
has Items in his inventory.  Unfortunately for him, he's lost a lot in terms of
damage, aggression, recovery, and even deck power.  With your new deck, you
should have no problem beating him into the ground.  You'll win more card
breaks than you'll lose; once you're in Dark Mode, feel free to pound him into
dust with Dark Break or Dark Aura.  Watch out for his X-Slash, though; it'll
still leave you stunned and unable to react.

    Riku likes to use his Shadow enemy card for its Incrementor effect.  Break
it with Parasite Cage, even if you have to sacrifice another effect already in
play to do so.  Breaking the Incrementor allows you to keep your card breaking
advantage.  If you need to heal, trigger the King or MM Miracle while his
rather large deck is reorganizing itself.  You can also use that time to beat
up on him with your own attacks.  He's fairly slow and usually won't be able to
outrun you.  You'll also be able to do more damage to him than he does to you
unless you've been wholly neglecting AP upgrades.  Dragon Maleficent and Genie
Jafar both work well in this battle.  Keep pounding away at him and you'll end
up the winner of this confrontation.
_______________________________________________________________________________

    Beating Riku doesn't give you an enemy card.  You do, however, receive the
second world card set as well as a hefty 475 experience.
_______________________________________________________________________________
BASEMENT 7
    ^Exit
   [$]     [1]   1: Key of Beginnings + 15 Blue card total
    |       |
   [ ]-[ ]-[*]   *: Reappear in this room when finished with 1.
    |   |   |    $: Cannot be accessed until 1 is completed.
   [ ]-[ ]-[ ]
    |   |   |
   [ ]-[ ]-[ ]
        |
       [ ]
        ^Start
_______________________________________________________________________________
BASEMENT 6
        ^Exit
       [$]           1: Key of Beginnings + Red card
        |                                 + Green card
       [ ]-[ ]
        |   |        *: Reappear in this room when finished with 1.
   [ ]-[ ]-[*]-[1]   $: Cannot be accessed until 1 is completed.
    |   |
   [ ]-[ ]
    |
   [ ]
    ^Start
_______________________________________________________________________________
BASEMENT 5
        ^Exit
   [1] [$]               1: Key of Beginnings + 30 Red card total
    |   |
   [*]-[ ]-[ ]-[ ]       *: Reappear in this room when finished with 1.
    |   |   |   |        $: Cannot be accessed until 1 is completed.
   [ ]-[ ]-[ ]-[ ]
                |
               [ ]
                ^Start
_______________________________________________________________________________
BASEMENT 4
                ^Exit
               [$]           1: Key of Beginnings + >4 Blue card
                |
           [ ]-[ ]           *: Reappear in this room when finished with 1.
            |   |            $: Cannot be accessed until 1 is completed.
       [ ]-[ ] [ ]-[ ]
        |   |   |   |
   [1]-[*]-[ ] [ ]-[ ]
            |   |   |
           [ ]-[ ] [ ]
                    ^Start
_______________________________________________________________________________
ATLANTICA                                                  code: underwaterphun
    "Undersea kingdom protected by King Triton."

Deck:
    5 Soul Eater x4
    4 Soul Eater x4
    3 Soul Eater x4
    2 Soul Eater x4
    1 Soul Eater x4
    Sea Neon enemy card
    All enemy cards from bosses that you've defeated
Objects: Seashells, sponge columns, rocks
Enemies: Sea Neon, Screwdiver, Aquatank, Darkball, Search Ghost
Friends: the King
Bosses:  Ursula (Beginnings room)

    Atlantica is simple: you're given a deck that stinks along with an enemy
card which redeems it.  The Sea Neon enemy card randomizes the values that you
get; your enemies usually use low-valued cards, but so do you.  By using the
Randomizer, you'll end up with higher values than you normally would.  Use your
randomized deck to quickly reach Dark Mode, then crush everything under a storm
of Dark Break sleights.  You can also try to enter Dark Mode before using the
Sea Neon enemy card, but the first method is generally the better of the two.
Enemies in Atlantica are neither too difficult nor too easy; when you're ready,
head for the Beginnings room to fight a boss.

-------------------------------------------------------------------------------
URSULA
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: None
Threat:    Medium
Attacks: Thunder - Ursula's version of Donald's basic Thunder spell.  It's a
             straight zap from above and shouldn't be difficult to dodge in
             spite of its speed.
         Tentacle Smack - Ursula's tentacles will regenerate after they've been
             knocked down.  If you're in the way as they do so, your attack
             might be interrupted and you'll take a hit.
         Bubble Bath - Ursula releases a swarm of bubbles that home in on Riku.
             This attack takes some time to start up but lasts a fairly long
             time.  Though it doesn't do much damage, if Riku's hit you'll fall
             into Confused status and get all of your controls reversed.  Break
             the attack or dodge-roll through it to put a halt to it.  Ursula
             releases increasingly more bubbles as she loses HP.
         Zappy Breath - I dunno what Ursula's been snacking on, but it sure had
             an effect on her breath.  After she's lost a significant chunk of
             her HP, Ursula starts using this attack.  She opens her mouth and
             a huge stream of electricity shoots out that runs from the top of
             the battlefield to the bottom.  She then slowly moves towards Riku
             and tries to hit him.  This attack does nasty amounts of damage,
             but you should be able to either break it or dodge-roll through it
             without any problems.  Think of it as an electric version of
             Axel's Fire Wall.
Drop: Ursula enemy card

    On one hand, Ursula deals out more damage in Riku's story and uses better
cards than she did in Sora's.  On the other hand, Riku can deal out a lot more
damage to her.  One thing's the same, though: if you become careless, Ursula
will kick your butt hard.  For one, you can no longer easily break her attacks
the way you did in Sora's story unless you sacrifice your Sea Neon enemy card.
If you take repeated hits from either Zappy Breath or Bubble Bath, you can
count on watching your health plummet.  This is probably the one battle where
it's better to have HP instead of DP since Dark Mode gives you hardly any more
advantage than normal mode does.

    To get into business, you'll have to knock one of Ursula's tentacles down
and then launch attacks at her face.  Unfortunately, her tentacles regenerate
quite quickly and you'll only have time for one chain at the most.  The good
news is that the more you knock the tentacles down, the less HP they have with
each regeneration, which makes it gradually easier to knock them down.  Cutting
down the tentacles will occasionally net you the 0 Trinity card, which lowers
all of Ursula's tentacles and allows you a free run at her face.  Good enemy
cards for this battle include Genie Jafar and Dragon Maleficent.  If you play
carefully and use MM Miracle sleights to heal as needed, you shouldn't have too
many problems with this battle.
_______________________________________________________________________________

    Defeating Ursula gives you an enemy card which reduces magic damage by half
but does not affect summon damage.  Make for the exit when you're done.
_______________________________________________________________________________
HALLOWEEN TOWN                                               code: trickortreat
    "A terrifying town of tricks and treats."

Deck:
    7 Soul Eater x2
    6 Soul Eater x2
    5 Soul Eater x2
    4 Soul Eater x2
    5 Soul Eater x2
    6 Soul Eater x2
    7 Soul Eater x3
    6 Soul Eater
    5 Soul Eater
    4 Soul Eater
    Wight Knight enemy card
    All enemy cards from bosses that you've defeated
Objects: Fir trees, pumpkins, small buildings
Enemies: Shadow, Creeper Plant, Search Ghost, Wight Knight, Gargoyle
Friends: the King
Bosses:  Oogie Boogie (Beginnings room)

    Halloween Town is fairly annoying - that is, until you remember that you
have Genie Jafar's enemy card, which makes this place a cakewalk so long as it
remains active.  With Genie Jafar in play, you can power-level in this world.
Enemies here don't have much HP, but they will use high-valued cards which you
might not be able to match.  They also drop generous amounts of experience,
especially if you save Halloween Town for last.  As for your deck, in Dark Mode
you can alter between Dark Break and Dark Firaga but you won't have any uses of
Dark Aura.  Don't bother with the enemy card that you're dealt since it happens
to be almost entirely useless.  Once you've leveled sufficiently and are
confident about your deck, head over to the Beginnings room for some boss
action.

-------------------------------------------------------------------------------
OOGIE BOOGIE
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: None
Threat:    Low.  As in, very low.
Trinity:   Destroy Oogie's dice for a chance to make one pop out.
Attacks: Doom Dice - Oogie Boogie doesn't directly attack.  Instead, he chucks
             dice at you and one of four things happen depending on how the
             dice turn up.  Either he'll summon a pair of Gargoyles, heal
             himself, drop blades from the ceiling, or send a razor slicing
             through your half of the battleground.  Break the attack before
             this happens - if his dice explode on their own, you're too late.
Drop: Oogie Boogie enemy card
_______________________________________________________________________________

    Just when you thought Oogie Boogie couldn't get any worse ... well, he did.
You can't win card breaks against him, but you do have 7 Soul Eaters that allow
you to tie card clashes.  Use the 7 cards only for card breaks; you can destroy
his dice using your lesser cards since he doesn't attack with anything else
other than his Doom Dice.  If for some reason you don't break his dice, do note
that the both the blade drop and the razor hurt considerably and if nothing
else you'll want to break them.  Dark Mode is almost useless in this battle.
As with the battle against Sora, you'll have to lower Oogie's fence in order to
get at him.

    The 0 Trinity card drops the fence entirely.  You can get this card by
cutting Oogie's dice apart before they vanish on their own and you'll want to
save it for a fence at maximum height.  The quickest way to end this fight is
to equip the Dragon Maleficent enemy card and then unleash a storm of attacks
on Oogie once the fence drops.  You only have a short time interval for your
attack, therefore you'll want to make the most of it.  Oogie has a fairly large
HP pool, but even that won't save him.
_______________________________________________________________________________

    Defeating Oogie Boogie nets you his card, finally giving Riku a way to heal
without calling the King.  From here it's fairly straightforward to exit the
town and head for another world.
_______________________________________________________________________________
OLYMPUS COLISEUM                                               code: herosummit
    "A legendary arena where heroes test their might."

Deck:
    1 Soul Eater
    2 Soul Eater
    3 Soul Eater
    4 Soul Eater
    5 Soul Eater
    6 Soul Eater
    7 Soul Eater
    8 Soul Eater
    9 Soul Eater
    1 Soul Eater x9
    0 Soul Eater x3
    Powerwild enemy card
    All enemy cards from bosses that you've defeated
Objects: Barrels, columns, stone blocks, starred barrels
Enemies: Shadow, Large Body, Blue Rhapsody, Powerwild, Bouncywild, Barrel
         Spider
Friends: the King
Bosses:  Hades (Beginnings room)

    Get a load of this deck.  You're dealt a deck that has a bit of fighting
power in the 1-9 chain and then falls back down to 1.  However, also note the
Powerwild card that you're given, which reverses the values of all cards.  The
key to winning in the coliseum is therefore dependent upon effective use of
card breaks and the Powerwild.  You can either play the Powerwild right off and
run through your opponents, or card break until you reach Dark mode and then
use the enemy card.  Either method has its advantages, though I prefer the
latter since it gives you three deadly Dark Aura sleights.

    As far as enemies go, the Large Body Heartless can be annoying in a big
brawl.  Otherwise, it's fairly straightforward.  Enemies in the coliseum tend
to use low-valued cards which leave them very susceptible to card break, more
so if you are lucky with the King.  This makes the coliseum a great place to
level Riku if you can handle your deck well.  When you're ready, go for the
Beginnings room to trigger a boss battle.

-------------------------------------------------------------------------------
HADES
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: None
Threat:    Medium
Trinity:   None
Attacks: Fire Poke - Hades jabs a burning finger at Riku.  Short-range and not
             very powerful, but horrifically fast.  If he card breaks your
             attack while he's next to you, you'll eat the hit.
         Fire Bash - A two-handed overhead swipe, stronger and slower than the
             Fire Poke.  It also has a pixel's worth of extra range.  It looks
             as though Hades traces out an X-shape with a pair of flames.
         Flamethrower - Hades' hands light on fire and he shoots flames from
             them.  Get caught and you're in for a dose of continuous damage
             with no chance to card break the attack.  Hades can only use this
             attack when he gets steamed, but when he does, watch out for it.
             It's easily his deadliest attack.
         Firaga Ball (sleight) - Hades' sole long-range attack.  He chucks a
             burning rock at Riku, the rock in question able to home on Riku
             within limits.  Either that or Hades is a really good thrower
             since it'll hit surprisingly often.  The best way to avoid the
             attack short of card breaking it is to stay at medium-close
             distance.  His aim tends to fall short somewhat the closer you get
             to him.
         Temper Flare (sleight) - Hades gets really, really angry.  When this
             happens, watch out: his normal attacks change into the annoying
             Flamethrower.  He only has a limited number of uses before he
             changes back into his lovable blue self, but any time you see this
             sleight in the corner, you'll want to find a 0 card immediately.
         Hades - Berserk enemy effect
Drop: Hades enemy card

    Riku's battle against Hades tends to be short and violent.  Hades is fast,
aggressive, and uses powerful cards, but suffers from lack of HP.  He'll start
off by sleighting Temper Flare, which you should break immediately.  Your best
bet is to save the Powerwild card for Dark Mode; instead, activate Genie
Jafar's Attack Bracer and use it to win card clashes with Hades.  In this way
you'll whittle down his HP until you reach Dark Mode.  Break his sleights with
0 cards to quickly build up your meter.  Hades carries multiple elixirs and
will not hesitate to use them; whether or not you wish to break them is up to
you.

    Once in Dark Mode, use the Powerwild card and start laying into him with
Dark Break and Dark Firaga.  When you've used up your first nine cards, then
things become really rough.  You'll still have three Dark Auras left; given
Hades' comparatively low HP pool, he won't last long against three Dark Aura
sleights since he doesn't have enough 0 cards to break all of them.  Watch out
for Temper Flare and break it if you see it forming.  This battle is actually
quite straightforward - get to Dark Mode and then pound your opponent - and you
shouldn't have any problem winning it so long as you don't become complacent.
_______________________________________________________________________________

    Defeating Hades gives you the Hades enemy card, which raises attack power
at critical HP levels.  Find your way out of the world and into the next.
_______________________________________________________________________________
WONDERLAND                                                code: offwithyourhead
    "A magical land full of eccentric residents."

Deck:
    3 Soul Eater \
    4 Soul Eater  > x4
    5 Soul Eater /
    Large Body enemy card
    All enemy cards from bosses that you've defeated
Objects: Flowers, lilypads, mushrooms
Enemies: Shadow, Soldier, Large Body, Red Nocturne, Creeper Plant, Crescendo
Friends: the King
Bosses:  Trickmaster (Beginnings room)

    Wonderland annoys me.  Just look at that deck and you'll understand why.
In Dark Mode - if you can get to it, which is doubtful - the only sleight you
can pull is Dark Break.  You'll also find that your attacks will be either
broken or stuffed for a great deal of the time.  The enemy card specific to
this world isn't all that wonderful since you'll probably have more useful ones
by this point.  On the positive side, none of the enemies that you face are all
that dangerous.  They don't use high valued cards; neither do you, but that
gives you a real edge if you can pick up proper the King cards.  On the other
hand, if you synthesize too many Almighty Darkness rooms, you just screwed
yourself.  Wonderland would be a great place to level if only you weren't dealt
a deck like this.  At any rate, go find the Beginnings room when you're ready
and fight another boss.

-------------------------------------------------------------------------------
TRICKMASTER
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: None
Threat:    Medium-Low
Trinity:   Attack the vulnerable body after winning card break.
Attacks: Fire - Yawn.  In the Heartless version of Donald's Fire spell, the
             Trickmaster ... shoots a ball of Fire at you.  It behaves almost
             exactly the same as Donald's but with slightly extended range and
             damage, so react accordingly.  You'll know it's coming when the
             boss crosses its two torches.
         Hell March - The Trickmaster stomps across the room.  See those axes
             that it has for shoes?  If you get hit by one, expect to take a
             bit of damage.  This attack is fairly easily to dodge-roll and
             gives you plenty of time to card break.
         Slam Dunk - The Trickmaster slams both arms into the floor, shaking it
             and injuring Riku if he isn't airborne.  Jump to evade this attack
             and be forewarned that it can happen when you're least expecting
             it.
         Orbit Sweep - The Trickmaster sweeps its pair of torches around itself
             and clipping an airborne attacker.  This attack is more of a
             nuisance than anything else since it'll sometimes trigger right as
             you're about to deliver a solid whack.
         Power Up - Leaning back and leaving its vulnerable midsection exposed,
             the Trickmaster stores up power for a two arm swipe.  It takes a
             few seconds to build power during which you should definitely
             attack, since striking it while it's charging will release a 0
             Trinity card.
Drop: Trickmaster enemy card

    Fighting the Trickmaster as Riku requires a certain amount of finesse.  For
one, charging in blindly doesn't work too well seeing as how you don't have the
best deck for a brawl.  The Trickmaster will use high-value cards that you
cannot break short of sleighting your own cards.  On the other hand, it also
uses 0 cards which you should feel free to break with one of your own.  The
upside is that the Trickmaster doesn't attack very often.  It has a medium pool
of HP; you'll have to jump to hit it, but that isn't a problem for Riku.

    It's recommended that you lead off the battle with Dragon Maleficent's card
and then switch over to Genie Jafar's when Overdrive runs out.  Breaking the
Trickmaster's attacks in order to find a 0 Trinity card isn't as important with
Riku as it was for Sora since Riku doesn't equip spells.  If you want to try
for Dark Mode, lead off your sleights with the King and then break attacks that
come your way.  Do note that it's possible to lose the sleight to a random 0
card that the Trickmaster throws your way; on the other hand, once you're in
Dark Mode you can end the battle very quickly by spamming Dark Break attacks.
Still not a difficult battle.
_______________________________________________________________________________

    Defeating the Trickmaster gives you its enemy card, which helps Riku take
revenge for broken cards.  As such, it is much more useful for Riku than it was
for Sora.

-------------------------------------------------------------------------------
BASEMENT 4: DESTINY ISLANDS                                 code: homeofthefree
-------------------------------------------------------------------------------

    From this point forward you lose your choice of worlds to visit next.
Wherever you happened to come out from, I hope you saved your game.  The
conclusion of world card set two brings you face to face with another boss
fight.  With Sora, it was Vexen; with Riku, it's with a man described in the D
Report as a natural warrior.  Your deck is again modified into the common floor
deck:

8 Soul Eater x3
7 Soul Eater x3
6 Soul Eater x3
9 Soul Eater x3
6 Soul Eater
7 Soul Eater
8 Soul eater
9 Soul Eater
8 Soul Eater
6 Soul Eater
7 Soul Eater
9 Soul Eater x2
6 Soul Eater
7 Soul Eater
8 Soul Eater
9 Hi-Potion
0 Hi-Potion
0 Soul Eater x4
All enemy cards from bosses that you've defeated

-------------------------------------------------------------------------------
LEXAEUS
-------------------------------------------------------------------------------

Weakness:  Sleights
Absorbs:   None
Nullifies: Resists physical attacks
Threat:    Medium-High
Attacks: Twin Slash - Lexaeus makes a broad double slash with his tomahawk.
             Watch out for this attack; it's fairly slow, but it hits twice and
             has great range.
         Quake Impact - Lexaeus chops the tomahawk into the ground with a grunt
             and causes a big shockwave to appear.  This attack causes the
             floor to tilt much like the battle against Captain Hook.  It also
             does a good deal of damage, so try not to get caught in it.
         Dead Drop - Lexaeus throws his tomahawk up into the air where it homes
             in on Riku.  Watch the shadow it casts to determine where it will
             land and dodge accordingly.  If you can break the attack, all the
             better since Lexaeus is left defenseless while he uses his
             tomahawk.
         Rockshatter (sleight) - Bringing his weapon into the floor with as
             much strength as he can, Lexaeus causes a swarm of rocks to rise
             up and then break.  These rocks spread out in a wave towards you
             and if you're caught in them they'll hit multiple times for
             staggering amounts of damage.  Rockshatter has excellent range and
             can cover pretty much the whole battlefield; therefore, it is in
             your best interest to break this attack as soon as possible.
         Lexaeus - Warp Break enemy effect
Drop: Lexaeus enemy card

    Depending on how you decide to approach this fight, Lexaeus can be either a
very formidable opponent or a laughably easy free kill.  Lexaeus takes only
half damage from any physical attack, plus he has three full bars of HP.  As if
that weren't enough, none of your attacks will make him reel back.  On the
other hand, he's weak against sleights and both of your Soul Eater special
attacks will eat through his health like Pac-Man through a line of dots.  Your
strategy should be to achieve Dark Mode as soon as possible, then destroy
Lexaeus with your superior sleights.  Avoid a head-on physical battle which is
almost certainly suicide unless you've power-leveled to at least 60 or 65 early
on.  And if he activates his enemy effect, break it at once; Warp Break is a
deadly enemy effect as it will consistently stun you.

    Lexaeus likes to use his Rockshatter sleight; in fact, he'll use it almost
exclusively if you're beyond medium range.  Unfortunately for him, it seems
that he forgot to bring along any Items; this ensures that you can force him to
quickly cycle through his deck.  Attrition is therefore a good friend in this
fight.  Stay at long distance and break his Rockshatter sleight with 0 cards
each time.  Besides tearing through Lexaeus' deck, you'll also reach Dark Mode
in a real hurry.  Once you've whittled him down, take the fight home with your
powerful sleights.  Don't bother with the King if you need healing; instead,
use Oogie Boogie for that.  If you keep your cool in this battle, Lexaeus
should fall quickly.  However, he still gets that Medium-High threat rating
simply because he'll make mincemeat out of any player foolish enough to go for
a straight brawl.
_______________________________________________________________________________

    Defeating Lexaeus gives you his card and its attendant Warp Break sleight,
a useful tool for leveling.  Unfortunately, it comes at a terrible price - you
lose the King and MM Miracle from your arsenal.
_______________________________________________________________________________
BASEMENT 3
            ^Exit
           [$]           1: Key of Beginnings + >7 Green card
            |
       [ ]-[ ]-[ ]       *: Reappear in this room when finished with 1.
        |       |        $: Cannot be accessed until 1 is completed.
   [1]-[*]     [ ]
        |       |
       [ ]-[ ]-[ ]
                |
               [ ]
                ^Start
_______________________________________________________________________________
DESTINY ISLANDS
    "Serene islands where Sora and Riku were born."

Deck:
    0 Soul Eater
    1 Soul Eater
    3 Soul Eater
    5 Soul Eater
    7 Soul Eater
    0 Soul Eater
    2 Soul Eater
    4 Soul Eater
    6 Soul Eater
    8 Soul Eater
    6 Soul Eater
    4 Soul Eater
    2 Soul Eater
    0 Soul Eater
    7 Soul Eater
    5 Soul Eater
    3 Soul Eater
    2 Soul Eater
    1 Soul Eater
    All enemy cards from bosses that you've defeated
Objects: Barrels, boxes, palm trees, bushes
Enemies: Shadow, Tornado Step, Darkball, Crescendo, Creeper Plant, Barrel
         Spider
Friends: None
Bosses:  Darkside (Beginnings room)

    Destiny Islands is one of those places which are either very tedious and
difficult or a walk in the park, depending on how you wield your deck.  This
world is a great place to use your newly acquired Lexaeus enemy card for some
heavy-duty leveling.  Unfortunately, you're dealt a poor deck for flat-out
combat.  In order to maximize the effect of Warp Break, you should go with all
sleights for this world.  Warp Break won't succeed as often as you'd like, but
it succeeds often enough to quickly end the battle before you run short on
cards.  Enemies here can be annoying since they'll often win card breaks
against you unless you use sleights.  When you're ready to move on, open the
story door and head in for a fight.

-------------------------------------------------------------------------------
DARKSIDE
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Resists physical attacks against its arm
Threat:    Low
Trinity:   Still not sure.  Try killing Shadows during Shadow Smash.
Attacks: Stucker Punch - Darkside pounds its fist into the ground - where it
             stays.  This move creates a small shockwave when it hits, so try
             not to be next to it on impact.  On the positive side, Darkside's
             army gets stuck for enough time for you to let loose with a storm
             of attacks.
         Shadow Smash - Darkside pounds its fist into the ground, where it
             dissolves into a pool of shadow.  Two Shadow Heartless appear and
             try to hit you, but are rather inconvenienced by the fact that
             they can't move beyond Darkside's pool.  Another great opportunity
             for you to lay a beating on Darkside.
         Cannonade - A sphere of light emerges from the void where Darkside's
             heart should be and zooms forward.  It does moderate damage but
             you'll be able to see it coming, so break the attack or just roll
             past it.  Note that Darkside drops somewhat to launch the attack,
             giving you an opportunity to hit its face.
         Meteo - This time, the sphere of light ascends into the sky, where it
             causes showers of brilliance to descend comet-like into the sand.
             As Darkside loses HP, the number of light showers increases (but
             you only ever have to deal with them one at a time).  Try not to
             get hit; Meteo has a nasty habit of dropping all the attacks on
             you while you're reeling from the damage.
Drop: Darkside enemy card

    If Darkside was easy when you faced it as Sora - well, it just got easier.
There's still an annoying head wind to fight against, but that's pretty much
the most of your worries.  The game gives you enough 0 cards to break Cannonade
and Meteo, plus you can beat up on Darkside's arm when it sinks into the sand.
Also, note that it only has two full HP bars.  As usual, Darkside follows a
preset pattern of Shadow Smash, Cannonade, Stucker Punch, and Meteo before
repeating the whole sequence in that order.  You can, if you wish, wait for
Shadow Smash and Stucker Punch and then nail Darkside's arm with everything
you've got.  Seeing as how Riku can jump so high, however, it's probably a
better idea to attack the head directly until you activate Dark Mode.  The 0
Trinity card creates a small piece of driftwood that homes in directly on
Darkside's head, opening up a golden opportunity for some face sculpting.

    In Dark Mode, your deck gives you a lot of Dark Break attacks.  There's a
word of warning to be had, however; you'll want to trigger Dark Break only when
Darkside isn't attacking.  For some reason, the game glitches if you use Dark
Break to override one of its attacks and Riku ends up bouncing without hitting
anything.  Using Dark Break during a lull avoids this problem.  Try not to use
the 0 cards, you want to keep them for breaking Darkside's attacks.  If you
happen to be knocked out of Dark Mode, just wait and repeat again.  About the
only potential problem that you might meet is your lack of healing.  Without
the King, you're stuck using Oogie Boogie, who's a one-shot card.  Still, this
battle shouldn't be difficult at all seeing as how you've already come so far.
_______________________________________________________________________________

    Beating Darkside gives you the Darkside enemy card, which lets you steal an
enemy effect that you want.  Head for the world exit when you're done leveling.

-------------------------------------------------------------------------------
BASEMENT 2: TWILIGHT TOWN                                      code: wherearewe
-------------------------------------------------------------------------------

    We're nearing the final stretch of Riku's saga.  If you feel that you still
need to level, now would be an ideal time to do so.  Upon entering the second
basement, the King will rejoin you although you can't use him for the time
being.  The final bits of the story also play out here and will feature
prominently in Kingdom Hearts 2, so pay attention.
_______________________________________________________________________________
BASEMENT 2
            ^Exit
   [2]     [$]      1: Key of Beginnings + <2 Blue card
    |       |       2: Key of Guidance   + 50 card total
   [%]     [ ]
    |       |       *: Reappear in this room when finished with 1.
   [ ]     [ ]      %: Reappear in this room when finished with 2.
    |       |
   [ ] [1] [ ]      $: Cannot be accessed until 2 is completed.
    |   |   |
   [ ]-[*]-[ ]
        |
       [ ]
        ^Start
_______________________________________________________________________________
TWILIGHT TOWN
    "A mysterious town between light and dark."

Deck:
    9 Soul Eater
    6 Soul Eater
    3 Soul Eater
    8 Soul Eater
    5 Soul Eater
    2 Soul Eater
    7 Soul Eater
    4 Soul Eater
    1 Soul Eater
    6 Soul Eater
    3 Soul Eater
    0 Soul Eater
    9 Soul Eater
    7 Soul Eater
    5 Soul Eater
    3 Soul Eater
    1 Soul Eater
    0 Soul Eater
    2 Soul Eater
    4 Soul Eater
    6 Soul Eater
    8 Soul Eater
    0 Soul Eater
    2 Soul Eater
    9 Soul Eater
    All enemy cards from bosses that you've defeated
Objects: Barrels, flower beds, lamp posts, crates
Enemies: Shadow, Soldier, Air Soldier, Barrel Spider
Friends: None
Bosses:  Riku (Guidance room)

    It's easier to level in Destiny Islands than it is in Twilight Town, if
only because the Warp Break enemy effect is so much more abusable on the island
world.  On the other hand, here you can quickly reach Dark Mode if you're
careful and then lay waste to every enemy on the map using Dark Aura (of which
you receive only one use, unfortunately).  Dark Break and to a lesser extent
Dark Firaga also work well.  Since the King still isn't around, you'll want to
keep a close eye on your HP meter.  Head through the Beginnings room and - hey,
look who we found ourselves here!

-------------------------------------------------------------------------------
RIKU II
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: None
Threat:    High
Trinity:   None
Attacks: Hop Bash - Riku jumps up and brings the Soul Eater crashing down, much
             like Cloud did earlier.  It has a fractional second windup delay,
             so you can card break the attack if you're fast enough to see it
             coming.  Does slight damage.
         Slash - Riku spins around and then slashes with the Soul Eater.  Much
             like the Hop Bash in terms of windup delay and range, only that it
             hits from the side instead of above.  Again, easily card broken if
             you see it coming.
         X-Slash - Riku runs into you with a one-two strike.  This move will
             stun you and has better range than any of his other physical
             attacks.  Try not to get hit by it, otherwise you're left as a
             sitting duck for one of his attacks or worse yet a sleight.
         Dark Firaga (sleight) - Riku launches a mass of dark blue fire at you.
             It hurts moderately but is hard for him to aim since it only has
             limited homing ability.  You'll see it coming a mile away.  Dodge-
             roll the sucker, card break it, or just step out of the way.
         Dark Aura (sleight) - Riku floats in the air for a moment before he
             zips offscreen.  This is all the time you have to respond before
             he flies back in with his Soul Eater in hand, running through you
             for significant damage.  As if that weren't enough, he does this
             repeatedly until finishing with a stylish sword plant that causes
             columns of flame to explode out of much of the battlefield.  Get
             hit by the final strike and watch your HP vanish down the drain,
             made worse by the observation that this sleight is very difficult
             to stop once it hits or dodge-roll.  BREAK THIS SLEIGHT AT ALL
             COSTS!
         Shadow - Incrementor enemy effect.
         Riku - Sleight Lock enemy effect.
Drop: Nothing.

    Riku's second battle against his double is analogous to Sora's fourth fight
against the same enemy.  Accordingly, it sucks.  Besides the observation that
you're given a bad deck to work with, you also face an opponent who's tough,
fast, an excellent card breaker, aggressive, and has no qualms about kicking
your butt.  Riku packs a couple of Elixirs, two enemy cards, and a deck that's
comparatively stronger than yours.  For one, you'll have to face a lot of Dark
Aura sleights when fighting him, so be sure to have at least one 0 card on hand
at all times (not that they're easy to reach ...).  You'll want to break into
Dark Mode as fast as possible.  If he uses Incrementor, he'll lose all of his 0
cards and be left unable to break your Dark Aura sleight.  You can also use
Dark Firaga to break his sleights and strike him for hefty damage, but don't
bother with Dark Break.

    Your biggest problem, as usual, is keeping track of your health.  Riku gets
three full bars of HP, all of which you'll have to take down.  In this battle,
Genie Jafar is an excellent card to use right off the bat.  You'll have Oogie
Boogie for HP recovery, but don't rely on it.  Also, you can use Hades if you
find yourself knocked into critical health range.  Using Darkside to steal
Sleight Lock will give you extra uses of Dark Aura.  Do realize, however, that
you'll be caught in the middle of a hectic battle while searching through your
enemy cards.  This battle is easily the hardest that you've faced yet and it
may take many tries to beat.  If you find yourself consistently beaten, go back
to Destiny Islands and level yourself some more.  Don't give up!
_______________________________________________________________________________

    No enemy card this time, much to our collective disappointment.  You'll
receive the Key of Guidance card; once you've finished with that room, you may
leave Twilight Town and go to the final floor of the castle.

-------------------------------------------------------------------------------
BASEMENT 1: CASTLE OBLIVION                                code: oblivionawaits
-------------------------------------------------------------------------------

    This is it.  Everything rests upon this one upcoming fight for which Riku's
entire journey has prepared.  Considering how climatic this scene is ... you'd
expect this basement to be flashy.  You'd expect some more story scenes.  You'd
expect a difficult run through this floor.  I expect you to be disappointed.
On the positive side, you get the King to journey with you again.
_______________________________________________________________________________
BASEMENT 1

   [1]       1: Key of Beginnings + 13 card total
    |
   [ ]
    |
   [ ]
    |
   [ ]
    ^Start
_______________________________________________________________________________
CASTLE OBLIVION
    "Where the darkness in Riku's heart - and Ansem - are free."

Deck:
    8 Soul Eater x3
    7 Soul Eater x3
    6 Soul Eater x3
    9 Soul Eater x3
    6 Soul Eater
    7 Soul Eater
    8 Soul Eater
    9 Soul Eater
    8 Soul Eater
    6 Soul Eater
    7 Soul Eater
    9 Soul Eater x2
    6 Soul Eater
    7 Soul Eater
    8 Soul Eater
    9 Hi-Potion
    0 Hi-Potion
    0 Soul Eater x4
    All enemy cards from bosses that you've defeated
Objects: Marble rose, marble stand, marble block
Enemies: Shadow, Neoshadow, Darkball, Wizard, Wyvern, Defender
Friends: the King
Bosses:  Ansem (Beginnings room)

    For this floor, you get the common deck that you've been using for all the
floor battles.  You also enjoy the assistance of the King again, but in return
you have to fight through what is possibly the toughest floor in this whole
story.  The common floor deck gives you plenty of Dark Firaga and Dark Aura
sleights - the boss killers - and in return you lose Dark Break, the Heartless
killer.  Do some last-minute leveling if you feel that you need it, then head
up to the Beginnings room to end this game.  Be sure to synthesize a Moment's
Reprieve before you enter that room; saving here will allow Sora in your
previous save to acquire the Ultima Weapon and a number of other useful cards.

-------------------------------------------------------------------------------
ANSEM II
-------------------------------------------------------------------------------

Weakness:  None
Absorbs:   None
Nullifies: Everything when his shadow protects him
Threat:    High
Trinity:   None
Attacks: Submit! - Ansem's shadow takes a swipe at Riku.  Fairly good range and
             speed and this time it does heavy damage.  He likes spamming this
             move, so don't let him drive you into a corner of the room.
         Floor Bolt - Ansem sends a trail of lightning skimming over the floor
             in a horizontal direction.  Move up or down or just dodge-roll to
             avoid it.  It's his long-range attack and slightly slower than the
             other one, but they do roughly the same damage.
         Dark Rush (sleight) - Ansem flies forward with an aura of some sort in
             front of himself.  If you're caught in a bad place, this move can
             hit you multiple times.  It's only safe to dodge-roll on the side
             of the screen; if you're in the middle, break it with a 0 card.
             In the game it appears (mistranslated) as Rockshatter.
         Dark Shadow (sleight) - Ansem dispatches his shadow upwards through
             the top of the battlefield.  A ring then appears beneath Riku; at
             this point, if you haven't started to dodge-roll, the shadow
             reappears and knocks you upwards for constant damage - repeatedly.
             This is essentially Ansem's version of the Holy sleight and it
             hurts accordingly.  It has a sizable wind-up delay that enables
             you to find a 0 card.  Take the full sleight and you'll lose an
             entire bar of health, so BREAK IT!
         Ansem - Sleightblind enemy effect
Drop: Nothing, obviously

    To put it simply, Ansem is a button-masher.  With four full HP bars, a vast
deck filled with surprises, and a mean streak, he won't play around.  Ansem's
shadow also has a bad habit of interdicting attacks that you send his way.  It
could be argued that he's even tougher than Riku II.  In short, you're in for a
rough ride.  This battle will test your ability to go head to head against a
superb opponent to the maximum.  You cannot rely on Dark Aura for damage since
Ansem will often as not block it; the only sure way to slip in a sleight is to
break one of his attacks with Dark Firaga and hit him with it.

    You'll want to stay either on top of Ansem or below him; if you're lined up
horizontally, he can hit you with Floor Bolt.  If he uses Sleightblind, break
it as soon as possible; both of his sleights are dangerous and you'll want to
know when they're coming.  To heal, use the King while Ansem is reloading his
sizable deck.  Otherwise, watch his cards carefully whenever he attacks.  The
best way to fight is to break an attack and slip in one of your own, but don't
try to use chains since Ansem's shadow will protect him.  Use 0 cards to break
his sleights when they form.  It's essential to have 0 cards at all times, so
reload your deck immediately when they run out.

    Fighting Ansem can be very difficult; if worse comes to worse, retreat for
now and level up until you have enough HP to attempt another try.  Be patient
and persistent.  And above all, believe in yourself!
_______________________________________________________________________________

    Riku's saga ends with Ansem's defeat ... or does it?  We'll have to wait
for Kingdom Hearts 2 for Riku to ultimately resolve his dilemma.  Give yourself
a well-deserved congratulations for beating Reverse/Rebirth mode, but keep
watching after the credits finish rolling for a glimpse of a character who will
play an important role in the next Kingdom Hearts game.  If you saved before
the final bosses in both Sora's game and Riku's, you can now load Sora's file
and go hunting for some truly useful cards.  And why stop here?  This was just
training; the real test comes when you face a human opponent head to head.

===============================================================================
-------------------------------------------------------------------------------
D REPORT                                                     code: pwnagerecord
-------------------------------------------------------------------------------
===============================================================================

    What does "D" stand for?  In short, we don't know for certain - it could
stand for DiZ, or Disney, or Dark, or whatever.  As Riku progresses through the
basements, the D Report will automatically update itself.  Some entries are
filled in after story events, others after battle.  Here, you'll find cursory
information about the enemies you've met, the cards you've acquired, and a
summary of the story so far.  As with Sora's Journal, the D Report sticks a
yellow mouse head icon on a category that is completely filled.

    WARNING: This section includes my commentary and thus the potential for
spoilers is enormous.  If you want to find out what happens in the game by
yourself, by all means play it before reading through this section.

--------------------------------Story (6 total)--------------------------------

    Obviously, this section deals with Riku's progress through the basements of
Castle Oblivion.  A Riku's Tale entry is unlocked with each world card set
completed.  Some of the entries tie in with the original Kingdom Hearts and so
there are commentaries when appropriate.
_______________________________________________________________________________
RIKU'S TALE I                                                               1/6

    "Bored with his secluded island life, Riku dreamt of seeing other worlds.

     He got his wish when darkness devoured Destiny Islands and he was thrust
     into the outside world.

     While looking for his lost friend Kairi, he met Maleficent, and accepted
     her help.

     But Maleficent had her eyes on Riku's strength and was working to make him
     her underling.  She gave Riku the power of darkness, but as he used it, it
     gained power over him.

     This is why Riku fought his best friend Sora, and how his heart fell to
     Ansem, pursuer of darkness.

     But Riku's heart was freed by Sora's light.  Riku, Sora, and the king
     worked together to close the door to darkness, but Riku was trapped
     inside, in the realm of darkness.

     Will he see the realm of light again?"

    This passage sums up Riku's dilemma, if you will.  When Destiny Islands
fell, Riku ended up in Hollow Bastion and there he met Maleficent.  She conned
him into thinking that Sora had thrown him aside for new friends; one episode
led to another and ended up with Riku possessed by Ansem.  Sora eventually did
free him, but Riku stayed behind with the King to help shut the door to the
dark.  Darkness still has a hold on him, however, since he freely accepted it
at one point.  Part of Riku's journey is to purge himself of the remaining dark
and return to the light.
_______________________________________________________________________________
RIKU'S TALE II                                                              2/6

    "Led by a mysterious voice, Riku made his way through the card-worlds, but
     met only dark beings within.

     Riku was told that because he rejected the other things in his life to
     claim darkness, his heart is now devoid of anything but the darkness he
     sought.

     Unable to accept this, Riku encountered Ansem, who tried yet again to
     conquer him.

     The king intervened to save Riku, but Ansem has not let go of his heart.

     And so Riku must fight the darkness within."

    At this entry, it's important to note that Ansem doesn't physically exist
anymore (at least not that we know of).  Ansem was defeated in the conclusion
of Kingdom Hearts and exists solely as a fragment of the darkness in Riku's
heart.  This darkness has a hold over Riku which he strives to break and is
personified in Ansem.  About the rejecting other things to claim darkness, it
was Riku who threw aside his home and Sora to save Kairi.  He used the power of
darkness to do so.
_______________________________________________________________________________
RIKU'S TALE III                                                             3/6

    "Embattled with the darkness in his heart, Riku met someone who looked just
     like him, a replica crafted by Vexen, a member of the Organization.

     The replica commanded darkness freely, and called Riku cowardly for
     neglecting the dark.

     Meanwhile, agents of the Organization laid their rivalry bare.  Sora and
     Riku seem to be the reason they control the castle - but why?"

    The Organization exists to discover the workings of the heart.  The rest of
this entry ought to be self-explanatory.
_______________________________________________________________________________
RIKU'S TALE IV                                                              4/6

    "Vexen took his replica of Riku and headed for the surface, but finally
     fell at Sora's hands.

     Lexaeus confronted Riku, meaning to bring him to submission using all
     force necessary.

     Though Riku won the battle, Lexaeus used his last strength to drag him
     into the realm of darkness.

     There, Ansem's shadow loomed large, but Riku was again saved by the king's
     light."

    Again, Riku wavers between light and dark; again, he steels his resolve not
to give into the dark.  Marluxia's group wants to use Sora to take over the
Organization, while the group headed by Zexion intends to take Riku to counter
Marluxia's plan.  It's an open question as to whether Zexion and Lexaeus would
even have bothered with Riku had Marluxia not tried to enslave Sora.
_______________________________________________________________________________
RIKU'S TALE V                                                               5/6

    "One by one, members of the Organization fell at Riku and Sora's hands -
     even Marluxia, lord of the castle.

     Zexion, hoping to avoid a similar fate, tried to use memories of Riku's
     island home against him.

     Ignored by his friends and even attacked by Sora - it seemed Riku would be
     washed away by the light, but Kairi's voice gave him courage.

     No longer afraid of the darkness, Riku saw through the fake Sora and
     thwarted Zexion's trap."

    Here's a crucial turning point of the story: Riku finally realizes that the
dark can give him as much power as the light without making a puppet out of his
body.  By using the darkness, he can finally meet the Organization on its own
ground and defeat it.  Light and darkness meld within him in a unique way.
_______________________________________________________________________________
RIKU'S TALE VI                                                              6/6

    "By embracing his inner darkness, Riku gained a great power, but so did
     Ansem.

     Guided by the enigmatic DiZ, Riku made his way through Twilight Town,
     defeating his copy and locating Naminé.

     With her he found Sora and friends in a deep slumber, waiting to get their
     lost memories back.

     Naminé told Riku he could seal Ansem away forever by forgetting him, but
     Riku would not give up his memories.

     Riku chose to fight by his own strength.  With the king at his side, he
     now makes ready for a final battle with Ansem.

     Will his choice take him to the realm of light ... or darkness?"

    Neither, as it turns out; Riku instead combines the light and the dark.  He
chooses to keep his memories of the time after leaving Destiny Islands; this
prevents Ansem from being destroyed forever, but Riku also loses his only
chance to completely purge darkness out of himself.  Even if he defeats Ansem,
Riku cannot ever destroy the dark king completely.

    Or can he?  We'll have to wait for Kingdom Hearts II for the answer.

-----------------------------Card Index (22 total)-----------------------------

    The card index holds information on the cards which will appear in Riku's
deck.  Since all of this information is already contained in the Mechanics
section, I'll skip this part of the D Report.

-----------------------------Characters (53 total)-----------------------------

    Riku doesn't get to meet as many interesting personalities as Sora did; his
quest is more personal and more introspective.  The character section includes
entries on the character you'll meet, as well as important background entries
on personas you won't encounter.  You'll also get a description of the enemies
that you fight.  Each entry is acquired when you meet that character in either
a battle or along the story.

----------------------------Characters I (14 total)----------------------------

    The first character section contains entries for people who relate directly
to Riku's story.  In other words, they aren't just fragments of his memories -
or if they are, they're important to the story.
_______________________________________________________________________________
RIKU                                                                       1/14

    "A boy who was born and raised on a small group of islands.

     Riku dreamt of seeing other worlds, and so he forsook the islands - only
     to be seduced by the power of darkness.

     Enslaved by Ansem, pursuer of darkness, Riku clashed with his childhood
     friend Sora.  But in the end he was able to regain himself, and together
     with Sora closed the door to darkness.

     Still, the dark wounds in Riku's heart have yet to mend."

    The power of darkness made Riku a truly awesome fighter, but at a terrible
price: he lost his heart to Ansem.  Riku was actually supposed to be the owner
of the Keyblade and champion of light, but instead he turned and the Keyblade
chose Sora instead.  His own Soul Eater unlocks the darkness in the hearts of
those it strikes.  Much like Sora, Riku now wants to find the King and then
return to Destiny Islands where his friends wait for him.
_______________________________________________________________________________
The King                                                                   2/14

    "The king who reigns over Disney Castle.

     He set off alone to protect his world and all worlds from the dominion of
     the dark.

     When Riku fell into the realm of darkness, the king showed him the way,
     but the two were separated when the door to darkness was closed."

    In the Final Mix version of Kingdom Hearts, there's an extra movie where
Riku and the King communicate for the first time.  This occurs after Ansem has
completely taken over Riku's body; Riku is lost in a void, but the King speaks
to him and outlines a strategy for closing the door to darkness.  Importantly,
the King states that Riku's heart overcame the dark.  When the Heartless first
began to invade, the King left Disney castle on his own to find a Keyblade and
close the door to darkness.  Sora and his friends met the King and Riku at the
conclusion of Kingdom Hearts.
_______________________________________________________________________________
SORA                                                                       3/14

    "Riku's boyhood friend, and the hero of light chosen by the Keyblade to
     stand against the darkness.

     Riku fought Sora while bridled by darkness, but their friendship proved
     stronger, and they ultimately worked together to close the door to
     darkness."

    By "worked together," the game means that Riku scolded Sora into action.
Sora fought the darkness in Kingdom Hearts, which led to a clash against Riku.
However, they're both always worried about each other.  Of the two, Riku is the
older one and is like a big brother to Sora.  Closing the door to the dark
caused them to be separated.  If you finish Riku's story, however, you'll find
out that Sora is going to receive one heck of a yelling from Riku when he
awakens.
_______________________________________________________________________________
KAIRI                                                                      4/14

    "Riku and Sora's friend growing up.

     Kairi vanished when their home islands were devoured by darkness.  Riku
     and Sora both journeyed to find her.

     Kairi was held captive by the Heartless, but thanks to Sora she and the
     islands were saved.

     She waits there for Sora and Riku's return."

    The last of the seven princesses of heart, Kairi was kidnapped by the
Heartless as part of an effort to open the world of darkness.  In the original
Kingdom Hearts, Riku searched for her and found her, but she could not respond.
In desperation, he turned to the dark to gain the power necessary to free her.
Kairi is not a native to Destiny Islands and may actually be Ansem's daughter.
_______________________________________________________________________________
NAMINÉ                                                                     5/14

    "A young witch who can manipulate memories.

     Under orders from the Organization, Naminé shadowed Kairi and altered
     Sora's memory.  But the forgiveness in Sora's heart moved her to disobey
     those orders.

     Now she watches over Sora until the reconstruction of his memories is
     complete."

    Naminé offers Riku a choice.  She plays much less of a part in Riku's story
than she does in Sora's, and we'll have to wait for Kingdom Hearts II to find
out her ultimate role.
_______________________________________________________________________________
RIKU REPLICA                                                               6/14

    "A replica of Riku created by Vexen from the real Riku's data.

     Unlike the real Riku, he wields darkness freely, but is burdened by the
     fact he is an imitation."

    So, after Sora laid the smackdown on Marluxia, the replica Riku ... went
back with Axel and killed Zexion.  It's easy to understand wanting to be real,
especially if your name is Pinocchio, but how does killing someone help you
with that?  At any rate, he's offed by the real Riku.
_______________________________________________________________________________
ANSEM                                                                      7/14

    "Pursuer of darkness.

     To open the door to darkness, Ansem used the Heartless to steal countless
     hearts.

     He enslaved Riku, but met his demise at Sora's hand.

     Nonetheless, Ansem's shadow lives on in the depths of Riku's heart."

    Originally, Ansem reigned as the king over Hollow Bastion.  He researched
the Heartless when they first appeared, spoke with the King, and learned about
the Keyblade.  Over time he gradually twisted to the side of the dark and
became one of the Heartless, but such was his strength that he did not lose his
emotions.  He's probably the Superior that the Organization members all seem to
fear but never actually talk much about.  Ansem met his end at Sora's hands
when Kingdom Hearts ended, but if Reverse/Rebirth is anything to judge by, he
still poses a very real threat.  Kingdom Hearts II resolves his story.
_______________________________________________________________________________
VEXEN                                                                      8/14

    "No. 4 in the Organization.

     He, Lexaeus, and Zexion have been in the group since its inception, and
     there is no love lost between them and neophytes like Marluxia.

     After battling Riku, Vexen turns to events unfolding aboveground, but
     successive failures lead to his termination by Axel."

    Not much to say here.  Vexen is killed by Axel in Sora's story, but Riku
can sense his death even in the basement.  Vexen's supposed to be the brains of
the group that goes after Riku.
_______________________________________________________________________________
LEXAEUS                                                                    9/14

    "No. 5 in the Organization.

     A born warrior, Lexaeus effortlessly brandishes a gigantic tomahawk.

     To counterbalance his rival Marluxia's bid for Sora's power, Lexaeus tried
     to conquer Riku.

     He failed, but with his dying strength dragged Riku into the realm of
     darkness."

    Lexaeus is the brawn of the original Organization's triad.  He tried to
force Riku into submission, but ... well, that turned out to be a bad idea on
his part.
_______________________________________________________________________________
ZEXION                                                                    10/14

    "No. 6 in the Organization.

     Zexion generally avoids dirtying his own hands when there are deeds to be
     done.  However, with the destruction of Vexen and Lexaeus, he was forced
     into action.

     Zexion confronted Riku disguised as Sora.  But Riku no longer feared the
     dark, and victory was beyond Zexion's reach."

    If Vexen is the brains and Lexaeus the brawn, then Zexion would be the soul
of the group as he epitomizes what they stand for.  Unfortunately for him, he
underestimates Riku's capabilities and then loses his life to Axel and Riku's
replica.
_______________________________________________________________________________
AXEL                                                                      11/14

    "No. 8 in the Organization.

     He is a shadow whose intentions and secrets are hidden from all.

     Axel has no qualms about exploiting others to suit his needs.  He used
     Sora and Naminé to silence Marluxia and halt his plot against the
     Organization.

     Axel claims that he and Sora have something in common, but that connection
     is unclear."

    Maybe it'll become clearer in Kingdom Hearts II?  At any rate, Axel seems
to have survived his schooling at Sora's hands.  It's difficult to say what his
intentions are; on the one hand, he followed orders and stopped Marluxia, on
the other, he turned right around and had Zexion killed too.  Of the members
mentioned in Chain of Memories, Axel is the only survivor of the Organization.
He reappears in Kingdom Hearts II.
_______________________________________________________________________________
MARLUXIA                                                                  12/14

    "No. 11 in the Organization.

     Marluxia lured Sora to Castle Oblivion in hopes of using his power to
     seize the Organization.

     He ordered Naminé to alter Sora's memories, and fooled Vexen into
     challenging him.  All was going according to plan, but Marluxia's scheme
     dissolved when Axel set Naminé free.

     Marluxia was ultimately destroyed by Sora."

    Marluxia apparently owns Castle Oblivion and is very, very strong - so
strong, in fact, that Riku can sense his demise even down in the basement.  New
to the Organization, he's nonetheless very ambitious.  It's suspected that his
true form is not that of his body but instead is the big machine that Sora
fights in the finale.
_______________________________________________________________________________
LARXENE                                                                   13/14

    "No. 12 in the Organization.

     Larxene conspired with Marluxia to take over the group, and intended to
     pull Axel in as well.

     However, her abrasive, unfeeling personality proved her downfall -
     provoking Sora's anger was a fatal error."

    A close friend of Axel's, though she's tart and sarcastic.  Basically, Sora
wipes the floor with her and that's the last we hear of Larxene.  Is it just me
or do all Organization members have an X in their names?
_______________________________________________________________________________
DiZ                                                                       14/14

    "Truly an enigma.

     DiZ appeared before Riku in the guise of Ansem, presenting him with
     choices regarding the darkness within his heart.

     It is said he and the king have met."

    DiZ's past is tied to the Order, though he isn't a game villain.  He's
simply here to watch Riku's choices and see where they lead him.  Much more of
DiZ's mysterious past is revealed in Kingdom Hearts II.  Just as Donald and
Goofy form Sora's party, so the King and DiZ fill out Riku's in Kingdom Hearts
II.  Note that DiZ does not have an X in his name, indicating that he is in
fact not a member of the Organization.

----------------------------Characters II (6 total)----------------------------

    The second character section deals with the villains that Riku associated
with during Kingdom Hearts.  By way of repentance, he fights these same enemies
in Chain of Memories.  This has got to be the most boring section of the D
Report by quite a stretch.
_______________________________________________________________________________
MALEFICENT                                                                  1/6

    "A witch who commands the darkness.

     Maleficent's charms won over Riku, and she empowered him with darkness.

     In Castle Oblivion she stood before Riku again, this time as a token of
     the indelible darkness in his heart."

    Maleficent was the head villain of Kingdom Hearts and the prime mover of
the first half of the game.  She was also responsible for the fall of Hollow
Bastion.  Riku met her when Destiny Islands vanished and she lured him in with
deceit and empty promises.  Ultimately she was destroyed by Sora after Ansem
unlocked her heart with the Soul Eater.
_______________________________________________________________________________
JAFAR (GENIE)                                                               2/6

    "A sorcerer and also Agrabah's royal vizier, transformed by magic.

     Jafar appeared before Riku as a token of the indelible darkness in his
     heart."

    ...
_______________________________________________________________________________
URSULA                                                                      3/6

    "The sea witch who plotted to rule all of the undersea kingdom Atlantica.

     Ursula appeared before Riku as a token of the indelible darkness in his
     heart."

    ...
_______________________________________________________________________________
HADES                                                                       4/6

    "God of the Underworld who seeks to rule over all.

     Hades appeared before Riku as a token of the indelible darkness in his
     heart."

    ...
_______________________________________________________________________________
OOGIE BOOGIE                                                                5/6

    "A villain who's always causing trouble in Halloween Town.

     He appeared before Riku as a token of the indelible darkness in his
     heart."

    ...
_______________________________________________________________________________
HOOK                                                                        6/6

    "A pirate of Never Land.

     Hook appeared before Riku as a token of the indelible darkness in his
     heart."

    ... Can these entries become any less descriptive?

----------------------------The Heartless (33 total)---------------------------

    The D Report's last section logs the Heartless that Riku fights in his
climb through the castle.  Meeting that particular Heartless opens its entry in
the D Report.  These entries have been beefed up with extra information to help
you combat the wide variety of enemies that you'll encounter.  No definite HP
or experience data can be given; also, you'll want to experiment with different
fighting techniques and determine which one works best for you.
_______________________________________________________________________________
SHADOW                                                                     1/33

Weakness:   None
Absorbs:    None
Nullifies:  Everything when submerged
Threat:     Very Low
Drop:       Shadow enemy card, map cards
Appears in: Traverse Town, Halloween Town, Monstro, Wonderland, Hollow Bastion,
            Never Land, Twilight Town, Destiny Islands, Castle Oblivion
Attacks:    Leap - The Shadow leaps forward and tries to clip Riku.  It's a
                fairly fast attack but made useless by its minuscule damage and
                the fact that a Shadow's attacks are always restricted to the
                value of 1.

    "A Heartless that pops up in all kinds of places.

     The Shadow ambles around and attacks without warning.  It is completely
     invulnerable while hiding within the darkness."

    Sora had an easy time fighting them, Riku has an even easier time.  Shadows
tend to melt into the floor right as you start to chase them, but they're quite
docile and pose little threat even in big groups.  Run over them, it's what
everyone else does.  Seriously, there's no reason any decent player should have
trouble fighting Shadows, especially not after beating Sora's story.
_______________________________________________________________________________
SOLDIER                                                                    2/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Low
Drop:       Soldier enemy card, map cards
Appears in: Traverse Town, Wonderland, Twilight Town, summoned by Crescendoes
Attacks:    Pirouette - The Soldiers twirls in the air while moving forward.
                This attack hits once for low damage, plus it lasts fairly long
                and makes the Soldier vulnerable to card break.

    "A swift-moving Heartless that attacks its prey with a spin kick.

     Its whimsical nature makes the Soldier a less than tenacious foe."

    Another one of the ubiquitous enemies in Castle Oblivion, the Soldier has a
comparatively higher HP pool than the Shadow but loses the ability to floor
hack.  It also gives more HP per kill than the Shadow.  At the start of the
game they show up solo, though they can still do sizable damage to a complacent
player.  They start appearing in swarms as Riku ascends through the castle, but
their threat level gradually drops since Riku gains attack power faster than
they gain HP.
_______________________________________________________________________________
LARGE BODY                                                                 3/33

Weakness:   None
Absorbs:    None
Nullifies:  Frontal physical attacks
Threat:     Medium
Drop:       Large Body enemy card, map cards
Appears in: Monstro, Olympus Coliseum, Wonderland
Attacks:    Leap - The Large Body hops through the air and tries to clip Riku
                in passing.  A fairly short-range attack, but it's rather fast
                and cools down quickly.  Sometimes the Large Body will do two
                or more of these attacks in rapid succession.
            Earthquake - The Large Body jumps straight up and then plops back
                down to the ground.  Regardless of where you are on the battle-
                field, Riku will take damage unless you're in the air when the
                attack hits.  You can dodge-roll the attack but it's easier to
                avoid by jumping.

    "A rotund Heartless.

     The Large Body repels frontal attacks with its jiggly belly.

     Sometimes it throws its weight around and shakes the ground, so jumping is
     key."

    Unless you're horrifically low on HP and end up fighting more than one of
these Heartless, Large Body enemies are more annoying than a threat.  Fighting
them becomes easier as you ascend the castle and gain more attack strength and
DP.  They typically have large amounts of HP that must be whittled down, plus
having to maneuver around for a back attack can be really annoying, but
otherwise the Large Body is a straightforward opponent.  Dodge-roll behind the
Heartless and unleash a combo, though be warned that they tend to turn fairly
quickly.  In Dark Mode, you can bulldoze through them with any number of
powerful sleights.
_______________________________________________________________________________
RED NOCTURNE                                                               4/33

Weakness:   Ice
Absorbs:    Fire
Nullifies:  None
Threat:     Low
Drop:       Red Nocturne enemy card, map cards
Appears in: Traverse Town, Olympus Coliseum, Wonderland, Castle Oblivion
Attacks:    Fire - The Heartless version of Sora's basic Fire spell.

    "A magic-wielding Heartless that drifts through the air.  It's flighty and
     hard to hit.

     The Red Nocture[sic] attacks with Fire from a distance, and absorbs Fire
     damage."

    Flighty it may be, but hard to hit it is not.  Red Nocturnes tend to appear
in packs; pairs on the first floor, whole swarms on the later floors.  They're
stuck with one laughable attack, however, as well as the curse of low HP.  Riku
can easily clip them with midair combos, while in Dark Mode he'll ravage them
with his powerful sleights.  Red Nocturnes can also be lured down to the ground
for ground-based chains, and they'll automatically collapse to the ground when
card broken.  All in all not too much of a challenge even in large swarms.
_______________________________________________________________________________
BLUE RHAPSODY                                                              5/33

Weakness:   Fire
Absorbs:    Ice
Nullifies:  None
Threat:     Low
Drop:       Blue Rhapsody enemy card, map cards
Appears in: Traverse Town, Olympus Coliseum, Castle Oblivion
Attacks:    Blizzard - The Heartless version of Sora's basic Blizzard spell.

    "A magic-wielding Heartless that drifts through the air.

     The Blue Rhapsody attacks with Blizzard once it's close enough, and
     absorbs Blizzard damage."

    The Ice version of the Red Nocturne, and with its associated strengths and
weaknesses.  They also tend to appear in large hunting packs; Riku can't take
advantage of elemental weaknesses the way that Sora could, but he'll gain much
better attack strength as he ascends the castle.  Basically, any non-elemental
tactic that you use against Red Nocturnes will also work here.
_______________________________________________________________________________
YELLOW OPERA                                                               6/33

Weakness:   Fire, Ice
Absorbs:    Thunder
Nullifies:  None
Threat:     Low
Drop:       Yellow Opera enemy card, map cards
Appears in: Agrabah, Monstro, Castle Oblivion
Attacks:    Thunder - The Heartless version of Sora's basic Thunder spell.
            Spark Dive - The Yellow Opera charges itself up with lightning and
                then pinwheels through the air for a short distance, aiming
                itself at Riku.  Although limited in range and easy to break,
                this attack is quite fast.

    "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."

    The Yellow Opera combines the worst of its Red and Blue cousins - that is,
it has both of their weaknesses with none of their resistances.  It gets a new
attack by way of compensation.  You'll see the Spark Dive coming before it hits
and shouldn't have any trouble dodging it.  Otherwise, just take the fight to
the annoying little hoversacks.  And, being Riku, laugh maniacally as your
enemies scream like little girls when they realize that elemental immunity
means nothing to him.
_______________________________________________________________________________
GREEN REQUIEM                                                              7/33

Weakness:   None
Absorbs:    Fire, Blizzard, Thunder
Nullifies:  None
Threat:     None when alone, Medium-Low in packs
Drop:       Green Requiem enemy card, map cards
Appears in: Agrabah, Monstro, Castle Oblivion
Attacks:    Cure - The Heartless version of Sora's basic Cure spell, but the
                Green Requiem can also use it on other Heartless.

    "A magic-wielding Heartless that drifts through the air.  It doesn't
     attack, but it can cast Cure to heal other Heartless.

     The Green Requiem is slow, but its immunity to magic attacks makes it
     tough to squash."

    Although it can't attack, the Green Requiem has this annoying habit of
healing other Heartless (or itself) at the most inconvenient times.  It resists
all of the three basic elemental spells; however, all of Riku's sleights are
non-elemental and work well against it.  Like its cousins, it has a health
problem.  What's really annoying is how Green Requiems tend to show up in packs
even while other Heartless are around.  If you have high-valued cards, save the
Green Requiems for last.  If not, taking them out should be your first priority
in most battles.
_______________________________________________________________________________
POWERWILD                                                                  8/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Powerwild enemy card, map cards
Appears in: Olympus Coliseum
Attacks:    Leapfrog - The Powerwild bounds through the air and hits anything
                in its path.  This move has medium range and decent speed, so
                try and use a high-valued card before you're attacked.
            Sliding Kick - The Powerwild slides along the ground, kicking Riku
                if he's in the way.  This attack hits strictly along the
                horizontal plane and is slightly faster than the Leapfrog but
                has a smaller hit box.

    "A simian Heartless that excels at jumping.

     It has destructive instincts and attacks with punches and sliding kicks."

    Not too difficult in Riku's story.  Powerwilds appear in swarms, but they
don't have any attacks that extend for more than a third of the screen.  At
medium range, you can easily see any attack coming your way and react to it.
Breaking a Powerwild's attack when it's right next to you gives you a free
chain opportunity; this shouldn't be a problem even in Olympus Coliseum since
Powerwilds are stuck with rock-bottom card values.
_______________________________________________________________________________
BOUNCYWILD                                                                 9/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Bouncywild enemy card, map cards
Appears in: Agrabah
Attacks:    Peel Slip - The Bouncywild throws a banana peel off its tail and
                into your path, where it stays for a few seconds.  The banana
                peel itself doesn't do any damage, but if you step on it you'll
                slip and be left defenseless for a moment while Riku rolls.
            Chuck Wagon - The Bouncywild throws something across the screen at
                Riku.  Whatever it is travels fast, though it doesn't really
                hit hard.  This move has full battleground range, so watch for
                it when you're facing a swarm of Bouncywilds.

    "A simian Heartless.

     It teases its enemies and throws banana peels from far away.  Be careful
     not to slip!"

    Also residents of Olympus Coliseum, Bouncywild Heartless often crop up with
Powerwilds.  They're more dangerous from afar than close up since their only
damaging attack hits from across the screen.  Both attacks suffer from a high
windup delay, though, so if you want to fight Bouncywilds effectively the best
way is to stick close and pound them.
_______________________________________________________________________________
AIR SOLDIER                                                               10/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium
Drop:       Air Soldier enemy card, map cards
Appears in: Agrabah, Monstro, Twilight Town
Attacks:    Dive Bomb - The Air Soldier dives down from the sky and rams into
                Riku feetfirst.  A fairly quick attack, its damage goes up with
                the number of floors that you ascend.  It has about a fourth of
                the screen's length in range.
            Shoryuken - The Air Soldier attacks upwards this time.  This attack
                knocks Riku into the air upon contact, which leaves you unable
                to act for a moment.  It has less range than the Dive Bomb but
                hits much faster, making it the deadlier of the Air Soldier's
                attacks.

    "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."

    Air Soldiers appear as nuisances in the first world card set.  In Twilight
Town, they show up in packs and can quickly make life miserable for Riku.  Air
Soldiers attack fairly rapidly, often hover out of reach for most sleights, and
move quickly enough to evade you when they want to.  They tend to have medium
HP pools, which allows a powerful enough sleight such as Dark Aura to wipe them
out en masse.  Riku is strong enough take Air Soldiers in a flat out brawl, but
he always has Dark Break as a backup.
_______________________________________________________________________________
BANDIT                                                                    11/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Bandit enemy card, map cards
Appears in: Agrabah
Attacks:    Side Slash - Like a Keyblade attack, the Bandit swings its scimitar
                through the air and tries to hit something.  It has the same
                range and speed as a Keyblade attack.  Bandits do not spam this
                move in rapid succession.
            Blitz - The Bandit somersaults through the air spinning its blade
                like mad.  If the Bandit lands on you, you'll take a single hit
                while it flips backwards.  This attack has excellent range, but
                can be seen coming from a mile away.  The Bandit will bounce
                again if the initial attack misses.

    "A Heartless that mainly appears in Agrabah.

     The Bandit deftly wields the scimitar it carries, and should be approached
     cautiously."

    In big packs, Bandits can make your life miserable.  In one on one battles,
though, you can pick them off.  They amble around slowly and are fairly easy to
outmaneuver, plus I haven't seen them use any card higher than a 2.  Bandits
attack often, but are poor judges of distance and aim.  Riku won't have Dark
Aura in Agrabah; however, Dark Break works just as well.
_______________________________________________________________________________
FAT BANDIT                                                                12/33

Weakness:   None
Absorbs:    None
Nullifies:  Frontal physical attacks
Threat:     Medium
Drop:       Fat Bandit enemy card, map cards
Appears in: Agrabah
Attacks:    Fire - The Heartless version of Sora's basic Fire spell.
            Leap - The Fat Bandit gathers itself and hurls its body through the
                air.  Since momentum is always conserved, Riku is going to take
                damage if he gets hit.  In terms of speed and range this move
                is very similar to the Large Body's Leap.
            Earthquake - Another move that the Fat Bandit ripped off the Large
                Body.  The Fat Bandit jumps straight up and then comes down,
                dealing damage if Riku is on the ground.  It takes a fairly
                long time to land, so this attack can be avoided by a jump of
                your own.

    "A Heartless that mainly appears in Agrabah.

     The Fat Bandit repels frontal attacks with its jiggly belly and spits
     fireballs."

    Another one of those annoying but not truly dangerous enemies, unless you
happen to face them in packs while you're dangerously underleveled.  The Fat
Bandit is pretty much the Large Body plus an extra Fire attack.  Therefore, it
makes sense to approach them the same way; dodge-roll behind them and then pull
a combo attack, or just use a strong sleight to punch right through their
defenses.  Large Body Heartless have high HP pools, so fighting them might take
some time and patience, but the experience reward is correspondingly high.
_______________________________________________________________________________
BARREL SPIDER                                                             13/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium
Drop:       Barrel Spider enemy card, map cards
Appears in: Any world with barrels (Agrabah, Monstro, Olympus Coliseum, Never
                Land, Twilight Town, Destiny Islands)
Attacks:    Kamikaze - The Barrel Spider has only one attack.  It throws itself
                into a skid and barrels at Riku (no pun intended); once in
                range, it blows itself up and knocks off a sizable chunk of HP.
                You can interrupt this attack via card break.

    "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."

    Barrel Spiders can be immensely annoying when you're trying to pick up
something by bashing a barrel open.  Rather than releasing a cloud of HP balls,
Riku gets launched into a fight.  Barrel Spiders show up in packs, and never
with any other Heartless.  The Kamikaze attack destroys the Barrel Spider that
uses it so long as the attack isn't broken; however, you earn no experience for
a Barrel Spider that self-destructs, plus the attack hurts.  Barrel Spiders
only use cards with a value of 4 and have moderate HP.  Personally, I find that
dealing with them becomes easier at the upper floors once you have access to
your best enemy cards.
_______________________________________________________________________________
SEARCH GHOST                                                              14/33

Weakness:   None
Absorbs:    HP whenever it attacks
Nullifies:  None
Threat:     Medium-Low
Drop:       Search Ghost enemy card, map cards
Appears in: Halloween Town, Monstro, Atlantica
Attacks:    Drain - The Search Ghost extends its kid gloves, which ... detach
                themselves from its arms and reach for Riku.  Get hit by the
                attack and not only do you lose some HP, but the Search Ghost
                gains some.  The Search Ghost emits a distinct whistle when it
                attacks, so you'll know that Drain is coming.  However, it has
                a surprisingly high range and decent speed, so watch out for it
                nonetheless.

    "A spooky Heartless.

     The Search Ghost can warp out of harm's way and absorb its enemies' HP,
     making it a tough opponent."

    Search Ghosts aren't tough by any definition of the word if you stick close
and keep pounding them.  In an on-and-off, hit-and-run type of battle, however,
they're the worst opponents you can get.  Every time the Search Ghost hits you,
it gains about half the damage that it dealt you back as HP.  For this reason,
you want to defeat them quickly and not end up suckered into a protracted fight
where Drain can be used to full effectiveness.  Luckily, Search Ghosts aren't
that hard to defeat: they only have one attack, usually stick to low-valued
cards, and don't sport big HP pools.
_______________________________________________________________________________
SEA NEON                                                                  15/33

Weakness:   Thunder
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Sea Neon enemy card, map cards
Appears in: Atlantica
Attacks:    Hood Ram - The Sea Neon torpedoes forward and tries to hit Riku
                with its head.  This attack has about half-screen range and is
                surprisingly fast, but can be easily dodged by moving either up
                or down.  Does moderate damage.
            Tentacle Flail - The Sea Neon swims forward flailing its tentacles.
                Despite its appearance, this attack hits only once.  It has
                slightly less range and speed than the Hood Ram but does about
                the same damage.

    "A jellyfish-like Heartless.

     It might look laid back, but the Sea Neon's long tentacles can propel it
     toward enemies for a ferocious attack."

    The Sea Neon is the only enemy in Atlantica weak against Thunder, which
stuns it.  Seeing as how it may also be the easiest enemy to handle on its own,
your interests are best served by discarding your lightning-based cards in
Atlantica ... oh wait, Riku isn't a spell user.  Did he ever get shafted in the
versatility department or what?  Anyways, Sea Neons pose little threat unless
you run into a swarm of them, where it can be annoying to fight the buggers as
they attack from all sides at once.  They tend to use low-valued cards, so you
can run over them if you have the proper enemy cards.
_______________________________________________________________________________
SCREWDIVER                                                                16/33

Weakness:   None
Absorbs:    Lightning
Nullifies:  None
Threat:     Medium-Low
Drop:       Screwdiver enemy card, map cards
Appears in: Atlantica
Attacks:    Depth Charge - The Screwdiver rises up in the water, then dives
                down and tries to impale Riku with its lance.  The dive itself
                comes out quickly, but the signature rising motion gives you
                plenty of time to anticipate the attack.  This attack can track
                Riku to a degree.
            Water Whirl - The Screwdiver spins its lance in all directions.  As
                the description implies, this attack hits all around in a semi-
                wide radius.  It's faster than the Depth Charge but loses range
                as the cost.

    "A Heartless that likes to team up with the Aquatank.

     It attacks with a spear or charges its enemies."

    The Screwdiver is armed with a long spear and a bad temper along with an
ability to absorb lightning.  It's moderately fast, but suffers from mediocre
HP and seems to be perpetually stuck with card values of 1 and 2.  Between its
two attacks, neither are notably dangerous in terms of damage or speed.
Screwdivers tend to show up either in pairs or alone with an Aquatank.  They
might be slightly more formidable than Sea Neons but otherwise shouldn't cause
any loss of sleep.
_______________________________________________________________________________
AQUATANK                                                                  17/33

Weakness:   None
Absorbs:    Thunder
Nullifies:  None
Threat:     Medium
Drop:       Aquatank enemy card
Appears in: Atlantica
Attacks:    Thundara - The Heartless version of Sora's Thundara sleight, but
                minus the damage and the whole-screen coverage.  Still lights
                up an awfully large portion of the screen.
            Chaos Drive - The Aquatank spins around crazily in a wide area.  It
                can hit Riku more than once with this attack, which is decently
                fast and cover a large amount of space.  This is probably the
                deadlier of the two attacks since it lasts longer and can hit
                multiple times.

    "A fish-like Heartless that lazily wanders the sea.

     The Aquatank attacks with Thunder or by whirling its sizable body around."

    Aquatanks don't show up in pairs; if anything, they appear when Screwdivers
are around.  Even when single, however, they can still be troublesome thanks to
their high HP pools and tendency to bust out high-valued cards right when you
least expect them to.  The highest I've seen is a 7, which can be troublesome
for Riku since the highest card he has in Atlantica without the Sea Neon is a
measly 5.  Aquatank attacks also cover a lot of area, but they're slow enough
to where you can safely dodge-roll out of the way.  The best way to take them
is using a powerful sleight once in Dark Mode, but repeated combo attacks also
work.
_______________________________________________________________________________
WIGHT KNIGHT                                                              18/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Wight Knight enemy card, map cards
Appears in: Halloween Town
Attacks:    Grasp - The Wight Knight reaches forward and tries to grab Riku.
                This attack has good range but a fairly long windup delay, so
                you'll see it coming before it hits.
            Spooky Spin - The Wight Knight wraps its long arms around itself,
                then spins and allows its arms to unravel.  This attack hits
                all around the Wight Knight and has about the same range as
                the Grasp.  It's slightly slower, plus the arm spinning move is
                very distinctive and easy to pick out in a fight.

    "A Heartless that calls Halloween Town its main haunt.

     The Wight Knight's long appendages make it dangerous to approach."

    The Wight Knight belongs in the large category of generic Heartless enemies
that pose little threat except when encountered in force.  They sometimes show
up in big packs or with lots of other Heartless, but even so you should have
little trouble dealing with them unless you're severely underleveled.  They
mostly use low-valued cards.  As the game suggests, it's best to attack from a
distance, but it really doesn't matter in the long run since they're so easy to
defeat anyways.
_______________________________________________________________________________
GARGOYLE                                                                  19/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium
Drop:       Gargoyle enemy card, map cards
Appears in: Halloween Town, Hollow Bastion
Attacks:    Wing Slash - The Gargoyle dives downwards at an angle and tries to
                spear Riku with the tips of its wings.  You'll know that it's
                coming when it suddenly rises into the air.  Decent speed and
                range, so watch out for it.
            Fire - Another Heartless rendition of Sora's Fire spell.  This one
                comes out quite fast.

    "A winged Heartless that mainly appears in Halloween Town.

     It pelts its stunned opponents with fireballs."

    The Gargoyle has a medium HP pool and fairly decent speed when it can be
bothered to use it.  They usually appear in pairs and can become a nuisance due
to their incessant flying.  The Gargoyle only has two attacks, but they're both
quite fast and can start to add up if you take too many hits.  Go take them out
first if you're not up against any higher threats.  In Dark Mode, Riku can
bounce like Tigger on their backs with repeated Dark Break sleights.
_______________________________________________________________________________
PIRATE                                                                    20/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium
Drop:       Pirate enemy card, map cards
Appears in: Never Land
Attacks:    Renzokuken - The Pirate drives forward with a barrage of sword
                strikes. (Actually, now that I take a closer look, it's really
                just a pair of fast attacks.) Renzokuken can be tricky to card
                break, plus you'll lose a ton of HP if you're swarmed by a pack
                of Pirates spamming this attack.  Pirates tend mostly to pull
                this move at close range.
            Cross-Slash - The Pirate's sword glints for a moment before it lets
                loose a single, mighty chop.  If Riku takes the hit, he'll be
                stunned for a few moments - so try not to get hit.  Watch for
                the telltale glint and avoid it at all costs.

    "A Heartless that mostly sticks to Never Land.

     A skilled swordsman, the Pirate can knock its enemies out cold and then
     finish them off with a vicious combo.  If its sword flashes, watch out!"

    Pirates have fairly low HP pools, plus they move as though stuck in a swamp
of molasses.  However, they do have an annoying tendency to appear in packs,
plus their sword moves are nothing to sneeze at.  Both are deadly in terms of
the potential HP that they can knock off Riku.  Spamming Dark Break repeatedly
is the fastest way to eliminate Pirates though outmaneuvering them with hit-
and-run tactics also works well.
_______________________________________________________________________________
AIR PIRATE                                                                21/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium
Drop:       Air Pirate enemy card, map cards
Appears in: Never Land
Attacks:    Shoryuken - The Air Soldier rises violently off the ground with a
                punch and tries to clip Riku as it does so.  Take this hit and
                you'll be knocked into the air, unable to act while reeling.
                Although it suffers from range problems, the attack is quite
                fast and hard to predict.
            Dead Drop - This time, the Air Soldier attacks from above with a
                powerful punch.  You'll know that it's coming when you see a
                distinctive glint right before the Air Soldier dives.  The Dead
                Drop is quite fast once it starts up, so be ready to dodge it
                at any moment.

    "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."

    The Air Pirate has more HP and moves faster than its grounded counterpart.
However, they also don't show up in big crowds.  While you can't outrun them,
they won't try to outrun you.  The usual tactics against airborne enemies apply
to the Air Pirate, such as card breaking and then unleashing a powerful sleight
attack.  Watch out for the Shoryuken, as it leaves you unable to act after
impact and as such is probably more dangerous than the Dead Drop.
_______________________________________________________________________________
DARKBALL                                                                  22/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-High
Drop:       Darkball enemy card, map cards
Appears in: Atlantica, Hollow Bastion, Never Land, Destiny Islands, Castle
            Oblivion
Attacks:    Chaos Drive - The Darkball spins around crazily in all directions,
                hitting whatever it touches.  It's fast and unpredictable but
                has a restricted range.  The best way to counter this attack is
                to stay out of the Darkball's range while you can.
            Bite - The Darkball zooms forward and tries to bite Riku en route.
                This move hits once and covers a significant portion of the
                battlefield at a quick pace.  Like the Chaos Drive, the Bite is
                an attack with a low windup and cooldown delay.

    "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."

    This obnoxious enemy shows up in a majority of the floors in Riku's story.
It flies, it flies quickly, it has a fairly high HP pool, and it comes armed
with two annoying attacks.  On the positive side, you won't ever run into more
than a pair of these enemies at the same time.  It's suggested that you destroy
Darkballs with powerful sleights, but whittling them down with chain attacks
also works.  Note that they'll use moderate value cards, going possibly up to 6
when they attack.  Use your enemy cards accordingly.
_______________________________________________________________________________
DEFENDER                                                                  23/33

Weakness:   None
Absorbs:    None
Nullifies:  Frontal physical and Fire/Ice attacks
Threat:     High
Drop:       Defender enemy card
Appears in: Hollow Bastion, Castle Oblivion
Attacks:    Knockershield - The Defender tries to punch Riku with its shield.
                This move has surprisingly high range, but it also has a small
                windup delay so you should be able to see it coming.  Not much
                vertical reach.  There's also a slight cooldown delay at the
                end.  Defenders tend to use this move when up close.
            Fire - Yet another Heartless who learned the Fire spell.  This
                particular version doesn't track at all; instead it flies in a
                straight line from where it was launched, making it easy to
                avoid.  The Defender uses this move when far away.

    "A Heartless that primarily resides in Hollow Bastion.

     Its shield stops head-on physical and magical attacks, and can launch
     fireballs.

     The Defender is also a skilled card user, and will break the cards of
     unprepared opponents."

    Easy enough in Hollow Bastion, very annoying in Castle Oblivion.  Defenders
show up in ones and twos, but wiping them out can be a pain during big battles.
Their ability to deflect frontal attacks means that Riku must follow the dodge-
roll line of tactics.  Up close, they have a potentially dangerous attack, so
it's best to fight from a distance if you can.  As usual with these enemies,
dodge-roll to end up behind them and then unleash your offensive.  Defenders
only use cards of values 1, 5, and 9, and they'll use the 9 cards often enough.
_______________________________________________________________________________
WYVERN                                                                    24/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-High
Drop:       Wyvern enemy card, map cards
Appears in: Hollow Bastion, Castle Oblivion
Attacks:    Crash Test - The Wyvern skims forward over the ground and rams into
                Riku, hard.  This move covers the whole battleground and covers
                it fast.  Either dodge-roll through it or just move vertically
                to avoid the attack.  It has little windup or cooldown delay,
                making it especially hard to predict.  Hits once for medium
                damage.
            Kick Party - The Wyvern swoops down to hover near Riku, upon which
                it unleashes a storm of kicks.  This attack hits repeatedly for
                major damage and is made worse since it can't be broken once it
                connects.  To top off its destructive capabilities, the attack
                comes out and homes in quickly.

    "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."

    Wyverns take a lot of patience to deal with, especially when more than one
shows up.  Repeated spamming of Kick Party will rapidly drain your HP bar if
you're ever caught in that unfortunate situation.  Wyverns have moderate HP,
but attack quickly and are somewhat difficult to predict.  The highest card
that they'll use is a 5, which allows Riku to win most card clashes.  If they
can spam a repeating attack, you ought to have no compunction against doing
likewise, right?
_______________________________________________________________________________
WIZARD                                                                    25/33

Weakness:   None
Absorbs:    Fire, Blizzard, Thunder
Nullifies:  Gravity, Stop
Threat:     Medium-High
Drop:       Wizard enemy card, map cards
Appears in: Hollow Bastion, Castle Oblivion
Attacks:    Fire - The Heartless version of Sora's Fire spell.  The Wizard's
                particular variation has got to be the lamest ever.
            Blizzard - The Heartless version of Sora's Blizzard spell.  In this
                case, a slower version that doesn't track as well.
            Thundara - The Heartless version of Sora's Thundara sleight, except
                that it hits only in front of the Wizard instead of the entire
                screen.

    "A Heartless proficient in magic.

     The Wizard is a formidable opponent that attacks with high-level Fire,
     Blizzard, and Thunder spells."

    Immune to every type of magic except wind, Wizards make life miserable for
spell users.  Riku, however, is not a spell user but a warrior.  This makes the
Wizard very vulnerable to physical attacks if you can slip them in on a regular
basis.  And ignore that high-level spell business, I've only ever seen them use
Thundara as a high-level spell.  Wizard card values can (and often will) go as
high as 7.
_______________________________________________________________________________
NEOSHADOW                                                                 26/33

Weakness:   None
Absorbs:    None
Nullifies:  Everything when submerged
Threat:     High
Drop:       Neoshadow enemy card, map cards
Appears in: Castle Oblivion
Attacks:    Rage Run - The Neoshadow jumps forward.  If it clips Riku, you lose
                a chunk of HP and are sent reeling.  This attack has good range
                and speed but suffers from a slight windup delay, just small
                enough that you can react.  Neoshadows tend to use this attack
                when they've been above ground for some time.
            Shadow Dance - The Neoshadow rises up and flings itself into a
                spinning mass of shadow aimed in Riku's general direction.  The
                attack itself has full battlefield range but only hits once as
                it ends if Riku takes a hit.  It's slightly slower than the
                Rage Run but still easily the more deadly of the two attacks
                due to its nearly negligible windup delay.  Neoshadows tend to
                use this attack right as they pop out of the ground.

    "A nimble Heartless that swims through the shadows."

    Whereas Shadows got threat ratings of Very Low, the Neoshadow earns a well-
deserved High threat rating.  They're fast, aggressive, and have only slightly
less HP than Defenders on a comparable level.  They use cards whose values go
as high as 8, and they use those cards often.  Not only that, Neoshadows can
sink into the floor where they remain immune to any attack.  You'll quickly
find that Neoshadows are typically either attacking or moving around in the
floor, but they're always doing something.  As many as three can appear at the
same time; on the top floor, however, Riku can use Dark Aura once he reaches
Dark Mode.  Or, seeing as how short the floor is, you may as well opt to run
past them altogether.
_______________________________________________________________________________
CREEPER PLANT                                                             27/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium
Drop:       Creeper Plant enemy card, map cards
Appears in: Halloween Town, Wonderland, Destiny Islands
Attacks:    Root Shoot - The Creeper Plant attacks from below by sending its
                roots spiking upwards.  To my experience, this attack rarely
                hits but instead causes Riku to slip.  Medium to long range,
                fairly fast, but easy to predict - it'll always appear directly
                beneath Riku.
            Seed Volley - The Creeper Plant repeatedly spits seeds towards you.
                This attack hits mostly along the horizontal plane with a small
                deflection in the vertical direction.  It has almost whole
                screen range, so watch out for it.  You can dodge-roll through
                the attack easily enough, however.

    "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."

    Creeper Plants tend to show up in small gardens.  While they don't have
particularly notable stats in HP, speed, or aggression, having to deal with a
large crowd of them can become difficult, especially if other Heartless are
also around.  Creeper Plants often use cards ranging from values of 6 to 1, and
they can hit you from any location on the screen.  Weed them out with Soul
Eaters reinforced by Attack Bracer, or else just spam Dark Break when you can.
_______________________________________________________________________________
TORNADO STEP                                                              28/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Tornado Step enemy card, map cards
Appears in: Monstro, Atlantica, Hollow Bastion, Destiny Islands
Attacks:    Hammer Blow - The Tornado Step does a two-arm overhead bash.  Short
                ranged but fast, you have a moment to dodge-roll it before it
                hits.  Otherwise it's not a very noteworthy attack.
            Flail - The Tornado Step flies across the screen swinging its arms
                wildly.  This attack has whole screen range, thus it tends to
                appear when the Tornado Step is far away.  This makes it easy
                to dodge or break.

    "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."

    Tornado Steps, while present in several worlds, tend to attract little
attention since they fall into the generic, easily handled Heartless category.
They have low to moderate HP pools and use low-valued cards, plus their AI is
apparently at fault since their attacks are easily countered.  About the only
threat they present is when they suddenly appear in large packs right as you
take on another Heartless.
_______________________________________________________________________________
CRESCENDO                                                                 29/33

Weakness:   None
Absorbs:    None
Nullifies:  None
Threat:     Medium-Low
Drop:       Crescendo enemy card
Appears in: Wonderland, Never Land, Destiny Islands
Attacks:    Cure - The Heartless version of Sora's Cure spell.  The Crescendo
                can use it to heal itself or other Heartless.
            Panic Honk - The Crescendo starts honking continuously; if it
                finishes without interruption, another Heartless shows up and
                joins the battle.  I've only ever seen Soldier Heartless appear
                at these calls, but they might also summon others.  Break this
                call if you can, don't worry about it if you can't.

    "A hopping, horn-like Heartless.

     It's a bothersome foe that can honk and call other Heartless."

    Crescendos are support enemies, not fighters themselves.  They'll call for
other Heartless and heal their allies when you're not looking, but they don't
attack themselves.  They typically use mid-range card values (i.e., 4 to 6).
Take them out when you can; otherwise, just keep breaking their healing and
Panic Honk summons.  On a final note, Crescendos move slowly but tend to show
up in crowds at a time.
_______________________________________________________________________________
GUARD ARMOR                                                               30/33

    "A Heartless that haunts Traverse Town.

     It appeared before Riku as a token of the indelible darkness in his
     heart."

    See the Guard Armor section in Traverse Town for more details.  And please,
not this indelible darkness business again.
_______________________________________________________________________________
PARASITE CAGE                                                             31/33

    "A Heartless that dwelled inside Monstro.

     It appeared before Riku as a token of the indelible darkness in his
     heart."

    See the Parasite Cage section in Monstro for more details.
_______________________________________________________________________________
TRICKMASTER                                                               32/33

    "The Heartless that threw Wonderland into chaos.

     It appeared before Riku as a token of the indelible darkness in his
     heart."

    See the Trickmaster section in Wonderland for more details.
_______________________________________________________________________________
DARKSIDE                                                                  33/33

    "The Heartless Riku attracted when he was seduced by darkness.  It
     destroyed Destiny Islands.

     Zexion called Darkside in order to subdue Riku."

    See the Darkside section in Destiny Islands for more details.

===============================================================================
-------------------------------------------------------------------------------
GLOSSARY OF TERMS                                            code: miniwebsters
-------------------------------------------------------------------------------
===============================================================================

    All of the most common terms used in Chain of Memories are listed here.
Understanding terminology is important to any game, more so in this one since
it's freer than most with abbreviations.  Thus, we proudly present the Glossary
of Terms, a one-stop source for any questions that you may have about what a
particular word, phrase, or abbreviation means.  If I get enough requests about
an entry, I'll add it here.

AP: Attack power.  Applies only to Riku, and is a measure of how hard he hits
    with each attack.  The higher his AP climbs, the more damage he does with
    an attack.

Booster Pack: A set of five cards sold by Moogles in Castle Oblivion.  The Card
    Mechanics section in Sora's walkthrough has more information.

Card Break: When two cards clash, the higher one defeats the lower one and
    executes while the user of the lower one is sent reeling.  Consult the
    Introduction section in Sora's walkthrough for additional details.

Cooldown: The amount of time it takes for a character to recover after using an
    attack.  The higher the cooldown delay, the more time needed to recover.

CP: Card points or capacity points.  Applies only to Sora.  Each card that he
    can use has a certain cost in CP; if its CP cost exceeds his current CP
    amount, he can't add the card to a deck.

Dark Mode: Riku only.  A special form in which Riku's agility, speed, and power
    are greatly enhanced.  See the Introduction section in Riku's walkthrough
    for a full description.

DP: Dark points.  Applies only to Riku.  The higher his DP rating, the longer
    Riku can sustain Dark Mode once he reaches it.

Exp: Experience.  Both Sora and Riku gather experience from defeated enemies;
    when they reach a preset value, their level increments by one and you can
    choose to boost an attribute.

HP: Hit points.  Applies to both Sora and Riku.  This is the measure of your
    character's health as you lose the game if it ever hits zero.

Level: The overall gauge of a character's progress.  In general, higher levels
    are better than lower levels as they represent more experience that a
    character has accumulated.

Moogle Points: The currency of Castle Oblivion and applicable to Sora only.
    Sora can use Moogle Points to buy cards at shops or sell unwanted cards for
    Moogle Points.

Premium Card: A one-use only card that has had its CP cost drastically reduced.
    Applies only to Sora, and is described in detail in his Card Mechanics
    section.

Renowned Deck: Borrowed from Megaman Battle Network terminology, it denotes an
    especially powerful or effective deck, and applies to Sora only.  The
    Renowned Deck section in Sora's walkthrough lists all of the decks accepted
    in this document.

RR: Short for Reverse/Rebirth, which is Riku's story.

Sleight: A sequence of cards, usually three, that are triggered together.  The
    Sleights section in Sora's walkthrough has much more information.

Synthesis: The act of creating a room, which uses up a map card.  See the Room
    Synthesis and Map Cards sections in Sora's walkthrough.

Windup: The amount of time between triggering an attack and when the attack
    actually starts or hits.  The higher the windup delay, the more time needed
    to start attacking.

World Card Set: A set of world cards that Sora or Riku receive, all at the same
    time.  They're so called because you have the option of choosing one world
    from several.

===============================================================================
-------------------------------------------------------------------------------
FREQUENTLY ASKED QUESTIONS                                         code: tehfaq
-------------------------------------------------------------------------------
===============================================================================

Q.  Can you tell me where to find ROMs of this game?
A.  Nope.  Next question, please.

Q.  How do I use enemy cards?
A.  This is a fairly common question.  Back in Traverse Town, Leon showed you
    how to flip to the enemy card deck using the Select button, but since you
    had no enemy cards at that time, many people forget about it.  So use the
    Select button in battle to find an enemy card - they aren't automatically
    used.

Q.  Can you really only have a single Reward Room card at one time?
A.  To the best of my knowledge, yes.  However, multiple people have claimed to
    have held more than one Reward Room card at the same time.  I haven't seen
    any definitive proof.  Anyone who can show me conclusive proof of having
    more than one Reward Room card at a time wins a Gold Star.

Q.  Help!  I need this map card to go on but I'm not picking any more up after
    battles!
A.  Another fairly common question.  This is covered in the Introduction, but
    seeing as how I've already gotten a question about it, I thought I'd plunk
    it down here too.  If you're not getting any map cards after battle, you've
    maxed out on the number of map cards that you can carry.  Go to the menu
    and discard the ones you don't want with the A button.  As long as you have
    less than 99 map cards (the number is shown in the upper right hand corner)
    you should be able to pick something up after a battle.

Q.  Is there an easy way to acquire Premium cards?
A.  Normally, you could keep buying card packs from Moogle shops in Sora's tale
    and hope that you get good Premium cards.  Moogle shop booster packs tend
    to come with at least one and usually more Premium cards.  However, thanks
    to alert gamer Gemini Psychopath, we now know of a more surefire method.
    For this trick, you'll need a Premium room map card and a world with Barrel
    Spiders.  Synthesize the room, then after you've cleared it out, you can
    keep exiting and returning to break up barrels.  During your battles
    against the Barrel Spiders there's a high chance that you'll pick up
    Premium bonuses.  In my opinion, this is better than scamming Moogle shops
    since you can simply load up a deck full of only the cards that you want
    turned into Premiums.

Q.  Is there an easy way to level?
A.  Yes, for all you wascally wabbits who want everything the easy way.  Just
    warp between floors; since the first room of each floor is automatically
    generated without the use of a card, you can fight to your heart's content
    without ever using a map card.  Great way to pick up items too.  Thanks to
    Dat Squall for reminding me of this trick.

Q.  Hey, I have this really great method for beating this boss -
A.  I believe you.  At the same time, realize that fighting styles vary widely
    from player to player, so what works well for you might totally fail for
    someone else.  This is why I never give specific deck builds or tactics for
    the boss sections; I merely state what the boss does and give some broad
    guidelines and suggestions.

Q.  In Sora's story, how do I pick up Ultima Weapon and all the other goodies?
A.  This is mentioned in the notes on Ultima Weapon, but bears reproducing here
    in the FAQ.  There are two requirements.  First, you must synthesize a
    Moment's Reprieve room right before the final battle in Sora's story and
    save there after defeating Marluxia for the first time.  Note that this
    save room has to be located right in front of the final room.  Next, you'll
    have to play Riku's game and do the same - make a save room and save in it
    before confronting Ansem for the final time.  Once you've done this, load
    up Sora's game and synthesize a Bounty room.  You should find the Ultima
    Weapon, and the next Bounty rooms should yield the Lexaeus and Ansem enemy
    cards.

Q.  What's this I hear about "harvesting" Riku II?
A.  It's a discovery made by PheonixFlame2 and posted according to my clock on
    April 5, 2005, at 8:59:20 PM Eastern Standard Time on the GameFAQs message
    boards.  To reproduce his exact post:

    "This is a glitch that allows you to Harvest (as in beat continuously for
    Exp) Riku II. So here it is.

    1) Play the 100-Acre Wood world right before Riku II.
    2) Run all the way to the end of the 100-Acre wood level, WITHOUT Kuma-no
       Pu-san. (Winnie the Pooh)
    3) It'll ask you if you wish to leave the world without completing it or
       something. Say yes.
    4) Then it'll ask you if you want to Save. Say No.
    5) Go Fight Riku II.
    6) After the fight, you'll be returned right to the end exit of 100-Acre
       wood
    7) Do step 3 again, and you'll end up looping yourself and fighting Riku II
       again, but the EXP will be cumulative.

    The EXP is cumulative because a) I checked, b) I recieved the magic or
    reward card the first time and not afterwards. I only did this twice,
    because I thought the fight again was a thrid fight with Riku. After
    fighting him twice and going back, I realised it was a bug, so I shut it
    off and finished the world legit.

    However, I believe it probably can be repeated infitely (or until your
    battery runs out), if you're into amassing mass quantities of EXP.
    Afterwards, you would just, upon returning to 100-acre, finish the world
    legit, and save in the tower to keep the exp."

    Unfortunately, further testing quickly confirmed that this bug does not
    repeat indefinitely but rather only a few times.  Still, fighting Riku II
    is fairly straightforward and even a second round can yield sizable amounts
    of experience.

Q.  I have a Renowned Deck submission!  How do I send it in?
A.  I am truly sorry, but version 1.30 is likely the final clean up of the FAQ
    before I leave this document behind forever, flawed as it is.  I hope to
    inspire someone else to write his own Renowned Deck FAQ, though.

Q.  Speaking of Renowned Decks, why'd you add deck use suggestions in version
    1.20?
A.  Because after reading through the message boards, I realized that people
    were using these decks in fights that they weren't designed to handle.  One
    especially memorable case involved a certain gamer taking the Bio deck up
    against Marluxia II.  Naturally, I felt it necessary to spell out exactly
    what the deck is made for and what it isn't made for.

Q.  So just who exactly was that hooded figure who invited Sora to Castle
    Oblivion?
A.  I know but I won't say.  You'll have to play Kingdom Hearts 2 to find out.

===============================================================================
-------------------------------------------------------------------------------
CREDITS                                                         code: honorroll
-------------------------------------------------------------------------------
===============================================================================

    Let's have a big drum roll, please!  The people listed here all contributed
to this document in some shape or form.  Without their assistance, this FAQ
would not be as comprehensive or as informative as it has become today.  In
reality, this document as much their work as it is mine.  Some would search the
game for a single bit of insight; others worked tirelessly to plumb the
Internet for a piece of information; still more shared their experience freely
with the rest of us.  This FAQ belongs to all of us and if any names are absent
from it then it is my fault and mine alone.  Thank you all!

Brandon Stepler (winner of the Jiminy Cricket Conscience award):
    For incessantly nagging at me to finish this guide since I'd rashly said
    that I would, for believing that I could do it even though he never said as
    much, and for being a great former roommate who taught me almost everything
    I know about playing Super Smash Melee.  A paragraph is definitely too
    short to list all of his many contributions to my motivation.  Thanks for
    being my conscience, Brandon!

Sophia Fisher (winner of the Goofy True Friend award):
    For being a Mercutio to my Romeo, and for letting me play the original
    Kingdom Hearts on her PS2.  Also because she's a great source of motivation
    and inspiration; her shining example emphasizes that the impossible can be
    accomplished with no more than determination and hard work.  Thanks for
    being a true friend, Sophia!

PheonixFlame2:
    For discovering and posting the trick to harvest Riku II in Sora's story
    for experience.

Dave Bereya:
    Small correction to the FAQ - I had Aladdin listed as found in Halloween
    Town.  Oops.

unconventional_evolution
    For his (her?) tip on using Keyblades instead of spells to clear White
    Rooms.

GameFanNo1:
    Submission of a Renowned Deck, as well as being an excellent source of
    information about the game.

Lord Xela:
    Various tidbits of game information, such as finding keyblades and looking
    up maximum CP/AP/HP/DP values.  Also a great friend whom I've shared many
    memories with ever since meeting him on the Super Metroid board at 'FAQs,
    then migrating together to Samus.co.uk, then hanging around on #samus.co.uk
    on EsperNet IRC after the premature demise of SCU.  Look us up sometime on
    the IRC channel if you actually read this far.

Enduo_Ril:
    Noticed that Ansem's sleight is not supposed to be Rockshatter, which set
    of a chain of events ending with someone else finding it from a video from
    the Japanese Chain of Memories.

Rexy:
    For the trick to getting Premium cards back by sleighting them.

Kenjoki Ikari:
    For the tip on firing off Ragnarok early.

Ryan Dawson:
    E-mailed me with a question about Premium cards, thus reminding me that I'd
    forgotten to describe what they look like.  Oops.

Cactus:
    Reminded me that Sora has an upper limit to the number of action cards that
    he's allowed to carry.

Gemini Psychopath:
    For the trick of harvesting Barrel Spider worlds for Premium bonuses.

Dina Simmonds:
    Sent in a correction: Vexen's Freeze sleight actually inflicts damage.

Dat Squall:
    For reminding me of the way to level without using map cards.

Gray Fox:
    Gray Fox's FAQ contained a lot of the technical information that went into
    this document.  If I couldn't figure something out by myself, I referenced
    his guide for information as one of my first stops.

Overated:
    Believe me, he's underrated.  Overated's FAQ is the other document that I
    consistently checked when I failed to find something I wanted to know.  If
    only he'd finish it, it would truly rock.

SquareEnix and Jupiter:
    These two companies co-developed the game without which there would be no
    guide in the first place.  Thanks for all of the ... memories ... SquEnix
    and Jupiter.

CJayC:
    For hosting GameFAQs.com, your one-stop source for gaming information on
    the Internet.

Leo Chan:
    For hosting Neoseeker.com, a great place for just about anything related to
    computers.

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CONTACT INFORMATION                                               code: talk2me
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    My e-mail address is stephen_y_hsu@yahoo.com, just like it says on the
header.  If you contributed something but don't see your name in the credits,
please by all means send an e-mail and claim what belongs to you.  Also, if you
want to host this document on your own site, send a message my way.  Please let
me know on which site you found this document, so that I can catch people who
don't have permission to host this FAQ.

    Anybody and everybody is welcomed to contribute to this document; however,
if you want to assert a point, please back it up with evidence.
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