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

Version 2.5

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

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

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

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

Ownership, Borrowing Info, Contributing, etc.:

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

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

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

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

Permission, Posting, etc.:

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

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

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

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

Mailing, Inquires, etc.:

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

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

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

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

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

##. Section                       [Key] Status                        Updated?

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You go inside and...

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

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

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

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

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

Another one for Sora. We gotta fight Cloud now.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

And here we go again...

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You know the routine...

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

And you get some more shots, etcetera...

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

Now you can get Sora's Ultima Weapon card. Simply load a data from Sora and
go to a Moogle Shop. You should get one eventually.
_______________________________________________________________________________
---------------------------------06. Card List---------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
All cards are alphabetically ordered.
_______________________________________________________________________________
[061]-------------------------06.01. Attack Cards------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Crabclaw:
 Strike: C                     Obtained in Atlantica.
 Thrust: C                     Easy to handle with an
 Combo Finish: B+              impressive recovery
 Swing Speed: B                time after card breaks.
 Element: Physical
 Break Recovery: Star
 Required CP: B
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Diamond Dust: (Thanks to Jesse James)
 Strike: B+
 Thrust: B+                     A special attack card 
 Combo Finish: V                with Ice based attacks.
 Swing Speed: Star              Powerful and the easiest
 Element: Ice                   to handle.
 Break Recovery: Star
 Required CP: C
CP Usage: ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Divine Rose: (Thanks to Lorinan Rivendale. I kinda forgot to note this down...)
 Strike: A                     Obtained in Hollow 
 Thrust: D+                    Bastion. Features a
 Combo Finish: C               powerful strike and
 Swing Speed: A                fast swing.
 Element: Physical
 Break Recovery: C
 Required CP: B
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fairy Harp:
 Strike: C+                    Obtained in Never Land.
 Thrust: C+                    Easy to handle with a
 Combo Finish: C               formidable swing speed.
 Swing Speed: Star
 Element: Physical
 Break Recovery: B
 Required CP: B
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kingdom Key: 
 Strike: D+                    The default weapon. 
 Thrust: D+                    Not very powerful, but 
 Combo Finish: D+              reliable and easy to
 Swing Speed: B                handle. 
 Element: Physical
 Break Recovery: B
 Required CP: Star
CP Usage: Lv0: 19     Lv4: 14     Lv8: 18
          Lv1: 10     Lv5: 15     Lv9: 19
          Lv2: 11     Lv6: 16
          Lv3: 13     Lv7: 17
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lady Luck:
 Strike: C+                    Obtained in Wonderland.
 Thrust: C+                    A balanced weapon 
 Combo Finish: D               that is easy to handle.
 Swing Speed: A
 Element: Physical
 Break Recovery: B
 Required CP: A
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lionheart:
 Strike: B                     A special attack card
 Thrust: B                     with fire-based
 Combo Finish: B               attacks.
 Swing Speed: D
 Element: Fire
 Break Recovery: A
 Required CP: B
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Metal Chocobo:
 Strike: C+                    A special attack card
 Thrust: C+                    that can break through
 Combo Finish: B+              physical defenses. A
 Swing Speed: C                bit difficult to handle.
 Element: Neutral
 Break Recovery: B
 Required CP: B
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Oathkeeper:
 Strike: B                     A well-balanced 
 Thrust: Star                  weapon with a very
 Combo Finish: B+              powerful thrust.
 Swing Speed: B
 Element: Physical
 Break Recovery: B
 Required CP: C
CP Usage: Lv0: 43     Lv4: 31     Lv8: 39
          Lv1: 25     Lv5: 33     Lv9: 41
          Lv2: 27     Lv6: 35
          Lv3: 29     Lv7: 37
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Oblivion: 
 Strike: A                     A special attack card
 Thrust: A                     that can break through
 Combo Finish: D               physical defenses.
 Swing Speed: C                First-class strength.
 Element: Neutral
 Break Recovery: A
 Required CP: C
CP Usage: Lv0: 43     Lv4: 31     Lv8: 39
          Lv1: 25     Lv5: 33     Lv9: 41
          Lv2: 27     Lv6: 35
          Lv3: 29     Lv7: 37
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Olympia: 
 Strike: C+                    Obtained in Olympus 
 Thrust: D+                    Coliseum. Powerful with
 Combo Finish: B               a quick recovery after
 Swing Speed: C                card breaks.
 Element: Physical
 Break Recovery: A
 Required CP: A
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
One-Winged Angel:
 Strike: C                     A special attack card
 Thrust: C                     with fire-based 
 Combo Finish: Star            attacks. Exceptional
 Swing Speed: A                combo finish.
 Element: Fire
 Break Recovery: C
 Required CP: C
CP Usage: Lv0: 43     Lv4: 31     Lv8: 39
          Lv1: 25     Lv5: 33     Lv9: 41
          Lv2: 27     Lv6: 35
          Lv3: 29     Lv7: 37
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pumpkinhead:
 Strike: C+                    Obtained in Halloween
 Thrust: C+                    Town. Easy to handle 
 Combo Finish: D+              with a fast recovery 
 Swing Speed: B                after a card break.
 Element: Physical
 Break Recovery: A
 Required CP: A
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23	
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spellbinder:
 Strike: D+                    A special attack card
 Thrust: A                     with lightning-based
 Combo Finish: D+              attacks.
 Swing Speed: C
 Element: Lightning
 Break Recovery: A
 Required CP: B
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Three Wishes:
 Strike: C+                    Obtained in Agrabah.
 Thrust: D+                    Fairly strong with a
 Combo Finish: B               fast swing.
 Swing Speed: A
 Element: Physical
 Break Recovery: B
 Required CP: A
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ultima Weapon: (Thanks to Jesse James)
 Strike: Star
 Thrust: Star                  The strongest attack
 Combo Finish: A               card to be found.
 Swing Speed: B
 Element: Physical
 Break Recovery: B
 Required CP: D
CP Usage: ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wishing Star:
 Strike: C                     Obtained in Monstro.
 Thrust: C                     Not very powerful, but
 Combo Finish: D+              very easy to handle.
 Swing Speed: A
 Element: Physical
 Break Recovery: A
 Required CP: A
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
_______________________________________________________________________________
[062]-------------------------06.02. Magic Cards-------------------------------
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Aero: 
 Magic that blows away nearby enemies and inflicts damage. Stock 2 cards for
  Aerora and 3 cards for Aeroga.
 Affects the surrounding area from Sora, the higher the level, the more it
  affects. Also blows away enemies that got caught in the spell.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bambi: 
 Bambi bounds around and drops recovery items. Stock more than one to boost
  the effect.
 Description says it all. Just another way of recovering.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blizzard: 
 Magic that deals ice damage. Stock 2 cards for Blizzara and 3 cards for
  Blizzaga.
 Sora creates an ice crystal ahead of him, hurting whatever was in range.
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cloud:
 Cloud unleashes two successive sword attacks. Stock 3 cards to use Omnislash.
 One card equals to two hits exactly where you summon him; 2 cards will be 3
  hits in the place you summon him, and 3 cards are for 3 hits to random 
  enemies.
CP Usage: Lv0: 43     Lv4: 31     Lv8: 39
          Lv1: 25     Lv5: 33     Lv9: 41
          Lv2: 27     Lv6: 35
          Lv3: 29     Lv7: 37
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cure:
 Magic that restores HP. Stock 2 cards for Cura and 3 cards for Curaga.
 Sora heals his own HP.
CP Usage: Lv0: 43     Lv4: 31     Lv8: 39
          Lv1: 25     Lv5: 33     Lv9: 41
          Lv2: 27     Lv6: 35
          Lv3: 29     Lv7: 37
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dumbo: 
 Dumbo douses enemies with water over a set time period, dealing ice damage. 
  Stock more than one to prolong the attack.
 Affects area in front, and the time of summoning depends on the cards used.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fire: 
 Magic that deals fire damage. Stock 2 cards for Fira and 3 cards for Firaga.
 Sora sends a fireball in a straight line. You can move it into air by pressing
  up on the pad.
CP Usage: Lv0: 24     Lv4: 18     Lv8: 22
          Lv1: 15     Lv5: 19     Lv9: 23
          Lv2: 16     Lv6: 20
          Lv3: 17     Lv7: 21
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Genie:
 Genie casts Thundara, Gravira, or Stopra. Stock more than one and Genie will
  cast multiple spells.
 Genie casts a spell per card used. So stock 3, and you get 3 spells casted.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gravity:
 Magic that deals damage relative to the enemy's remaining HP. Stock 2 cards
  for Gravira and 3 cards for Graviga.
 I believe it takes out half of the HP remaining of the enemy, and of course,
  it doesn't works with bosses.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mushu: 
 Mushu breathes fire at the enemy, dealing fire damage. Stock more than one to
  prolong the attack.
 Mushu appears above Sora and lets out fireballs in the direction you are 
  facing, and in a straight line.
CP Usage: Lv0: 43     Lv4: 31     Lv8: 39
          Lv1: 25     Lv5: 33     Lv9: 41
          Lv2: 27     Lv6: 35
          Lv3: 29     Lv7: 37
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stop:
 Magic that halts enemy movement for a set time period. Stock 3 cards for
  Stopra and 3 cards for Stopga.
 The targetted enemy will remain frozen in time for a few moments.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Simba:
 Simba lets out a mighty roar that deals damage to enemies in front of him. 
  Stock more than one and his roar will also stun enemies.
 Only affects the enemies ahead, and Simba appears where Sora was at the time
  of summoning. Stun time depends on if you stocked just one or two more.
CP Usage: Lv0: 38     Lv4: 26     Lv8: 34
          Lv1: 20     Lv5: 28     Lv9: 36
          Lv2: 22     Lv6: 30
          Lv3: 24     Lv7: 32
~~~~~~~~~~~~~~~~~~~~~~