==============================================================================
         _   _           _              _               _
        | |_|_|         | |            | |             | |         _
        | | |_ __   __  | | __ ____    | |   __ __   __| |_  __   |_|
        |  -| |  \ /  |/  |/  |    \   |  \ /_ |__\ / _|   |/__|
        | | | | | | | | | | | | | | |  | | | __| _ | | | --|__ |   _
        |_|_|_|_|_|__ |___|___|_|_|_|  |_|_|___|___|_|  \__|___|  |_|
                  |___|
          _       _             __                            _
         | |     |_|           /  |                          |_|
       __| |  __  _ __      __| --|   ____   __ ____   __  __ _  __  __
      /  |  \|__\| |  \    /  |  _|  |    \ /_ |    \ /  |/ _| |/_ |/__|
     | --| | | _ | | | |  | | | |    | | | | __| | | | | | | | | __|__ |
     |___|_|_|___|_|_|_|  |___|_|    |_|_|_|___|_|_|_|___|_| |_|___|___|

==============================================================================
                       Kingdom Hearts: Chain of Memories
                                    by Spatvark (spatfaqs@hotmail.co.uk)
==============================================================================


                      / =============================== \
                    <          [01] Introduction          >
                      \ =============================== /

KINGDOM HEARTS: The Story So Far

On the night his island home is besieged by a mysterious storm, Sora is
whisked away to an unfamiliar burg known as Traverse Town.

There he meets Donald and Goofy and learns of the world's strange goings-on.
Donald and Goofy set off to look for their missing king, and Sora joins them
to search for his lost friends Riku and Kairi.

After a long journey that takes them across numerous worlds, Sora and friends
find Riku and the king at last. But to save all worlds, Sora must use his
Keyblade to close the door to darkness, even though Riku and the king are on
the other side.

Believing the king's parting words--that there will always be a door to the
light--Sora locks the door, and he, Donald, and Goofy set out on a new
journey.


CHAIN OF MEMORIES: Prologue

Sora, Donald and Goofy travel down a long road that meanders through endless
fields, and come to a crossroads. As Sora stands in the crossroads, he gazes
up at the night sky and thinks of his lost friends.

Just then, a mysterious man approaches from down one of the branching paths.
"Ahead lies something you need," he says, "but to claim it you must lose
something dear." When the man vanishes, only a single path remains. The path
leads to a mysterious fortress called "Castle Oblivion."

In the coming journey, what will Sora and his companions gain, and what will
they lose?

                                                            Fading memories...
                                                     reconstructed memories...
                                                                 and a dream -
                                        a dream of you in a world without you.

                                    -----

Kingdom Hearts. Disney meets Square(-Enix). In a card game... Yeah, I know,
but it turns out the game is actually really, really good. Go figure.


                      / =============================== \
                    <           [02] Disclaimer           >
                      \ =============================== /

Listen up you mangy lot, this bit is important. You are free to use this FAQ
for personal reference but if you plagiarize any sections, well... I'll have to
come up with something evil to do to you...

The only places allowed to host this FAQ are:

GameFAQS              - http://www.gamefaqs.com
Eyes on Final Fantasy - http://www.eyesonff.com

If you see it anywhere else, please contact me at: spatfaqs@hotmail.co.uk

You can also contact me with any questions that pertain to Kingdom Hearts:
Chain of Memories that AREN'T answered in this FAQ, or any corrections to
mistakes I've made (this does not include typographical errors; I'm not THAT
anal retentive about my work).

Also, do not bother to email me and ask whether you can host this FAQ on your
site, the answer is no. GameFAQs is the only place I particularly feel like
trusting, while sites that have to go soliciting for FAQs strike me as
desperate to get a reputation even a tenth of that GameFAQs has. So don't
bother, I won't even reply to your emails.


                      / =============================== \
                    <         [03] Version History        >
                      \ =============================== /

v1.00 - Finished the Reverse/Rebirth walkthrough, so I think I'm all done with
        this FAQ!

v0.80 - Forgot the FAQ section was still empty. Whoops!

v0.75 - Ugh, my hands are knackered after that. The Journals section is now
        complete. Just the Reverse/Rebirth walkthrough to go!

v0.60 - Added the Cards and Sleights sections. God I love using macros to make
        tables XD

v0.30 - Sorted out Sora's Story, and added the introduction.

v0.25 - Changed my email address and added to the disclaimer. I have actually
        finished the Sora's Story walkthrough, it's just not been added to
        this file and formatted yet. I'll get around to it soon enough.

v0.20 - Added contents, finished off the maps, and added some basic
        formatting.

v0.10 - Look, I drew maps! And wrote down the various treasures for each
        level.

v0.01 - Blank, except for the really shoddy ASCII art.


                      / =============================== \
                    <            [04] Contents            >
                      \ =============================== /

**>Introduction -------------------------------------- [01]
**>Disclaimer ---------------------------------------- [02]
**>Version History ----------------------------------- [03]
**>Contents ------------------------------------------ [04]
**>Controls ------------------------------------------ [05]
**>Walkthrough --------------------------------------- [06]
  ==>Sora's Story --------------------------------------- [06a]
    -->Floor 01 (Traverse Town) ----------------------------- [06a.01]
      >>>Guard Armor ----------------------------------------------- [06a.01a]
      >>>Axel I ---------------------------------------------------- [06a.01b]
    -->Floor 02 (Agrabah) ----------------------------------- [06a.02]
      >>>Jafar ----------------------------------------------------- [06a.02a]
    -->Floor 03 (Olympus Coliseum) -------------------------- [06a.03]
      >>>Cloud ----------------------------------------------------- [06a.03a]
      >>>Hades ----------------------------------------------------- [06a.03b]
    -->Floor 04 (Wonderland) -------------------------------- [06a.04]
      >>>Card Soldiers --------------------------------------------- [06a.04a]
      >>>Trickmaster ----------------------------------------------- [06a.04b]
    -->Floor 05 (Monstro) ----------------------------------- [06a.05]
      >>>Parasite Cage --------------------------------------------- [06a.05a]
    -->Floor 06 (Halloween Town) ---------------------------- [06a.06]
      >>>Oogie Boogie ---------------------------------------------- [06a.06a]
      >>>Larxene I ------------------------------------------------- [06a.06b]
    -->Floor 07 (Atlantica) --------------------------------- [06a.07]
      >>>Ursula ---------------------------------------------------- [06a.07a]
      >>>Riku I ---------------------------------------------------- [06a.07b]
    -->Floor 08 (Never Land) -------------------------------- [06a.08]
      >>>Hook ------------------------------------------------------ [06a.08a]
      >>>Riku II --------------------------------------------------- [06a.08b]
    -->Floor 09 (Hollow Bastion) ---------------------------- [06a.09]
      >>>Maleficent ------------------------------------------------ [06a.09a]
      >>>Vexen I --------------------------------------------------- [06a.09b]
    -->Floor 10 (Hundred Acre Wood) ------------------------- [06a.10]
    -->Floor 11 (Twilight Town) ----------------------------- [06a.11]
      >>>Vexen II -------------------------------------------------- [06a.11a]
      >>>Riku III -------------------------------------------------- [06a.11b]
    -->Floor 12 (Destiny Islands) --------------------------- [06a.12]
      >>>Darkside -------------------------------------------------- [06a.12a]
      >>>Riku IV --------------------------------------------------- [06a.12b]
      >>>Larxene II ------------------------------------------------ [06a.12c]
    -->Floor 13 (Castle Oblivion) --------------------------- [06a.13]
      >>>Axel II --------------------------------------------------- [06a.13a]
      >>>Marluxia I ------------------------------------------------ [06a.13b]
      >>>Marluxia II ----------------------------------------------- [06a.13c]
  ==>Reverse/Rebirth ------------------------------------ [06b]
    -->Basement 12 (Hollow Bastion) ------------------------- [06b.01]
      >>>Maleficent ------------------------------------------------ [06b.01a]
      >>>Ansem I --------------------------------------------------- [06b.01b]
    -->Basement 11 (Agrabah) -------------------------------- [06b.02]
      >>>Jafar ----------------------------------------------------- [06b.02a]
    -->Basement 10 (Monstro) -------------------------------- [06b.03]
      >>>Parasite Cage --------------------------------------------- [06b.03a]
      >>>Vexen ----------------------------------------------------- [06b.03b]
    -->Basement 09 (Never Land) ----------------------------- [06b.04]
      >>>Hook ------------------------------------------------------ [06b.04a]
    -->Basement 08 (Traverse Town) -------------------------- [06b.05]
      >>>Guard Armor ----------------------------------------------- [06b.05a]
      >>>Riku I ---------------------------------------------------- [06b.05b]
    -->Basement 07 (Atlantica) ------------------------------ [06b.06]
      >>>Ursula ---------------------------------------------------- [06b.06a]
    -->Basement 06 (Olympus Coliseum) ----------------------- [06b.07]
      >>>Hades ----------------------------------------------------- [06b.07a]
    -->Basement 05 (Wonderland) ----------------------------- [06b.08]
      >>>Trickmaster ----------------------------------------------- [06b.08a]
    -->Basement 04 (Halloween Town) ------------------------- [06b.09]
      >>>Oogie Boogie ---------------------------------------------- [06b.09a]
      >>>Lexaeus --------------------------------------------------- [06b.09b]
    -->Basement 03 (Destiny Islands) ------------------------ [06b.10]
      >>>Darkside -------------------------------------------------- [06b.10a]
    -->Basement 02 (Twilight Town) -------------------------- [06b.11]
      >>>Riku Replica II ------------------------------------------- [06b.11a]
    -->Basement 01 (Castle Oblivion) ------------------------ [06b.12]
      >>>Ansem II -------------------------------------------------- [06b.12a]
**>Cards --------------------------------------------- [07]
  ==>Attack --------------------------------------------- [07a]
  ==>Magic ---------------------------------------------- [07b]
  ==>Friend --------------------------------------------- [07c]
  ==>Item ----------------------------------------------- [07d]
  ==>Enemy ---------------------------------------------- [07e]
  ==>Map ------------------------------------------------ [07f]
    -->Red -------------------------------------------------- [07f.1]
    -->Green ------------------------------------------------ [07f.2]
    -->Blue ------------------------------------------------- [07f.3]
    -->Gold ------------------------------------------------- [07f.4]
**>Sleights ------------------------------------------ [08]
  ==>Attack --------------------------------------------- [08a]
  ==>Magic ---------------------------------------------- [08b]
  ==>Friend --------------------------------------------- [08c]
  ==>Riku ----------------------------------------------- [08d]
**>Journals ------------------------------------------ [09]
  ==>Jiminy's Journals ---------------------------------- [09a]
    -->Story ------------------------------------------------ [09a.1]
    -->Characters ------------------------------------------- [09a.2]
      >>>Characters I --------------------------------------------- [09a.2a]
      >>>Characters II -------------------------------------------- [09a.2b]
      >>>Heartless ------------------------------------------------ [09a.2c]
    -->Cards ------------------------------------------------ [09a.3]
  ==>D Reports ------------------------------------------ [09b]
    -->Story ------------------------------------------------ [09b.1]
    -->Characters ------------------------------------------- [09b.2]
      >>>Characters I --------------------------------------------- [09b.2a]
      >>>Characters II -------------------------------------------- [09b.2b]
      >>>Heartless ------------------------------------------------ [09b.2c]
**>FAQ ----------------------------------------------- [10]
**>Thanks -------------------------------------------- [11]
**>Legal Stuff --------------------------------------- [12]
**>Next Version -------------------------------------- [13]
**>Working On... ------------------------------------- [14]
**>Goodbye!~ ----------------------------------------- [15]


                      / =============================== \
                    <           [06] Walkthrough          >
                      \ =============================== /

                               %%%%%%%%%%%%%%%%%
                               ==SORA'S  STORY==
                               ======[06a]======
                               %%%%%%%%%%%%%%%%%


<---[06a.01] Floor 01 (Traverse Town)---------------------------->

After the opening video, Sora and friends find themselves in a strange castle.
A mysterious hooded figure appears, and basically explains the rules of the
game to them.

 \===========================/
  | Traverse Town Treasures |
 /======================================================================\
| Attack Card | Kingdom Key                                              |
|-------------|----------------------------------------------------------|
| Calm Bounty | None                                                     |
|-------------|----------------------------------------------------------|
| Hidden Room | Lionheart (Attack)                                       |
 \======================================================================/

 _____   _____   __|__
|     | |     | |     |  B = Key of Beginnings
|  8  |_|  7  |_|  9  |      (1+, KoB)
|     |T|     | |     |
|_____| |_____| |_____|  G = Key of Guidance
 _____   __|__   __|__       (3+, KoG)
|     | |     | |     |
|  6  |_|  5  | |  10 |  T = Key to Truth
|     |G|     | |     |      (Green, KtT)
|_____| |_____| |_____|
 _____   __|__   __|R_   R = Key to Rewards
|     | |     | |     |      (KtR)
|  4  |_|  3  | |  H  |
|     |B|     | |     |
|_____| |_____| |_____|
 _____   __|__
|     | |     |
|  1  |_|  2  |
|     | |     |
|_____| |_____|
   |

You really shouldn't have any trouble in Traverse Town, though I do suggest
going through all of the normal rooms first, then visiting the Key of
Beginnings room, and then going back through all the normal rooms, and then
visiting the Key of Guidance room, and so on, just to stock up on Map cards
and hopefully some Attack cards as well. Remember, try jumping and/or hitting
everything you come across.

[%%%]BOSS: Guard Armor [06a.01a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
A nice and easy boss fight to start out with. Concentrate on one piece of
armour at a time, and you'll soon whittle it down into nothing.

Trinity: (On random card break) Falls to pieces

Win: Guard Armor card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

After leaving Traverse Town, Sora meets the mysterious figure again inside
Castle Oblivion. Whilst talking, however, another man, Axel interrupts!

[%%%]BOSS: Axel I [06a.01b][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Dodge Roll through his Fire Wall sleight, or keep 0 cards handy to break his
slights. He uses his cards up quickly, so he'll need to reload his deck often,
giving you valuable uncontested attacking time.

Win: Fire card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

Defeating Axel gets us the first set of World cards; Agrabah, Halloween Town,
Monstro, Olympus Coliseum, and Wonderland.


<---[06a.02] Floor 02 (Agrabah)------------------------------------>

While you're given a selection of five different World Cards, I recommend
using them in the order this walkthrough follows. The choice is up to you, but
I like to get Omnislash as soon as possible, though I need just a bit more
beefing up before taking on Hades.

 \=====================/
  | Agrabah Treasures |
 /======================================================================\
| Attack Card | Three Wishes                                             |
|-------------|----------------------------------------------------------|
| Calm Bounty | Gravity [Magic]                                          |
|-------------|----------------------------------------------------------|
| Hidden Room | Blazing Donald [Sleight]                                 |
 \======================================================================/
         _____
        |     |
        |  H  |
        |     |
        |_____|
 _____   __|R_   __|__
|     | |     | |     |  B = Key of Beginnings
|  5  | |  6  |_|  8  |      (Green, KoB)
|     | |     | |     |
|_____| |_____| |_____|  G = Key of Guidance
 __|G_   __|__               (15, KoG)
|     | |     |
|  4  |_|  3  |          T = Key to Truth
|     | |     |              (Red, KtT)
|_____| |_____|
 _____   __|__   _____   R = Key to Rewards
|     | |     | |     |      (Blue, KtR)
|  2  |_|  1  |_|  7  |
|     |B|     |T|     |
|_____| |_____| |_____|
           |

The main thing to watch out for in Agrabah, are the Fat Bandits. The easiest
method to defeat them is to Dodge Roll through them and chain attacks into
their unprotected back. However, so long as it's not an Attack card
(Keyblade), any other form of attack will work, e.g. Fire, Cross-Slash, Goofy
Charge, etc. Also, Barrels are great fun; they often have a good amount of HP
or Moogle Points in them, or you get to duke it out with Barrel Spiders which
is always amusing.

[%%%]BOSS: Jafar [06a.02a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Ignore Jafar and aim for Iago carrying lamp. You can only reach him from a
platform that's at the maximum height. When you can't reach him, stick to
either the middle platform or the lowest one if Jafar is on the opposite side.
Whilst the fight will take a while, it shouldn't be particularly difficult.

Win: Jafar card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<---[06a.03] Floor 03 (Olympus Coliseum)--------------------------->

 \==============================/
  | Olympus Coliseum Treasures |
 /======================================================================\
| Attack Card | Olympia                                                  |
|-------------|----------------------------------------------------------|
| Calm Bounty | Blizzard Raid [Sleight]                                  |
|-------------|----------------------------------------------------------|
| Hidden Room | Metal Chocobo [Attack]                                   |
 \======================================================================/

                 __|__
                |     |
                |  9  |
                |     |
                |_____|
 _____   _____   __|__
|     | |     | |     |  B = Key of Beginnings
|  8  |_|  4  |_|  5  |      (5+, 7+, KoB)
|     |T|     | |     |
|_____| |_____| |_____|  G = Key of Guidance
 _____   __|__   __|B_       (Green, KoG)
|     | |     | |     |
|  H  |_|  3  | |  6  |  T = Key to Truth
|     |R|     | |     |      (3-, KtT)
|_____| |_____| |_____|
 _____   __|__   _____   R = Key to Rewards
|     | |     | |     |      (0 Red, KtR)
|  1  |_|  2  |_|  7  |
|     | |     |G|     |
|_____| |_____| |_____|
   |

Aside from the cards from defeating the bosses, there's not much to say about
the Olympus Coliseum.

[%%%]BOSS: Cloud [06a.03a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
This is basically a simple brawl. Dodge-roll towards where Cloud's coming from
to avoid each stroke of his Omni-Slash sleight, or preferably, just break it.

Win: Hi-Potion card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

[%%%]BOSS: Hades [06a.03b][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
This fight is also fairly simple, though it can be quite punishing. Try to
break Temper Flare sleights if you can, since it enables Hades to use stronger
attacks against you. Keeping just out of his melee range and performing hit-
and-run strikes is the best tactic.

Win: Hades card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

Ah, sweet, sweet Cloud card, how I love thee so. You want to stock at least
five of these beauties as fast as you can, for unleashing Omnislash and Cross-
Slash sleights to make all common fights a walk in the park, drastically
decreasing the difficulty of this game.


<---[06a.04] Floor 04 (Wonderland)------------------------------->

 \========================/
  | Wonderland Treasures |
 /======================================================================\
| Attack Card | Lady Luck                                                |
|-------------|----------------------------------------------------------|
| Calm Bounty | Stop [Magic]                                             |
|-------------|----------------------------------------------------------|
| Hidden Room | Stop Raid [Sleight]                                      |
 \======================================================================/

 _____   _____   _____   __|__
|     | |     | |     | |     |
|  H  | |  8  |_|  7  |_|  10 |  B = Key of Beginnings
|     | |     |T|     | |     |      (8+, KoB)
|_____| |_____| |_____| |_____|
 __|R_   _____   __|__   _____   G = Key of Guidance
|     | |     | |     | |     |      (1+, KoG)
|  9  |_|  4  |_|  3  |_|  6  |
|     | |     | |     |G|     |  T = Key to Truth
|_____| |_____| |_____| |_____|      (Red, Green, KtT)
         __|B_   __|__   _____
        |     | |     | |     |  R = Key to Rewards
        |  5  | |  2  |_|  1  |      (9 Red, 9 Green, KtR)
        |     | |     | |     |
        |_____| |_____| |_____|
                           |

The easiest of the first set of World Cards, a lot of people save this one for
last so there's no difficulty in progressing, but I like to save Monstro and
Halloween Town for last, so I can get better levelling in them using Teeming
Darkness Map cards.

[%%%]BOSS: Card Soldiers [06a.04a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Not strictly a boss fight, but it's not an ordinary battle either really. Use
the Omni-Slash sleight to take them out in groups.

Win: Card Soldier card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

[%%%]BOSS: Trickmaster [06a.04b][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Aim for the torso by using jumping attacks. The Omni-Slash sleight is awesome
here, though it should be noted Cross-Slash will miss with the second and
third hits. The Blitz sleight is also pretty useful here if you have it.

Trinity: (Hit while charging up) Table appears in middle of room. Disappears
         when Trickmaster does Slam move.

Win: Trickmaster card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<---[06a.05] Floor 05 (Monstro)---------------------------------->

 \=====================/
  | Monstro Treasures |
 /======================================================================\
| Attack Card | Wishing Star                                             |
|-------------|----------------------------------------------------------|
| Calm Bounty | Fire Raid (Sleight)                                      |
|-------------|----------------------------------------------------------|
| Hidden Room | Aqua Splash (Sleight)                                    |
 \======================================================================/

 __|__   _____
|     | |     |
|  11 |_|  10 |
|     | |     |
|_____| |_____|
 _____   __|T_   _____
|     | |     | |     |          B = Key of Beginnings
|  8  |_|  9  | |  H  |              (20, KoB)
|     | |     | |     |
|_____| |_____| |_____|          G = Key of Guidance
 __|__   _____   __|R_   _____       (0, KoG)
|     | |     | |     | |     |
|  2  |_|  3  |_|  4  |_|  5  |  T = Key to Truth
|     | |     | |     |B|     |      (Red, 5-, KtT)
|_____| |_____| |_____| |_____|
 __|__   __|__                   R = Key to Rewards
|     | |     |                      (15 Green, KtR)
|  1  |_|  6  |
|     | |     |
|_____| |_____|
   |     __|G_
        |     |
        |  7  |
        |     |
        |_____|

Monstro is good for levelling, and not much else. I'd only stick around if I
really wanted to make Sora stronger, or else I'd just plough through Monstro
as fast as possible.

[%%%]BOSS: Parasite Cage [06a.05a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
This is an irritating fight. Thankfully, it's not too long though. Not like
the next two world bosses...

Take your time in attacking, always making sure to have a platform beneath
you. Summons work excellently here since they remove Sora from the danger of
the stomach acid coating the arena floor.

Trinity: (Hit whilst mouth yawns) Allows Sora to walk on/in the stomach acid.

Win: Parasite Cage card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<---[06a.06] Floor 06 (Halloween Town)--------------------------->

 \============================/
  | Halloween Town Treasures |
 /======================================================================\
| Attack Card | Pumpkin Head                                             |
|-------------|----------------------------------------------------------|
| Calm Bounty | Gifted Miracle [Sleight]                                 |
|-------------|----------------------------------------------------------|
| Hidden Room | Gravity Raid [Sleight]                                   |
 \======================================================================/
         _____   _____
        |     | |     |
        |  5  |_|  6  |
        |     | |     |
        |_____| |_____|
 _____   __|__   __|G_           __|__
|     | |     | |     |         |     |
|  4  |_|  3  | |  7  |         |  12 |  B = Key of Beginnings
|     |B|     | |     |         |     |      (3, 4, KoB)
|_____| |_____| |_____|         |_____|
 _____   __|__   _____   _____   __|__   G = Key of Guidance
|     | |     | |     | |     | |     |      (6, 7, KoG)
|  1  |_|  2  |_|  8  |_|  9  |_|  10 |
|     | |     | |     | |     | |     |  T = Key to Truth
|_____| |_____| |_____| |_____| |_____|      (3- Red, 30 Green, KtT)
   |             __|R_           __|T_
                |     |         |     |  R = Key to Rewards
                |  H  |         |  11 |      (20 Red, KtR)
                |     |         |     |
                |_____|         |_____|

This level is pretty damn easy, none of the enemies here are especially
difficult to beat, though Gargoyles can be annoying every now and then. Also,
the Wight Knight Enemy card adds height to your jumps, which can be useful in
some boss fights, so it's worth putting extra effort into getting one.

[%%%]BOSS: Oogie Boogie [06a.06a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
In theory, this is quite an easy fight so long as you're prepared. Basically,
make every card in your deck 8, 9 or 0, and you'll cream Oogie. So, how do you
hit him? You need to Card Break Oogie's dice rolls, which are ALWAYS a value
of 7. Three breaks lowers the fence, and you can jump up to Oogie's platform
and wail on him. Wash, rinse and repeat.

Trinity: (On random die destruction) Lowers gates instantly

Win: Oogie Boogie card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

Save in the Moment's Reprieve at the end of the level before exiting Halloween
Town.

[%%%]BOSS: Larxene I [06a.06b][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
While Larxene is very fast, she's also very weak. Stock a fair few 0 cards to
break her items and her Lightning Bolt sleight, and she'll be pretty easy to
beat. Stand at about middle-range so her base attacks can't quite reach you,
but so that you're close enough to launch inwards with a chain open breaking
her.

Win: Thunder card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

Defeating Larxene nets Sora the second set of World cards; Atlantica, Hollow
Bastion, Hundred Acre Wood, and Never Land.


<---[06a.07] Floor 07 (Atlantica)-------------------------------->

 \=======================/
  | Atlantica Treasures |
 /======================================================================\
| Attack Card | Crabclaw                                                 |
|-------------|----------------------------------------------------------|
| Calm Bounty | Shock Impact [Sleight]                                   |
|             |----------------------------------------------------------|
|             | Homing Blizzara [Sleight]                                |
|-------------|----------------------------------------------------------|
| Hidden Room | Quake [Sleight]                                          |
 \======================================================================/

 __|__   _____   _____   _____   _____
|     | |     | |     | |     | |     |  B = Key of Beginnings
|  12 | |  O  | |  H  | |  6  |_|  7  |      (Red, KoB)
|     | |     | |     | |     |G|     |
|_____| |_____| |_____| |_____| |_____|  G = Key of Guidance
 __|__   __|__   __|R_   __|__   _____       (Green, KoG)
|     | |     | |     | |     | |     |
|  10 |_|  8  |_|  5  |_|  2  |_|  1  |  T = Key to Truth
|     | |     | |     | |     | |     |      (Blue, KtT)
|_____| |_____| |_____| |_____| |_____|
 __|T_   __|__   _____   __|__     |     R = Key to Rewards
|     | |     | |     | |     |              (30, KtR)
|  11 | |  9  | |  4  |_|  3  |
|     | |     | |     |B|     |          O = Optional
|_____| |_____| |_____| |_____|

Just a few notes to make for this world. Take out all of your Lightning cards
from your deck, since a lot of enemies in Atlantica will just absorb it. Also,
Ariel will only join in the Key of Guidance room. Aside from that, there's not
much point in sticking around in Atlantica.

[%%%]BOSS: Ursula [06a.07a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
The easiest boss of the second set of World card. Simply enough, just beat up
a tentacle 'til it's lowered, and then jump-attack Ursula's head to do damage.
Her only two attacks that are worrisome are the bubbles (which can confuse
Sora - that is, controls are reversed) and her lightning breath, both of which
can be dodge-rolled.

Trinity: (Random on tentacle knockdown) Lowers Ursula to enable easy hits.

Win: Ursula card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

[%%%]BOSS: Riku I [06a.07b][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
This is a ridiculously easy fight. While he's faster than you, just keep
chasing him down, and pummelling him while he reloads his deck.

Win: Aero card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<---[06a.08] Floor 08 (Never Land)------------------------------->

 \========================/
  | Never Land Treasures |
 /======================================================================\
| Attack Card | Fairy Harp                                               |
|-------------|----------------------------------------------------------|
| Calm Bounty | Teleport [Sleight]                                       |
|             |----------------------------------------------------------|
|             | Homing Fira [Sleight]                                    |
|-------------|----------------------------------------------------------|
| Hidden Room | Thunder Raid [Sleight]                                   |
 \======================================================================/

 __|__   _____   _____
|     | |     | |     |
|  12 |_|  9  |_|  10 |
|     | |     |T|     |
|_____| |_____| |_____|
 _____   __|__   _____
|     | |     | |     |  B = Key of Beginnings
|  11 |_|  8  |_|  O  |      (5, KoB)
|     | |     | |     |
|_____| |_____| |_____|  G = Key of Guidance
 __|R_   __|__   _____       (6, KoG)
|     | |     | |     |
|  H  | |  3  |_|  4  |  T = Key to Truth
|     | |     |B|     |      (30, KtT)
|_____| |_____| |_____|
 _____   __|__   _____   R = Key to Rewards
|     | |     | |     |      (15 Blue, KtR)
|  1  |_|  2  |_|  5  |
|     | |     | |     |  O = Optional
|_____| |_____| |_____|
   |     __|__   __|G_
        |     | |     |
        |  7  | |  6  |
        |     | |     |
        |_____| |_____|

This is probably the best level in the game for pumping up Sora's strength,
since almost every fight will come with a hoard of Heartless to defeat.
Secondly, Peter Pan only joins between the Key of Beginnings and Guidance
rooms, though he rejoins for the boss fight, making that span the best point
to level up. Also, Air Pirate Enemy cards prevent your Item cards from being
broken for three reloads, making it utterly awesome, allowing you to
drastically lower your deck's CP since you can take 1's instead of having to
either stock high value Item cards or using them in Sleights to stop them from
being broken.

[%%%]BOSS: Hook [06a.08a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Either Hook or Maleficent is the hardest Disney boss by a long shot. Card
Break his Rush & Present and Combo & Present sleights. You really don't want
to be on the business end of them. Use Parasite Cage's Dispel to break his
Second Chance, or you'll almost certainly come to regret it. Jafar's Attack
Bracer is a nice idea too.

Try to stick to the high-end of the deck, since it'll make evading Hook's
attacks that much easier. Keep at a distance from Hook, and he'll throw bombs
at you; as soon as he throws it, charge into him and let loose a combo, and
then retreat, all the while avoiding the bomb as it bounces around.

Win: Hook card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

[%%%]BOSS: Riku II [06a.08b][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
The only major difference between this and the last Riku fight is that he now
has his Dark Firaga sleight. Dodge-roll, card break or run around it, and it's
completely negated. Wipe the floor with him.

Win: Warpinator sleight
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<---[06a.09] Floor 09 (Hollow Bastion)--------------------------->

 \============================/
  | Hollow Bastion Treasures |
 /======================================================================\
| Attack Card | Divine Rose                                              |
|-------------|----------------------------------------------------------|
| Calm Bounty | Cross-Slash+ [Sleight]                                   |
|             |----------------------------------------------------------|
|             | Reflect Raid [Sleight]                                   |
|-------------|----------------------------------------------------------|
| Hidden Room | Mushu [Summon]                                           |
 \======================================================================/
 _____   _____   _____   _____
|     | |     | |     | |     |
|  6  |_|  5  | |  O  |_|  H  |
|     |B|     | |     |R|     |
|_____| |_____| |_____| |_____|
         __|__   __|__           B = Key of Beginnings
        |     | |     |              (Red, KoB)
        |  4  | |  O  |
        |     | |     |          G = Key of Guidance
        |_____| |_____|              (9, KoG)
 _____   __|__   __|__   __|__
|     | |     | |     | |     |  T = Key to Truth
|  11 |_|  3  |_|  7  |_|  12 |      (1, KtT)
|     |T|     | |     | |     |
|_____| |_____| |_____| |_____|  R = Key to Rewards
         __|__   __|__               (2 Blue, KtR)
        |     | |     |
        |  2  | |  8  |          O = Optional
        |     | |     |
        |_____| |_____|
         __|__   __|__   _____
        |     | |     | |     |
        |  1  | |  9  |_|  10 |
        |     | |     |G|     |
        |_____| |_____| |_____|
           |

The Wyvern Enemy card allows for three free reloads (the counter isn't
increased), which is pretty neat and useful in boss battles, so it's well
worth snatching one of. You'll also re-meet most of these enemies in the final
level, so you'll get another chance to snatch it then. Defenders are basically
the same as Fat Bandits and Large Body's, though they also have a ranged
attack which can catch you off-guard if you're not expecting it, so beware.

[%%%]BOSS: Maleficient [06a.09a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
This is a pretty nasty fight. Her head is the only weak point, so you'll
mostly have to jump-attack her. However, card breaking her will cause her to
lower her head, allowing you to throw in a chain. While Goofy and Beast can't
actually hit Maleficent, they can eliminate the flames, which might result in
a Trinity card appearing. Jafar and Wight Knight cards are pretty useful to
use in this battle as well.

Avoiding her attacks is very important. With Jafar's Attack Bracer, you can
pummel her to deny her the ability to use her Bite and Claw attacks. However,
her Stomp attack can't be stopped, so watch carefully; when she raises a paw,
jump into the air to avoid taking damage. Her final attack is breathing out
more of the Flames that slowly move towards you.

Trinity: (Random on Flame Snuff) Creates Stair Block three levels high. Each
         Stomp lowers it by one.

Win: Maleficent card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<---[06a.10] Floor 10 (Hundred Acre Wood)------------------------>

 \===============================/
  | Hundred Acre Wood Treasures |
 /======================================================================\
| Piglet      | Confuse [Sleight]                                        |
|-------------|----------------------------------------------------------|
| Balloons    | Spellbinder [Attack]                                     |
|-------------|----------------------------------------------------------|
| Hole        | Elixir [Item]                                            |
|-------------|----------------------------------------------------------|
| Tigger      | Idyll Romp [Sleight]                                     |
|-------------|----------------------------------------------------------|
| Beehive     | Bind [Sleight]                                           |
|-------------|----------------------------------------------------------|
| Rabbit      | Synchro [Sleight]                                        |
|-------------|----------------------------------------------------------|
| Stump       | Bambi [Summon]                                           |
 \======================================================================/

This section is infuriating, but can net you some sweet rewards.

First, call Pooh over to Rabbit's vegetable cart. Your position is very
important, since you need to make him climb up onto the cart itself. Once he
does, jump onto it as well, and the wheel will fall off.

Head down the level to Piglet, and get Pooh to talk to him. You'll learn the
Confuse sleight by doing this.

Further down you'll find several balloons; call Pooh over to the largest
bundle, and when he grabs it, he'll be lifted into the air. After the short
cutscene, you'll get a Spellbinder attack card.

Our fourth stop is a hole with footprints leading into it; make Pooh fall down
it and you'll get an Elixir card.

By this time, you'll probably need to feed Pooh a jar of honey to keep him
going. Once he's satisfied, talk to Eeyore, and then continue downwards until
you reach four tree stumps. Jump onto one and then call Pooh; if you manage to
make him jump from stump-to-stump going counterclockwise, you'll get the Idyll
Romp sleight.

Next, lead Pooh downwards and to the beehive; where after he has a little
trouble, you'll get the Bind sleight.

Moving further down, smash every pillar you find down into the ground. As you
move past the second batch, provided you broke Rabbit's cart, several cabbages
will start rolling down the hill towards you. Hit fourteen of them with your
Keyblade to learn the Synchro sleight.

Finally, lead Pooh to the large tree stump at the end of the level, and you'll
get the Bambi summon card.


<---[06a.11] Floor 11 (Twilight Town)---------------------------->

[%%%]BOSS: Vexen I [06a.11a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Vexen is very slow, so he's not much of a threat to you. However, his shield
prevent you from physically attacking his front, so if you want to melee, you
need to Dodge-Roll behind him and quickly attack. Fire sleights work very well
against him. His only worrying attack is the Freeze sleight; Dodge-Roll to
avoid having your feet encased in ice, preventing you from moving. If you do
get caught, mash on the jump button to break free.

Win: Mega-Ether card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

 \===========================/
  | Twilight Town Treasures |
 /======================================================================\
| Attack Card | None                                                     |
|-------------|----------------------------------------------------------|
| Calm Bounty | Firaga Break [Sleight]                                   |
|             |----------------------------------------------------------|
|             | One-Winged Angel [Attack] (Post Marluxia I fight)        |
|-------------|----------------------------------------------------------|
| Hidden Room | Warp [Sleight]                                           |
 \======================================================================/
 _____   _____
|     | |     |
|  5  |_|  4  |
|     |B|     |
|_____| |_____|
 _____   __|__   __|__
|     | |     | |     |  B = Key of Beginnings
|  H  |_|  3  |_|  6  |      (5+, 5-, Blue, KoB)
|     |R|     | |     |
|_____| |_____| |_____|  R = Key to Rewards
 _____   __|__               (8 Blue, 1 Red, 20 Green, KtR)
|     | |     |
|  1  |_|  2  |          O = Optional
|     | |     |
|_____| |_____|
   |     __|__   _____   _____
        |     | |     | |     |
        |  O  |_|  O  |_|  O  |
        |     | |     | |     |
        |_____| |_____| |_____|

Twilight Town is quite an odd one; smaller than all but the second floor, and
only having one room with a story key required. There are also no difficult
enemies (aside from the bosses) and finally, it didn't feature in the first
Kingdom Hearts game! There's no real reason to bother exploring the level, so
head straight for the Key of Beginnings room to have a rematch with...

[%%%]BOSS: Vexen II [06a.11b][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Vexen adds three more sleights to his repertoire for this battle; Iceburn,
which cna be pretty much ignored, Ice Needles, which can be outrun, and
Diamond Dust, which you really should break if you can.

He also has his enemy card in effect, which gives him half a bar of health
once he hits 0, an incredibly annoying ability, so break it with Parasite
Cage's Dispel.

Other than that, this is exactly the same fight as the first encounter.

Win: Vexen card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

[%%%]BOSS: Riku III [06a.11c][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
A bit more HP, a bit more aggressive, a bit stronger, but not really any more
dangerous. Just fight him like you have the previous two times.

Win: Mega-Potion card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<---[06a.12] Floor 12 (Destiny Islands)-------------------------->

 \=============================/
  | Destiny Islands Treasures |
 /======================================================================\
| Attack Card | None                                                     |
|-------------|----------------------------------------------------------|
| Calm Bounty | Judgment [Sleight]                                       |
|-------------|----------------------------------------------------------|
| Hidden Room | Megalixir [Item]                                         |
 \======================================================================/

 __|__   _____   _____   _____   _____
|     | |     | |     | |     | |     |
|  10 |_|  6  |_|  7  |_|  8  |_|  9  |
|     | |     | |     | |     |G|     |
|_____| |_____| |_____| |_____| |_____|
         __|__   __|R_
        |     | |     |  B = Key of Beginnings
        |  5  | |  H  |      (2, 8, KoB)
        |     | |     |
        |_____| |_____|  G = Key of Guidance
         __|__   _____       (50, KoG)
        |     | |     |
        |  3  |_|  4  |  R = Key to Rewards
        |     |B|     |      (33 Blue, 33 Green, 33 Red, KtR)
        |_____| |_____|
         __|__   _____
        |     | |     |
        |  2  |_|  1  |
        |     | |     |
        |_____| |_____|
                   |

The first thing to notice in Destiny Islands is that you won't get any Friend
cards in battle, though by this point, you should't really need them anyway.
Also, if you have a Key to Rewards card, this is the level to use it, since
the Megalixir is seven shades of awesome.

[%%%]BOSS: Darkside [06a.12a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Darkside always attacks in the same pattern, making this fight a lot easier
than it might initially seem. First, it'll smash its fist into the ground,
creating a mini-shockwave, so avoid that, and then dash in to pummel it's arm.
Then Darkside will lower its face and fire a ball of light from where its
heart should be; dodge it and then hit its lowered face a few times.

Its third attack is to smash the ground with its fist again, but this time it
splashes, forming two Shadow enemies which can't move beyond Darkside's pool.
Take advantage to pummel it some more. The fourth and final attack is
signalled by Darkside firing the ball of light into the sky, where it'll rain
down beams at you. The lower its HP, the more beams it'll fire in total, but
they only ever come one at a time, so as long as you can dodge them, you'll be
fine. Once this attack ends, Darkside will repeat the pattern from scratch.

The Wight Knight card is very useful in this battle, since it increases your
jumping height; attacking Darkside's arm does less damage than hits to its
head will.

Trinity: (Random on Smash Flotsam) Floating platform lifts you to Darkside's
         head.

Win: Darkside card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

While this level is pretty easy, including the boss, so it wouldn't be too
hard to just redo it all, I'd still recommend saving before leaving Destiny
Islands, since next we have our final battle with...

[%%%]BOSS: Riku IV [06a.12b][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Don't be fooled, this battle is insanely hard, nothing at all like the first
three encounters. With his new Dark Aura sleight (which must be broken at all
costs, or you're screwed), not to mention more than a few Elixirs, a far
stronger deck and the Shadow's Incrementor ability, Riku is a whole new
animal.

Start by using Parasite Cage's Dispel to eliminate Riku's Incrementor; he'll
Card Break you often enough even with it gone. This also serves a double
purpose; with Incrementor gone, Riku will use Dark Aura less often, a huge
bonus.

Omnislash and Judgment are both incredibly useful in this fight, since Riku
will be constantly on the move. Armed with several 0 cards as well as Cure
and/or Tinkerbell cards, break Dark Aura every time as well as his items,
unleash homing sleights while he tries to recharge, and heal whenever
possible.

Win: Riku card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

At this point, I recommend going back into the Destiny Islands level and
saving, before returning to the fallen Riku, and talking to him, since yet
another boss battle is coming right up!

[%%%]BOSS: Larxene II [06a.13b][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Larxene is a lot faster than in the first battle, which makes her hard to
handle in this rematch. However, she's weak to special attacks, which is most
definitely her undoing. Holy will beat the crap out of her, and sleights like
Judgment and Ars Arcanum whilst she's reloading her deck will pile on the
damage.

Start off by using the Hook card, to reduce the power of her thunder spells,
and then try to keep to mid-range to avoid most of her attacks, enabling you
to sneak in healing or reloads without getting caught. She rushes through her
cards at a hellacious pace, so if you can break them, she'll quickly start to
run out of cards in general, making the battle a lot easier.

Always be ready with a 0 card to break her Teleport Rush sleight, since it is
by far her most dangerous attack; it's very hard to stop, so as soon as you
see the name pop up in the corner, ready the card and use it as soon as she
initiates the sleight.

Win: Larxene card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<---[06a.13] Floor 13 (Castle Oblivion)-------------------------->

 \=============================/
  | Castle Oblivion Treasures |
 /======================================================================\
| Attack Card | None                                                     |
|-------------|----------------------------------------------------------|
| Calm Bounty | Ultima Weapon [Attack] (Defeat Marluxia I and save; Beat |
|             | Reverse/Rebirth)                                         |
|             |----------------------------------------------------------|
|             | Ansem [Enemy] (Beat Reverse/Rebirth)                     |
|             |----------------------------------------------------------|
|             | Lexaeus [Enemy] (Beat Reverse/Rebirth)                   |
|-------------|----------------------------------------------------------|
| Hidden Room | None                                                     |
 \======================================================================/

 _____   _____   _____   _____   __|__
|     | |     | |     | |     | |     |
|  14 |_|  13 |_|  15 |_|  16 |_|  17 |
|     |B|     | |     | |     | |     |
|_____| |_____| |_____| |_____| |_____|
 _____   __|__                   __|__
|     | |     |                 |     |  B = Key of Beginnings
|  11 |_|  12 |                 |  18 |      (1 Blue, 3 Red, 99, KoB)
|     | |     |                 |     |
|_____| |_____|                 |_____|
 __|__   _____   _____   _____   __|__
|     | |     | |     | |     | |     |
|  10 |_|  9  |_|  8  |_|  7  |_|  6  |
|     | |     | |     | |     | |     |
|_____| |_____| |_____| |_____| |_____|
                                 __|__
                                |     |
                                |  5  |
                                |     |
                                |_____|
         _____   _____   _____   __|__
        |     | |     | |     | |     |
        |  1  |_|  2  |_|  3  |_|  4  |
        |     | |     | |     | |     |
        |_____| |_____| |_____| |_____|
           |

Honestly, I wouldn't say that Castle Oblivion is especially difficult, but it
is large, so you can get a lot of levelling in by running laps around the
place. You're also more likely to gain Key to Rewards cards on this level than
on any other, so it's worth just repeatedly battling in here; as soon as you
get them, zip off to a level you haven't yet raided and then come back to
Castle Oblivion to get your next one.

[%%%]BOSS: Axel II [06a.13a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Use the Riku card to strengthen your fire defence, whilst enabling you to keep
cards used in sleights. Pummel Axel with as many Ice-based sleights as you
can, to greatly reduce his HP, but be on the lookoout for his Firetooth
sleight. Since it's completely unpredictable in how it moves, it's best to
Card Break it, insteal of attempting to avoid it. The Larxene card will enable
you to outrun him, which makes it useful; if equipped, make absolutely certain
to avoid/Card Break Fire Wall and Firetooth.

Win: Axel card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

[%%%]BOSS: Marluxia I [06a.13b][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
While fighting Marluxia, stick to middle range. It'll avoid his shockwave
attack, and give you enough time to Dodge Roll through his other basic moves

Marluxia's two sleights, Blossom Shower and Deathscythe, whilst both very
damaging, are also very easy to avoid. For Blossom Shower, Dodge-Roll just as
the petals start to disappear. For Deathscythe, Dodge-Roll as soon as the
energy blade appears. With those negated, there is no need to break
Marluxia's sleights, so save your 0 value cards for his normal attacks.

The Darkside card is godly in this battle, since Marluxia's enemy card is the
Double Sleight ability. Steal it quickly and then spam your physical sleights
to do humongous damage. Adding in the Maleficent card will render you insanely
powerful against this, the penultimate boss.

Win: Marluxia card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

If you're a completionist, it's very important to save into a separate slot
after defeating Marluxia the first time, so you can reload it upon clearing
Reverse/Rebirth. This will allow you access to several other cards you
couldn't get beforehand. After you're done with your preparations, return for
the final boss battle!

[%%%]BOSS: Marluxia II [06a.13c][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
This fight is absolutely infuriating. It's not that Marluxia is particularly
fast or powerful, it's just that he has so much HP and you get hardly any
opportunities to actually hit him.

Since the battle is so long, it's important to know his attacks in detail.
Whenever he releases three floating buds, Card Break their attacks to destroy
them, which will reduce the number of attacks against you, but will also
eliminate extra targets than can distract Sora from attacking Marluxia.

When he releases several blooming flowers, Card Break the attack, or they'll
rush along the ground and pummel the crap out of you. Note that you can get in
an attack on Marluxia after Card Breaking this particular attack.

Blossom Shower and Deathscythe from the previous encounter have both been
downgraded to normal attacks; dodge both of them like you did previously, and
take out the legs of Marluxia's robot to disable Deathscythe.

Once they're gone, Marluxia's robot will start to jump from side-to-side,
trying to crush you, whilst also creating a large shockwave which hits over
half of the screen; Dodge-Roll just as it's about to hit to avoid it.

After a few of those, he'll switch to fast dashes THROUGH Sora, though they
don't actually hit until the robot reaches the far side of the screen. It's
very important to Card Break this attack, since it gives you the opportunity
to jump up onto the back of the robot and pummel Marluxia. Just be sure to
have taken out all of the blossom buds, or you might wind up attacking them
instead of Marluxia.

The longer you stay on the robot's back, the harder the wind will push against
you. You need to Dodge-Roll occasionally to stay onboard, but eventually you
will be pushed off.

After that, Marluxia will use either Blossom Shower or the blooming flower
attack, before then releasing another batch of blossom buds. Once that's done,
he'll go back to jumping, starting the pattern all over again.

You'll need to bring lots of 0 cards and restorative items. Low value attack
cards aren't much good, and most sleights are useless against Marluxia, though
Omnislash and Judgment will actually hit him, so the Marluxia enemy card can
be useful to double up their usages. High value Cure cards can be used to
break his attacks and heal you up, making them incredibly useful in this
fight.

Overall, the key to this battle is to play it safe and be patient.
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


                               %%%%%%%%%%%%%%%%%
                               =REVERSE/REBIRTH=
                               ======[06b]======
                               %%%%%%%%%%%%%%%%%

Unlike in Sora's Story, you don't particularly get a tutorial in Reverse/
Rebirth, but that's alright since it's fairly uncomplicated. Each world gives
Riku a specific deck that he cannot alter; the only cards he carries between
worlds are Map and Enemy cards. 


<--[06b.01] Basement 12 (Hollow Bastion)------------------------>

 /==========================================================================\
| Soul Eaters                           | Others                             |
|---------------------------------------|------------------------------------|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | Potion (9)                         |
|---|---|---|---|---|---|---|---|---|---| Defender [Enemy]                   |
| 0 | 0 | 1 | 2 | 3 | 3 | 3 | 2 | 1 | 0 |                                    |
|----------------------------------------------------------------------------|
| Order | SE9, SE8, SE7, SE8, SE7, SE6, SE7, SE6, SE5, SE6, SE5, SE4, SE5,   |
|       | SE4, SE3, Po9                                                      |
 \==========================================================================/

         __|__
        |     |
        |  10 |
        |     |
        |_____|
         __|__   _____
        |     | |     |  B = Key of Beginnings
        |  8  |_|  9  |      (Red, KoB)
        |     |T|     |
        |_____| |_____|  G = Key of Guidance
 _____   __|__   _____       (Green, KoG)
|     | |     | |     |
|  7  |_|  6  |_|  5  |  T = Key of Truth
|     |G|     | |     |      (5+, KoT)
|_____| |_____| |_____|
         __|__   __|__   _____
        |     | |     | |     |
        |  2  |_|  3  |_|  4  |     
        |     | |     |B|     |
        |_____| |_____| |_____|
         __|__
        |     |
        |  1  |
        |     |
        |_____|
           |


[%%%]BOSS: Dragon Maleficent [06b.01a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Not an especially difficult battle, no real need for tactics. Just keep
jumping and attacking her head for a fairly quick victory.

Trinity: (Random on Flame Snuff) Creates Stair Block three levels high. Each
         Stomp lowers it by one.

Win: Dragon Maleficent card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

It bears noting what exactly the Dragon Maleficent card does: it increases
your attack damage at the sacrifice of your reload speed. But Riku doesn't
have to charge to reload his deck, so in reality, the Dragon Maleficent card
has no cost, making it invaluable throughout Reverse/Rebirth.

On leaving Hollow Bastion, your deck changes to the following:

 /==========================================================================\
| Soul Eaters                           | Others                             |
|---------------------------------------|------------------------------------|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | Hi-Potion (9)                      |
|---|---|---|---|---|---|---|---|---|---| Hi-Potion (0)                      |
| 0 | 0 | 0 | 0 | 0 | 6 | 6 | 6 | 6 | 4 |                                    |
|----------------------------------------------------------------------------|
| Order | SE8, SE8, SE8, SE7, SE7, SE7, SE6, SE6, SE6, SE9, SE9, SE9, SE6,   |
|       | SE7, SE8, SE9, SE8, SE6, SE7, SE9, SE9, SE6, SE7, SE8, HP9, HP0,   |
|       | SE0, SE0, SE0, SE0                                                 |
 \==========================================================================/

This is the deck you'll always use when fighting in the adjoining corridors of
Castle Oblivion.

[%%%]BOSS: Ansem I [06b.01a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Another easy boss fight. Use the Dragon Maleficent card at the beginning of
the battle, and then just pummel him.

Win: Dark Mode
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<--[06b.02] Basement 11 (Agrabah)------------------------------->

 /==========================================================================\
| Soul Eaters                           | Others                             |
|---------------------------------------|------------------------------------|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | Hi-Potion (7)                      |
|---|---|---|---|---|---|---|---|---|---| Fat Bandit [Enemy]                 |
| 0 | 0 | 5 | 5 | 0 | 5 | 5 | 0 | 0 | 0 |                                    |
|----------------------------------------------------------------------------|
| Order | SE7, SE6, SE4, SE3, SE7, SE6, SE4, SE3, SE7, SE6, SE4, SE3, SE7,   |
|       | SE6, SE4, SE3, SE7, SE6, SE4, SE3, HP7                             |
 \==========================================================================/

 __|__
|     |
|  7  |
|     |
|_____|
 __|__   _____
|     | |     |  B = Key of Beginnings
|  6  |_|  5  |      (3+ Red, KoB)
|     | |     |
|_____| |_____|
 __|__   __|__   _____
|     | |     | |     |
|  2  |_|  3  |_|  4  |
|     | |     |B|     |
|_____| |_____| |_____|
 __|__
|     |
|  1  |
|     |
|_____|
   |

With Dark Mode now unlocked, the shape of the game changes, the focus now
heavily upon breaking your opponent's cards. The Dark Mode Counter (below your
HP) rises by 1 each time you're hit, or by the value difference you broke your
opponent's cards by (with a maximum of 9DP per break), until it reaches 30, at
which point, Dark Mode is engaged. This enables Riku to use his Attack
Sleights; Dark Break, Dark Firaga, and Dark Aura, to devasatating effect.

When Dark Mode is initiated, the counter is changed to indicate your Dark
Points, which you can increase at Level Up. Your DP is decreased every time
you're broken or hit, and once it hits 0, Dark Mode is ended.

I recommend using this level (and the boss) to practice your card breaking
and managing your DP in Dark Mode, before continuing onwards.

[%%%]BOSS: Jafar (Genie) [06b.02b][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
This fight is a lot simpler than it's counterpart in Sora's Story, mainly
because Riku's jump is far superior, enabling him to reach Iago far more
easily. Use the Dragon Maleficent card straight away, and then let loose your
jumping combos. Or, if you want to, enter Dark Mode and use Dark Break to pogo
on Iago mercilessly.

Win: Jafar card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<--[06b.03] Basement 10 (Monstro)------------------------------->

 /==========================================================================\
| Soul Eaters                           | Others                             |
|---------------------------------------|------------------------------------|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | Search Ghost [Enemy]               |
|---|---|---|---|---|---|---|---|---|---|                                    |
| 4 | 0 | 0 | 5 | 2 | 3 | 5 | 0 | 0 | 0 |                                    |
|----------------------------------------------------------------------------|
| Order | SE7, SE5, SE4, SE1, SE7, SE5, SE4, SE1, SE7, SE6, SE4, SE1, SE7,   |
|       | SE6, SE4, SE1, SE7, SE6, SE4, SE1                                  |
 \==========================================================================/

 __|__
|     |
|  7  |  B = Key of Beginnings
|     |      (5+ Green, KoB)
|_____|
 __|__   _____   _____   _____   _____
|     | |     | |     | |     | |     |
|  2  |_|  3  |_|  4  |_|  5  |_|  6  |
|     | |     | |     | |     |B|     |
|_____| |_____| |_____| |_____| |_____|
 __|__
|     |
|  1  |
|     |
|_____|
   |

I recommend you don't use the Search Ghost card, since it decreases the amount
of experience you gain.

[%%%]BOSS: Parasite Cage [06b.03a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Yawn. Dragon Maleficent. Combo.

Trinity: (Hit whilst mouth yawns) Allows Riku to walk on/in the stomach acid.

Win: Parasite Cage card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

[%%%]BOSS: Vexen I [06b.03B][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Not an especially difficult battle, especially with the deck containing six
9's, allowing you to pull off Dark Aura for quite a bit of damage, providing
it doesn't get broken. Break Vexen's sleights with your 0's, use Parasite Cage
when he activates Auto-Life, and use Dragon Maleficent to combo him. Just
remember to get behind him to attack, so you don't waste cards upon his
shield.
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<--[06b.04] Basement 09 (Never Land)---------------------------->

 /==========================================================================\
| Soul Eaters                           | Others                             |
|---------------------------------------|------------------------------------|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | Pirate [Enemy]                     |
|---|---|---|---|---|---|---|---|---|---|                                    |
| 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |                                    |
|----------------------------------------------------------------------------|
| Order | SE7, SE6, SE5, SE4, SE3, SE2, SE1, SE0, SE1, SE2, SE3, SE4, SE5,   |
|       | SE6, SE7, SE8, SE9                                                 |
 \==========================================================================/

 _____           __|__
|     |         |     |
|  4  |         |  7  |
|     |         |     |
|_____|         |_____|
 __|B_   _____   __|__
|     | |     | |     |  B = Key of Beginnings
|  3  |_|  5  |_|  6  |     (Blue, KoB)
|     | |     | |     |
|_____| |_____| |_____|  O = Optional
 __|__   __|__   __|__
|     | |     | |     |
|  2  |_|  O  |_|  O  |
|     | |     | |     |
|_____| |_____| |_____|
 __|__
|     |
|  1  |
|     |
|_____|
   |

If you have the patience, the Pirate card can be used to just counter
everything the enemies in this world send at youm but really, it's not worth
the added risk.

[%%%]BOSS: Hook [06b.04a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Now THIS is a proper fight! Though, there are most definitely ways to be
devious about this. Start by using the Pirate card, to make all your cards
value 0, and just counter every attack he tries. When that runs out or you
reach Dark Mode, which ever comes first, stock enough cards for the Dark Break
sleight and unleash it whenever Hook recharges his deck. Switch to combo's
until Hook uses his own Pirate card, and then counter all of his attacks once
again to finish him off.

Win: Hook card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<--[06b.05] Basement 08 (Traverse Town)------------------------->

 /==========================================================================\
| Soul Eaters                           | Others                             |
|---------------------------------------|------------------------------------|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | Shadow [Enemy]                     |
|---|---|---|---|---|---|---|---|---|---|                                    |
| 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 0 | 0 |                                    |
|----------------------------------------------------------------------------|
| Order | SE4, SE5, SE6, SE7, SE8                                            |
|       |                                                                    |
 \==========================================================================/

 __|__           _____
|     |         |     |
|  9  |         |  6  |
|     |         |     |
|_____|         |_____|
 __|__   _____   __|B_
|     | |     | |     |  B = Key of Beginnings
|  8  |_|  7  |_|  5  |     (0 Red, KoB)
|     | |     | |     |
|_____| |_____| |_____|  O = Optional
 __|__   __|__   __|__
|     | |     | |     |
|  O  | |  O  | |  4  |
|     | |     | |     |
|_____| |_____| |_____|
 __|__   __|__   __|__
|     | |     | |     |
|  O  |_|  2  |_|  3  |
|     | |     | |     |
|_____| |_____| |_____|
         __|__
        |     |
        |  1  |
        |     |
        |_____|
           |

Incrementor is a nice enough ability, it's just you don't really need it at
all. And since it only lasts 2 reloads, and you have a whopping five cards in
your deck, it's rendered pretty worthless here.

[%%%]BOSS: Guard Armor [06b.05a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
This was pathetic back in Sora's Story, it's infantile now, even with your
miniscule selection of cards. Use the Dragon Maleficent card and just batter
the poor thing. If you're in Dark Mode and the Trinity drops all the parts
into a tight pile, you can try the Dark Break sleight just for a laugh, and
try to hit every piece at the same time.

Trinity: (On random card break) Falls to pieces

Win: Guard Armor card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

[%%%]BOSS: Riku Replica I [06b.05b][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Not an especially difficult battle. Use your 0's to break his Dark Firaga
sleights to build up to Dark Mode quickly, and let loose with Dark Aura to
massively grind him down. If he activates Incrementor, use Parasite Cage to
destroy it, and then use either Jafar or Dragon Maleficent to finish him off.
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]

Upon defeating the Riku Replica, Ansem will show up and give you the next set
of World Cards.


<--[06b.06] Basement 07 (Atlantica)----------------------------->

 /==========================================================================\
| Soul Eaters                           | Others                             |
|---------------------------------------|------------------------------------|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | Sea Neon [Enemy]                   |
|---|---|---|---|---|---|---|---|---|---|                                    |
| 4 | 4 | 4 | 4 | 4 | 0 | 0 | 0 | 0 | 0 |                                    |
|----------------------------------------------------------------------------|
| Order | SE5, SE5, SE5, SE5, SE4, SE4, SE4, SE4, SE3, SE3, SE3, SE3, SE2,   |
|       | SE2, SE2, SE2, SE1, SE1, SE1, SE1                                  |
 \==========================================================================/

 __|__           _____
|     |         |     |
|  10 |         |  6  |
|     |         |     |
|_____|         |_____|
 __|__   _____   __|B_
|     | |     | |     |  B = Key of Beginnings
|  9  | |  O  | |  5  |     (15 Blue, KoB)
|     | |     | |     |
|_____| |_____| |_____|  O = Optional
 __|__   __|__   __|__
|     | |     | |     |
|  8  | |  O  | |  4  |
|     | |     | |     |
|_____| |_____| |_____|
 __|__   __|__   __|__
|     | |     | |     |
|  7  |_|  2  |_|  3  |
|     | |     | |     |
|_____| |_____| |_____|
         __|__
        |     |
        |  1  |
        |     |
        |_____|
           |

The deck for Atlantica is pretty crappy, so I recommend making use of the Sea
Neon card to take a chance on randomised values. Sometimes it helps, sometimes
it just makes things worse!

[%%%]BOSS: Ursula [06b.07a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Pretty easy. Attack her tentacles, and when one's down, jump attack her head.
When you get a Trinity card, use the Dragon Maleficent card and then reload
your deck before using the Trinity, allowing you to blast away at her head.

Trinity: (Random on tentacle knockdown) Lowers Ursula to enable easy hits.

Win: Ursula card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<--[06b.07] Basement 06 (Olympus Coliseum)---------------------->

 /==========================================================================\
| Soul Eaters                           | Others                             |
|---------------------------------------|------------------------------------|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | Powerwild [Enemy]                  |
|---|---|---|---|---|---|---|---|---|---|                                    |
| 10| 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 3 |                                    |
|----------------------------------------------------------------------------|
| Order | SE1, SE2, SE3, SE4, SE5, SE6, SE7, SE8, SE9, SE1, SE1, SE1, SE1,   |
|       | SE1, SE1, SE1, SE1, SE1, SE0, SE0, SE0                             |
 \==========================================================================/

         __|__
        |     |
        |  9  |
        |     |
        |_____|
         __|__   _____
        |     | |     |  B = Key of Beginnings
        |  8  |_|  7  |      (Red, Green, KoB)
        |     | |     |
        |_____| |_____|  O = Optional
 _____   __|__   __|__   _____
|     | |     | |     | |     |
|  O  |_|  4  |_|  5  |_|  6  |
|     | |     | |     |B|     |
|_____| |_____| |_____| |_____|
 __|__   __|__
|     | |     |
|  2  |_|  3  |
|     | |     |
|_____| |_____|
 __|__
|     |
|  1  |
|     |
|_____|
   |

At first glance, this deck sucks. but look again! The Powerwild enemy card
reverses the value of all cards, so those ten 1's become ten 9's! Can I hear
you say Dark Aura? You have two choices in your tactics here; use the
Powerwild card straight away and just melee through everything, or cardbreak
to Dark Mode and THEN unleash the Powerwild card.

[%%%]BOSS: Hades [06b.07a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Use your 0's to break Hades' Temper Flare, and otherwise avoid him, until you
activate Dark Mode. Use the Powerwild card and then throw three Dark Aura's at
him. If you're lucky, you'll nail him with all three, and finish him off. If
he's still standing, use the Jafar card and pummel away to seal the victory.

Win: Hades card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<--[06b.08] Basement 05 (Wonderland)---------------------------->

 /==========================================================================\
| Soul Eaters                           | Others                             |
|---------------------------------------|------------------------------------|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | Large Body [Enemy]                 |
|---|---|---|---|---|---|---|---|---|---|                                    |
| 0 | 0 | 4 | 4 | 4 | 0 | 0 | 0 | 0 | 0 |                                    |
|----------------------------------------------------------------------------|
| Order | SE3, SE4, SE5, SE3, SE4, SE5, SE3, SE4, SE5, SE3, SE4, SE5         |
 \==========================================================================/

 _____   __|__
|     | |     |
|  7  | |  9  |
|     | |     |
|_____| |_____|
 __|B_   __|__   _____   _____
|     | |     | |     | |     |
|  6  |_|  8  |_|  O  |_|  O  |  B = Key of Beginnings
|     | |     | |     | |     |     (30 Red, KoB)
|_____| |_____| |_____| |_____|
 __|__   __|__   __|__   __|__   O = Optional
|     | |     | |     | |     |
|  5  |_|  4  |_|  3  |_|  2  |
|     | |     | |     | |     |
|_____| |_____| |_____| |_____|
                         __|__
                        |     |
                        |  1  |
                        |     |
                        |_____|
                           |

The Large Body card is most definitely useful, though it should be noted that
it doesn't seem to actually work against Creeper Plants for some reason.

[%%%]BOSS: Trickmaster [06b.08a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
No need for tactics here. Dragon Maleficent and then just spam your attack
card as it. Really pathetic.

Trinity: (Hit while charging up) Table appears in middle of room. Disappears
         when Trickmaster does Slam move.

Win: Trickmaster card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<--[06b.09] Basement 04 (Halloween Town)------------------------>

 /==========================================================================\
| Soul Eaters                           | Others                             |
|---------------------------------------|------------------------------------|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | Wight Knight [Enemy]               |
|---|---|---|---|---|---|---|---|---|---|                                    |
| 0 | 0 | 0 | 3 | 5 | 5 | 5 | 0 | 0 | 0 |                                    |
|----------------------------------------------------------------------------|
| Order | SE7, SE7, SE6, SE6, SE5, SE5, SE4, SE4, SE5, SE5, SE6, SE6, SE7,   |
|       | SE7, SE7, SE6, SE5, SE4                                            |
 \==========================================================================/

                         __|__
                        |     |
                        |  13 |
                        |     |
                        |_____|
                 _____   __|__
                |     | |     |  B = Key of Beginnings
                |  11 |_|  12 |      (4+ Blue, KoB)
                |     | |     |
                |_____| |_____|  O = Optional
         _____   __|__   __|__   _____
        |     | |     | |     | |     |
        |  9  |_|  10 | |  O  |_|  O  |
        |     | |     | |     | |     |
        |_____| |_____| |_____| |_____|
 _____   __|__   __|__   __|__   __|__
|     | |     | |     | |     | |     |
|  8  |_|  7  |_|  6  | |  3  |_|  2  |
|     |B|     | |     | |     | |     |
|_____| |_____| |_____| |_____| |_____|
                 __|__   __|__   __|__
                |     | |     | |     |
                |  5  |_|  4  | |  1  |
                |     | |     | |     |
                |_____| |_____| |_____|
                                   |

This card is completely and utterly useless. Riku's jump is already awesome,
he doesn't need it improved. Ignore this card completely.

[%%%]BOSS: Oogie Boogie [06b.09a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
This fight is a lot tougher than it was in Sora's Story. Why? Because Oogie
has only 7-value cards in his deck, and you only have five you can equal-break
with. Bugger.

Start the fight off by using the Guard Armor card to make your swing wider,
and then use your 7's to break the dice rolls, and the rest of your cards to
work on destroying the die. As soon as the gates drop, whether by Trinity or
by die, jump up to the platform and use the Dragon Maleficent card to combo
Oogie up.

Trinity: (On random die destruction) Lowers gates instantly

Win: Oogie Boogie card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


[%%%]BOSS: Lexaeus [06b.09b][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Boy does this guy hit hard, and his physical blows can actually cause you to
get stunned! As soon as the fight starts, RUN AWAY. Use your 0's to break his
Rockshatter sleights, and once you hit Dark Mode, queue up three 9's for
Dark Aura, and wait for him to start recharging his deck. Let loose with at
least one to do some serious damage to him. Keep repeating this process until
either he's dead or you don't have enough 9's; switch to Dark Firaga if the
latter is the case.

Win: Lexaeus card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<--[06b.10] Basement 03 (Destiny Islands)----------------------->

 /==========================================================================\
| Soul Eaters                           | Others                             |
|---------------------------------------|------------------------------------|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 |                                    |
|---|---|---|---|---|---|---|---|---|---|                                    |
| 1 | 3 | 2 | 2 | 2 | 2 | 2 | 1 | 0 | 4 |                                    |
|----------------------------------------------------------------------------|
| Order | SE0, SE1, SE3, SE5, SE7, SE0, SE2, SE4, SE6, SE8, SE6, SE4, SE2,   |
|       | SE0, SE7, SE5, SE3, SE2, SE0                                       |
 \==========================================================================/

                 __|__
                |     |
                |  9  |
                |     |
                |_____|
         _____   __|__   _____
        |     | |     | |     |
        |  7  |_|  8  |_|  O  |
        |     | |     | |     |
        |_____| |_____| |_____|
 _____   __|__           __|__
|     | |     |         |     |  B = Key of Beginnings
|  6  |_|  5  |         |  O  |     (7+ Green, KoB)
|     |B|     |         |     |
|_____| |_____|         |_____|  O = Optional
         __|__   _____   __|__
        |     | |     | |     |
        |  4  |_|  3  |_|  2  |
        |     | |     | |     |
        |_____| |_____| |_____|
                         __|__
                        |     |
                        |  1  |
                        |     |
                        |_____|
                           |

This is probably the hardest level of the game. Your deck is terrible and you
can't get any King Mickey cards to heal you, meaning you're in a whole world
of trouble. Your best bet is to use the Jafar card to take out the Heartless,
but leave one alive, and use the Oogie Boogie card to regen some health before
finishing off the final enemy.

[%%%]BOSS: Darkside [06b.10a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
Like the Jafar fight, way back in Basement 11, this boss is made much easier
by Riku's far superior jumping ability. Darkside fights basically the same way
as before; use your 0 cards to break its light attacks, and otherwise jump
attack its head. Once you reach Dark Mode, use the Dark Break sleights, but
only while Darkside is in the standing pose; any other and you'll miss him
with every hit. Spam Dark Break until it's dead.

Win: Darkside card
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<--[06b.11] Basement 02 (Twilight Town)------------------------->

 /==========================================================================\
| Soul Eaters                           | Others                             |
|---------------------------------------|------------------------------------|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 |                                    |
|---|---|---|---|---|---|---|---|---|---|                                    |
| 2 | 3 | 3 | 2 | 2 | 3 | 2 | 2 | 3 | 3 |                                    |
|----------------------------------------------------------------------------|
| Order | SE9, SE6, SE3, SE8, SE5, SE2, SE7, SE4, SE1, SE6, SE3, SE0, SE9,   |
|       | SE7, SE5, SE3, SE1, SE0, SE2, SE4, SE6, SE8, SE0, SE2, SE9         |
 \==========================================================================/

 _____           __|__
|     |         |     |
|  8  |         |  13 |
|     |         |     |
|_____|         |_____|
 __|G_           __|__
|     |         |     |
|  7  |         |  12 |
|     |         |     |
|_____|         |_____|
 __|__           __|__
|     |         |     |  B = Key of Beginnings
|  6  |         |  11 |      (2- Blue, KoB)
|     |         |     |
|_____|         |_____|  G = Key of Guidance
 __|__   _____   __|__       (50, KoG)
|     | |     | |     |
|  5  | |  3  | |  10 |  O = Optional
|     | |     | |     |
|_____| |_____| |_____|
 __|__   __|B_   __|__
|     | |     | |     |
|  4  |_|  2  |_|  9  |
|     | |     | |     |
|_____| |_____| |_____|
         __|__
        |     |
        |  1  |
        |     |
        |_____|
           |

This level is irritating. It's not that your cards suck, they don't, they're
just set up in such a way that your combo's end with weak numbers, which get
repeatedly broken by the large number of Air Pirates, or, well, everything
here for that matter. A general tip would be to use the Jafar card at the
beginning of every fight and trying to use your attacks on them as a group,
hitting as many with each swing as you can. And as with the Destiny Islands,
you've no King Mickey to heal you, so use the Keep Alive trick whenever you
can.

Also, as a note, the boss battle occurs in room 3, just to be clear.

[%%%]BOSS: Riku Replica II [06b.11a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
This is slightly easier than the Riku IV fight in Sora's Story, but not by a
whole lot. Use your 0's to card break the Riku Replica's Dark Aura sleights,
working your way up to Dark Mode. If it uses a Shadow card, destroy it with
the Parasite Cage card, and then get the Darkside card ready for use, as well
as all three 9's in your deck stocked up.

When the Riku Replica activates the Sleight Lock ability, use the Darkside
card to duplicate it, and then unleash Dark Aura when it tries to recharge its
deck. As the move continues, move your cursor over the deck reloader, and hit
it as soon as Dark Aura ends, rifling through your cards to get your next Dark
Aura stocked.

I recommend using normal solo hits (combo's are slow, and prone to being
broken)to wear his health down slowly, while mostly avoiding him and breaking
his own Dark Aura sleights.
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


<--[06b.12] Basement 01 (Castle Oblivion)----------------------->

 /==========================================================================\
| Soul Eaters                           | Others                             |
|---------------------------------------|------------------------------------|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | Hi-Potion (9)                      |
|---|---|---|---|---|---|---|---|---|---| Hi-Potion (0)                      |
| 0 | 0 | 0 | 0 | 0 | 6 | 6 | 6 | 6 | 4 |                                    |
|----------------------------------------------------------------------------|
| Order | SE8, SE8, SE8, SE7, SE7, SE7, SE6, SE6, SE6, SE9, SE9, SE9, SE6,   |
|       | SE7, SE8, SE9, SE8, SE6, SE7, SE9, SE9, SE6, SE7, SE8, HP9, HP0,   |
|       | SE0, SE0, SE0, SE0                                                 |
 \==========================================================================/

 __|__
|     |
|  4  |
|     |
|_____|
 __|B_
|     |
|  3  |  B = Key of Beginnings
|     |      (13, KoB)
|_____|
 __|__
|     |
|  2  |
|     |
|_____|
 __|__
|     |
|  1  |
|     |
|_____|
   |

Man, totally jipped in that last boss fight. The Riku card is awesome, and
with the six 9's in this deck, you could unleash Dark Aura nine times in one
fight. Which is probably why you didn't win it from the Riku Replica. Ah well.
We do have Hi-Potions though!

This level, as well as being short, is really quite easy as well. The only new
enemy here is the Neoshadow, which stock quite a lot of high cards, so it's
worth hunting them down first, whenever they appear. Otherwise, with your
excellent deck and King Mickey cards being available, the normal fights aren't
particularly challenging at all, though they are long and do net you a lot of
experience.

When you're ready to face Ansem, turn the room just before his into a Moment's
Reprieve, and save the game.

[%%%]BOSS: Ansem II [06b.12a][%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]
This is far from an easy battle, though in some ways it's easier than fighting
the Riku Replica the second time, or the second Marluxia in Sora's Story.
Ansem has a HUGE deck (83 cards), including two elixirs, and his own card.
It's important to use the Parasite Cage card when he engages the Sleightblind
ability, since it means you can't see him stocking cards up for his very nasty
sleights, Rockshatter and Dark Shadow (which HAS to be broken, or it doesn't
stop).

The trick to beating Ansem is to get in his face and just counter his normal
attacks, and breaking his sleights with your 0 cards. As soon as you run out
of 0's, reload the deck. The Dark Shadow sleight is just too evil to leave
unchecked.

It's important to note that the Heartless that floats behind Ansem's back will
often block attacks made upon him, especially when you either try to do a
combo or use Dark Break/Dark Aura, so don't waste your cards on such attacks.
However, once you hit Dark Mode, stand right on top of Ansem and always go for
the combo, since the cross-ups will let you often nail the full combo, all
six (or is it seven?) hits, doing massive damage. Using the Dragon Maleficent
card at this time is a pretty good idea.

Stock up the King Mickey cards that drop, and use them in groups of 3 when
Ansem reloads his deck, or if you can break a sleight of his with it; if you
don't, he'll just counter it, and the cards come infrequently enough as it is.
Also save up your Oogie Boogie card as long as you can before using it, so you
can get the most healing possible out of it.
[%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%]


                      / =============================== \
                    <             [07] Cards              >
                      \ =============================== /


<--[07a] Attack Cards------------------------------------------->

 /=====================================================================\
| Kingdom Key      | The Default weapon. Not very powerful, but         |
| [Neutral]        | reliable and easy to handle.                       |
|-----------------------------------------------------------------------|
| Strike         | D+ |               Card Break Recovery               |
| Thrust         | D+ |-------------------------------------------------|
| Combo Finish   | D+ |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | B  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | B  | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
 \=====================================================================/

 /=====================================================================\
| Three Wishes     | Obtained in Agrabah. Fairly strong with a fast     |
| [Neutral]        | swing.                                             |
|-----------------------------------------------------------------------|
| Strike         | C+ |               Card Break Recovery               |
| Thrust         | D+ |-------------------------------------------------|
| Combo Finish   | B  |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | A  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | B  | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
 \=====================================================================/

 /=====================================================================\
| Crabclaw         | Obtained in Atlantica. Easy to handle with an      |
| [Neutral]        | impressive recovery time after card breaks.        |
|-----------------------------------------------------------------------|
| Strike         | C  |               Card Break Recovery               |
| Thrust         | C  |-------------------------------------------------|
| Combo Finish   | B+ |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | B  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | A+ | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 |
 \=====================================================================/

 /=====================================================================\
| Pumpkinhead      | Obtained in Halloween Town. Easy to handle with a  |
| [Neutral]        | fast recovery after a card break.                  |
|-----------------------------------------------------------------------|
| Strike         | C+ |               Card Break Recovery               |
| Thrust         | C+ |-------------------------------------------------|
| Combo Finish   | D+ |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | B  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | A  | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
 \=====================================================================/

 /=====================================================================\
| Fairy Harp       | Obtained in Never Land. Easy to handle with a      |
| [Neutral]        | formidable speed.                                  |
|-----------------------------------------------------------------------|
| Strike         | C+ |               Card Break Recovery               |
| Thrust         | C+ |-------------------------------------------------|
| Combo Finish   | C  |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | A+ |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | B  | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 |
 \=====================================================================/

 /=====================================================================\
| Wishing Star     | Obtained in Monstro. Not very powerful, but very   |
| [Neutral]        | easy to handle.                                    |
|-----------------------------------------------------------------------|
| Strike         | C  |               Card Break Recovery               |
| Thrust         | C  |-------------------------------------------------|
| Combo Finish   | D+ |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | A  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | A  | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
 \=====================================================================/

 /=====================================================================\
| Spellbinder      | A special attack card with lightning-based         |
| [Lightning]      | attacks.                                           |
|-----------------------------------------------------------------------|
| Strike         | D+ |               Card Break Recovery               |
| Thrust         | A  |-------------------------------------------------|
| Combo Finish   | D+ |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | C  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | A  | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 |
 \=====================================================================/

 /=====================================================================\
| Metal Chocobo    | A special attack card that can break through       |
| [Neutral]        | special defences. A bit difficult to handle.       |
|-----------------------------------------------------------------------|
| Strike         | C+ |               Card Break Recovery               |
| Thrust         | C+ |-------------------------------------------------|
| Combo Finish   | B+ |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | C  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | B  | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 |
 \=====================================================================/

 /=====================================================================\
| Olympia          | Obtained in Olympus Coliseum. Powerful with a      |
| [Neutral]        | quick recovery from card breaks.                   |
|-----------------------------------------------------------------------|
| Strike         | C+ |               Card Break Recovery               |
| Thrust         | D+ |-------------------------------------------------|
| Combo Finish   | B  |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | C  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | A  | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
 \=====================================================================/

 /=====================================================================\
| Lionheart        | A special card with fire-based attacks.            |
| [Fire]           |                                                    |
|-----------------------------------------------------------------------|
| Strike         | B  |               Card Break Recovery               |
| Thrust         | B  |-------------------------------------------------|
| Combo Finish   | B  |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | D  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | A  | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 |
 \=====================================================================/

 /=====================================================================\
| Lady Luck        | Obtained in Wonderland. A balanced weapon that is  |
| [Neutral]        | easy to handle.                                    |
|-----------------------------------------------------------------------|
| Strike         | C+ |               Card Break Recovery               |
| Thrust         | C+ |-------------------------------------------------|
| Combo Finish   | D  |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | A  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | B  | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
 \=====================================================================/

 /=====================================================================\
| Divine Rose      | Obtained in Hollow Bastion. Features a powerful    |
| [Neutral]        | strike and fast swing.                             |
|-----------------------------------------------------------------------|
| Strike         | A  |               Card Break Recovery               |
| Thrust         | D+ |-------------------------------------------------|
| Combo Finish   | C  |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | A  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | C  | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 |
 \=====================================================================/

 /=====================================================================\
| Oathkeeper       | A well-balanced weapon with a VERY powerful        |
| [Neutral]        | thrust.                                            |
|-----------------------------------------------------------------------|
| Strike         | B  |               Card Break Recovery               |
| Thrust         | A+ |-------------------------------------------------|
| Combo Finish   | B+ |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | B  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | B  | 25 | 27 | 29 | 31 | 33 | 35 | 37 | 39 | 41 | 43 |
 \=====================================================================/

 /=====================================================================\
| Oblivion         | A special attack card that can break through       |
| [Neutral]        | special defences. First-Class strength.            |
|-----------------------------------------------------------------------|
| Strike         | A  |               Card Break Recovery               |
| Thrust         | A  |-------------------------------------------------|
| Combo Finish   | D  |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | C  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | A  | 25 | 27 | 29 | 31 | 33 | 35 | 37 | 39 | 41 | 43 |
 \=====================================================================/

 /=====================================================================\
| Diamond Dust     | A special attack card with ice-based attacks.      |
| [Ice]            | Powerful and the easiest to handle.                |
|-----------------------------------------------------------------------|
| Strike         | B+ |               Card Break Recovery               |
| Thrust         | B+ |-------------------------------------------------|
| Combo Finish   | B  |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | A+ |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | C  | 25 | 27 | 29 | 31 | 33 | 35 | 37 | 39 | 41 | 43 |
 \=====================================================================/

 /=====================================================================\
| One-Winged Angel | A special attack card with fire-based attacks.     |
| [Fire]           | Exceptional combo finish.                          |
|-----------------------------------------------------------------------|
| Strike         | C  |               Card Break Recovery               |
| Thrust         | C  |-------------------------------------------------|
| Combo Finish   | A+ |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | A  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | C  | 25 | 27 | 29 | 31 | 33 | 35 | 37 | 39 | 41 | 43 |
 \=====================================================================/

 /=====================================================================\
| Ultima Weapon    | The strongest attack card to be found.             |
| [Neutral]        |                                                    |
|-----------------------------------------------------------------------|
| Strike         | A+ |               Card Break Recovery               |
| Thrust         | A+ |-------------------------------------------------|
| Combo Finish   | A  |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |
| Swing Speed    | B  |----|----|----|----|----|----|----|----|----|----|
| Break Recovery | B  | 30 | 33 | 36 | 39 | 42 | 45 | 48 | 51 | 54 | 57 |
 \=====================================================================/


<--[07b] Magic Cards-------------------------------------------->

 /=======================================================================\
| Fire        | Magic that deals fire damage. Stock 2 cards for Fira and  |
| [Magic]     | 3 cards for Firaga.                                       |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  15 |  16 |  17 |  18 |  19 |  20 |  21 |  22 |  23 |  24 |
               \=========================================================/

 /=======================================================================\
| Blizzard    | Magic that deals ice damage. Stock 2 cards for Blizzara   |
| [Magic]     | and 3 cards for Blizzaga.                                 |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  15 |  16 |  17 |  18 |  19 |  20 |  21 |  22 |  23 |  24 |
               \=========================================================/

 /=======================================================================\
| Thunder     | Magic that deals lightning damage. Stock 2 cards for      |
| [Magic]     | Thundara and 3 cards for Thundaga.                        |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  15 |  16 |  17 |  18 |  19 |  20 |  21 |  22 |  23 |  24 |
               \=========================================================/

 /=======================================================================\
| Cure        | Magic that cures HP. Stock 2 cards for Cura and 3 cards   |
| [Magic]     | for Curaga.                                               |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  25 |  27 |  29 |  31 |  33 |  35 |  37 |  39 |  41 |  43 |
               \=========================================================/

 /=======================================================================\
| Gravity     | Magic that deals damage relative to the opponent's        |
| [Magic]     | remaining HP. Stock 2 cards for Gravira and 3 cards for   |
|             | Graviga.                                                  |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  20 |  22 |  24 |  26 |  28 |  30 |  32 |  34 |  36 |  38 |
               \=========================================================/

 /=======================================================================\
| Stop        | Magic that halts enemy movement for a set period of time. |
| [Magic]     | Stock 2 cards for Stopra and 3 cards for Stopga.          |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  20 |  22 |  24 |  26 |  28 |  30 |  32 |  34 |  36 |  38 |
               \=========================================================/

 /=======================================================================\
| Aero        | Magic that blows away nearby enemies and inflicts damage. |
| [Magic]     | Stock 2 cards for Aerora and 3 cards for Aeroga.          |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  20 |  22 |  24 |  26 |  28 |  30 |  32 |  34 |  36 |  38 |
               \=========================================================/

 /=======================================================================\
| Simba       | Simba lets out a mighty roar that deals damage to enemies |
| [Summon]    | in front of him. Stock more than one and his roar will    |
|             | also stun enemies.                                        |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  20 |  22 |  24 |  26 |  28 |  30 |  32 |  34 |  36 |  38 |
               \=========================================================/

 /=======================================================================\
| Dumbo       | Dumbo douses enemies with water over a set time period,   |
| [Summon]    | dealing ice damage. Stock more than one to make the       |
|             | attack last longer.                                       |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  20 |  22 |  24 |  26 |  28 |  30 |  32 |  34 |  36 |  38 |
               \=========================================================/

 /=======================================================================\
| Bambi       | Bambi bouns around and drops recovery items. Stock more   |
| [Summon]    | to boost the effect.                                      |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  20 |  22 |  24 |  26 |  28 |  30 |  32 |  34 |  36 |  38 |
               \=========================================================/

 /=======================================================================\
| Mushu       | Mushu breathes fire at the enemy, dealing fire damage.    |
| [Summon]    | Stock more than one to boost the effect and prolong the   |
|             | attack.                                                   |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  20 |  22 |  24 |  26 |  28 |  30 |  32 |  34 |  36 |  38 |
               \=========================================================/

 /=======================================================================\
| Genie       | Genie casts Thundara, Gravira, or Stopra. Stock more than |
| [Summon]    | one and the effect goes to the -ga rank.                  |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  20 |  22 |  24 |  26 |  28 |  30 |  32 |  34 |  36 |  38 |
               \=========================================================/

 /=======================================================================\
| Tinker Bell | Tinker Bell restores HP over a set period of time. Stock  |
| [Summon]    | more to boost the effect.                                 |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  20 |  22 |  24 |  26 |  28 |  30 |  32 |  34 |  36 |  38 |
               \=========================================================/

 /=======================================================================\
| Cloud       | Cloud unleashes two successful sword attacks. Stock 2 for |
| [Summon]    | Cross-Slash and 3 for Omnislash.                          |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  20 |  22 |  24 |  26 |  28 |  30 |  32 |  34 |  36 |  38 |
               \=========================================================/


<--[07c] Item Cards--------------------------------------------->

 /=======================================================================\
| Potion      | Quickly reloads attack cards with no charge time          |
|             | required. It doesn't work on cards that cannot be         |
|             | reloaded.                                                 |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  30 |  33 |  36 |  39 |  42 |  45 |  48 |  51 |  54 |  57 |
               \=========================================================/

 /=======================================================================\
| Hi-Potion   | Quickly reloads attack cards with no charge time. It also |
|             | reloads normally unreloadable cards.                      |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  40 |  44 |  48 |  52 |  56 |  60 |  64 |  68 |  72 |  76 |
               \=========================================================/

 /=======================================================================\
| Mega-Potion | Same as Hi-Potion, but also resets reload counter.        |
|             |                                                           |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  45 |  49 |  53 |  57 |  61 |  65 |  69 |  73 |  77 |  81 |
               \=========================================================/

 /=======================================================================\
| Ether       | Quickly reloads Magic/Summon cards with no charge time    |
|             | required. It does not reload normally unreloadable cards. |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  20 |  22 |  24 |  26 |  28 |  30 |  32 |  34 |  36 |  38 |
               \=========================================================/

 /=======================================================================\
| Mega-Ether  | Same as Ether, but reloads normally unreloadable M/S      |
|             | cards and resets reload counter.                          |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  35 |  38 |  41 |  44 |  47 |  50 |  53 |  56 |  59 |  62 |
               \=========================================================/

 /=======================================================================\
| Elixir      | Quickly reloads attack and magic cards, including         |
|             | unreloadable ones.                                        |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  45 |  49 |  53 |  57 |  61 |  65 |  69 |  73 |  77 |  81 |
               \=========================================================/

 /=======================================================================\
| Megalixir   | Same as Elixir, but resets reload counter.                |
|             |                                                           |
 \============|-----------------------------------------------------------|
              |                    Card Break Recovery                    |
              |-----------------------------------------------------------|
              |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  0  |
              |-----|-----|-----|-----|-----|-----|-----|-----|-----|-----|
              |  50 |  55 |  60 |  65 |  70 |  75 |  80 |  85 |  90 |  95 |
               \=========================================================/


<--[07d] Friend Cards------------------------------------------->

 /==========================================================================\
| Donald    | Donald randomly casts Fire, Blizzard, Thunder, or Cure. Stock  |
|           | more than one to power up Donald's magic.                      |
|-----------|----------------------------------------------------------------|
| Goofy     | Goofy swings his shield at the enemy. Stock more than one to   |
|           | power up Goofy's attack.                                       |
|-----------|----------------------------------------------------------------|
| Aladdin   | Aladdin swings his sword at the enemy repeately. Stock more    |
|           | than one to power up Aladdin's attack.                         |
|-----------|----------------------------------------------------------------|
| Jack      | Jack casts Fire, Blizzard, Thunder, or Gravity. Stock more     |
|           | than one to power up Jack's magic.                             |
|-----------|----------------------------------------------------------------|
| Ariel     | Ariel whirls across the field, striking many enemies. Stock    |
|           | more than one to power up Ariel's attack.                      |
|-----------|----------------------------------------------------------------|
| Peter Pan | Peter Pan attacks with his dagger. Stock more than one to      |
|           | power up Peter's attack.                                       |
|-----------|----------------------------------------------------------------|
| Beast     | The Beast mows down anyone in Sora's path. Stock more than one |
|           | to power up the Beast's attack.                                |
|-----------|----------------------------------------------------------------|
| Trinity   | Only appears in certain battles. Causes special changes to the |
|           | enemy or to the landscape. Has a set value of 0.               |
|-----------|----------------------------------------------------------------|
| The King  | The King restores HP, stuns and deals damage to all enemies,   |
|           | and reloads cards.                                             |
 \==========================================================================/


<--[07e] Enemy Cards-------------------------------------------->

 /==========================================================================\
| Shadow             | Resist | N/A                                          |
|--------------------|--------|----------------------------------------------|
| Ability            | Immune | N/A                                          |
|--------------------|--------|----------------------------------------------|
| Incrementor        | Stun   | N/A                                          |
|--------------------|--------|----------------------------------------------|
| CP | Duration      | Weak   | N/A                                          |
|----|---------------|-------------------------------------------------------|
| 25 | 2 Reloads     | Increase the value of all cards by 1                  |
 \==========================================================================/

 /==========================================================================\
| Soldier            | Resist | N/A                                          |
|--------------------|--------|----------------------------------------------|
| Ability            | Immune | N/A                                          |
|--------------------|--------|----------------------------------------------|
| Combo Plus         | Stun   | N/A                                          |
|--------------------|--------|----------------------------------------------|
| CP | Duration      | Weak   | N/A                                          |
|----|---------------|-------------------------------------------------------|
| 20 | 3 Reloads     | Add an extra hit to normal combos.                    |
 \==========================================================================/

 /==========================================================================\
| Large Body         | Resist | N/A                                          |
|--------------------|--------|----------------------------------------------|
| Ability            | Immune | N/A                                          |
|--------------------|--------|----------------------------------------------|
| Guard              | Stun   | N/A                                          |
|--------------------|--------|----------------------------------------------|
| CP | Duration      | Weak   | N/A                                          |
|----|---------------|-------------------------------------------------------|
| 40 | 1 Reload      | Deflect frontal physical attacks and completely       |
 \===================| nullify damage.                                       |
                      \=====================================================/

 /==========================================================================\
| Red Nocturne       | Resist | N/A                                          |
|--------------------|--------|----------------------------------------------|
| Ability            | Immune | N/A                                          |
|--------------------|--------|----------------------------------------------|
| Fire Boost         | Stun   | N/A                                          |
|--------------------|--------|----------------------------------------------|
| CP | Duration      | Weak   | N/A                                          |
|----|---------------|-------------------------------------------------------|
| 20 | 1 Reload      | Increase the strength of Fire abilities.              |
 \==========================================================================/

 /==========================================================================\
| Blue Rhapsody      | Resist | N/A                                          |
|--------------------|--------|----------------------------------------------|
| Ability            | Immune | N/A                                          |
|--------------------|--------|----------------------------------------------|
| Blizzard Boost     | Stun   | N/A                                          |
|--------------------|--------|----------------------------------------------|
| CP | Duration      | Weak   | N/A                                          |
|----|---------------|-----------------------------------------------------