hide results

    Ability Guide by TheKamikazeWarrior

    Version: 0.1 | Updated: 10/28/02 | Printable Version | Search This Guide

    Kingdom Hearts Ability Guide
    
    Version: 0.1
    This Faq is best viewed in Courier New Font
    
    FAQ (Copyright 2002) Written by TheKamikazeWarrior
    haohaova@yahoo.com
    
    This faq was written through the hard work of TheKamikazeWarrior 
    (A.K.A. "Me") and may NOT be altered, changed, tampered with, or 
    screwed up unless I agree, and you can't distribute this without my 
    name on this faq. This faq can be freely distributed but may NOT, do 
    you hear me, NOT sold under any circumstance! May hell freeze over or a 
    giant meteor strike the earth, you may NOT sell this guide. I hope I 
    got my point through. If you do not heed my warning, you will be cursed 
    FOREVER! Oh, yes. You will also be sued.
    
    Faq Version Updates:
    
    Version 0.1 (Submitted: 10/28/02):
    The earliest version of this Faq, this version just gives info about 
    various abilities and what they do.
    
    
    
    What's inside:
    
    1)    Introduction and Important Notices
    
    2)    Basic Q&A
    
    3)    The Basics of Ability Using
    
    4)    The Abilities, Part 1 (Support Abilities)
    
    5)    The Abilities, Part 2 (Combat Abilities)
    
    6)    The Abilities, Part 3 (Treasure Abilities)
    
    7)    The Abilities, Part 4 (Other Abilities)
    
    8)    Sora's Cheer Ability
    
    9)    Credits
    
    
    1)	Introduction and Important Notices
    
    Well, this is my very first Kingdom Hearts faq, and it describes the 
    various abilities that can be equipped to Sora and Friends throughout 
    your journey. It is also the first Kingdom Hearts Ability Faq ever 
    written and posted on Gamefaqs.com (I feel so special :)). Also, this 
    faq can currently be used only on Gamefaq.com because no one else has 
    asked for permission to place this faq on his or her site. If you ask, 
    I probably will grant you permission. If you wish to add something, 
    just e-mail it to me at haohaova@yahoo.com. If you find a mistake, 
    alert me of it and I will credit you. Thank you. And onto the faq!
    
    
    2)    Basic Q&A
    
    1q. What are Support Abilities?
    1a. Support Abilities are the ones that help you fight more efficiently 
    and defeat Heartless with less trouble.
    
    2q. What are Combat Abilities?
    2a. These are the abilities that actually do damage through a powerful 
    or powerful series of attacks. Sonic Blade is an example of an 
    offensive combat ability. Defensive attacks are also counted in this 
    group. Dodge Roll is a defensive combat ability.
    
    3q. What are Treasure Abilities?
    3a. These are the ones that help you in your quest to become rich. 
    Jackpot is a good example.
    
    4q. What are the Other Abilities?
    4a. These are Shared Abilities, and abilities Sora can't learn. Second 
    Wind is a good one and they also include the special attacks used by 
    your temporary partners', like Tarzan's Asp's Bite.
    
    5q. How do you equip abilities? In the menu, there is a bar that says 
    Abilities. Enter it and you can equip Sora's and his friends' 
    abilities. Each ability has an AP cost to equip and you can't equip 
    more than your AP number.
    
    6q. How do you beat [Insert Boss name here]?
    6a. WHAT!? This shouldn't even be here! This is an ABILITY GUIDE! Not 
    some boss guide! There are faqs for bosses out there! Go look yourself! 
    Lazy bums...
    
    
    3)    The Basics of Ability Using
    
    To use abilities, equip them! If you don't understand how to use them, 
    he following sections will explain it all. Sheesh...
    
    
    4)	The Abilities, Part 1 (The Support Abilities)
    
    These abilities will not kill enemies by themselves, but they help 
    immensely when fighting enemies as they power up Sora and Friends, even 
    some of them are infinitely better then others.
    
    Ability: Air Combo Plus
    AP Cost: 1
    Effect: Extends Air Combo by one attack. The more you equip, the more 
    the air combo is extended. Example: Two Air Combo Plus Abilities are 
    equipped. A full air combo would be five attacks. A regular Air Combo 
    (with no extension abilities equipped) would be three attacks. You can 
    get a total of two Air Combo plus abilities.
    How to get when Sword is chosen at the start: Lv.27, Lv.75
    How to get when Shield is chosen at the start: Lv.57, Lv.78
    How to get when Staff is chosen at the start: Lv.60, Lv.75
    How to get for Donald: Donald can not learn Air Combo Plus
    How to get for Goofy: Goofy can not learn Air Combo Plus
    What Temporary Partners have learned this: None
    
    Ability: Berserk
    AP Cost: 1
    Effect: When health is low, attack power is increased temporarily.
    How to get when Sword is chosen at the start: Lv.21
    How to get when Shield is chosen at the start: Lv.48
    How to get when Staff is chosen at the start: Lv.36
    How to get for Donald: Lv.10
    How to get for Goofy: Lv.54
    What Temporary Partners have learned this: Tarzan, Beast
    
    Ability: Cheer
    AP Cost: 1
    Effect: Boosts Summons' power gauge, giving them more time. The more 
    people you equip this to, the more effect it has. Each party member can 
    only learn one of these abilities.
    How to get when Sword is chosen at the start: Fulfil certain 
    requirements in The Hundred Acre Woods. Look in Section 8 for Details
    How to get when Shield is chosen at the start: Fulfil certain 
    requirements in The Hundred Acre Woods. Look in Section 8 for Details
    How to get when Staff is chosen at the start: Fulfil certain 
    requirements in The Hundred Acre Woods. Look in Section 8 for Details
    How to get for Donald: Defeat Maleficent's Human form in Hollow Bastion
    How to get for Goofy: Defeat Parasite Cage the first time in Monstro
    What Temporary Partners have learned this: Aladdin, Jack Skellington
    
    Ability: Combo Plus
    AP Cost: 1
    Effect: Extends ground combo attack by one attack. The same rules as 
    Air Combo Plus apply. You can get four of these total.
    How to get when Sword is chosen at the start: Lv.9, Lv.72, Lv.84, Lv.96
    How to get when Shield is chosen at the start: Lv.42, Lv.75, Lv.84, 
    Lv.96
    How to get when Staff is chosen at the start: Lv.66, Lv.78, Lv.84, 
    Lv.96
    How to get for Donald: Donald cannot learn Combo Plus
    How to get for Goofy: Goofy cannot learn Combo Plus
    What Temporary Partners have learned this: None
    
    Ability: Scan
    AP Cost: 1
    Effect: When Auto-Target or Lock On is on an enemy, that enemy's Health 
    Bar will be shown. Very useful.
    How to get when Sword is chosen at the start: Lv.15
    How to get when Shield is chosen at the start: Lv.12
    How to get when Staff is chosen at the start: Lv.9
    How to get for Donald: Donald cannot learn Scan.
    How to get for Goofy: Goofy cannot learn Scan
    What Temporary Partners have learned this: None
    
    Ability: MP Rage
    AP Cost: 2
    Effect: When hit, MP is recovered. The more damage you take, the more 
    MP is restored. Equip two for better effect.
    How to get when Sword is chosen at the start: Lv.57, Lv.66
    How to get when Shield is chosen at the start: Lv.36, Lv.66
    How to get when Staff is chosen at the start: Lv.33, Lv.51
    How to get for Donald: Lv.20, Lv.40
    How to get for Goofy: Lv.39, Lv.45
    What Temporary Partners have learned this: Ariel, Jack Skellington, 
    Beast
    
    Ability: Second Chance
    AP Cost: 2
    Effect: When hit, if damage is lethal, it takes HP to one instead of 
    zero. Does not protect twice in a battle. Very useful in many 
    situations, especially against Sephiroth's Heartless Angel attack.
    How to get when Sword is chosen at the start: Lv.51
    How to get when Shield is chosen at the start: Lv.18
    How to get when Staff is chosen at the start: Lv.48
    How to get for Donald: Lv.25
    How to get for Goofy: Lv.36
    What Temporary Partners have learned this: Tarzan, Beast
    
    Ability: Critical Plus
    AP Cost: 3
    Effect: Increases chances of doing Critical Damage. If you equip two, 
    odds will increase even more. Equipping three will maximize chances for 
    critical damage.
    How to get when Sword is chosen at the start: Lv.48, Lv.78, Lv.90
    How to get when Shield is chosen at the start: Lv.51, Lv.75, Lv.90
    How to get when Staff is chosen at the start: Lv.21, Lv.69, Lv.90
    How to get for Donald: Donald cannot learn Scan.
    How to get for Goofy: Goofy cannot learn Scan
    What Temporary Partners have learned this: Tarzan, Aladdin, Peter Pan, 
    Beast
    
    Ability: MP Haste
    AP Cost: 3
    Effect: Damaging enemies will recover MP faster. Quite useful in later 
    stages of the game.
    How to get when Sword is chosen at the start: Lv.45
    How to get when Shield is chosen at the start: Lv.63
    How to get when Staff is chosen at the start: Lv.15
    How to get for Donald: Lv.15
    How to get for Goofy: Lv.51
    What Temporary Partners have learned this: Ariel, Peter Pan
    
    
    5)    The Abilities, Part 2 (Combat Abilities)
    
    These are, arguably, the most useful abilities in the game. They help 
    in combat immensely, and can make all the difference in a difficult 
    boss battle. Also, Sora is the only one that can learn these abilities.
    
    Ability: Dodge Roll
    AP Cost: 1
    Effect: Press Square to roll forward, avoiding most enemy attacks aimed 
    at Sora. If Guard is equipped as well, Sora will only roll if Square is 
    pressed when Sora is moving.
    How to get when Sword is chosen at the start: Defeat Guard Armor in 
    Traverse Town
    How to get when Shield is chosen at the start: Defeat Guard Armor in 
    Traverse Town
    How to get when Staff is chosen at the start: Defeat Guard Armor in 
    Traverse Town
    How to get for Donald: Donald cannot learn Dodge Roll
    How to get for Goofy: Goofy cannot learn Dodge Roll
    What Temporary Partners have learned this: None
    
    Ability: Vortex
    AP Cost: 1
    Effect: When running at an opponent and it's in range, pressing X will 
    cause Sora to do a powerful spinning attack instead of the normal 
    running attack, a thrust.
    How to get when Sword is chosen at the start: Lv.12
    How to get when Shield is chosen at the start: Lv.45
    How to get when Staff is chosen at the start: Lv.57
    How to get for Donald: Donald cannot learn Vortex
    How to get for Goofy: Goofy cannot learn Vortex
    What Temporary Partners have learned this: None
    
    Ability: Aerial Sweep
    AP Cost: 2
    Effect: When an enemy is above Sora and X is pressed, Sora will spin up 
    into the air doing a powerful spinning attack. This attack is much more 
    powerful than the standard aerial uppercut. Quite useful.
    How to get when Sword is chosen at the start: Lv.30
    How to get when Shield is chosen at the start: Lv.60
    How to get when Staff is chosen at the start: Lv.27
    How to get for Donald: Donald cannot learn Aerial Sweep
    How to get for Goofy: Goofy cannot learn Aerial Sweep
    What Temporary Partners have learned this: None
    
    Ability: Counterattack
    AP Cost: 2
    Effect: When an attack is blocked or parried, you can quickly tap X to 
    spin at the enemy for a counterattack that can be linked into a combo. 
    If your counterattack misses or you fail to follow it up, you will need 
    to watch it because the recovery time is slow. Useful against melee 
    enemies, such as the Bandits of Agrabah or the Pirates of Neverland.
    How to get when Sword is chosen at the start: Lv.24
    How to get when Shield is chosen at the start: Lv.21
    How to get when Staff is chosen at the start: Lv.18
    How to get for Donald: Donald cannot learn Counterattack
    How to get for Goofy: Goofy cannot learn Counterattack
    What Temporary Partners have learned this: None
    
    Ability: Guard
    AP Cost: 2
    Effect: When Square is pressed, Sora will block, causing any enemies' 
    attacks to be countered if they hit when he is blocking. Quite useful. 
    If Dodge Roll is also equipped, Guard will only work if he you press 
    Square when Sora is standing still.
    How to get when Sword is chosen at the start: Lv.36
    How to get when Shield is chosen at the start: Lv.9
    How to get when Staff is chosen at the start: Lv.24
    How to get for Donald: Donald cannot learn Guard
    How to get for Goofy: Goofy cannot learn Guard
    What Temporary Partners have learned this: None
    
    Ability: Blitz
    AP Cost: 3
    Effect: If a single enemy is in the area when Sora nears the combo, 
    Sora's last slash will be a powerful jumping slash instead of his 
    spinning finisher.
    How to get when Sword is chosen at the start: Lv.15
    How to get when Shield is chosen at the start: Lv.33
    How to get when Staff is chosen at the start: Lv.63
    How to get for Donald: Donald cannot learn Blitz
    How to get for Goofy: Goofy cannot learn Blitz
    What Temporary Partners have learned this: None
    
    Ability: Sonic Blade
    AP Cost: 3
    Effect: When near or somewhat near an enemy on the ground, Sonic will 
    appear in the last box. When selected, Sora will rush forward and the 
    arrow in the command boxes will move to the first box, which now says 
    Rave. When Rave is pressed, Sora will do a follow-up slash. When Rave 
    appears again and is pressed, Sora will follow-up again. You can 
    continue to do this until the command becomes Blast. If pressed, Sora 
    will follow through with a powerful charging slash. This attack also 
    Stuns, if the enemies survive. MP Cost: 2
    How to get when Sword is chosen at the start: Talk to Cloud in the 
    Coliseum Gates after battling him and Cerberus
    How to get when Shield is chosen at the start: Talk to Cloud in the 
    Coliseum Gates after battling him and Cerberus
    How to get when Staff is chosen at the start: Talk to Cloud in the 
    Coliseum Gates after battling him and Cerberus
    How to get for Donald: Donald cannot learn Sonic Blade
    How to get for Goofy: Goofy cannot learn Sonic Blade
    What Temporary Partners have learned this: None
    
    Ability: Strike Raid
    AP Cost: 3
    Effect: When pretty far away from the enemy, the command Strike will 
    appear in the bottom box. When selected, Sora will fling his Keyblade 
    at the enemy. When it returns, Raid will appear in the top box. When 
    selected, he flings his weapon again. You can continue to do this until 
    the Judgement command appears, which is a powerful two-hand throw. MP 
    Cost: 2
    How to get when Sword is chosen at the start: Complete the Pegasus Cup
    How to get when Shield is chosen at the start: Complete the Pegasus Cup
    How to get when Staff is chosen at the start: Complete the Pegasus Cup
    How to get for Donald: Donald cannot learn Strike Raid
    How to get for Goofy: Goofy cannot learn Strike Raid
    What Temporary Partners have learned this: None
    
    Ability: Ars Arcanum
    AP Cost: 4
    Effect: When close to a ground enemy, Arcanum will appear in the last 
    box. When selected, Sora will go into a flurry of attacks. After the 
    main attacks are finished, Bash will appear. After pressing it for a 
    total of six or seven follow up attacks, Finis will appear. If selected 
    properly, Sora will end this awesome combo with a big ending slash. MP 
    Cost: 3
    How to get when Sword is chosen at the start: Defeat Captain Hook in 
    Neverland
    How to get when Shield is chosen at the start: Defeat Captain Hook in 
    Neverland
    How to get when Staff is chosen at the start: Defeat Captain Hook in 
    Neverland
    How to get for Donald: Donald cannot learn Ars Arcanum
    How to get for Goofy: Goofy cannot learn Ars Arcanum
    What Temporary Partners have learned this: None
    
    Ability: Ragnarok
    AP Cost: 4
    Effect: When close to an aerial enemy, Ragnarok will appear in the last 
    box. If selected, Sora will go into a flurry of attacks quite similar 
    to Ars Arcanum, except slightly shorter. Once he ends the combo, Impact 
    will appear. If selected, Sora will fire out many lasers from his 
    Keyblade. They will circle around and repeatedly damage opponents for a 
    few seconds. Also quite useful. MP Cost: 3
    How to get when Sword is chosen at the start: Defeat Riku2 in Hollow 
    Bastion.
    How to get when Shield is chosen at the start: Defeat Riku2 in Hollow 
    Bastion
    How to get when Staff is chosen at the start: Defeat Riku2 in Hollow 
    Bastion
    How to get for Donald: Donald cannot learn Ragnarok
    How to get for Goofy: Goofy cannot learn Ragnarok
    What Temporary Partners have learned this: None
    
    Ability: Trinity Limit
    AP Cost: 5
    Effect: When close to an enemy, the Trinity command will appear in the 
    last box. I'm not sure how to trigger Trinity if other abilities are 
    equipped. If selected, Sora will go into an impressive series of flips 
    and eventually plants his Keyblade into the ground and summons a huge 
    energy wave, crushing all enemies in the room. The more MP you have 
    remaining, the stronger the attack. With seven or eight MP, you'll 
    reduce Bosses' Health by whole bars at a time. Despite its' awesome 
    power, it takes all MP and really isn't too reliable because of that. 
    MP Cost: All MP (Sora and Friends) and requires at least 3 MP.
    How to get when Sword is chosen at the start: Finish the Hades Cup
    How to get when Shield is chosen at the start: Finish the Hades Cup 
    How to get when Staff is chosen at the start: Finish the Hades Cup 
    How to get for Donald: Donald cannot learn Trinity Limit
    How to get for Goofy: Goofy cannot learn Trinity Limit
    What Temporary Partners have learned this: None
    
    
    6)	   The Abilities, Part 3 (Treasure Abilities)
    
    This section is quite short, and describes the abilities that help you 
    reap more money and rare items. Fight on, greedy bastards! Fight on!
    
    Ability: Jackpot
    AP Cost: 2
    Effect: Enemies drop more HP and MP balls. Yay! Money! Health! What 
    else do ya need??? The more people you equip this to, the better.
    How to get when Sword is chosen at the start: Lv.63
    How to get when Shield is chosen at the start: Lv.24
    How to get when Staff is chosen at the start: Lv.53
    How to get for Donald: Lv.50
    How to get for Goofy: Lv.12
    What Temporary Partners have learned this: Aladdin, Jack Skellington, 
    Peter Pan
    
    Ability: Treasure Magnet
    AP Cost: 2
    Effect: Attract HP and MP balls from farther away. Yay! Equip two for 
    even better results. YAY!
    How to get when Sword is chosen at the start: Lv.33, Lv.60
    How to get when Shield is chosen at the start: Lv.27, Lv.39
    How to get when Staff is chosen at the start: Lv.12, Lv.30
    How to get for Donald: Lv.30, Lv.45
    How to get for Goofy: Lv.18, Lv.42
    What Temporary Partners have learned this: Aladdin, Jack Skellington, 
    Peter Pan
    
    Ability: Lucky Strike
    AP Cost: 3
    Effect: Enemies will drop rare items more often. The more party members 
    have this equipped, the more common rare items are dropped.
    How to get when Sword is chosen at the start: Lv.69
    How to get when Shield is chosen at the start: Lv.39
    How to get when Staff is chosen at the start: Lv.15
    How to get for Donald: Lv.55
    How to get for Goofy: Lv.27
    What Temporary Partners have learned this: Aladdin, Ariel, Peter Pan
    
    
    7)	   The Abilities, Part 4 (Other Abilities)
    
    This section covers all Shared Abilities and abilities that Sora can't 
    learn.
    
    Ability: High Jump
    Ability Type: Shared
    AP Cost: None
    Effect: Jumps become High flip jumps, allowing you to jump higher and 
    farther.
    How to get: Open Chest on Geppetto's ship in Monstro's Mouth. Must have 
    first defeated Parasite Cage I.
    
    Ability: Mermaid Kick
    Ability Type: Shared
    AP Cost: None
    Effect: When swimming, pressing circle allows you to swim faster and 
    more powerfully. In Atlantica, double-pressing circle allows you to 
    swim forward very fast, fast enough to swim the powerful currents 
    there.
    How to get: Defeat Ursula for the first time in Atlantica.
    
    Ability: Glide
    Ability Type: Shared
    AP Cost: None
    Effect: When in the air (and not in Neverland), hold circle to slowly 
    glide around.
    How to get: Seal the Neverland Keyhole. Peter Pan gives the ability to 
    you.
    
    Ability: Superglide
    Ability Type: Shared
    AP Cost: None
    Effect: When in the air (and not in Neverland), hold square to glide 
    around very quickly.
    How to get: Defeat Chernabog in The End of the World.
    
    Ability: Second Wind
    Ability Type: Support
    AP Cost: 3
    Effect: When KO'd, your partners will recover quickly and with full HP.
    How to get for Donald: Lv.35
    How to get for Goofy: Lv.33
    What Temporary Partners have learned this: Tarzan, Ariel, Beast
    
    Ability: MP Gift
    Ability Type: Support
    AP Cost: 3
    Effect: Give up 1 MP to give 3 MP to a friend. This is a skill unique 
    to Goofy.
    How to get for Donald: Donald cannot learn MP Gift
    How to get for Goofy: Lv.30
    What Temporary Partners have learned this: None
    
    Donald has no real unique moves, as he uses magic. Goofy, however, has 
    several.
    
    Ability: Rocket
    Ability Type: Combat
    AP Cost: 1
    Effect: Goofy charges into the air, hitting aerial enemies and doing 
    nice damage. MP Cost: 1
    What Partners have learned this: Goofy
    
    Ability: Charge
    Ability Type: Combat
    AP Cost: 2
    Effect: Goofy runs at enemies, hitting them with his shield and dealing 
    multiple hits. MP Cost: 1
    What Partners have learned this: Goofy
    
    Ability: Tornado
    Ability Type: Combat
    AP Cost: 2
    Effect: Goofy rapidly spins at enemies, dealing many hits, works on 
    ground and aerial enemies. MP Cost: 1
    What Partners have learned this: Goofy
    
    From here on, these will be specialty moves learned only be your 
    temporary partners. Sora, Donald, and Goofy can not learn these moves.
    
    First, Tarzan's moves. These will either be powerful spear attacks, or 
    defensive jungle-based moves.
    
    Ability: Asp's Bite
    Ability Type: Combat
    AP Cost: 2
    Effect: Jump at an enemy and whack them with a powerful spear blow. MP 
    Cost: 1
    What Temporary Partners have learned this: Tarzan
    
    Ability: Raging Boar
    Ability Type: Combat
    AP Cost: 2
    Effect: He rushes at the enemy swinging his spear, knocking everyone 
    that he hits away, if they survive. MP Cost: 1
    What Temporary Partners have learned this: Tarzan
    
    Ability: Healing Herb
    Ability Type: Combat
    AP Cost: 3
    Effect: He uses a healing herb on himself or his friends. This is 
    Tarzan's equivalent of Cure. MP Cost: 1
    What Temporary Partners have learned this: Tarzan
    
    Ability: Wind Armor
    Ability Type: Combat
    AP Cost: 3
    Effect: Tarzan casts a wind barrier around him or his friends. Reduces 
    damage. This is Tarzan's equivalent of Aero. MP Cost: 2
    What Temporary Partners have learned this: Tarzan
    
    Now, Aladdin's attacks. These will all be powerful sword strikes.
    
    Ability: Crescent
    Ability Type: Combat
    AP Cost: 2
    Effect: Aladdin jumps up at an aerial enemy and whacks them with a 
    powerful slash from his blade. MP Cost: 1
    What Temporary Partners have learned this: Aladdin
    
    Ability: Sandstorm
    Ability Type: Combat
    AP Cost: 2
    Effect: Aladdin runs at the enemies while slashing repeatedly. Damaging 
    and effective. MP Cost: 1
    What Temporary Partners have learned this: Aladdin
    
    Now, Ariel. One of these is a flashy torpedo move, while the others are 
    Potion-moves that don't take up potions and can heal, protect, and 
    damage.
    
    Ability: Spiral Wave
    Ability Type: Combat
    AP Cost: 1
    Effect: Ariel spins at the enemies like a torpedo, inflicting many 
    hits. MP Cost: 1
    What Temporary Partners have learned this: Ariel
    
    Ability: Aero Potion
    Ability Type: Combat
    AP Cost: 3
    Effect: Ariel throws a potion on herself or her friends, casting Aero 
    on that person. Does not seem to use a potion from her inventory and 
    does not heal. MP Cost: 2
    What Temporary Partners have learned this: Ariel
    
    Ability: Cure Potion
    Ability Type: Combat
    AP Cost: 3
    Effect: Ummm...I think this is basically a normal potion, except it 
    doesn't use on of Ariel's potions. MP Cost: 1
    What Temporary Partners have learned this: Ariel
    
    Ability: Thunder Potion
    Ability Type: Combat
    AP Cost: 3
    Effect: Ariel throws a potion above her, releasing bolts of Thunder 
    around her. Doesn't use a potion from her inventory and doesn't cure. 
    MP Cost: 1
    What Temporary Partners have learned this: Ariel
    
    Jack Skellington is a very effective fighter and his moves show it. 
    These are all attack maneuvers that do a great job of beating down the 
    Halloween Town Heartless.
    
    Ability: Applause!
    Ability Type: Combat
    AP Cost: 1
    Effect: Jack slides at the enemies, doing good damage. Pretty useful 
    and amusing to watch. MP Cost: 1
    What Temporary Partners have learned this: Jack Skellington
    
    Ability: Blazing Fury
    Ability Type: Combat
    AP Cost: 2
    Effect: Jack shoots a fireball at the enemies. Equivalent of Fira. MP 
    Cost: Zero to One (Doesn't always reduce MP)
    What Temporary Partners have learned this: Jack Skellington
    
    Ability: Icy Terror
    Ability Type: Combat
    AP Cost: 2
    Effect: Jack fires ice crystals at the enemies. Equivalent of Blizzara. 
    MP Cost: Zero to One (Doesn't always reduce MP)
    What Temporary Partners have learned this: Jack Skellington
    
    Ability: Bolts of Sorrow
    Ability Type: Combat
    AP Cost: 3
    Effect: Jack summons bolts of lighting down to hit enemies. Equivalent 
    of Thundara. MP Cost: 1
    What Temporary Partners have learned this: Jack Skellington
    
    Ability: Ghostly Scream
    Ability Type: Combat
    AP Cost: 3
    Effect: Jack summons dark spheres down to crush opponents. Equivalent 
    of Gravity. MP Cost: 1
    What Temporary Partners have learned this: Jack Skellington
    
    Peter Pan is on no account strong, but he is fast and takes few hits. 
    His moves range from quick assaults to strong defense moves.
    
    Ability: Hummingbird
    Ability Type: Combat
    AP Cost: 2
    Effect: Peter files at opponents like a torpedo and deals multiple 
    hits. Very similar to Ariel's Spiral Wave. MP Cost: 1
    What Temporary Partners have learned this: Peter Pan
    
    Ability: Storm's Eye
    Ability Type: Combat
    AP Cost: 3
    Effect: Peter casts a cloak of air around him or one of his friends. 
    Equivalent to Aero. MP Cost: 2
    What Temporary Partners have learned this: Peter Pan
    
    Ability: Time-Out
    Ability Type: Combat
    AP Cost: 4
    Effect: Peter freezes enemies in their tracks, halting them. Equivalent 
    to Stopra. MP Cost: 2
    What Temporary Partners have learned this: Peter Pan
    
    Beast has godly strength and can take down most enemies in one to three 
    hits. His moves are powerful and do great damage.
    
    Ability: Ferocious Lunge
    Ability Type: Combat
    AP Cost: 2
    Effect: Beast charges forward, dealing massive damage to any enemy he 
    hits. MP Cost: 1
    What Temporary Partners have learned this: Beast
    
    Ability: Furious Bellow
    Ability Type: Combat
    AP Cost: 3
    Effect: Beast roars, knocking away and dealing huge damage to any enemy 
    near him. MP Cost: 1
    What Temporary Partners have learned this: Beast
    
    
    8)    Sora's Cheer Ability
    
    To get Sora's Cheer Ability, you must romp around in The Hundred Acre 
    Woods. You have to fulfill certain requirements in the mini-games.
    
    Pooh's Hunny Tree- MORE than 100 licks (100 won't cut it)
    To do this, stay where Sora starts. When bees appear, target them and 
    wait. When they comes near, tap X once. Do not move the left analog 
    stick. If done right, Sora will jump, slash the bees, and the force of 
    the attack on the bees will cause Sora to pop up again onto the same 
    branch or he will jump automatically onto another. Every group of bees 
    you swat earns you five to ten licks, while Pooh is safe stuffing his 
    face behind you. Not too hard.
    
    My Record List:
    1.	298 Licks
    2.	287 Licks
    3.	256 Licks
    4.	255 Licks
    5.	243 Licks
    
    Block Tigger!- At least 150 points
    This is rather difficult. If rush appears, use it, but don't depend on 
    it. After each block, return to the middle of the two rows to stop him 
    easier. Run manually to him, and use rush if able, but it didn't help 
    me much.
    
    My Record List:
    1.	270 Points
    2.	240 Points
    3.	210 Points
    4.	195 Points
    5.	182 Points
    
    Pooh Swing- At least 40 yards
    To get him past 40, just press R1 when Owl lowers his wings. When he 
    LOWERS them. You should press R1 when they almost come down to his 
    sides. This isn't too hard to do.
    
    Tigger's Giant Pot- Less than 30 seconds
    The higher you are when you hit the nut, the better. Longer Keyblades 
    are good here! Pumpkinhead and Metal Chocobo are good to use. Before 
    the nut comes out, move to the back of the stump, so you have some room 
    for error. When the nut flies out, target it, jump, and slash it when 
    it's as high as possible. Repeat. The first nut is usually worth seven 
    points at most, and the next can be worth almost anything.
    
    My Record List:
    1.	0'9"16
    2.	0'10"56
    3.	0'10"72
    4.	0'11"13
    5. 0'13"34
    
    Pooh's Friend Hunt: Less than five minutes
    This is the simplest one of all. First, run around the bush to a tree 
    root where Roo is jumping on top. Hit the root a few times to make Roo 
    jump off. Speak to him. Then run under the log to the three holes and 
    talk to Rabbit when he comes outta one of them. Then jump over the well 
    to float upwards and stand on the end of the log. When Tigger jumps 
    near you, talk to him to send him to the bush. Now go back to where you 
    spoke to Tigger and walk across the log. Jump onto the next level and 
    walk across this level and wait near the shrubbery on the other side of 
    the tree. Owl will land eventually and you can talk to him. Now comes 
    the semi-tricky part. Lock onto Pooh and lead him to the blue flowers. 
    He will float up. Then jump up onto the well to rise to his level. Then 
    target the inside of the log and fire the cobwebs inside. Then target 
    the beehive above the log and fire that down too. Walk across the log 
    and lock on to Pooh, who will walk through the log. Walk to the next 
    set of blue flowers to float Pooh up. Then jump to his level. Lock onto 
    his and lead him to the hole in the tree. Piglet will talk to Pooh and 
    then appear on the bottom level. Jump down and talk to him, ending the 
    mini-game.
    
    My Record List:
    1.	2'04"67
    2.	2'07"23
    3.	2'12"40
    4.	2'26"81
    5.	2'31"46
    
    
    9)	   Credits
    
    Ok here we go...
    
    Squaresoft- Awesome game! This fully lives up to their standards as 
    being a producer of top notch games.
    
    Disney- Well...I guess they had to do something...oh yeah, they 
    provided the voiceovers...good enough for me!
    
    Jimmy- Ummm...why is he here?
    
    Me- I wrote this! Duh!!! Don't try to steal my work!
    
    You- You're reading this...right? RIGHT?
    
    END OF FAQ