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    Missable Guide by Falconesque

    Version: 1.3 | Updated: 08/12/15 | Printable Version | Search This Guide

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    KINGDOM HEARTS
    North American Release
    PlayStation 2
    
    MISSABLE GUIDE
    By S. L. Richardson (a.k.a. Falconesque)
    Guide Version: 1.3
    Last Revised: Wednesday, August 12, 2015
    
    Best viewed with a monospace font, such as Monaco or Courier.
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    ===============================================================================
    
    
    .:| CONTENTS :..............................................................:.:
    
    + Introduction
      - Spoilers
      - What's Included
      + Conventions Used
        - Definitions
    + General Tips
    + Walkthrough
    + Bonus!
      + Missable Texts
    + About This Guide
    
    
    .:| INTRODUCTION :..........................................................:.:
    
    Missable (mi-sab'l) a. That can be or is likely to be missed.
    [A Supplement to the Oxford English Dictionary: Volume II (H-N); 1976]
    
    Let's cut to the chase.
    
    NO UNIQUE INVENTORY ITEM in the game is missable, not if you're thorough and
    complete each world.
    
    That said, there are plenty of things in KINGDOM HEARTS (KH) with a single or a
    very limited chance of obtaining as the game progresses. This guide endeavors
    to catalogue those things and address this very frequently asked question.
    Welcome.
    
    IMPORTANT. Information in this guide is based on the game's North American
    release on PS2. Other releases may not conform exactly and you may need to make
    adjustments. For the Final Mix (KH-FM) release in particular, consult the KH-FM
    guides found at GameFAQs.com to learn about its numerous changes.
    
    --- REMIX 1.5. CHANGES --------------------------------------------------------
    The version of KH included in the KH HD ReMix 1.5 collection on PS3 is a new
    revision of the old Final Mix release. For missables, three changes have been
    reported (find the search keys for the original missable info):
    
    1. EVERYWHERE. The contents of many treasure chests were replaced, especially
    if they originally held puppies or gummi blocks. How and where the chest is
    found, however, is the same (except in one case, below). Adjust accordingly.
    Square Enix may have made additional changes in ReMix 1.5, but many instances
    were documented for KH-FM by Glavewurm in the following board topic:
    
      Final Mix Treasure Chest differences list.
      http://www.gamefaqs.com/boards/516587-kingdom-hearts/56544296
    
    2. OLYMPUS COLISEUM (search key: FM-FP). The first treasure chest for putting
    out Coliseum Gates' flaming pots (with blizzara) is no longer missable. With
    blizzaga, folks have reported putting out the pots twice in a row (zoning to
    Lobby inbetween) made both treasure chests appear just fine. (No similar "fix"
    for Wonderland's Rabbit Hole apparently, however.)
    
    3. HALLOWEEN TOWN (search key: FM-RT). The red trinity in Oogie's Manor is now
    located on the ground far below the manor, near the gate and creek. The red
    trinity also has another use later, as an indicator for a special heartless;
    not missable, look to KH-FM or ReMix 1.5 guides for how-to info.
    
    The rewards may change, but the information on missables should still hold
    true. By all means, contact the author if you find anything else.
    --- END INTELL! ---------------------------------------------------------------
    
    
    :.: SPOILERS :.:
    
    WARNING! If you are new to KH, STOP HERE. The game is best when discovered on
    your own the first time through. None of the opening questions make or break
    the experience, so answer from your heart. Anything important can be picked up
    later. Many players revisit KH regularly, even annually, so odds are you'll be
    back. Enjoy the adventure.
    
    Impossible to compile a missables guide without at least referring to
    milestones in a game's progress. The aim is to convey those milestones without
    giving away the farm on anything else.
    
    One such milestone is referenced time and again, however, so let's establish a
    bit of shorthand for that now to forestall its repetition.
    
    "Auto-ejected from Hollow Bastion" refers to a point in one world's events
    where Sora and company are automatically returned to Traverse Town. When this
    actually happens (rather than when such a move is simply suggested), you'll
    know it.
    
    
    :.: WHAT'S INCLUDED :.:
    
    If you can backtrack at ANY point in the game and get the thing, it's not
    missable.
    
    Scenes are listed, but random bits of dialogue usually are not unless the
    exchange yields a significant clue.
    
    Boss reactions aren't listed either. Some are worth looking for, but while
    technically missable, so is everything concerning these one-time-only
    confrontations. Also not included from these encounters is when obscure targets
    might earn you additional EXP or items. A good walkthrough or boss guide
    already details all such things.
    
    However, a few easily missed opportunities are included. Also, a few things
    commonly (but incorrectly) considered missable are detailed. Anyone who may
    believe they'll find an answer in this guide likely will find an answer.
    (Contact the author if you don't. Glad to explain or fix.)
    
    Lastly, missable things unique to other KH releases are not listed.
    
    
    :.: CONVENTIONS USED :.:
    
    When something becomes missable is included, where significant. Collect the
    item before the milestone or the opportunity is lost.
    
    Phrases like "return to [someplace]" are purposely vague and leave the method
    to your own discretion when "how" is of no importance. If a gummi ship landing
    point is nearer to "someplace" than traversing across several rooms, by all
    means, feel free to take the shortcut.
    
    Proper names are capitalized, such as Accessory Shop. Generic terms are not,
    including heartless species, except in the case of Journal articles, like
    Shadow, found in the Characters section under Heartless.
    
    Names appear as displayed in the game, in context as needed. For example,
    walking around Traverse Town one area is named First District. But from the
    gummi ship, the landing point is named 1st District. Helpful for searching this
    guide.
    
    Magic elements are named if the precise strength makes no difference. Elements
    upgrade at various events, which can occur in other than the "obvious" order.
    When a strength is named, such as Blizzara instead of Blizzard, it's probably
    significant.
    
    Gummi block names conform with terms used in JungleJim's Gummi Ship FAQ for
    easy cross-referencing.
      http://www.gamefaqs.com/console/ps2/file/516587/19538
    
    DEFINITIONS
    
    FARM. To do something solely to acquire something, usually an inventory item,
    as in farming a garden for its vegetables. Synonymous with "harvest."
    
    GRIND. To do something methodically and repeatedly, as in grinding wheat
    berries into flour. Fighting random heartless for the EXP needed to level-up. A
    set course over which heartless are fought. Often coupled with item farming.
    
    RESET. The PS2 console includes a reset button to reload the game from disc,
    often called a "hard reset". KH includes a controller command that quickly
    returns you to the title screen, called a "soft reset". On your controller,
    hold down all four shoulder buttons, then tap both Select and Start at the same
    time (L1+L2+R1+R2+Select+Start; game manual, page 3).
    
    WARNING! With any sort of reset, your game is NOT saved.
    
    SCENE. A full-motion video (FMV; high-quality rendering). A voiced cutscene
    (gameplay quality). An unvoiced dialogue exchange (gameplay quality). A voiced,
    camera-tracked, or multiple-participant exchange.
    
    SPAWN. The appearance of something or causing something to appear, usually a
    random heartless.
    
    TRIGGER. A milestone at which something occurs. Crossing that milestone.
    
    ZONE. A "room" or other singular area. Moving from one area to another.
    
    ZONELINE. The border between zones, crossing two of which is generally required
    to respawn heartless, except "next door" to a save point.
    
    
    .:| GENERAL TIPS :..........................................................:.:
    
    Lots of folks run into issues and wonder whether they've uncovered a glitch or
    something missable. Neither is usually the case, so let's clear those issues
    out of the way.
    
    
    :.: ABILITIES: Donald & Goofy :.:
    
    Donald Duck or Goofy must be in the active party to learn abilities at
    level-up. If swapped out, the ability is deferred until the next time they
    level-up AND are included in the active party.
    
    For example, if Goofy is LV 29 and you replace him with Ariel, when Goofy
    reaches LV 30 he won't learn MP Gift. If he's swapped in again at the time, he
    learns the ability at LV 31 instead.
    
    No level-up notice is displayed for party members not in the active party.
    
    
    :.: TREASURE CHESTS: Revealed :.:
    
    Some methods for revealing treasure chests are missable, but once revealed the
    chests (and their contents) remain until opened and are not missable. In
    locations where multiple chests are eventually revealed, the chests are
    staggered around the space and don't overlay each other. A special case in
    Halloween Town can move chests to another location, if needed.
    
    A technicality, but worth mentioning.
    
    
    :.: JOURNAL: Mini Games :.:
    
    New articles appear in the Journal's Mini Games section when the mini game has
    been attempted, cleared, or completed. If a mini game is not listed,
    successfully complete the missing mini game.
    
    
    :.: OPTIONAL BOSSES :.:
    
    With several bosses, winning is not required. The scene following the fight
    varies depending on whether you win or lose. Experience and some goodies may be
    missed as well, of course. Completists may wish to lose, see one scene, then
    soft reset to see the other scene (and collect the rewards).
    
    
    :.: SELECT WORLD :.:
    
    No world in the game is missable. One widespread issue, however, involves
    traveling to a new world for the first time, which may lead someone here.
    
    A new world can only be targeted on the Select World screen from an already
    visited world right next door. No exceptions, and having a Warp gummi installed
    does not change this restriction.
    
    If you can't target a new world:
    1. On the Select World screen, with the green cursor highlight a known
       world "right next door" to the new world.
    2. Select Warp Drive.
    3. Upon arrival, choose Select World (instead of a landing point).
    4. With the green cursor, highlight the "dot" for the new world.
    5. Select Normal Drive.
    
    Shazam, you're on your way.
    
    Warp Drive is never an option for traveling to a new world, not on the first
    trip. (And from farther away, even Normal Drive won't appear.) You must fly to
    the new world via Normal Drive before Warp Drive becomes available, whether you
    Disembark or not.
    
    OPTIONAL WORLDS
    
    If you're concerned with missables, skipping worlds is probably not an issue.
    But to be thorough, several worlds are optional and skipping any optional world
    means you skip some or all of it goodies, too, and some of those items are
    indeed unique. Optional worlds can always be visited later, however, so none
    are missable.
    
    HUNDRED ACRE WOOD. Nothing requires you to enter the world. The world has a
    keyhole, however (on its hasp), which must be locked to view the "Special
    Secret" at game end.
    
    MONSTRO. One event requires landing in Monstro's Mouth, but once the entry
    scenes play out, you can leave by way of the save point and never return if you
    like. Monstro has no keyhole, but completion has a direct bearing on end-game
    extras. The world is marked "complete" when Sora and company are automatically
    returned to the gummi ship following the world's last event.
    
    Note: When Monstro is completed, a new house appears in Traverse Town's First
    District, up the steps around the Accessory Shop. Easier to check.
    
    NEVERLAND. No, Neverland itself is NOT optional, but the new dot for Neverland
    won't appear until two of the three preceding worlds are completed. Monstro
    displays a "complete" icon, while Atlantica and Halloween Town show the usual
    locked-keyhole icon. Where Monstro is located makes no difference.
    
    
    :.: RANDOM DIALOGUE :.:
    
    What one character says varies, all the time, and EVERYTHING is too easily
    missed. For instance:
    
    o If you never include Tarzan in your party, you'll never hear him say
      "Goofy!" in battle when his Healing Herb targets Goofy.
    
    o When Cid takes the two Navi-G Pieces in the Accessory Shop and tells you
      to find him in the Third District, if you exit and reenter the shop, the
      new clerk tells you Cid has gone home.
    
    The first is not unique (see the Battle Quote FAQ for more like it) but the
    second is, and is never heard again once Cid's move plays out. There are loads
    of things like the clerk's hint, too.
    
    Generally speaking, talk to a new non-playing character (NPC) until he, she, or
    it repeats the first thing that was said.
    
    Most NPCs have at least two or three things to say. But sometimes a line is
    forced to the top -- significant hints of something new to look into -- so
    watch out for these one-time additions. Sometimes the opposite is true, too,
    and what's important to hear is NOT the first thing uttered.
    
    Usually, however, the texts are randomized. Speak with the NPC three to five
    (or more) times to gauge the responses and hear everything.
    
    If something feels like it's changed or a milestone has been turned, or if you
    have something you need to pick up or deliver (as with Cid, above), talking to
    NPCs may yield new dialogue. If an NPC moves, for instance.
    
    The game often rewards caution as well as exploration. If a boss fight is
    looming, backtrack to a save point. Watch for differences along the way for
    hints. Likewise, save before talking with a group of NPCs. One may trigger the
    next scene, rendering what everyone else might have said as missable.
    
    
    :.: GUMMI SHIP: LANDING POINTS :.:
    
    Save points must be used in some manner, or they don't appear as landing
    points. Standing atop a save point and filling your gauges is usually all
    that's needed. Except with the final world and one special case, Disembark
    doesn't drop off Sora atop an active save point.
    
    NEVERLAND
    
    This seems critical in Neverland, but all permanent landing points CAN be
    activated later.
    
    Neverland's pirate ship offers two permanent save points:
      Ship: Hold .... beside the initial starting point
      Ship: Cabin ... below the main cabin's always-shut trap door
    
    Important! A temporary save point in a neighboring room (below the always-open
    trap door) is also identified as "Ship: Cabin", good for the moment it's
    available but not for returning later.
    
    If neither of the ship's permanent save points is used before exiting to Deck
    for the first time, anything left on the ship becomes unobtainable, at least
    for the short term.
    
    The third permanent landing point is Clock Tower, which can be reached from the
    pirate ship but no exit from Clock Tower leads back to the ship.
    
    Solution? When your party is auto-ejected from Hollow Bastion, Clock Tower is
    disabled as a landing point and if neither of the ship's landing points are
    active, then Disembark is offered instead. Select Disembark and Sora lands
    right on top of the Ship: Hold save point.
    
    
    :.: DALMATIANS' HOUSE :.:
    
    When Sora and company are auto-ejected from Hollow Bastion, up to that point
    you can have obtained all but one remaining set of puppies. If you are missing
    any puppies (other than Dalmatians 61, 62, and 63) this is the time to hunt
    them down. Once only those three puppies remain at large (or at least ninety
    puppies have been collected), visit Dalmatians' House and collect any
    outstanding rewards.
    
    DO NOT visit Dalmatians' House again, not until you've reached the game's
    next-to-the-last save point at World Terminus and you've won the Hades Cup --
    or at least advanced far enough to have upgraded your Blizzard spell.
    
    Why? The dalmatians' final gift involves gummi blocks you can't sell. A few
    remaining chests can't be opened if you have no room for their contents,
    including the Coliseum's last hidden chest (revealed using Blizzaga).
    
    
    :.: DROP RATES & SCARCITY :.:
    
    You know something reportedly happens, but won't no matter what you try. The
    trouble may reside in a random factor Squaresoft was known to include in many
    of its programmed computations, such as rare heartless spawning, Monstro's
    appearances, item drop-rate percentages, and so on.
    
    In KH, this random factor is determined when you load a game. So when things
    are not swinging your way, save your game if needed, then either use the
    soft-reset command (fast) or reset the console (slow) and load your game fresh.
    The results may improve.
    
    Tip! Works with most Squaresoft games. For more-recent Square Enix titles, a
    hard reset of the console is instead often required.
    
    LUCKY STRIKE
    
    Another significant factor is involved with item farming in particular.
    Equipping the Lucky Strike ability markedly increases item drop-rate
    percentages, and the more the merrier. Equipping Lucky Strike on two or all
    three active party members compounds the benefit. Friendly characters can be a
    big help. (Just keep an eye on Goofy or Donald's level-up boosts.)
    
    To make the best of any item-farming opportunities, equip Lucky Strike to three
    characters, but remember to reset and shuffle the odds if needed. Equip Lucky
    Strike and Cheer abilities before summoning Bambi, too.
    
    For further help securing synthesis materials in particular, WolfKnight's Item
    Synthesis FAQ is a good source of info and a recommended first stop.
      http://www.gamefaqs.com/console/ps2/file/516587/19539
    
    ElectroSpecter's walkthrough includes an extensive Synthesis Shop section
    (search for: [snth]), full of helpful recommendations for finding missing
    materials and the enemies that drop them.
      http://www.gamefaqs.com/console/ps2/file/516587/19404
    
    
    .:| WALKTHROUGH :...........................................................:.:
    
    Taking the worlds in Battle LV order, as auto-advanced in the story, or by the
    earliest possible means. Look for repeat visits.
    
    Keep in mind that progressing in another manner, leaving certain worlds
    unfinished until later, may reveal or remove nuances from scenes and other
    exchanges. Two such are included (Deep Jungle, Monstro) and many more may
    exist.
    
    
    :.: GAME MODE :.:
    
    BATTLE RECORD. At the very end of a game, a record of various statistics is
    displayed if the game was played in Expert mode. Missable, when Normal mode is
    selected and confirmed.
    
    Note: Other KH releases and other games in the series can or may make a greater
    distinction between game mode and end-game bonus content. A good walkthrough
    addresses those concerns, so be sure to look around.
    
    
    :.: AWAKENING :.:
    
    Wait, there are missables at the very start of playing? Yes, there are.
    
    Two extra item slots ... Choose the shield
    One extra item slot .... Choose the sword
    Two extra MP ........... Choose the rod
    
    These extras aren't necessarily immediate, but can accrue over the course of a
    game. And they are unique -- no other means for obtaining these extras exists.
    Every other stat boost resulting from the choices made here may be compensated
    for through items either found or synthesized.
    
    DREAM SWORD. Jump up on the pedestal to view the sword in Sora's hand, his only
    weapon to resemble a regular old sword rather than a key. Needn't be chosen to
    view the sword. Sora's dream weapon isn't retained.
    
    Note: Identical, more powerful Dream Rod and Dream Shield weapons can be
    obtained later for Donald and Goofy. Not missable, except in the weak form
    briefly used by Sora.
    
    
    :.: DESTINY ISLANDS :.:
    
    The world is a training ground and won't be revisited later in the game. Most
    items found are "quest" items, required to move onward. They aren't optional,
    nor do they carry forward, and so they aren't missable.
    
    CONSUMABLES. Kairi can hand over one item at the end of each day, so you can
    receive up to two items from her. In each case, it's possible to obtain a
    Hi-Potion, a Potion, or no item. 
    
    Which item you obtain is determined by how you interact with her. When she
    offers three options, the choice is significant.
    
    Hi-Potion ... Don't talk to her at all.
                  Any answer when offered fewer than three choices.
                  First choice among three, "It's all under control."
    Potion ...... Second choice among three, "I'm a little lost."
    Nothing ..... Third choice among three, "I'm totally clueless."
    
    The second choice offers a hint about one item you're seeking. The third choice
    explains everything outstanding.
    
    DUELING RIKU. Possible only on the first day. Each win nets you a potion.
    
    Note: The "score" kept between Sora and Riku has no known bearing on anything
    in the game.
    
    ISLAND FRIENDS. Interacting with Selphie, Wakka, and Tidus is only possible
    here and now, and the duels are optional, so dueling with each is missable.
    
    SCENES. On the first day, talking to each of these other three kids has a very
    brief scene with a single line of dialogue.
    
    Note: Even though you can duel them, they're still NPCs with cycling dialogue,
    and there's a tidbit about inventing blitzball.
    
    SCENES. On the second day, talk to each of them for slightly longer scenes that
    convey hints and add a little "color."
    
    THREE ON ONE. Dueling all three at once is possible only after each of the
    three participants has been individually defeated at least once. Beating all
    three in one fight earns you a potion.
    
    PRETTY STONE. Race and defeat Riku on the second day. Good for selling (nine
    stones buy any one of the accessories next offered).
    
    Tip! Don't follow Riku. Fall down to your right and take the beach straight to
    the stairs. You hear Riku trip the loose board. Fall down to the next beach,
    too. Avoid jumping whenever possible, and the palms when you return.
    
    Often considered missable, but two Pretty Stone items are found in chests in
    the next world.
    
    RAFT NAME. And if you win the race and name the raft, talk to Kairi until you
    can choose "It's all under control" (you still get the Hi-Potion). She then
    comments on the name.
      Excalibur... That's a cool name. Sounds good to me!
      Excalibur... That sounds familiar. Where have I heard it before?
      Since you named the raft, are you the captain?
        Then from now on, I'll say, "Aye, aye, Captain Sora!"
    
    If Riku wins, she says, "Highwind... That's a cool name." And "Since Riku named
    the raft, is he the captain?" No "sounds good" and nothing about her calling
    Riku captain.
    
    Note: The winning name may be changed later, so only the bragging rights are
    missable.
    
    PROTECT CHAIN. Accessory found on the second day. On the Cove side, approach
    the marked crate and choose Lift. Carry the box over toward the hole in the
    cliffside. While facing the hole, choose Throw. Climb atop the crate and jump,
    grab hold, and pull yourself up to reach the chest.
    
    Tip! The right side is a pixel or two lower, easier to grab ahold.
    
    LV 100. Yes, it's possible to reach Level 100 without ever leaving the islands.
    This falls into the realm of "impossible" challenges, but a documented case may
    be observed via the following link:
    
    Flash format, http://www.youtube.com/profile_videos?user=WalkThruWalls
    
    Note: The Windows Media format (20 MB) file has expired on ZShare. Oops.
    
    EARLY LEVELING. In a more reasonable vein, you can use the same technique to
    gain a few levels or until Sora learns an ability or two.
    
    Note: A little leveling gives you a nice buffer at the start but doesn't make
    Sora invincible by any means. In fact, for repeat players doing so or not makes
    almost no difference over the course of an entire game.
    
    If you're interested, Tidus offers a very predictable pattern and yields the
    best Tech points for the least effort, uninterrupted over the longest duration.
    If Sora is a few steps away, Tidus runs straight at Sora. When he does, turn
    and run towards him. When he grunts, swing for the parry, then immediately move
    a few steps away again.
    
    Every time you parry Tidus's attack you earn 2p without inflicting any damage,
    so you can continue doing the same thing for as long as you like. (In some
    cases you may be earning 4p; see the LV 100 video above.) The first three
    abilities are learned at LV 9, 12, and 15, making those good targets. Reaching
    LV 15 is easily accomplished within an hour and a half or less.
    
    Tip! If you'll spend time leveling with Tidus, skip dueling with either Selphie
    or Wakka so the three-on-one duel isn't activated. Saves needing to scroll over
    that option time and again.
    
    CHOCOBO. In Secret Place, a drawing shows a chocobo, one of the few found in
    KH. (Another ornaments a key chain.) The drawing appears crossed out, which may
    indicate the lack of choco-kind was a conscious decision.
    
    
    :.: TRAVERSE TOWN :.:
    
    SCENES. When heartless appear after first entering Second District, taking the
    various exits from Second District -- the entrances to Gizmo Shop, Alleyway,
    Hotel (south end), Dalmatians' House -- show scenes with Donald and Goofy.
    Missable, on next entering First District's Accessory Shop.
    
    Note: If any scenes are viewed, then two of the scenes (Gizmo Shop, Alleyway)
    are needed before Cid's response changes, as is entering Third District.
    
    ELIXIR. Defeat Leon and this item is handed over a little later. The scene
    immediately after the fight is also (very) slightly different.
    
    MEGA-POTION. After events in Green Room, return to First District and talk to
    Aerith. Missable, once events in Third District unfold.
    
    SCENE. After the events in Third District, by the cafe talk to Yuffie and
    Aerith, then Leon, which triggers a brief scene regarding the dalmatians.
    Missable; once a shop is entered or another exit is taken, the group vanishes.
    (Working the nearby blue trinity marks won't scare them off.)
    
    ARTS. Not missable, but an excellent opportunity for obtaining Fire Arts items,
    which are a great source of munny this early.
    
    When you first board the gummi ship, immediately target Traverse Town and land.
    In Second District, white mushrooms are found in the Hotel's Red Room with
    remarkable frequency. As the game progresses, however, mushrooms spawn less
    frequently and eventually vacate this location.
    
    One quick method for encountering white mushrooms and few others is retreading
    a course from Red Room, across Green Room, onto the balcony in Alleyway, and
    then back across Green Room to enter Red Room again. Once Green Room is
    cleared, it remains so, back and forth. Skip or defeat the shadow heartless at
    either end, as you wish.
    
    Tip! Only five Mystery Goo items are required to synthesize one of everything
    in the moogles' repertoire. Lucky Strike abilities greatly increase the odds of
    obtaining gems and goo.
    
    
    :.: WONDERLAND :.:
    
    Tip! First visit Olympus Coliseum, just to complete Phil's training with the
    barrels, after which Sora learns Thunder magic. (Obtain the Entry Pass, but
    leave for now.) Thunder is enjoyed by a few of Wonderland's flowers.
    
    EVIDENCE. Only a single piece of "evidence" is required before moving the story
    forward. The remaining three are missable, once you present your evidence.
    
    BLIZZARD. Not missable. When the Claw Marks evidence is obtained (whether found
    first, fourth, or inbetween), Cheshire Cat appears and Sora learns Blizzard
    magic early. Finding this evidence is not required and if it's skipped,
    Blizzard is instead learned after sealing Wonderland's keyhole.
    
    CAMPING SET. Return to Rabbit Hole and defeat the heartless. A chime sounds and
    a chest appears. Missable, once your evidence is presented.
    
    Note: Landing in Rabbit Hole via the gummi ship, move forward nearly to the
    Bizarre Room door, then return to initiate the battle.
    
    MEGA-POTION. After presenting your evidence and the encounter that follows,
    return to Rabbit Hole and again defeat all enemies to reveal another chest.
    Missable, once Sora and company are auto-ejected from Hollow Bastion.
    
    CHESTS. Not missable, but several chests are unreachable the first visit, one
    in Lotus Forest and three in Tea Party Garden. Returning later, other skills
    help reach those out of the way chests.
    
    Note: The fourth chest in Tea Party Garden, on the balcony, can be obtained
    from the start. Consult a good walkthrough, such as ElectroSpecter's guide.
    
    ALICE. Not missable, but a frequently asked question. The Journal's entries
    update only after significant milestones, so the edict to "find Alice" is just
    a general nudge. Talk to NPCs for clues on where to go and what to do next, or
    consult a good walkthrough.
    
    
    :.: OLYMPUS COLISEUM :.:
    
    Coliseum events become available over the course of a game. For milestone
    purposes, only "enter together" is ever required. Look for a full breakdown of
    which event is required for what later in this guide.
    
    PHIL'S TRAINING. After the preliminaries, you can redo Phil's training against
    your choice of the two barrel courses and improve your times. (The times are
    seen nowhere except during each training run.) Missable, once the Phil Cup
    opens for competition.
    
    LEADER BOARD. The sign in Coliseum Gates, just outside of Lobby, changes as you
    go, touting select upcoming events and Sora's prowess. Missable, once the next
    message appears.
    
    CUP PREVIEWS. Over on Gates' other side, "coming soon" notice boards appear
    before where the Phil, Pegasus, and Hercules Cups seedings will be listed.
    Visit after completing the preliminaries or the last competition's main format.
    Missable, once each cup opens for competition.
    
    CLUE. When you attempt to put out any of the flaming pots with Blizzard magic,
    examining a pot clues you that Blizzard isn't strong enough. Missable, once
    Blizzard upgrades to Blizzara.
    
    
    :.: DEEP JUNGLE :.:
    
    No item is missable. Returning later, other skills help reach out of the way
    chests here, as well.
    
    Winning the opening encounter is optional.
    
    INCIDENTAL. Leave the tent before viewing the slides to exchange random
    dialogue with Clayton outside. Missable, once all six slides are viewed.
    
    SABOR. Not missable, but Sabor's random appearances are opportunities some may
    not want to miss since Sabor is the only source of EXP before heartless arrive.
    Sabor can appear in Camp, Bamboo Thicket, or Cliff, as well as Tree House. In
    the thicket, Sabor may not jump from the bamboo right away, but the kitty's
    appearance is audible.
    
    Note: More than the usual two zonelines may need crossing, so include Hippo's
    Lagoon or Tent if Camp-to-Cliff is your preference.
    
    SHORTCUTS. Sabor can also break up Tree House, punching a hole in one wall and
    another through the floor, leaving shortcuts not necessarily seen in every
    game. Missable, once the White Fang accessory is obtained.
    
    THUNDER GEMS. Not missable, but a convenient way of obtaining Thunder Gem
    synthesis materials presents itself -- great if you dislike swimming. When
    white mushrooms appear in Camp, especially, they are spaced well apart and
    Thunder is more likely to strike only the targeted spore. Do so three times for
    the gem.
    
    Tip! With the save point inside Tent, Camp is in fact an excellent location for
    farming a variety of items dropped by white mushrooms. Save first. Peek outside
    and if you don't see a mushroom walking around right in front of you, duck back
    inside and then check again. Repeat until one appears. If none appear after ten
    look-sees, soft reset and load your game fresh. Good spacing with a nearby save
    point is available in Wonderland's Lotus Forest, too, and mushrooms there stick
    to the three basic spells.
    
    SCENE. After locking the keyhole, Snow White appears in place of Alice if
    Wonderland is incomplete.
    
    INCIDENTAL. After obtaining Jungle King key chain, striking an object produces
    a subtly different effect than with Kingdom Key equipped. Differs with every
    key chain.
    
    
    :.: TRAVERSE TOWN :.:
    
    SCOUTING PARTY. Yuffie and Aerith are scouting out Vacant House, with the
    lights still off, until Old Book is delivered.
    
    Note: Delivering Old Book triggers several small changes and the following may
    vary if delivery is delayed.
    
    POSTCARD. Not missable, but the large crate useful for reaching the chest on
    Accessory Shop's roof has vanished. The jump is still possible, if more
    difficult. A little later, other skills render the jump easy as pie.
    
    SCENE. After speaking with Cid outside in First District, inside the Accessory
    Shop find Pinocchio lying on the floor by the counter. (The Tidus-lookalike
    drops a hint, too.) Missable, once you land in Monstro the first time.
    
    Note: The clerk and the moogle won't return until Pinocchio leaves. If you need
    to make a purchase, talk with Pinocchio and view the scene, then leave the shop
    and enter again. Pinocchio will have gone and the others returned.
    
    CLUE. In Second District, examining the bells before the mosaic displays a
    clue. Missable, once the puzzle is solved.
    
    ART. The mosaic in Second District changes each time the Gizmo Shop bell is
    rung. Before ringing the bell is the last chance to see the first mosaic, then
    you have only one chance for an up-close view of the second and third mosaics.
    Missable, once the fourth and final mosaic is displayed.
    
    SCENE. Talk with Cid after obtaining the third navigation gummi in Second
    District for a brief scene. Missable, once a fourth navigation gummi is
    obtained.
    
    
    :.: HUNDRED ACRE WOOD :.:
    
    Since completing the world can be accomplished in stages or all at once,
    everything is lumped together here.
    
    SPECIAL SECRET. The world is entirely skippable, but it has a keyhole (on the
    book's hasp) and must be locked to obtain the bonus at end-game.
    
    POOH BEAR'S HOUSE. After clearing each mini game, return to Pooh's house before
    leaving the book. Pooh may do something new for you.
    
    o After the Hunny Tree, Pooh is found in bed.
    o After Block Tigger, Pooh is inside doing his stoutness exercises.
    o After Pooh's Swing, Pooh is outside sitting before the campfire.
      Note: He remains there until Sora casts Fire magic on the campfire.
    o After Tigger's Giant Pot, Pooh is inside examining the curtains.
      Open the window, and go outside to find Pooh looking out the window.
    o The same, after Muddy Path.
    
    Missable, once the next mini game is activated. Pooh may have gone if Sora
    leaves the book and then returns, too.
    
    OWL. Also at Pooh's house, Owl's litany reflects the scores qualifying Sora for
    Cheer. If an open mini game isn't mentioned, a higher score is needed.
    
    Consult the 100 Acre Wood FAQ for help with qualifying for Cheer.
    
    LETTER. Outside Rabbit's House, striking the mailbox reveals a letter. What the
    letter says changes after each mini game is completed, replacing what was said
    previously. For the final message, Sora must qualify for Cheer.
    
    
    :.: AGRABAH :.:
    
    SHOP. A peddler appears in Aladdin's House at two key points.
    
    o After freeing Carpet, before scene in Alley
    o After events in Palace Gates, before returning "to the desert!"
    
    He sells a few items (Potion, Hi-Potion, Ether, Tent, and Camping Set) and buys
    any of the usual stuff, a la the Item Shop. At the usual prices, too.
    
    INCIDENTAL. After locking the keyhole three NPCs, lookalikes to Wakka and two
    Traverse Town regulars, appear in Palace Gates, Alley, and Plaza. Missable,
    once the gummi ship is boarded and heartless return to Agrabah.
    
    
    :.: DEEP JUNGLE :.:
    
    GREEN TRINITY. Not missable, but certainly hard to spot. From Tunnel or
    Climbing Trees, take the exit to Treetop. The green trinity mark is found at
    the convergence of Treetop's two exits, about dead center. Watching for
    "Trinity" on the menu is helpful.
    
    
    :.: OLYMPUS COLISEUM :.:
    
    FIRAGA-G. Put out all of the flaming pots with Blizzara magic to make the chest
    appear. Missable, once Blizzara upgrades to Blizzaga.
    
    Note: Reportedly no longer missable in ReMix 1.5 [FM-FP].
    
    
    :.: TRAVERSE TOWN :.:
    
    ONE-WAY DOOR. In First District, the door to Item Workshop remains locked until
    it's opened from within. In Accessory Shop, climb the ladder and then exit the
    moogle's shop by the ordinary door.
    
    
    :.: MONSTRO :.:
    
    LANDING POINT. Not missable, but sometimes a pain. You can land at the Monstro
    world in any of three ways.
    
    1. From anywhere, target Monstro and choose Warp Drive.
    2. From a neighboring world -- Agrabah or either Atlantica or Halloween
       Town -- target Monstro and choose Normal Drive.
    3. From a neighboring world, target the world beyond Monstro and choose
       Normal Drive.
    
    All three methods will get you there, but since Square is notorious for its
    random factors (set at load time), some days one way may work better than
    others. If Monstro is proving elusive, land (anywhere) and save if needed,
    reset and reload, then try again. Things might improve.
    
    WORLD EXIT. Nonexistent, rather than missable, but a frequent question. To
    leave Monstro, use the save point in Mouth. Or if you follow events through to
    their conclusion, your crew is automatically returned to the gummi ship.
    
    Trivia! Only two worlds offer a World Exit.
    
    CHEST. In Chamber 5, one chest sits atop a barrel. Not missable, but if you're
    concerned target the barrel and cast Fire to destroy it, settling the chest to
    the, er, "ground." Otherwise stand back and let the heartless come to you,
    using triangle to keep Donald and Goofy away from the barrel and prevent it
    getting pushed over the edge.
    
    HIGH JUMP. Not missable, but this shared ability is needed in reaching chests
    elsewhere. After Bowels' movement, talk to Geppetto.
    
    Note: While Glide or Superglide is similarly needed, learning those shared
    abilities is not optional.
    
    SCENE. At the beginning of the battle in Stomach, the scene may vary. Taken as
    soon as possible, the scene unfolds as usual (a la the Script FAQ at
    GameFAQs.com). But if you delay until after you're auto-ejected from Hollow
    Bastion, the scene is different, shorter, but Riku is still voiced normal, not
    overlayered. And in Mouth, Geppetto will have moved slightly, too.
    
    SPECIAL SECRET. While Monstro has no keyhole, completing the world is required
    to unlock the Pegasus Cup. Unlocking the Pegasus Cup is required to open the
    Hades Cup, which is itself required to unlock the bonus content at game end.
    Whew.
    
    Note: You can complete the Hades Cup without ever fighting in the Pegasus Cup.
    Look for a full Coliseum breakdown later in the guide.
    
    How to tell without actually landing? On the Select World screen, a special
    icon is displayed in place of the usual locked-keyhole icon when Monstro is
    complete. And in Traverse Town, a new house appears in First District.
    
    
    :.: OLYMPUS COLISEUM :.:
    
    PEGASUS CUP. Not missable but a common question, so in case you just missed
    that, the Pegasus Cup opens for competition once Monstro is complete.
    
    
    :.: ATLANTICA :.:
    
    SHARK! Multiple encounters with the shark, only two are required. Look for the
    fish in Sunken Ship, Undersea Gorge, and Undersea Valley. The item rewards from
    those battles are missable, drops to pick up like any other.
    
    DOLPHIN. The porpoise is not missable. If Flounder's "big fish" isn't appearing
    in Undersea Valley when you need it, return to Undersea Gorge and use its "Grab
    On" command there first. Swim back to the valley and the dolphin will then
    appear. "Grab On" appears dimmed as long as heartless are swimming around, so
    clear the immediate vicinity if needed.
    
    Tip! The dolphin swims along a set course. Pick a spot you know it'll pass,
    clear the area, then wait until it swims back to your location.
    
    
    :.: HALLOWEEN TOWN :.:
    
    TUB RIDE. Far below Oogie's Manor, find the bathtub circling the structure.
    Choose "Get In" and the tub carries Sora and company up to the front door.
    Missable, once the green door is entered.
    
    Tip! Helpful for finding the green door, in fact. Jump off the manor, get in
    the tub, and just before it drops you off, the door is visible in the video,
    below and a little to the left. The narrow shack is an elevator down to the
    green door. And a careful jump can skip the elevator ride.
    
    RED TRINITY. Found behind the front door into Oogie's Manor. Missable, also
    upon entering the green door.
    
    Notoriously, this is the one missable you may read about time and again. What's
    interesting, however, is that only the trinity mark itself is missable, which
    only affects the Journal's completion. The chest the trinity reveals is NOT
    missable.
    
    Note: In KH, Journal completion is NOT required to unlock any end-game bonus.
    (This changed with the Final Mix release reportedly, however, where the trinity
    mark was moved to near the creek below the manor. [FM-RT])
    
    None of the six chests found around the manor is missable, in fact. During the
    manor fight, under one "foot" any of the chests remaining unopened can be seen.
    And afterward, visit Manor Ruins*, jump down, and look for a buried guillotine
    -- found about dead center, in front of a turret's broken cap. Any leftover
    chests lay at the base of the ramp, like so:
    
     AB     A, Dispel-G cone (lower cage)    B, Mega-Ether (upper cage)
     CD     C, Dispel-G round corner (tree)  D, Mythril Shard (red trinity)
    E  F    E, Ether (entry)                 F, Ether (entry)
    
    A through D are red treasure chests. Chests from the two cages and inside a
    tree's closed trunk become easy to reach when the lever is struck. E and F are
    flat green chests found just outside and inside the manor's entrance.
    
    * Tip! Do so before returning to the gummi ship. The entire world is free of
    heartless at that moment, making for a quick trip. However....
    
    CHRISTMAS CRYPT. Not missable, but after locking the world, you must board the
    gummi ship and land before entry is allowed. The crypt is found at Moonlight
    Hill with its curly cliff.
    
    CHESTS. Also not missable, but the puppies raise concern. Once Glide is
    learned, return to open the out of reach chests in Guillotine Square, and the
    last of the world's puppies. (The jump is also possible with a meticulous High
    Jump, if you're feeling masochistic.)
    
    
    :.: NEVERLAND :.:
    
    Nothing in Neverland is actually missable, but a pair of issues can arise that
    may make a player believe otherwise.
    
    MEGA-POTIONS. The Sora-silhouette enemies wink out if they're not defeated
    quickly, but do so and each one drops a Mega-Potion. Missable, once the green
    trinity's ladder is climbed up to the main cabin.
    
    SAVE POINTS. Neverland's two sections are separated by a one-way path. If the
    save points on the pirate ship -- Ship: Hold and Ship: Cabin -- are not used,
    then landing on the pirate ship can become impossible for a time. When this
    happens, Clock Tower is the only landing point offered.
    
    Problem is, two save points display as Ship: Cabin and one is a temporary save
    point that doesn't count as a landing point later. In Captain Hook's cabin are
    two trapdoors, one of which is always closed and must be Examined to access the
    permanent Ship: Cabin save point. (The always-open trap door led to the
    temporary save point, and holds the green trinity's ladder.)
    
    If you run into this situation, after your party is auto-ejected from Hollow
    Bastion, fly back to Neverland. Disembark is again offered and Sora lands on
    top of the Ship: Hold save point, activating the landing point. You're back,
    and the problem's solved.
    
    ONE-WAY DOORS. The pirate ship has several doors that remain locked to force
    you in the desired direction. All open up as you go.
    
    Of note is the compartment with three doors. The lone door at one END leads to
    the room with the Ship: Cabin save point -- the permanent one -- and must first
    be exited from within. The lone door on one SIDE must first be entered from
    outside by using the lowest of Deck's two exits.
    
    SCENE. When the lone door to the permanent save point is first approached,
    Peter pounds on the door. Missable, once the green trinity's ladder is climbed
    up to the main cabin.
    
    INCIDENTAL. From Deck, fly down close to the open ocean. A wake forms behind
    Sora and crew as they zoom along.
    
    BAMBI. Once Sora can fly around Neverland, Bambi requires him to land and stay
    on his own two feet. If Sora takes wing, Bambi vanishes in short order, even if
    you stay close to the deck. As true below decks as topside, and with any
    flightless summons. See Varie's Magic/Summons FAQ for details.
    
    Note: In two subsequent locations where Sora can fly as in Neverland, the same
    limitation holds true.
    
    CLOCK TOWER. When you're auto-ejected from Hollow Bastion, Clock Tower is
    disabled as a landing point. Defeating Neverland's optional boss restores this
    landing point, but in the meantime the clock's hourly gifts are inaccessible.
    
    Consult Wirewyrm's excellent Phantom FAQ for help, if needed.
    
    PUPPIES. If not yet collected, Dalmatians 43, 44, and 45 also require defeating
    Neverland's optional boss. Best to find the chest as soon as you arrive at the
    Clock Tower.
    
    HOURLY GIFTS. Not missable, but if the timing is a little off a twelve-hour
    delay is required.
    
    Some jumbled info is floating around, too, so to be plain the doors are tied to
    the hours elapsed in the current game, and only the hours. For example, the six
    o'clock door can be opened when "time" (below "munny" on menu screens) falls
    anywhere between 30:00:00 and 30:59:59, so the hour is truncated to 30:-- in
    the following table.
    
    -- DOOR --   -- HOURS -----------------------------------------------------
    12 o'clock   12:--   24:--   36:--   48:--   60:--   72:--   84:--    96:--
     1 o'clock   13:--   25:--   37:--   49:--   61:--   73:--   85:--    97:--
     2 o'clock   14:--   26:--   38:--   50:--   62:--   74:--   86:--    98:--
     3 o'clock   15:--   27:--   39:--   51:--   63:--   75:--   87:--    99:--
     4 o'clock   16:--   28:--   40:--   52:--   64:--   76:--   88:--
     5 o'clock   17:--   29:--   41:--   53:--   65:--   77:--   89:--
     6 o'clock   18:--   30:--   42:--   54:--   66:--   78:--   90:--
     7 o'clock   19:--   31:--   43:--   55:--   67:--   79:--   91:--
     8 o'clock   20:--   32:--   44:--   56:--   68:--   80:--   92:--
     9 o'clock   21:--   33:--   45:--   57:--   69:--   81:--   93:--
    10 o'clock   22:--   34:--   46:--   58:--   70:--   82:--   94:--
    11 o'clock   23:--   35:--   47:--   59:--   71:--   83:--   95:--
    
    Note: These are typical and usual. Anything altering the recorded time may
    require you to make adjustments accordingly.
    
    The clockface below the save point is the best gauge, accurate with the hour's
    door and time's minutes both, as well as showing which doors have been opened.
    
    
    :.: OLYMPUS COLISEUM :.:
    
    GLITCH. Not missable, but an opportunity many won't want to miss. In the
    Hercules Cup (timed), the instant the final match begins press Start to pause.
    Choose Restart and the final match begins fresh, but the timer is halted. Only
    works in this timed cup, and only with the last opponent.
    
    OLYMPIA. Not missable, but opening the chest in Lobby requires completing the
    Phil, Pegasus, and Hercules Cup competitions.
    
    
    :.: AGRABAH :.:
    
    YELLOW TRINITY. Not missable. The yellow trinity gives easy access to an area
    where an idol is touched to reveal a pair of chests. The idol can be reached
    with High Jump much earlier, however, so the chests may have been long since
    acquired.
    
    
    :.: HOLLOW BASTION :.:
    
    GUMMI ROUTE. The route's first section varies slightly at its beginning, near
    Neverland. Missable, after you're auto-ejected from Hollow Bastion.
    
    Note: Could also be chalked up to all gummi routes changing after that
    milestone. The story is specific about the route change, however.
    
    FLARE-G. Not missable, but a tricky chest seen down around Waterway. To reach
    the chest, cast Blizzard on the lowest of the two water bubbles by the Waterway
    save point. Quickly jump atop the frozen bubble and up into the girders. Swing
    the camera around until you find the chest.
    
    Note: Lots of things glimpsed through grillwork panels look like they may do
    something, but they don't or are accessed by another path.
    
    IMAGE. After first entering Entrance Hall, Riku's image in the Journal's
    Characters section changes into his dark "heartless" attire. Missable, once
    Sora and company are auto-ejected from Hollow Bastion.
    
    INCIDENTAL. The Library's early configuration includes a boxed-in area that can
    be entered by jumping in from the upper level and opened from within. Missable,
    when the A volume is returned to its self.
    
    THUNDAGA-G. Not missable, but confounds many players. In the castle's uppermost
    reaches is a Lift Stop with a platform out in the middle. One or two chests
    appear, each sitting on a small floating platform (all four of which may be
    targeted, by the way). These two chests are reached by way of the Library's
    Lift Stop, but the one holding the Thundaga-G requires solving a puzzle with
    the crystal switches around High Tower and changing the lift's course.
    
    Note: The chest(s) and platform(s) may be targeted from the Lift Stop on either
    side of Castle Chapel, in fact, with or without railings.
    
    CATCH-UP OPPORTUNITY. The Castle Chapel save point is the last-chance
    jumping-off point for catching up on any outstanding challenges or sidequests
    before "everything changes" -- especially anything left to do at Neverland's
    Clock Tower. All Coliseum tournaments are about to get much tougher, too, so
    "make hay while the sun shines." Move past the Lift Stop and cross the room
    beyond, and there's no going back.
    
    
    :.: TRAVERSE TOWN :.:
    
    SCENE. In Secret Waterway, first speak to Kairi for a brief scene. The
    opportunity is gone once you approach the mural, partway to the sun.
    
    
    :.: OLYMPUS COLISEUM :.:
    
    SPECIAL SECRET. Complete the Hades Cup to unlock the special secret at the end.
    The keyhole must be locked as well.
    
    HADES CUP. Not missable. The Hades Cup opens for competition once the Phil Cup,
    Pegasus Cup, and Hercules Cup have opened. Pegasus Cup opens for competition
    once Monstro is marked "complete."
    
    GOLD MATCH. Not missable. The question marks for the Gold Match do not appear
    until all four cups have been won.
    
    
    :.: END OF THE WORLD :.:
    
    GALES. The last room of World Terminus, reached through a flaming pillar, is
    usually a one-time visit. A very brief opportunity to revisit exists, however.
    When you arrive, clear the hallway but DO NOT enter the inner chamber when its
    door opens. Instead, jump out the rift. (The flaming pillar still rages.)
    Backtrack through the terminus several platforms and return. The first wave of
    invisible heartless do indeed respawn if you go far enough. Missable; enter the
    inner chamber, the door closes behind you, and that's that.
    
    Tip! Nine Gale materials is the minimum number needed to synthesize one of
    everything the moogle shop offers.
    
    MEGALIXIR. And in World Terminus's last room, inside the inner chamber is a
    chest. Open the chest before leaving or it's lost.
    
    SAVE OPPORTUNITY. After opening the volcano's maw, rather than descending
    instead fly straight up -- a very long way up -- and return to World Terminus.
    Walk into the spot glowing green, then into the green pillar to return to
    Hundred Acre Wood, where you can save.
    
    BAMBI'S THIRD TIER. Prior to reaching the final save point and after defeating
    another behemoth heartless, a protracted battle provides the world's ONLY
    opportunity where summoning Bambi may reach his third tier of item drops. Once
    the emblem is cleared, the opportunity is gone for good. To try repeatedly,
    while at least one heartless remains leave the area by jumping up into the
    white opening and returning to the preceding room.
    
    Tip! There are far more than eighteen heartless, so ensure your MP is as high
    as possible -- 12 MP or more, strongly recommended -- to fill the gauge three
    times well before time runs out.
    
    Consult Varie's Magic/Summons FAQ for the item and drop-rate particulars.
    
    EXTRA HEARTLESS. During the final confrontation, the portion of the battle
    where Sora can fly as in Neverland, fly up as high as possible to encounter a
    bat-like heartless found nowhere else.
    
    Note: Unverified. May not appear unless Sora's health is critical, but that's a
    guess. Proven steps to reproduce gladly welcomed.
    
    SPECIAL SECRET. Meet a few simple requirements:
    
    o Collect all 99 dalmatian puppies and the prizes for doing so
    o Lock every keyhole, including Hundred Acre Wood and Olympus Coliseum
    o Win the Hades Cup in Olympus Coliseum
    
    All cups must be opened before the Hades Cup opens for competition, so Monstro
    must be completed (even though that world has no keyhole) to open the Pegasus
    Cup. Winning the Phil or Pegasus Cups is not needed.
    
    Note: "Special Secret" is an extra movie that plays at game end. After the
    closing scene, credits roll (with some extra epilogue clips), then a scene in a
    green field takes place -- that's the usual ending sequence. After all that
    finishes is when the extra content plays if it was unlocked. Then....
    
    THE END. Not missable, but a top question. When "The End" is displayed, reset
    your game or console. There is no more.
    
    Tip! If you play on Expert mode, jot down the Battle Record displayed and share
    it with fellow players on KH's Board or Answers page at GameFAQs.com (search
    for: Battle Record). Here's a template to copy, if you like.
    
    - - - - - - - - CLIP! - - - - - - - -
    -Battle Record-
    Heartless defeated: nnnn
    Times defeated: nnn
    Attacks deflected: nnnn
    Times hit by an enemy: nnnn
    Total item usage: nnn
    Party member knockouts: nnn
    Curative spells cast on friend: nnn
    
    -Final Rest-
    Sora: LV nnn
    Donald: LV nnn
    Goofy: LV nnn
    Munny: nnnnn
    Time: nn:nn
    
    -Starting Choices-
    Mode: Expert
    Chose: Sword/Rod/Shield
    Gave up: Sword/Rod/Shield
    Began at: Dawn/Midday/Night
    - - - - - - - - CLIP! - - - - - - - -
    
    Note: ReMix 1.5's KH includes three difficulties, Beginner, Final Mix, and
    Proud modes.
    
    IMPORTANT. "Times defeated" tallies the number of times Continue was selected
    after losing a battle over the course of the game. Continue must be both
    offered AND selected to increase the count.
    
    Someone is always asking how long the game takes, what to choose at the start,
    and what level they should reach before the final fight. Posting your actual
    results can help! On Normal, the latter two segments are still informative to
    someone curious about those decisions.
    
    ARTWORK. Alongside "The End" one of three pieces of artwork is displayed.
    
    o For a game played on Normal, the game's cover art is displayed.
    o For a game played on Expert, the artwork displayed is a somber collage of
      the five main characters.
    o For an Expert game where special secret's requirements were also met, a 
      humorous piece of "outtake" artwork is instead shown.
    
    Note: Thorf's Final Mix Changes FAQ discusses these and other related artworks,
    which any KH player may find interesting, even if the criteria do not apply.
    
    
    :.: CONCLUSION :.:
    
    If you didn't find what you were seeking, chances are it's not actually
    missable and a how-to for finding the item is already available in one or more
    walkthrough or in-depth guides.
    
    A few (very) frequently asked questions have been addressed, hopefully
    providing enough added info to help alleviate those oft-repeated posts and
    questions.
    
    If you believe you've found a real missable, however, by all means write!
    
    
    .:| BONUS! :................................................................:.:
    
    Yep, just for you, just for getting this far. The value of the following
    morsels is entirely up to you.
    
    
    :.: BOTTOMLESS WELLS :.:
    
    Early in the game, munny is continually short. So finding ever-filling stashes
    of consumable items is far better than spending your cash.
    
    Deep Jungle ...... Camp ............. Potion ...... Barrel
    Deep Jungle ...... Tree House ....... Potion ...... Barrel
    Atlantica ........ Ariel's Grotto ... Ether ....... Barrels x2
    Atlantica ........ Below Deck ....... Ether ....... Barrels x4, crates x3
    Hollow Bastion ... Entrance Hall .... Hi-Potion ... Urns x6
    
    But the VERY BEST pillaging lies in Hundred Acre Wood. Visit Rabbit's House
    (upper-left corner) and clear the vegetable patch of its 12 pumpkins and 14
    cabbages using "Pull Out". Potions are plentiful but very often you obtain an
    ELIXIR for your troubles. (Not an ether.) The odds of pulling up an item are
    random. From one to six items every pass is commonplace, but more or none at
    all is also possible. Enter Rabbit's actual house to reset the patch for
    another go.
    
    Deep Jungle's barrels also provide HP orbs. Breakables in Atlantica may yield
    MP orbs. In Hollow Bastion the gargoyle heads on the Entrance Hall's upper
    floor spout off MP orbs, but only until all the candles are lit. Breakables
    elsewhere are not bottomless.
    
    
    :.: STATUS BOOST ITEMS :.:
    
    Total number obtainable:
      Power Up ..... 13
      Defense Up ... 14
      AP Up ........  9
    
    The tally includes one of each synthesis item, finding every puppy, nabbing
    every fruit in Jungle Slider, completing all variations of each Coliseum
    tournament, opening every door of Neverland's Clock Tower, as well as finding
    every chest and completing all storyline events.
    
    Trivia! Donald's AP naturally maxes out at 21 (LV 56) and his abilities need 23
    AP total. Goofy's AP tops off at 27 (LV 70) and his abilities need 31 AP.
    Sora's 31 abilities require 66 AP. For more fun facts like these, read the
    author's KH Statistics Guide.
    
    
    :.: CAMERA TRICK! :.:
    
    If you do lots of item farming and soft reset often, the direction the camera
    is facing at the moment you save can be a help or a hindrance. If you're always
    swinging the camera around, face the camera the way you want it pointing after
    a reload and save again.
    
    
    :.: OPTIONAL BOSSES :.:
    
    Sora can lose in select boss fights. You miss out on the EXP and rewards, but
    you face no Continue screen either.
    
    Awakening ....... Darkside    Olympus Coliseum ... Cloud, Preliminaries
    Traverse Town ... Leon        Deep Jungle ........ Sabor, Tree House
    
    
    :.: COLISEUM EVENTS :.:
    
    The numerous events in Olympus Coliseum can take a bit to figure out.
    Tournaments become available at set milestones in a game's progress, but
    "sequential" all depends on how you choose to progress and how far afield you
    wander from "the usual" course. None are missable, but taken out of order
    something can seem like it's missing.
    
    Several magic elements or upgrades can be obtained, too, which are required to
    obtain every weapon from Merlin.
    
    PHIL'S TRAINING. Magic Element: Thunder
    Two courses with barrels. Both must be completed before Sora learns Thunder or
    obtains an Entry Pass. Both may be replayed (to better a time seen only during
    the training), up until the Phil Cup opens.
    
    PRELIMINARIES. Magic Element: ---
    Entry Pass required. Fought in two stages. Winning the first stage is not
    required, but the second stage must be won to obtain the Hero License.
    
    PHIL CUP. Magic Element: Gravity
    After obtaining Hero License, lock Traverse Town's keyhole to open. Winning is
    required for special secret, Gold Match, Olympia key chain. Winning is NOT
    required to lock the Olympus Coliseum keyhole, however.
    
    PEGASUS CUP. Magic Element: ---
    Complete Monstro to open. Winning is required for special secret, Gold Match,
    and Olympia key chain. Winning is NOT required to lock Olympus Coliseum's
    keyhole.
    
    HERCULES CUP. Magic Element: ---
    Lock Neverland's keyhole to open.  Winning is required for special secret, Gold
    Match, Platinum Match, and Olympia key chain, AND to lock the Olympus Coliseum
    keyhole.
    
    HADES CUP. Magic Element: Blizzard, Thunder, Gravity
    After unlocking the Phil, Pegasus, and Hercules Cup tournaments, lock Hollow
    Bastion's keyhole to open. Winning is required for special secret and Gold
    Match.
    
    Note: Locking Olympus Coliseum's keyhole is NOT required to open Hades Cup.
    
    GOLD MATCH. Magic Element: ---
    Complete the Phil, Pegasus, Hercules, and Hades Cup tournaments to open.
    Displays as question marks until defeated. (With two question-mark entries, the
    first one.) Not required for anything except Journal completion.
    
    PLATINUM MATCH. Magic Element: ---
    Opens at the same time as the Hades Cup. Displays as question marks until
    defeated. (With two question-mark entries, the second one.) Also needed only
    for Journal completion.
    
    VARIATIONS. The Phil, Pegasus, Hercules, and Hades Cup tournaments must be
    entered "together" before the "Sora alone" variation is offered. The solo cup
    then must be defeated to unlock the "timed" variation. And once the timed run
    is complete, you can fight individual opponents (or opponent groups) as often
    as you like.
    
    KEYHOLE. Requires winning Phil's Training, Preliminaries, and Hercules Cup.
    Revealed by using the yellow trinity mark in Lobby.
    
    TREASURE CHEST. Requires winning Phil Cup, Pegasus Cup, and Hercules Cup.
    
    SEPHIROTH. "What, no Sephiroth strategy?" Okay, here's one.
    o Pack Items full of elixirs [1].
    o Equip Ultima Weapon [2] and accessories for at least 12 MP. Then boost
      Defense, a very close second. Strength is a distant third consideration.
    o Customize Curaga x2, plus Thundaga.
    o Equip Dodge Roll, MP Haste, MP Rage x2, Second Chance, Strike Raid,
      Superglide, and every Critical Plus available.
      Other "limit" abilities only interfere. The rest is gravy.
    
    [1] Fear of "wasting" an elixir may be the biggest handicap in the fight. Save
    once the setup is done and reset if you don't win. Or downgrade to a split of
    hi-potions and ethers if you like. A bottomless well of elixirs is available in
    Hundred Acre Wood, however.
    
    [2] Ultima Weapon is obtained in the Item Workshop. For details, consult
    WolfKnight's Item Synthesis FAQ or a good walkthrough (ElectroSpecter's
    Synthesis Shop section is excellent for this, highly recommended).
    
    Sora is invincible during Strike Raid, so use it repeatedly, and even
    defensively. Good for interrupting Heartless Angel, too, just keep him
    target-locked. Land a full combo whenever you can. Get good with selecting
    items via the right analog stick and Supergliding, and the rest is timing and
    luck. Thundaga can snuff out that last bit of light for the win.
    
    
    :.: MUSHROOM HUNTING :.:
    
    Three varieties of mushrooms in KH provide tons of synthesis materials and
    several quirky unique items. Not missable, but can require a certain degree of
    determination.
    
    In all three cases, equipping as many Lucky Strike abilities as possible
    increases your chances for obtaining the best stuff. Other party members can
    help you there.
    
    Note: The following are the author's personal recommendations, practices, and
    tips. These are by no means "the only way" or the best method in every
    situation.
    
    WHITE MUSHROOMS
         Rewards: Arts items; shards; gems; Mystery Goo
            Sell: Arts, 250 munny
    Best hunting: Deep Jungle, Camp
    
    Far enough along to have some MP for farming Thunder Arts and Thunder Gems.
    Mushrooms are spaced out for fewer accidental hits. And while they throw in
    Cure gestures, still easy enough to garner the basic three elements, if you
    didn't already stock up in Traverse Town's Red Room.
    
    The save point in Tent makes this a great location. You still need to go
    elsewhere for the remaining specialty Arts, of course, and for specific gems or
    shards. But for the basics and Mystery Goo besides, few places are better this
    early.
    
    Good second-choice grind: Wonderland, Lotus Forest. Handy save point. Spawn
    rate is not as high, but spacing is excellent. Clear the ground floor, exit to
    Tea Party Garden and return, and mushrooms can appear, too.
    
    Trivia! So what's with the "dark" light and thunder? Their heads are bowed,
    their arms hang limp, and the light is dimmed over their heads. They are weary
    and need energy. Zzzap! Woo-hoo! See how they dance!
    
    RARE TRUFFLE
         Rewards: Elixir; Megalixir; Mystery Goo; Shiitake Rank; Matsutake Rank
            Sell: Shiitake Rank, 100 munny; Matsutake Rank, 500 munny
    Best hunting: Neverland, Deck
    
    Obstructions are bad. Unobstructed invisible walls are GREAT. The quarterdeck,
    where there's a desk with a map, has the clearest space overhead, literally
    making the sky the limit. (The other areas have more masts and railings to deal
    with, a bit trickier.) And flying eliminates many of the pesky timing issues
    with jumps and such. Truly one of those "light bulb things" and you need to
    succeed only once before everything clicks into place. After that, the
    difficulty is reduced to getting the truffle airborne in good order.
    
    Equip a medium-length key chain or longer (Metal Chocobo is nice). Unequip all
    movement abilities (on a shield run, LV 40, the abilities were no problem; your
    mileage may vary). Get airborne. Target-lock. Get close enough for a solid lock
    reticle, but about level with the truffle. Take your hand OFF the left analog
    stick. (Limit your movement. Nudge to aim for open water when you can, or to
    avoid railings.) Swing once (and connect), count "one-thousand", swing,
    one-thousand, swing, one-thousand, swing....
    
    A steady pace gets you to the goal. Don't lose your cool or blink and you'll
    get there. Once you have a rhythm going, you can gradually pick up the pace.
    Expect level-ups galore and big item drops popping out at you. And if you don't
    like counting, the Tech display is one less than your actual count.
    
    If the truffle falls, follow it down. If it gets tangled up in the ropes, you
    may be able to resume juggling the truffle right where you left off.
    
    Tip! If you've played KH2, its Grandstander mini game follows nearly the same
    dynamics as juggling truffles on Deck. Check out the dissertations in the KH2
    Journal-completion guides for another perspective. Could help.
    
    A quick-and-easy grind is to land in Ship: Cabin, exit by the door, cross
    diagonally, exit to Deck. Returning from Deck, enter the lower (plain) door and
    retrace your steps to Ship: Cabin.
    
    BLACK FUNGUS
         Rewards: Mystery Goo; Mystery Mold; munny
            Sell: Mystery Mold, 9999 munny
    Best hunting: Hollow Bastion, Dungeon
    
    The location is cramped, and that works to your advantage. Goodly spawn rate,
    too. Travel by bubble doesn't count as a zoneline, however, so zone out to Base
    Level or use the save point to reload.
    
    Tip: Before being auto-ejected from Hollow Bastion, this is also a good grind
    for crystals. All four crystal droppers; only fungi for distraction.
    
    Customize your party so they stand around and do nothing. Unequip their attack
    abilities, too (so you can back out and recheck Dungeon). Customize Sora with
    Stopra (Stopga, even better; Stop, barely works). Equip Trinity Limit, every
    Critical Plus you have, and no Combo Pluses. Juggle everone's accessories to
    give Sora the most MP you can. And ensure Sora's key chain deals strings of
    critical hits (Olympia, Divine Rose, Oathkeeper).
    
    If you don't have Trinity Limit yet, Strike Raid is a good second choice (as is
    perhaps Wishing Star). Aim well and hit all three.
    
    First, target-lock the center one and cast Stopra. Second, Trinity Limit. Once
    it's over, if they're still stunned, land a full three-hit combo on as many
    fungi as you can before Stopra wears off.
    
    Stop magic keeps the fungi from going statuesque on you, Trinity Limit has a
    good degree of critical-hit mojo, and the combos just hedge your bet. Beast has
    some nice abilities that might help, but better to have the party uninvolved
    outside of stacking on their Lucky Strikes.
    
    Good second-choice grind: Agrabah, Bazaar. And Aladdin knows Lucky Strike. In
    Aladdin's House, exit to Main Street via the pole by the save point, and jump
    over to Bazaar. If the menu instantly goes red, proceed; otherwise back out and
    recheck. Returning to Main Street, jump down and clear the immediate vicinity,
    then climb the lower pole up to Aladdin's House. The cleared area stays
    cleared, back and forth.
    
    The Mushroom Hunting FAQ by mecasim is a source of excellent information.
      http://www.gamefaqs.com/console/ps2/file/516587/16824
    
    For more info on the nuts and bolts of mushroom hunting, also take a look at
    ElectroSpecter's walkthrough (search for: [mshr]).
      http://www.gamefaqs.com/console/ps2/file/516587/19404
    
    
    :.: MISSABLE TEXTS :.:
    
    Passing these along in case they were missed.
    
    TRAVERSE TOWN: Hotel, Hallway
    
    Without examining both paintings, strike the desk bell three times.
      No vacancy...
    Examine the paintings at both ends of the hallway.
      Paintings are great...
    Then strike the desk bell three times.
      Paintings are great...
      If you ever stay the night...
      Try hitting the clock...
    
    Note: Can be seen right to the end, in fact. Leaving these anyway; this is a
    Bonus section and they might save a curiosity seeker a few steps.
    
    TRAVERSE TOWN: Second District
    
    Hotel, South
       Goofy: Doesn't look like he's here.
      Donald: Keep looking!
    Gizmo Shop
      Donald: Hmph. Where is he?
       Goofy: Leeeooon!
    Dalmatians' House
      Donald: Not here, either.
       Goofy: This could take a while...
    Alleyway
      Donald: Leeeon! Mister Leon?
       Goofy: Where are you?
    
    OLYMPUS COLISEUM: Coming Attractions!
    
    Return after completing the preliminaries:
      Aspiring heroes, try your strength in the Phil Cup!
    After locking Agrabah:
      Spread your wings, future heroes! The Pegasus Cup starts soon!
    Before locking Neverland:
      Hercules: Zero or Hero? Find out at the Hercules Cup!
    
    OLYMPUS COLISEUM: Leader Board
    
    After completing the preliminaries:
      The next event is coming soon! Don't miss it!
    When the Phil Cup seedings are listed:
      Calling all heroes! Sign up now for the games!
    After winning your first cup:
      A new hero has appeared in the games! Sora!
    After winning two or three cups:
      Can anyone defeat Sora? All challengers, to the Coliseum!
    Before locking Hollow Bastion:
      Don't miss the Hades Cup! Surprises aplenty!
    After winning all four cups:
      Sora dominates the games! A new hero is born!
    
    HUNDRED ACRE WOOD: Rabbit's House
    
    After Hunny Tree:
      I hope we'll be finding more honey together soon! --Pooh
    After Block Tigger:
      Mind if I bounce around in Rabbit's garden again? --Tigger
    After Pooh's Swing:
      Swinging is so much fun. I'd like to fly even farther! --Pooh
    After Tigger's Giant Pot:
      Let's bounce with Tigger again real soon! --Roo
    After Muddy Path:
      Please join our next game of hide-and-seek! --Pooh
    After Sora qualifies for Cheer:
      Everyone had a good time with you. Even Owl! --Pooh
    
    MONSTRO: Stomach's Alternative Scene
    
    [Opens the same. Riku stands over Pinocchio on a platform. Cut to Riku,
    close-up over-shoulder, centered on Pinocchio.]
    
    Sora (V.O.): Wait. What are you--
    
    [Riku turns toward Sora, Donald, Goofy. Cut to Sora, over-shoulder toward Riku.
    Cut to Riku, walks to center.]
    
    Riku (sarcastic): What? You don't remember your best friend?
    
    [Cut to Sora, reverse close-up, keyblade drawn.]
    
    Sora: Liar! You're not Riku!
    
    [Jiminy rushes to Pinocchio. Continues as usual.]
    
    
    .:| ABOUT THIS GUIDE :......................................................:.:
    
    Topics regularly appear on the KH Board and Answers pages at GameFAQs.com
    requesting information about any missable items in the game. At last check, not
    one guide included a single "missable" (or "miss-able").
    
    This guide was designed to address ALL of those concerns, to include anything
    anyone might consider missable, without prejudice. Not everyone will agree,
    that's a given.
    
    Everything in this guide is the result of actual gameplay and first-hand
    observation, except as noted, and stress tested where possible. Nothing was
    transcribed from some published guide.
    
    Trivia! The earliest recorded uses of the word "missable" are associated with
    golf, dating to Scotland in the nineteen-twenties. Missible, while sounding
    close, is over a century older and refers rather to the delivering or sending
    of something, such as a letter (missive) or spear (missile).
    
    
    :.: LEGAL INFO :.:
    
    Copyright (c) 2010-2015, Falconesque. All rights reserved.
    
    Protected by U.S. and international copyright law. Permission granted for
    posting as-is to GameFAQs.com, for the personal, noncommercial use of the
    site's members.
    
    Other guides found at GameFAQs.com and referenced herein are the sole property
    of their respective authors.
    
    KINGDOM HEARTS is copyright (c) 2002, Disney. Developed by Squaresoft.
    
    Brand and product names may be the trademarks or registered trademarks of their
    respective companies.
    
    Note: For any minor child too young to understand copyright law, that means you
    point to this guide; you don't copy-and-paste from it. Savvy?
    
    
    :.: ABOUT THE AUTHOR :.:
    
    A technical writer and novelist, the author is a middle-aged gamer who's
    generally inept with the controller, but even so enjoys the Final Fantasy,
    Katamari Damacy, Kingdom Hearts, and Ratchet & Clank game series, as well as
    the original Jak & Daxter.
    
    The author wrote an award-winning FAQ & Walkthrough plus a specialized guide
    for OKAGE: SHADOW KING, a quirky early RPG for the PS2, as well as a
    walkthrough for KINGDOM HEARTS RE:CHAIN OF MEMORIES. The author contributed to
    two KINGDOM HEARTS II FAQs (Ultimaterializer X's Bestiary/Synthesis Guide and
    Megafierce's Synthesis Guide) and penned a similar synthesis cribsheet for the
    original KINGDOM HEARTS. The author has also posted a Statistics & Level-Up
    Bonus guide for KH.
    
    The author's latest contributions, including game guides found nowhere else,
    may be found at:
      http://www.esque.com/slr/gamefaqs/
    
    The author's Contributor page at GameFAQs.com:
      http://www.gamefaqs.com/features/recognition/64962.html
    
    CONTACT INFO
    
    Your comments, corrections, and feedback are welcome and encouraged. Send your
    message to falconesque [dot] gfaqs [at] gmail [dot] com. Please include "KH"
    (sans quotation marks) in the Subject: to ensure a timely response.
    Alternatively, the author may also be reached at kh [dot] faqs [at] esque [dot]
    com.
    
    Requests for permission to repost this guide are not being entertained at this
    time.
    
    If you're stuck, the message boards at GameFAQs.com can provide the fastest
    response possible, often in mere minutes. Using the search features, the answer
    may be awaiting you.
    
    KH message board; Search Topics is found above or below the topic list:
      http://www.gamefaqs.com/boards/gentopic.php?board=516587
      http://www.gamefaqs.com/516587/b
    
    KH Answers page; Search Questions is right at the top:
      http://www.gamefaqs.com/console/ps2/qna/516587.html
      http://www.gamefaqs.com/516587/a
    
    (Remember to click a "recommend" link or a thumbs-up icon for the guides or
    answers you find worthy and helpful.)
    
    If you feel this guide would benefit from something you discovered, please feel
    free to pass along the tip. Due credit always gladly attributed. The author may
    edit for clarity.
    
    
    :.: REVISION HISTORY :.:
    
    Version 1.0
    Inception: Saturday, June 12, 2010
    Revised and confirmed against multiple complete playthroughs.
    Completed: Friday, August 27, 2010
    
    Version 1.1
      Added OPTIONAL BOSSES to General Tips, Bonus.
      Added SCENE to Definitions.
      Added LUCKY STRIKE to Drop Rates.
      Added SCENE to Traverse Town.
      Added CAMPING SET to Wonderland.
      Added SHORTCUTS, SCENE, INCIDENTAL to Deep Jungle.
      Added POSTCARD to Traverse Town. Wasn't sure, someone tripped over it.
      Added HIGH JUMP to Monstro.
      Added CHESTS to Halloween Town.
      Added MEGA-POTIONS, SCENE to Neverland.
      Added GLITCH to Olympus Coliseum.
      Added YELLOW TRINITY in Agrabah.
      Added GUMMI ROUTE, IMAGE to Hollow Bastion.
      Added GALES to End of the World.
      Added a SEPHIROTH strategy to Bonus. Yes, someone already asked.
      Added alternative MUSHROOM HUNTING grinds to Bonus.
      Removed Hallway CLUES from Traverse Town. Not missable after all.
      Upgraded OWL in Hundred Acre Wood. Was just a note before, how rude.
      Cleaned up Coliseum entries throughout. Sorry 'bout that.
      Plus a few minor edits and small expansions, mostly polishing the apple.
    114 differences from v1.0 all told, in a raw, unfiltered comparison.
    Completed: Monday, September 13, 2010
    
    Version 1.2
    Minor update. One typo fixed.
      Added CHOCOBO to Destiny Islands.
      Added SCOUTING PARTY to Traverse Town.
      Added ARTWORK to End of the World.
      Fixed SCENES, Traverse Town; Donald & Goofy scenage is entirely missable.
      Defined "Times defeated" in THE END, End of the World.
      Noted key chain in BLACK FUNGUS Bonus section.
      Several insignificant edits and rewordings.
    24 differences from v1.1 all told, again unfiltered.
    Completed: Thursday, September 8, 2011
    
    Version 1.3
    Small update. Accounting for ReMix 1.5 reports.
      Added REMIX 1.5. CHANGES intell, including two search keys, below.
      Updated OLYMPUS COLISEUM: FIRAGA-G. Added search key, added ReMix note.
      Updated HALLOWEEN TOWN: RED TRINITY. Added search key, expanded FM note.
      Updated THE END. Note, KH-FM/ReMix may show more Battle Records.
      Increased linelength from 75 to 79 characters.
    Completed: Thursday, September 8, 2011
    
    Seeking the latest version of this guide? In order, try:
      http://www.esque.com/slr/gamefaqs/
      http://www.gamefaqs.com/console/ps2/file/516587/60777
      http://www.gamefaqs.com/ps2/516587-kingdom-hearts/faqs/60777
      http://www.gamefaqs.com/ps3/684080-kingdom-hearts-hd-15-remix/faqs/60777
     *http://db.gamefaqs.com/console/ps2/file/kingdom_hearts_missable.txt
    
    * Login at GameFAQs.com before trying this link.
    
    Disclaimer: The guide was crosslinked to the PS3 collection without the
    author's consent or approval. In most things the guide still helps gamers, but
    the contents of many treasure chests, especially those containing gummi blocks
    or puppies, changed in the Final Mix release used for ReMix 1.5 on PS3.
    
    
    .: ACKNOWLEDGEMENTS :.
    
    Thanks go to John & Toria for their infectious exuberance over KH way back
    when. Thanks to the guidewriters whose noted hard work has helped so many
    players. Thanks to the KH message board and QNA irregulars and passers-by, for
    many posts that gave rise to the need for this guide, as well as a few
    additions and corrections.
    
    Thanks especially to: DSkillz, for evangelizing the one place Bambi tops out in
    the final world, and for the Agrabah fungi grind. WalkThruWalls, for
    demonstrating LV 100 was attainable on the islands. And to: GenesisSaga, for
    the Deep Jungle scene with(out) Alice; Josh B, for the Camping Set in
    Wonderland (writing before the fix could post, but no less worth a thanks);
    Krugg77, for a refinement on farming black fungus. Thanks to those on the ReMix
    1.5 board who helped answer my questions with their experience.
    
    Thanks, as well, to all who tirelessly slave over GameFAQs.com.
    
    TECHNICAL CREDITS
    
    ASCII title art is the author's work, derived from the "italic" font (by Bas
    Meijer and Ryan Youck) courtesy of FIGTree, a FIGlet distribution from INFX
    Productions. Thanks for FIGlet go to Glenn Chappell and Ian Chai.
      http://www.figlet.org
    
    Last and far from least, the Missable Guide was written using BBEdit, an
    exceptional text editing application from Bare Bones Software.
      http://www.barebones.com
    
    
    FIN.