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    FAQ/Walkthrough by Falconesque

    Version: 2.3.1 | Updated: 07/10/15 | Printable Version | Search This Guide

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    KINGDOM HEARTS
    Re:Chain of Memories
    North American Release
    PlayStation 2
    
    FAQ & WALKTHROUGH
    By S. L. Richardson (a.k.a. Falconesque)
    Guide Version: 2.3.1
    Last Revised: Friday, July 10, 2015
    
    Best viewed with a monospace font, such as Monaco or Courier.
    123456789|123456789|123456789|123456789|123456789|123456789|123456789|123456789
    ===============================================================================
    
    
    Welcome! If you find this guide helpful, thank you for clicking its "recommend"
    link at GameFAQs.com to help the next player find assistance.
    
    
    --- HEAD'S UP! ------------------------------------------------ REMIXOLOGY! ---
    
    If you play KH HD ReMix 1.5, a few changes have been made since ReCOM U/C PS2,
    the release (as stated above) for which this guide was written.
    
    1. Four KH2-style attack cards were replaced with Days-style attack cards.
    
    PS2 Attack Card   PS3 Replacement  Card-Stat Changes
    ----------------- ---------------- --------------------------------------------
    Hidden Dragon     Maverick Flare   None (just looks different)
    Monochrome        Total Eclipse    None
    Follow the Wind   Midnight Roar    None
    Photon Debugger   Two Become One   Element: Physical, Strike B+, Thrust B+
    
    Two other KH2 attack cards -- Star Seeker, Bond of Flame -- also appear in Days
    and remain the same.
    
    The new cards are found in the same place and unlock the same way as the old
    cards, so search this guide for the old card by name to learn how to obtain the
    new card.
    
    2. The trigger for unlocking the second treasure chest -- and the second
    special treasure -- in each floor's Room of Rewards was changed. Completing ALL
    of the collection's Days-related tasks and unlocking the KH 358/2 Days PS3
    theme is now required. Your progress in ReCOM itself doesn't matter.
    
    3. Sora's Lethal Flame sleight has been renamed Lethal Frame.
    
    4. Riku's sleights have been nerfed. Expect some or all to inflict less damage.
    
    As far as I know, that's it other than trophies and the aesthetic "upgrades".
    
    Caveat emptor: I don't play ReMix 1.5. I've been reading the ReCOM topics on
    the ReMix 1.5 board at GameFAQs and the sources are reliable enough to give
    credence to the above, but remains wholly unconfirmed by me. Anyone wishing to
    donate a PS3 and ReMix 1.5 is welcome to contact me; I'd gladly update this
    guide in exchange and trumpet your contribution.
    
    As you continue with this guide, PLEASE keep these changes in mind and MAKE
    YOUR OWN ADJUSTMENTS as needed. Most everything else should still help out.
    
    --- END WARNING! --------------------------------------------------------------
    
    
    .:| CONTENTS |:.
    
    A. Overview
       A.1 Spoilers
       A.2 Expectations
       A.3 Preliminaries
    B. Walkthrough, Part I
    C. Walkthrough, Part II
    D. Menus
       D.1 Menus - Common
         * D.1.1 Review Decks
           D.1.2 World Map
           D.1.3 Map Cards
         * D.1.4 World Cards
         * D.1.5 Status
         * D.1.6 Journal & D Report
           D.1.7 Settings
       D.2 Menus - Sora
           D.2.1 Review Decks
         * D.2.2 World Map
         * D.2.3 Map Cards
         * D.2.4 World Cards
           D.2.5 Status
           D.2.6 Journal
         * D.2.7 Settings
       D.3 Menus - Riku
           D.3.1 Review Decks
         * D.3.2 World Map
         * D.3.3 Map Cards
         * D.3.4 World Cards
           D.3.5 Status
           D.3.6 D Report
         * D.3.7 Settings
    E. Reference
       E.1 Cards
           E.1.1 Battle Cards - Sora
           E.1.2 Battle Cards - Riku
           E.1.3 Enemy Cards
           E.1.4 Map Cards
           E.1.5 World Cards
           E.1.6 Gimmick Cards
           E.1.7 Special Cards
       E.2 ASCII World Maps
           E.2.1 Maps - Sora
           E.2.2 Maps - Riku
       E.3 Miscellanea
           E.3.1 Controls
           E.3.2 Save Files
           E.3.3 Deck Building
           E.3.4 Boss Lifebar Stats
           E.3.5 Battle Spoils
           E.3.6 Battle Record Screens
           E.3.7 Game Manual Errata
           E.3.8 Event Room Criteria
    F. FAQ - Frequently Asked Questions
       F.1 Series & Storyline
       F.2 Cross Platform
       F.3 Journal & Report
       F.4 Maps & Map Cards
       F.5 General Gameplay
       F.6 Challenges
       F.7 Cheat Devices
       F.8 Known Problems
       F.9 Trivia & Favorites
    G. Transcripts
       G.1 Journal Transcript
       G.2 D Report Transcript
       G.3 Annotated Bestiary
           G.3.1 Random Heartless
           G.3.2 Heartless Bosses
    H. About this Guide
       H.1 Legal Info
       H.2 About the Author
       H.3 Revision History
       H.4 Acknowledgements
    
    * Shared topic; defers to or augments other same-named section(s).
    
    . SEARCH TIPS .
    
    Copy and paste the desired contents heading (such as "E.1.3 Enemy Cards" or
    simply "E.1.3") into your program's search or find feature. Do NOT select any
    "case sensitive" or "match case" option if offered, however.
    
    This guide adheres to the spelling as seen in-game, exactly as shown on the
    screen. The game has a few inconsistencies, however, so consider searching for
    singular instances -- "friend" rather than "friends". When searching for
    phrases, remember that "hard-wrapped" line breaks may fall between words and
    confound your program; try a single word instead.
    
    
    .:| A. OVERVIEW |:..........................................................:.:
    
    Welcome to this walkthrough for the North American release of Kingdom Hearts
    Re:Chain of Memories (KH-ReCOM) for PlayStation 2 consoles.
    
    This section contains a few brief topics of import, and then you can jump right
    in.
    
    
    .: A.1 SPOILERS :..............................................................
    
    Spoilers are avoided throughout. This isn't a record of the game's script, so
    no story recapping along the way either.
    
    The walkthrough sections are spoiler-free, insomuch as presuming all events
    leading up to a particular passage have been played through. Bosses are
    identified only as they're encountered, not beforehand. Read ahead at your own
    peril.
    
    The Menus section sticks mainly to usage information. Minimal context.
    
    Reference sections are devoid of most context that could spoil the game-play
    story. However, for some gamers even character and location names may
    constitute spoilers. Gauge accordingly.
    
    The FAQ sections vary in spoilage. The first subsection focus on those new to
    the game, or wanting details about differences with other releases; low risk.
    The General Gameplay and beyond speaks frankly; avoid as needed.
    
    The Transcripts section records in-game texts, so expect to have the story and
    plot developments spoiled at every turn.
    
    
    .: A.2 EXPECTATIONS :..........................................................
    
    KH-ReCOM is part of a series of games from Disney developed by Square Enix. The
    series' myriad releases may prove confusing.
    
    AUTHOR'S EXPERIENCE. "What DO I know?" as Goofy said. The author has played the
    North American releases of both the original Kingdom Hearts (KH) and its sequel
    Kingdom Hearts II (KH2) numerous times across all difficulty modes. The author
    has NOT played the original Kingdom Hearts: Chain of Memories (KH-COM) for
    GameBoy Advance, nor the version of KH-ReCOM that was the "plus" portion of the
    Kingdom Hearts II Final Mix + (KH2-FM+) Japanese release. The author does not
    read any form of Japanese and does not have access to any of the Ultimania
    guides. Section "H.3 Revision History" documents experience with KH-ReCOM.
    
    Visit GameFAQs.com for more info on any earlier Kingdom Hearts release:
    KH* ........ http://www.gamefaqs.com/console/ps2/home/516587.html
    KH-COM ..... http://www.gamefaqs.com/portable/gbadvance/home/919011.html
    KH2 ........ http://www.gamefaqs.com/console/ps2/home/915410.html
    KH2-FM+ .... http://www.gamefaqs.com/console/ps2/home/935702.html
    KH-ReCOM ... http://www.gamefaqs.com/console/ps2/home/954016.html
    * Including info for Kingdom Hearts Final Mix (KH-FM).
    
    Note: In case of future link breakage, try the following pattern, substituting
    the appropriate ID number for KH-ReCOM's "954016":
      http://www.gamefaqs.com/954016/home
    
    RECOMMENDATIONS. Playing the series in RELEASE ORDER is strongly recommended on
    your first time through all of the games. Since KH-ReCOM only slightly modifies
    KH-COM's story, playing KH-ReCOM after KH but before KH2 is recommended.
    
    KH-ReCOM alludes to (if not quite retelling) some events that played out in KH,
    so playing KH first is highly recommended, in fact. Both the game and this
    guide presume a familiarity with KH.
    
    --- PlayStation 3 COMPATIBILITY -----------------------------------------------
    BACKWARD COMPATIBILITY. While this guide presumes you're playing on a PS2
    console, by all reports KH-ReCOM plays well on most U.S. PlayStation 3 systems
    that specifically support backward compatibility (BC) with PS2 games. Visit
    PlayStation.com to learn more about your console's model.
    
    FIRMWARE. However, some PS3 80 GB models may get stuck at the beginning of the
    game's tutorials. The problem was quickly fixed with firmware version 2.60 and
    newer firmware releases should solve the problem as well. If your PS3 exhibits
    this problem, consider updating its firmware.
    
    Warning! Updating your PS3's firmware may carry severe risks of permanently
    disabling your PS3. Learn all you can at PlayStation.com before proceeding.
    
    (Dated.) One player also reported success by downloading the PS2 system data,
    listed as an Add-On at the PlayStation Store.
      http://www.gamefaqs.com/boards/genmessage.php?board=954016&topic=48493790
    
    Alternatively, you can transfer KH-ReCOM save files made after the tutorial to
    your PS3 and continue onward from there. You can do this from your own PS2,
    with the appropriate memory card, adapter, and cabling, or download a save file
    from GameFAQs or another site. Unfortunately, you'll be limited to the save
    file's game mode.
    
    An "80GB PS3 FAQ" was posted and may help if you choose to download.
      http://www.gamefaqs.com/boards/genmessage.php?board=954016&topic=47155461
    
    REGION. KH-ReCOM is coded for Region 1 (U/C) and will only work on North
    American PS3 BC models. Nothing like SwapMagic has surfaced for PS3 consoles.
    --- END WARNING ---------------------------------------------------------------
    
    Section "F.8 Known Problems" details these and a few other issues.
    
    
    .: A.3 PRELIMINARIES :.........................................................
    
    KH-ReCOM is played in two parts. The first part must be completed through to
    its end before the second part becomes available. Both parts must be completed
    at least once before 100% completion is possible.
    
    Power up your console. Ensure your PS2 8 MB memory card has at least 100 KB
    available. Then insert your KH-ReCOM game disc. To start the game, either in
    the Browser select the game disc, or press your console's reset button.
    
    Note: KH-ReCOM has been reported to balk over third-party memory cards. Learn
    more in sections "E.3.2 Save Files" and "F.8 Known Problems".
    
    After the Disney and Square Enix logo screens, and other copyright info is
    displayed, the title screen appears.
    
    Tip! Select nothing on the title screen and after a few idle moments the
    opening credits sequence automatically begins, consisting of "Simple and Clean"
    (the Planitb remix of KH's theme song) over a compilation of full-motion video
    (FMV) and cutscene elements from KH, including one KH-FM moment. Interrupt the
    sequence by pressing any button on your controller and the title screen again
    displays afterward.
    
    If you're continuing with a previously saved KH-ReCOM game, select LOAD. Choose
    the appropriate memory card slot, then your save file. (The most recently saved
    game is highlighted by default.) Skip ahead in this guide to where you left
    off.
    
    Reminder: In the North American release, select options by pressing the cross
    (X) button on your controller; cancel or back up one screen by pressing the
    circle (O) button. In this guide, the terms "select" and "choose" mean moving
    the highlight with either the directional pad (D-pad) or left analog stick to
    the appropriate option and pressing X.
    
    If you're missing the game's manual, section "E.3.1 Controls" includes a
    facsimile of the manual's Controls table and other explanations.
    
    
    .:| B. WALKTHROUGH, PART I - SORA'S STORY |:................................:.:
    
    If you're new to KH-ReCOM, from the title screen choose NEW GAME. Decide which
    game mode you wish to select.
    
    Note: If a choice other than game mode is offered first, choose Sora.
    
    --- YOU DECIDE! ---------------------------------------------------------------
    For this guide, Standard Mode is presumed. Beginner Mode presents easier
    enemies, while Proud Mode serves up tougher battles, but storywise both follow
    along the exact same lines as Standard Mode.
    
    The game mode you select for Sora doesn't limit your choices for Part II, and
    Part II is unlocked regardless of which mode you choose.
    
    Concerning bonus content, in KH-ReCOM only the artwork shown at "The End"
    differs based on the game mode selected. A statistical tally is displayed for
    all three modes at game-end, as well. KH-ReCOM contains no "secret ending" or
    similar extras.
    
    Unlike other new-game options, the game mode cannot be changed in the middle of
    a game.
    --- END INTELL! ---------------------------------------------------------------
    
    Next select whether you wish the vibration setting on or off. This setting may
    be changed later.
    
    Lastly, select your audio settings. Stereo divides sound between the left and
    right speakers, Dolby Pro Logic II provides four-channel surround sound for
    compatible systems, while Mono channels sound through your center speaker(s).
    
    Confirm your settings to proceed. (Or select No to back up and change your
    selections.) The title screen "shatters" and the opening credits sequence
    plays.
    
    Tip! This sequence and all of the game's cutscenes may be paused by pressing
    the Start button. Choose Continue to resume the scene. Or choose Skip Event to
    move on to the next event (regain control, begin battle, and so on). Skipping
    scenes in KH-ReCOM has no ill effect on the completion percentage, if such
    concerns you.
    
    More cutscenes follow and serve up some exposition.
    
    Note: The heart-shaped Kingdom Hearts icon in the lower-right corner of the
    intervening black screens indicates when the game is loading.
    
    You receive your first world card, Traverse Town. Approaching the doors is
    automatic this first time. Press X once you've read the Help text, then press X
    again to make the actual selection -- no other choice is possible.
    
    Tip! For loads of details on all of the cards found in KH-ReCOM, see the
    "Cards" reference section.
    
    
    .: B.1 TRAVERSE TOWN (1F) :....................................................
    
    Note: Traverse Town is KH-ReCOM's "tutorial world". Lots of gameplay mechanics
    to introduce and discuss, so it's perhaps no surprise this section is longer
    than usual for the remainder of the walkthrough.
    
    Next up is some standard dialogue. The keyblade icon bounces when the text is
    complete and you need to press X to continue. Proceed through the conversation
    and the introductory "battle."
    
    WARNING! Some PlayStation 3 systems may get stuck during the upcoming tutorial.
    If your system exhibits this problem, read about "PlayStation 3 Compatibility"
    in "A.2 Expectations".
    
    .: TUTORIALS :.
    
    Take your time as the game's battle system is explained, especially if you're
    new to card-based gameplay. Examine everything on the screen and try out any
    controls or commands you see.
    
    Note: Buttons used in these tutorials reflect the game's default settings, but
    several controls may be adjusted later, when you gain access to the Settings
    menu.
    
    First, friend cards are explained.
    
    IMPORTANT! Helpful texts appear within a black rectangle the first time a new
    feature is encountered. These are ONE-TIME ONLY instructions and no log is
    available within the game to review these Help texts. So read the black Help
    texts completely before doing anything, otherwise the button you press may
    immediately dismiss the Help text. And if the text won't dismiss during
    tutorial segments, cycle through each of the allowed actions (usually listed)
    until the text goes away.
    
    Perform Sora's two basic moves -- press square to Dodge Roll, and O to jump.
    Then you need to "attack" with three cards; watch the card revolver in the
    lower-left corner. Next, learn how to lock-on to a target. Using cards from and
    reloading the card revolver is explained -- notice that pressing up-arrow takes
    you immediately to the reload card. The whole "focusing" bit means to hold down
    X as the reload card "fills". Release X and the reload card holds the partial
    refill as-is.
    
    Tip! In normal gameplay, you can start the reload before all cards are
    exhausted. Leave yourself the option of cycling to a card as needed, then
    returning (by pressing up-arrow) to complete the reload.
    
    Easily forgotten since it's explained this early in the game but key to winning
    many battles, how to change card categories using Select is explained. Notice
    the area pointed out, beside the revolver.
    
    Receive the Key of Beginnings card (or simply "Beginnings keycard"). Then
    you're taken through commands available in field rooms. Be sure to chase down
    the Blizzard magic card that pops out of the barrel. Notice the small "Card
    Obtained!" banner, too; until the banner appears, the card has NOT been
    "obtained". After tossing the "marked" crate, run into the stunned heartless to
    engage a real battle. Watch for any green friend cards that appear (the game
    also uses an aural cue, a subtle "ping!", when your attack releases a friend
    card) and experience crystals (blue or red, large or small) dropped when an
    enemy is defeated -- chase down everything to "pick up" the objects; they won't
    hang around forever. EXP is NOT always automatically picked up or awarded.
    
    This tutorial battle can be a little tricky (more so if you're a seasoned
    Kingdom Hearts player). Remember that pressing X in battle expends a card.
    Practice watching your enemy's deck in the lower-right corner while cycling
    left and right through the card revolver to find a card valued higher than your
    opponent's card. When an enemy's card is played in the middle, card break it
    quick.
    
    .: ROOM SYNTHESIS :.
    
    Tip! Before examining the closed doors, you can explore this Unknown Room
    untroubled by random encounters. Once through the doors, that changes.
    
    Next up are the basic mechanics of room synthesis. Approach the closed doors
    and when the green triangular ("reaction") prompt appears press triangle.
    
    The Help texts can be a little difficult to see on this busy screen. Scroll
    through the few card types present, watching the description at the bottom of
    the screen. Select the Moment's Reprieve card, your only option for this
    tutorial. Select "1" (one), also your only option for now. Once the map card is
    selected, Sora automatically enters the new Moment's Reprieve room, and
    receives a brief tutorial on saving.
    
    Note: The value of the map card you choose (in this case, one) has no bearing
    on anything other than meeting the criteria to unlock the door and setting the
    criteria from the next door.
    
    CONTROL! You finally gain some real control.
    
    .: SAVE POINT :.
    
    Jump up onto the higher platform and use the save point. The first time, pick
    an empty slot. Two files are written to your memory card: a System Data file,
    40 KB; plus the game save, 53 KB (on SAVE screens, games played in Beginner or
    Proud Modes are so noted; in the Browser a filled star means Proud Mode, an
    open star notes Standard Mode, and no star is added for Beginner Mode).
    Subsequent times, you're prompted before overwriting an already-used save slot.
    Press O repeatedly to exit from the SAVE screen.
    
    If you use a third-party memory card and experience a problem while saving, see
    the "Save Files" reference section for a possible workaround.
    
    Tip! Even the best games and memory cards are susceptible to occasional data
    corruption. Pick two slots and alternate saving between the two as your game
    progresses.
    
    .: MENUS :.
    
    Now is a great time to explore the menus and read all about everything.
    
    In Status, new sleights are marked as "New!"; the mark dims as you scroll over
    the sleight's name, but take the time to read the Help text for each sleight.
    Sleight help is also accessible from some commands under Review Decks. Press
    up-arrow to reach the tab row. Notice how obtaining the one Blizzard magic card
    gave you both the Blizzara and Blizzaga sleights. Third tier magic, right from
    the start!
    
    Note: Sleights must be learned and listed by name in the menus before they can
    be used. Until then, stocking a sleight's required cards simply produces a
    combo.
    
    In Journal, headings displaying "New!" include at least one unread entry; once
    read, "New!" appears dimmed until Journal is exited. The article for your first
    attack card, Kingdom Key, lists the weapon's detailed statistics as well.
    
    Be sure to examine your deck. Edit Deck is where you'll spend the most menu
    time in KH-ReCOM, so start by adding the Blizzard card to Deck 1.
    
    The Cure card also sports a big "S" because it's the default shortcut, preset
    for the deck. In battle, press down-arrow and, poof, the revolver instantly
    cycles to the shortcut card, Cure in this case. If you don't use Cure so much,
    choose the Shortcut command and pick another card. Any battle card other than
    item and enemy cards may be selected. A second shortcut, up-arrow, always
    cycles to reload card and can't be changed. Use the two shortcuts to your
    advantage.
    
    .: FIELD ROOMS :.
    
    For the moment, restrict your exploration to these first two rooms (Unknown
    Room, Moment's Reprieve) -- to level up, collect a few cards, practice moves
    described in the game manual, review new things in the menus, and get a feel
    for the game. Also, be sure to adjust the game's Settings to your liking, such
    as setting Camera Vertical to Reverse or trying out the alternative buttons.
    
    Many walls have a narrow lip around the upper edge. Practice jumping onto the
    lip and scooting back and forth. You can also dangle from edges overhead and
    practice releasing your hold or pulling yourself up.
    
    Hit the lamp post and any barrels or crates standing around. Doing so may at
    random yield green HP (Health Point) replenishing orbs, red MP (Moogle Point)
    orbs, a variety of battle cards, or nothing at all. Don't miss the smaller
    lanterns hanging from walls, though you may need to jump to reach them.
    
    Tip! KH-ReCOM is all about cards and breaking up the scenery is the easiest way
    to acquire more cards. What you find varies room by room and, a little later,
    world by world. Watch for targets on banners, trees, presents, or blocks. (You
    can't lock-on to these targets, however.) If nothing happens, try jumping atop
    the feature, or striking it repeatedly. But be ready to chase after your
    spoils; cards in particular like to bounce around the field.
    
    As you collect new battle cards, be sure to add them to your deck (Menu >
    Review Decks > Edit Deck; see the "Menus" reference section for more help using
    these or any other menu commands). Experiment with rearranging your deck too.
    
    .: RANDOM BATTLES :.
    
    Be prepared for battle. Heartless, the random foes of the game, are either
    plainly visible in Unknown Room or only appear as you walk around. A heartless
    may wink out again if you walk out of its designated area. Some may chase you.
    
    Remember, battle doesn't start until you attack or run into a heartless in the
    field. Attacking is the better choice, by far; enemies are then stunned for a
    few seconds at the outset and slightly damaged (more so later on.)
    
    Alternatively, you may pick up (by pressing triangle) any marked crate or
    barrel and hurl the object (press triangle again, or X) at a targeted enemy in
    the field to stun, or even confuse it if the markings include question marks.
    Then simply walk into the stunned or confused enemy -- when battle starts those
    enemies, too, are stunned or confused. (Attacking a confused enemy in the
    field, however, results in stunned enemies in battle, not confused.)
    
    Tip! Stunning enemies with crates and barrels is also handy for keeping the
    heartless at bay while collecting goods from broken scenery.
    
    Be sure to use a Cure card to heal up during battle. Or run at what looks like
    an exitway to bring up the Escape gauge -- any damage taken resets the gauge,
    so keep moving side to side, but once it fills you immediately leave the
    battlefield. Once back in the field, break up scenery for HP orbs or dash back
    to the save point as needed. Then come back for more -- at least until the
    heartless stop appearing in Unknown Room.
    
    --- YOU DECIDE! ---------------------------------------------------------------
    When Sora obtains a new level, you're offered two or three choices: +15 HP, +25
    CP, or learning a new sleight.
    
    When a new sleight is offered, take it! These skills come up in a set order,
    every fifth level-up (LV 2, 7, 12, and so on). But whether you accept the first
    sleight at LV 2 or LV 62, the first sleight learned is always Sliding Dash.
    When a new sleight isn't available, you're always offered the other two
    choices; they never dim. And you have a decision to make based on your playing
    style or dexterity.
    
    More HP gives you a little leeway for taking damage while choosing among the
    cards in your deck. More CP (Card Points; sometimes called capacity points)
    gives you elbow room for adding more or better cards to your deck. In general,
    lean toward more CP (and carefully arranging your deck so you're not hunting
    for cards), say, two or three boosts to CP for every one time you choose more
    HP.
    
    For some excellent discussion on leveling as well as deck building, read Cody
    Trombley's Advanced Deck Building Guide for KH-COM:
      http://www.gamefaqs.com/portable/gbadvance/file/919011/46554
    
    Note: Many improvements were made to KH-ReCOM. Keep that in mind, because the
    information in a KH-COM guide often does NOT apply here.
    --- END INTELL! ---------------------------------------------------------------
    
    Backtrack all the way to the first-floor (1F) Entrance Hall, even though it
    doesn't appear on the World Map, where you can talk to Goofy and Donald. What
    they say in any hallway changes as the story moves forward, so speak with them
    whenever you have the chance. (What's said is often of no great consequence,
    but these exchanges are among the few missables in the game.) There's now a
    save point in the hallway, too.
    
    Note: The hall is actually in the castle, rather than the Traverse Town
    "world." You won't be able to view the world map from the hallway, either.
    
    When you're ready to move on, return to Moment's Reprieve and save. Press
    Select to bring up the world map (or press Start and choose World Map).
    
    . World Map - First Floor .
    
                          [E1]   [E2]   [E3]
                           :      :      :
    Enter - [UR] - [F1] - [F2] - [F3] - [F5]
                                         +
                          [E4]...[F4] - [CR] - Exit
    
    Enter, Entrance Hall (1F); Exit, Exit Hall (1F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
    
    Note: Field rooms in this guide's ASCII maps are numbered from the top down,
    starting with the left-most column. The numbering has no significance beyond a
    counting; visit field rooms in whatever order you like.
    
    How field rooms are labeled in the on-screen world map depends on the map cards
    used to unlock (or "synthesize") each room. If you choose a Tranquil Darkness
    map card, for example, the room appears as "Tranquil Darkness" on the world
    map.
    
    Note: Map card values have no significance on anything other than meeting and
    establishing criteria.
    
    Use the D-pad or left analog stick to move the pointer and explore the map. The
    keyblade icon hovers over your current location. A small icon rotates above
    Moment's Reprieve, handy for finding save points at a glance. And since you
    have the Key of Beginnings, the room the keycard unlocks is outlined on the
    world map. Review the map often to plan your route.
    
    Note: Access to the first three event rooms vanishes after you visit each of
    those story rooms. The fourth event room cannot be accessed without a rare
    keycard, not available until later in the game. For more help reading on-screen
    world maps, see the "World Map" reference section.
    
    Fill out Traverse Town as you please. Head toward the Beginnings event room,
    but take your time and clear the heartless from all levels of the field room
    you synthesize.
    
    Remember everything the hooded man explained, especially the bit about picking
    enemy cards in battle by pressing Select. Easily forgotten, since you have none
    at the beginning, but most random heartless may occasionally drop an enemy card
    at battle's end. Like other battle cards, enemy cards must be added to your
    deck and played in battle. For more on collecting and using enemy cards, see
    the "Enemy Cards" reference section.
    
    --- MINI CHALLENGE! -----------------------------------------------------------
    Four different heartless infesting Traverse Town are commonly encountered in
    random battles. (There's a fifth, as well, found only in Black Rooms, but
    solely for extremists this early in the game.)
    
    Your challenge, should you choose to accept it: Obtain an enemy card for each
    of the four heartless, but do so BEFORE visiting the third event room.
    
    Tip! The Teeming Darkness map card is valuable toward this end.
    --- GAUNTLET STOWED! ----------------------------------------------------------
    
    A maximum of 99 map cards may be held at one time. You needn't worry for a time
    yet, but strive for keeping at least one of every value (0-9) for each color
    group. Excess cards may be discarded through the Map Cards menu, or they may be
    used to resynthesize field rooms you've already visited.
    
    Yes, rooms may be synthesized anew if you seek more heartless to fight. When
    you move near an already opened doorway -- including doors leading into the
    world's first (Unknown Room) and last (Conqueror's Respite) rooms -- and the
    green "reaction" prompt appears, press triangle. Select a map card to
    resynthesize the field room lying beyond the doorway, or press O to cancel.
    Review the world map first and take care you don't wipe out needed rooms
    unintentionally (the save point in the last room is MIGHTY handy).
    
    Note: If you're familiar with KH, simply moving two-rooms-away-and-back does
    NOT regenerate enemies in KH-ReCOM.
    
    For all that, Traverse Town has a straightforward path. When you attempt
    opening the Beginnings event room, a Help text explains crown-emblazoned doors.
    
    Note: The map cards used to open event rooms have no bearing whatsoever on the
    events themselves. Winnow a few unwanted map cards, if you like.
    
    .: CARD BREAKS & STOCKING CARDS :.
    
    Inside the Beginnings room, Leon teaches you about card breaks, stocking cards,
    and the benefits of combos. (Tip! Watch Leon's deck in the lower-right corner.
    The next card he'll play is face-up and, looking carefully, his deck includes a
    gray-backed enemy card. Not all enemies have a visible deck, however.) He also
    introduces the concept of "sleights", stocked cards that invoke a special
    attack rather than a combo. All big considerations in developing your gameplay.
    
    Card break an enemy with a single card when you can. When a shadow heartless
    plays a two card, for example, you can answer in several ways. If you play a
    one card, your card just gets brushed aside and Sora takes a hit. Answering
    with a two card blocks the shadow's card and prevents Sora from taking any
    damage. But playing a three card breaks the two AND damages the shadow.
    (KH-ReCOM has nothing like an "overkill" or "critical hit" bonus, by the by.)
    When an opponent plays a higher card, one you can't break, then stock up cards
    for a combo or sleight.
    
    Tip! A very frequent question for many players is how to obtain "bigger" cards.
    High-valued cards are not the answer! Many mistakenly discount low-valued cards
    as "useless"; they're far from it. Stock cards for a combo instead -- 1 + 2 + 2
    will card break and damage any random heartless in Traverse Town.
    
    Take Leon's warning to heart, however. The first card in each stock you play,
    whether a combo or a sleight, becomes "unreloadable" for the moment. For
    instance, if you stock a zero card, a five, and a two, then play the stock, the
    zero card won't return when your deck is reloaded. (Not good, considering
    Leon's advice on zero cards.) Stock up a two, five, and zero, however, and the
    two becomes unreloadable. The first card itself isn't lost, only your ability
    to use it again in the current fight. But relying solely on stocked cards
    depletes your deck over the course of a fight and leaves you with fewer and
    fewer cards.
    
    Later on, better item cards CAN reload unreloadable cards mid-battle, but the
    black-and-white reload card never will. For now, keep an eye on retaining your
    cards. Rearrange your deck as needed. The initial deck includes a zero card and
    one Cure card; guard them well until you obtain more. Stock these and other
    "good" cards second or third, never first.
    
    You may soon come across cards with a "shimmer" to their border. These are
    "premium" cards. In practice, premium cards follow EXACTLY the same rules as
    any other card and reload just fine when used singly or as the second or third
    card in stocks. But regardless of their face value, premium cards require only
    as much CP as a 1-valued card! (For more on premium cards, start with Premium
    Room in the "Map Cards" reference section.)
    
    At the end of Leon's tutorial, you receive a Simba summon card, plus the Key of
    Guidance. Visit Status to learn about several new sleights you just learned. Be
    sure to add Simba to your deck and try out his card, excellent for foiling a
    horde of heartless. Practice card breaking, too; it's the most essential skill
    to learn.
    
    Make your way to the Guidance room for a scene, and you receive the Key to
    Truth card.
    
    Note: Keycards are nearly always obtained in this fashion. From now on, this
    guide won't mention the first two event rooms unless more happens than viewing
    a scene and obtaining the next keycard.
    
    Save before using the Key to Truth card. And consider editing your deck,
    arranging cards for sleights, adding new cards, and so on. Or build up Deck 2
    or Deck 3 specifically geared for tougher boss battles. Without exception, a
    fight of some sort is part of the events unlocked with the Truth keycard.
    
    Warning! The author aims to emerge from boss fights victorious as simply as
    possible and wholly unscathed. If you crave additional boss strategies,
    download the KH-ReCOM Boss FAQ found at GameFAQs.com or search the topics and
    questions posted for KH-ReCOM. Boss strategies for KH-COM may prove useful, but
    the same boss can behave very differently in KH-ReCOM.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Guard Armor is a good first boss. You need to take down its torso, but must
    remove its hands and feet for a clear shot. Target a body part, but take care
    not to limit your attacks. Dodge roll away before reloading -- the battlefield
    is bigger than most. Use all the deck techniques you've learned. And button
    mashing works fine, too.
    
    Tip! The single most successful boss strategy, bar none, is card breaking the
    boss's attacks before they're played. For this boss, single-card breaks are
    usually sufficient and prolong the life of your deck. But if you face a high
    card, stock up a combo or sleight to break it, a good tactic until you find a
    few high cards for yourself on higher floors.
    
    The boss may play its own enemy card (unlikely, but possible). Just as when you
    play one, the ability unleashed (Wide Attack, in this case) and a counter are
    displayed beside the boss's revolver (when shown). You can't do anything about
    it (yet), and a boss's deck may not be visible, but for now get accustomed to
    watching for it. With an invisible deck, watch the numbers on the cards for
    color changes, such as seen with map cards like Martial Waking.
    
    Also, keep an eye on the battlefield for when the gimmick card turns up. It's
    green and sports King Mickey's silhouette. Gimmick cards only appear in select
    boss fights and can appear repeatedly, but never more than one at a time. Like
    the Donald and Goofy friend cards, the gimmick card bounces around the
    battlefield and must be picked up. It won't stick around long or after battle,
    so use it!
    
    You may need to do something specific for a gimmick card to appear, such as
    card break the boss or land a finisher in a combo. Gimmick cards have different
    effects for each boss; in this fight, it briefly stuns Guard Armor so all of
    its parts collapse to the ground within easy reach.
    
    Tip! Gimmick cards are always zero cards! Time its use well to card break the
    boss AND get the special effect.
    
    Another card can turn up in boss fights (as well as random battles), the Pluto
    friend card. He digs up HP orbs, MP orbs, or the spent cards from your deck,
    perhaps unreloadable cards. (Or a slobbery bone, something to avoid slipping
    on.) Wait until you can stock more than one Pluto card for better rewards.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    For winning, you receive the Guard Armor enemy card. And you've been moved to
    the last room, Conqueror's Respite, which contains a save point and the way out
    of the Traverse Town world.
    
    Unlock the remaining field room, if you like, but be sure to save before
    exiting Traverse Town.
    
    . Exit Hall (1F) / Entrance Hall (2F) .
    
    Another boss awaits in the Exit Hall.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Axel teleports around, so try to keep a lock on him at all times. He stocks up
    his cards, has one sleight (Fire Wall), but also needs to reload the same as
    Sora.
    
    Tip! Press Start to pause the fight and look over Axel's deck. His deck holds
    an enemy card, but in other fights you might spot item cards, too.
    
    Fire heals Axel, so avoid calling on Donald. Blizzard is a good choice against
    Axel since he's weak to ice. If you have a Blue Rhapsody enemy card to play,
    even better. Use a zero card to card break his sleight.
    
    Keep an eye on your deck and lead with Goofy when you can. Pluto may lend a
    paw, too, if your cards run low.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    After defeating Axel, you receive a Fire magic card as well as five new world
    cards (Block A: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween
    Town).
    
    Tip! A good precaution after an exit-boss: Step back into Conqueror's Respite
    and again save.
    
    Take a moment to review Jiminy's Journal. The Traverse Town story and character
    entries are now available. In the Exit Hall, approach the up staircase for a
    Help text warning that continuing up to the next floor erases all of the rooms
    you've synthesized throughout Traverse Town.
    
    Note: Whether going up or down, leaving a floor resets the world's rooms. For
    example, if you're in Entrance Hall (3F) and take the stairs down to Exit Hall
    (2F), the world on the third floor is reset as if you'd never visited (save for
    completed event rooms). When you then enter the world on the second floor, it
    too is reset but you enter from Conqueror's Respite.
    
    --- RECAP! --------------------------------------------------------------------
    One floor finished. Each floor consists of an Entrance Hall, which includes a
    save point, where you use a world card to move into an Unknown Room for the
    selected world. The keycards -- Beginnings, Guidance, Truth -- lead from one to
    the next. With the Truth keycard, you face a battle and afterward move into
    Conqueror's Respite, which includes a save point and an exit from the world.
    The last stop is the floor's Exit Hall, where stairs lead up to the next floor.
    
    You may face an Organization boss in the Exit Hall, or up in the next floor's
    Entrance Hall.
    
    Each world also includes a fourth event room that opens with a rare keycard not
    found until later in the game. More on that then.
    --- END INTELL! ---------------------------------------------------------------
    
    Okay, if you haven't already done so return to the Exit Hall (1F) and ascend
    the stairs. After the scene walk over to the black globe for a Help text on
    these warp points. Take a look at the World Warp interface (ah, it's an
    elevator) then press O to exit without warping. (At this point you can also
    walk back down to Traverse Town, though its Entrance Hall now sports a warp
    point, too.)
    
    Tip! If you run short on map cards or want a cheap way to level up or hunt down
    random enemy cards, use the warp point to return to an already visited world.
    The destination's first room is generated without eating up a map card and once
    the room is cleared you can duck back out to the Entrance Hall to warp again.
    
    Use the save point, talk to Donald and Goofy, who have something new to say,
    then examine the big doors.
    
    --- YOU DECIDE! ---------------------------------------------------------------
    While this guide takes the worlds in the order they come up, you can use the
    five new world cards ("Block A" in this guide) however you like between floors
    two through six (2F-6F). Once a world is synthesized, however, the world can't
    be reassigned to another floor for this playthrough.
    
    The higher the floor, the more HP (and EXP) enemies have. With bosses the
    difference is about half a lifebar between adjacent floors, but the diff
    between the block's lowest and highest floors might give you trouble. All
    bosses are not created equal, however, and many worlds also include a minor
    boss or one (or more) forced fights.
    
    The difference may seem practically unnoticeable with random enemies, but with
    some worlds the random foes go much easier on you on lower floors in the number
    of waves, number of heartless per wave, or difficulty of a particular
    heartless.
    
    Some worlds may prove a better match for tackling early on, too, when you may
    have only a handful of cards at your disposal.
    
    Note: If you've played KH, the difficulty of some worlds may surprise you. An
    "easy" world in KH may not be so easy here.
    
    The last consideration is the usefulness of the world's spoils -- summons,
    sleights, enemy cards, broader skills, attack cards found, and so on.
    
    Block A, default order:
    Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
    
    Random enemies, easy -> hard:
    Wonderland, Olympus Coliseum, Monstro, Agrabah, Halloween Town
    
    Boss, demi-boss, & forced fights, easy -> hard:
    Halloween Town, Monstro, Wonderland, Olympus Coliseum, Agrabah
    
    Goodies, greater -> lesser usefulness:
    Monstro, Olympus Coliseum, Agrabah, Wonderland, Halloween Town
    
    Note: All but the default order is gauged by the author's opinion at this
    writing. Agree or disagree, but hopefully food for thought in making your own
    decision.
    --- END INTELL! ---------------------------------------------------------------
    
    Select the Agrabah world card, or one of your own choosing.
    
    
    .: B.2 AGRABAH (2F) :..........................................................
    
    . World Map - Second Floor .
    
            [E1]   [F1]...[E2]
             :      |
    Enter - [UR] - [F2] - [F3]...[E4]
             :             +
            [E3]          [CR] - Exit
    
    Enter, Entrance Hall (2F); Exit, Exit Hall (2F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
    
    Note: "World Map" is a bit of a misnomer. The map above shows the layout for
    the second floor, regardless of which world card you used. See the "ASCII World
    Maps" section to view all maps independent of any world.
    
    A forced fight welcomes you to Agrabah, a few waves of the local heartless.
    Nothing for winning except the usual spoils and the Beginnings keycard.
    
    .: FIELD ROOM SYNTHESIS :.
    
    Okay, a little more exposition before pressing onward. With all the tutorials
    in Traverse Town, some fine points were absent or glossed over, such as room
    synthesis. Call up the world map, press X, and view the synthesis criteria for
    the next room. Usually, criteria for normal field rooms is set dynamically. If
    a door needs a map card valued at one or more, as the first door does, but you
    use a map card valued at three, doors leading from the next room will ask for
    cards valued at four or higher -- a value of "one more than the last door" you
    opened. Something to keep in mind as you explore. Exit the world map screen.
    
    .: BOUNTY! :.
    
    You begin obtaining Calm Bounty cards on the second floor, the first of three
    "bounty" type map cards. Be sure to use at least one in every world to learn
    something new.
    
    Tip! Hold off returning to Traverse Town for the time being. Another reason to
    return reveals itself soon.
    
    Here in Agrabah, synthesize a Calm Bounty room for a Gravity magic card. Once
    you unearth this first card, gravity cards spring from barrels, other chests,
    and so on. You won't find gravity cards anywhere, however, until this first one
    is discovered. (Tip! Open the treasure chest before breaking any of the bounty
    room's scenery.) Many new cards act this way, in fact -- the first is linked to
    some action or storyline event, and only afterward will others turn up.
    
    .: HEY, KUPO! :.
    
    Another new map card of note synthesizes moogle rooms. Moogles trade packs of
    cards for your MP, or you can trade in battle cards for more MP. (There IS a
    limit on the number of battle cards allowed, but it's a big number and usually
    not a problem.)
    
    Tip! Moogle shops are upgraded on higher floors, with better offerings at
    higher prices. Also, you always receive five battle cards free when visiting a
    new moogle shop; better to resynthesize a few moogle rooms than deleting these
    map cards. (For more on Moogle Rooms, read the "Map Cards" reference section.)
    
    .: OTHER WORLDLY CARDS :.
    
    Also, break up scenery for the Three Wishes attack card -- from now on many
    worlds introduce a new, usually more powerful, world-themed attack card. Watch
    out for barrel spiders, rare heartless that can pop from any smashed barrel,
    pretty common around Agrabah if you want their enemy card.
    
    Abuse Aladdin whenever his friend card appears; he damages enemies, but also
    drops lots of MP orbs. Stock up two or three cards for loads more.
    
    Training-wise, Agrabah is good ground for acclimatizing to the game's at-times
    odd perspective shifts and how far away things (like heartless?) really are.
    Observe the difference in the size of jars and barrels as you draw near or move
    away in the field. Wooden shutters over windows can provide a step up to higher
    platforms, but drop if you take too long.
    
    Okay, on with the show. Save before entering the Guidance room.
    
    - - - Boss? - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Another forced fight. Several waves of this world's heartless, a bit tougher.
    
    Take care depleting your deck. If your cards get low, a solid combo may call up
    Pluto, who can dig up HP and MP orbs, or some of your spent cards. Hold off on
    the pooch until the third wave if you can; Lucky Bounty LV2 or LV3 can be worth
    the wait.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Receive an Ether item card for winning this time. Save again before using the
    Truth keycard.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Jafar-Genie can be annoying. Target the tiny thing flying around, Iago carrying
    the lamp. Keep an eye on what Jafar's up to, however, and dodge roll when beams
    shoot your way, or duck down to a lower level.
    
    Jafar's deck includes an eight (8) card. Card break it with a zero card, or
    groups of lower cards totaling nine or higher. Or better yet use the platforms
    to your advantage and don't get hit. Use the gimmick card whenever it turns up
    to level the platforms at their highest. Perspective seems the biggest
    hindrance in this fight. Make good use of the right analog stick. The Guard
    Armor enemy card extends your reach, too.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Receive Jafar's enemy card; it's a good one for single-carding strategies. You
    also get the Genie summon card. Take the exit....
    
    . Exit Hall (2F) / Entrance Hall (3F) .
    
    ...for a scene. Up the stairs for more scenes. Then save and pick the next
    world.
    
    Note: Events in hallways are also linked to the castle floor, not the world
    visited on that floor. So if you picked a world other than Agrabah, it makes no
    difference in the hallways.
    
    
    .: B.3 OLYMPUS COLISEUM (3F) :.................................................
    
    . World Map - Third Floor .
    
    Enter - [UR]   [E4]   [E3]
             |      :      :
            [F1] - [F2] - [F3]
             :             |
            [E2]   [E1]...[F4] + [CR] - Exit
    
    Enter, Entrance Hall (3F); Exit, Exit Hall (3F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
    
    A bounty room here yields the Blizzard Raid sleight, which is extremely useful.
    Expect to unearth Olympia attack cards, too. Flaming vessels cause damage, but
    striking the pot puts out the fire -- no magic needed -- so you can jump on
    them. Cupidic statuary zing confusing darts across field rooms. Confuse just 
    reverses your directions for a time -- up is down, left is right, and so on.
    
    When the Guidance room is unlocked, you face....
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Cloud. Pretty powerful. With a big eight and a zero card, lots of card breaks
    can quickly deplete your hand. Pack your deck with either a zero or a stock
    valued near 20, so you're prepared to break his Cross-slash sleight.
    
    Or he can be pretty simple. Dodge roll to the side before his attacks land and
    smack him in the back. Lather, rinse, repeat.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Receive a Hi-Potion item card for the win, much more useful than Potion cards
    if you stock lots of attack cards.
    
    Before using the Key to Truth, banish fire magic from your deck and stock up on
    some icy goodness.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Hades likes fire, shrugs off lightning, and hates ice. Donald may heal Sora
    with Cure, or he may heal Hades if he happens to call Fire; you decide if the
    risk is worth it.
    
    Don't want to "feel the heat"? Quick, dodge roll in the same direction Hades is
    turning. Or just card break him. If you have a Blue Rhapsody card, play it to
    boost your blizzards; beefs up Blizzard Raid, too.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    The Hades enemy card is yours. With a scene, you add Cloud as a summon card to
    your arsenal. (Aside: Eerie, but Cloud looks closer to his FFVII FMV self in
    scenes here than he ever does in KH.)
    
    Save and exit.
    
    . Exit Hall (3F) / Entrance Hall (4F) .
    
    After a scene, take the stairs and choose your next world card.
    
    
    .: B.4 WONDERLAND (4F) :.......................................................
    
    . World Map - Fourth Floor .
    
                   [F2]...[E4]
                    |
            [E1]...[F3]   [E3]
                    |      :
            [F1] - [F4] - [F5]
             |      :      +
    Enter - [UR]   [E2]   [CR] - Exit
    
    Enter, Entrance Hall (4F); Exit, Exit Hall (4F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
    
    A bit tricksy getting out of field rooms. Beat the heck out of the giant purple
    flowers until they explode; the vines girdling the doors vanish too. Watch out
    for daffodil that fire off confusing mists.
    
    Use a Calm Bounty map card in this world and your bounty the first time is a
    Stop magic card. Look, too, for Lady Luck attack cards popping out.
    
    Save before entering the Beginnings room, where a battle is brewing.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Card Soldiers, three waves of them -- first black cards, then red cards, then
    both black and red cards. They're fast and like to gang up on you.
    
    Stick 'em and run. Dodge roll is your best hope for survival. Use only
    single-card attacks for the first wave of black cards. Try for the same with
    the second round of red cards; use sleights or combos with care. And use friend
    cards as they appear to lead your stocks so you don't deplete your deck.
    
    If you can, save your Potion cards for the third wave, which is a reprise of
    the first two waves combined and a good bit tougher.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Receive the Card Soldier enemy card for winning, good against any fast foe in
    the future. Continue on. The Key to Truth reveals a most tricksome boss.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Trickmaster can be grueling. The boss doesn't stock cards and yet seems to card
    break nearly everything thrown at it. Patience is key, along with a carefully
    planned deck. This is a slow fight, mostly fought with single cards.
    
    Stocks of magic cards do the most damage. Blizzaga from the tabletop is very
    effective, a good opening move, but even up there you need to jump to reach.
    Fire magic connects from anywhere, as long as the boss is targeted AND the
    target can be seen; good to break the boss and do a little damage. After a
    solid hit -- single attack cards, one after the other -- the boss bends low,
    stunned, spits out a few HP orbs, and presents an easy target. Unleash a Goofy
    card now if you have one -- about the only time he's useful in this fight --
    and sting the boss again with single cards as you gather the orbs.
    
    Safeguard against running out of cards. Don't stock cards, except for magic
    sleights you're certain sure will hit. Grab Donald's card every chance you get.
    WAIT for opportunities and avoid taking damage. The table is good cover for
    refreshing your deck or blocking the boss's fire attack. When Trickmaster plays
    an eight card, get under cover and be ready to jump. Hang from the table.
    
    For all that, Trickmaster's biggest weakness is its big wind-up. Most of its
    attacks are telegraphed and can be interrupted. Time your jumps well to avoid
    groundshaking damage, which adds up in nothing flat. Use the table to hurl Sora
    at the boss, not as a boxing ring. Dodge roll to evade the homing fireballs
    when the table's gone. The gimmick card raises the table again.
    
    Tip! If Trickmaster proves frustrating, bigger cards won't help; they're not
    worth the CP this early. Synthesize a Moment's Reprieve nearby, meet the red
    and green criteria for the Truth room's door, then save. Good place to use Skip
    Event. Choose "Return to Title" as needed and focus on honing your deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    After battle receive its enemy card. It's a good card when a world's random
    heartless all seem to have high cards.
    
    . Exit Hall (4F) / Entrance Hall (5F) .
    
    Exit to the hallway for a scene, take the stairs for another scene, and save.
    Pick the next world.
    
    
    .: B.5 MONSTRO (5F) :..........................................................
    
    . World Map - Fifth Floor .
    
    Enter - [UR] - [F2] - [F5] + [CR] - Exit
             |      |      |
     [E2]...[F1] - [F3]   [F6]...[E3]
                    |
                   [F4]...[E4]
                    :
                   [E1]
    
    Enter, Entrance Hall (5F); Exit, Exit Hall (5F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
    
    Synthesize a Calm Bounty room for the Fire Raid sleight and look out for the
    Wishing Star attack card here. After visiting the Beginnings room, Sora learns
    the High Jump ability -- one good reason to tackle Monstro early.
    
    Lots of barrel spiders lurk 'round these parts. Watch for clocks in field
    rooms. Strike them for goodies, but they also put a full stop on nearby
    heartless.
    
    Save before using the Key of Guidance. You face the world's real boss.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Parasite Cage is surrounded by platforms that sink after a short time. The
    green pool quickly saps your HP, so don't just stand there. Jump to another as
    soon as the platform wobbles. Jump too to keep the boss from knocking you off.
    
    Stock up magic cards for distance attacks; use attack cards when you're close
    in. A solid hit can stun the boss and produce HP orbs. Grab 'em and land a
    combo. The gimmick card drains the poisonous pool and briefly gives you a nice
    stable playing field, but reload first if needed so you have a full deck.
    
    Tip! The platforms always circle clockwise, so a good tactic is to attack with
    magic from afar and then jump counterclockwise. Fire, jump, repeat.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    You receive the Parasite Cage enemy card, a formidable defensive weapon and a
    worthy addition to your deck prior to facing future bosses.
    
    Save again before the Truth room, though what lies ahead is pretty
    straightforward.
    
    - - - Boss? - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A minigame closes out the level. You have two minutes, a meter, and shadows
    galore! Taking 'em down fills the meter, but it's a leaky meter.
    
    Tip! Press Start and the Pause menu includes a Help command that redisplays the
    minigame's rules and instructions.
    
    Stockpile Simba to whiz through masses of the little guys. Anything that hits
    multiple nearby enemies is your friend. Magic-ga, Cloud, whatever you have.
    
    No Continue screen on this one. If you didn't quite make it you can choose to
    go again right away, or hold off a bit (say, to refine your deck). Nice touch:
    With either choice, the entry scene is abbreviated, not that it was very long
    to begin with.
    
    Tip! This is a leveling hotspot, the only one in the game. Experience is
    dropped by every defeated shadow, even if the time limit isn't met. But leave
    at least one shadow alive so you can play and lose ad infinitum.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    The Dumbo summon card is yours for winning, a good foil against fiery foes.
    Also, a Minigames section has been added to Jiminy's Journal. (No repeating
    this minigame, however.) Save and head out to the Exit Hall.
    
    . Exit Hall (5F) / Entrance Hall (6F) .
    
    Watch the scene. Up the stairs for another, and then it's time to use the last
    world card you have left.
    
    
    .: B.6 HALLOWEEN TOWN (6F) :...................................................
    
    . World Map - Sixth Floor .
    
    Enter - [UR]   [E1]
             |      :
            [F1] - [F5] - [F6]
             |             |
     [E4]...[F2]   [E2]...[F7]
             |
            [F3]
             |
     [E3]...[F4] + [CR] - Exit
    
    Enter, Entrance Hall (6F); Exit, Exit Hall (6F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
    
    Things begin with a forced fight. A couple of waves, not too tough with Jack's
    help. And afterward Sora learns the Terror sleight.
    
    A bounty room here returns the Gifted Miracle sleight. Ravish the scenery for
    Pumpkinhead attack cards. Lots of dual-target objects in field rooms, but
    beware the fountains. Guillotine only pay out for landing a full combo, and
    they can nick you, too.
    
    As always, save before using the Key to Truth.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Oogie Boogie time. He likes tossing a seven card, so use Splash LV2 to douse
    the trio of dice. Blitz work well too if you're practiced in adding hits; less
    costly, CP wise.
    
    Watch for when the spike fence falls then lay into Oogie Boogie. Single cards
    will do, but there's room for Sonic Blade. Take care with stocking cards and
    getting knocked off Oogie's platform, however.
    
    Gimmick cards result from card breaks and bashing the dice; they drop the
    spikes AND stun the bag o' bugs for a good long time. If Pluto cards appear
    pretty regularly, stock up two or three if you can for better rewards.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    You get Oogie Boogie's card, which lends you Regen. Save before leaving
    Conqueror's Respite.
    
    Tip! From now on you'll hear a lot about Sonic Blade and Lethal Flame, the
    game's two most-recommended "killer" sleights. Sonic Blade is difficult for
    hallway bosses in particular to card break if you can add every hit through to
    the "Finish" prompt. Lethal Flame has the advantage of using lower cards -- its
    composition is set, not the value -- and for continuing to execute while you're
    free to stock your next sleight. Against sleight-using bosses, compose your
    Lethal Flame sleights with total values over 20 whenever possible.
    
    . Exit Hall (6F) / Entrance Hall (7F) .
    
    In the Exit Hall (6F), a pretty foe awaits (no, not Axel, though he has scenes
    to steal).
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Larxene relies on thunder magic. Fire and ice whittle away her lifebars in
    short order. She moves fast enough, though, blizzard can be a near-miss. And
    sleights are her real weakness. If you have Sonic Blade by now, then now's a
    good time to start practicing and watch her lifebars get slashed.
    
    If you're low on HP, the Card Soldier enemy card speeds up your chances. For
    fun, take her out with a three-card Dumbo-cide, er, Splash LV3.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Thunder magic is yours for the win. Also, Sora obtains four new world cards
    (Block B: Atlantica, Neverland, Hollow Bastion, 100 Acre Wood) to use on floors
    seven through ten (7F-10F).
    
    Take the stairs for a pair of scenes. Review Jiminy's Journal for new story
    data and save.
    
    --- YOU DECIDE! ---------------------------------------------------------------
    Now that you've seen all of what Block A offered, take a moment to review your
    decisions when picking world cards.
    
    With Block B, 100 Acre Wood provides a new wrinkle. Consider Pooh's world a
    respite from random enemies and boss fights (if you've played KH or KH2, you
    have an idea of what to expect).
    
    Tip! Pooh has a scene on leaving his world, for two scenes to replay if Exit
    Hall events lead to Continue. You can press Start and select Skip Event for
    each scene, of course, but if that's distasteful consider placing Pooh on the
    ninth floor.
    
    The three other worlds are a near match overall, with scant few factors
    swinging the gauge. The world maps vary in breadth, so you may wish to preview
    all five side-by-side in the "Maps - Sora" reference section.
    
    Note: Yes, five. 100 Acre Wood has a special map that replaces the usual world
    map for its assigned floor.
    
    Block B, default order:
    Atlantica, Neverland, Hollow Bastion, 100 Acre Wood
    
    Random enemies, easy -> hard:
    100 Acre Wood, Atlantica, Neverland, Hollow Bastion
    
    Boss, demi-boss, & forced fights, easy -> hard:
    100 Acre Wood, Atlantica, Neverland, Hollow Bastion
    
    Goodies, greater -> lesser usefulness:
    Neverland, 100 Acre Wood, Hollow Bastion, Atlantica
    
    Again, all but default order are gauged by the author's own variable scale.
    --- END INTELL! ---------------------------------------------------------------
    
    Save and approach the doors. Choose the Atlantica world card, or another of
    your choosing.
    
    
    .: B.7 ATLANTICA (7F) :........................................................
    
    . World Map - Seventh Floor .
    
     [E3]...[F3] + [CR] - Exit
             |
     [F1] - [F4] - [F7]
             |
     [E1]   [F5]...[E4]
      :      |
     [F2] - [F6] - [F8]
             |      :
    Enter - [UR]   [E2]
    
    Enter, Entrance Hall (7F); Exit, Exit Hall (7F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
    
    Beginning with the seventh floor, regardless of the world, the Key to Rewards
    card may come up as a random drop after battle. The Rewards keycard must be
    used before another will drop. You can carry the keycard to another floor,
    however. And when you are carrying one, on the world map its event room (E4) is
    outlined in cyan.
    
    --- YOU DECIDE! ---------------------------------------------------------------
    Now is a good time to revisit the lower floors to explore their Rewards rooms
    (as well as a bounty room in Traverse Town). Look to the maps to determine if
    the Rewards room is nearer a floor's entrance or exit, then warp accordingly.
    Return to the seventh floor for another Rewards keycard.
    
    Naturally, you can move forward instead. More opportunities for backtracking
    lie ahead with every warp point.
    --- END INTELL! ---------------------------------------------------------------
    
    Moogle shops see an improved inventory, too, more costly and varied. Card packs
    may now include moderately rare cards, though the rarest cards still lie ahead.
    You also see the remaining two bounty-type map cards dropped after battle
    beginning on this floor.
    
    Okay, back to the world. No swimming, thank goodness. Hurl marked objects to
    open any jack-in-the-box; some give goodies, some explode. Sea urchins are
    generous and stun nearby heartless.
    
    In your first bounty room obtain the Shock Impact sleight, while a second
    yields the Homing Blizzara sleight. Smash scenery for Crabclaw attack cards.
    Unlock the Rewards room for the Quake sleight, quite devastating.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Ursula has four tentacles Sora must eliminate to reach her, but handle them as
    pairs since they regenerate independently, or you could spend hours tackling
    them one after another.
    
    Pluto cards appear pretty regularly, depending on your Max CP and deck. Stock
    up three or use him as the lead in a stock so he's not wasted. Sonic Blade is a
    big help, taking out pairs of tentacles in nothing flat.
    
    Gimmick cards stun the sea witch briefly for easy pickings. Just take your
    time; it may not be a quick fight, but it needn't take too long either.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Ursula forks over her enemy card. Save before leaving Conqueror's Respite.
    
    . Exit Hall (7F) / Entrance Hall (8F) .
    
    In the Exit Hall, a pretty foe awaits (no, not Axel this time either).
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Ah, Riku. Wicked fast and his hits can stun, but no sleights for him. Lucky for
    Sora.
    
    Include a few sets for Sonic Blade. Add in Card Soldier to match speeds with
    Riku, and a Hi-Potion if you like, to reload premium attack cards. If Riku
    plays an enemy card, having Parasite Cage on hand is helpful.
    
    Dodge roll to avoid getting stunned, unleash Sonic Blade, then repeat. Lethal
    Flame makes a nice finale, if available.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Gain an Aero magic card. Climb the stairs for more scenes. Save and choose your
    next world.
    
    
    .: B.8 NEVERLAND (8F) :........................................................
    
    . World Map - Eighth Floor .
    
    Enter - [UR]   [E4]...[F5]   [CR] - Exit
             |             |      +
     [F1] - [F2] - [F4] - [F6] - [F8]
             |      :      |      :
     [E2]...[F3]   [E1]   [F7]   [E3]
    
    Enter, Entrance Hall (8F); Exit, Exit Hall (8F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
    
    After the opening scene, Sora learns the Glide skill. Gliding time, with KH
    rather than KH2 rules -- brushing against a wall drops you like a stone.
    
    The first bounty room nets you the Teleport sleight, good against shields and
    large bodies. Crates and such may yield Fairy Harp attack cards. Visit the
    Rewards room for the Thunder Raid sleight.
    
    Pirate heartless can stun you, beware. Peter Pan joins you in the Beginnings
    room, but leaves again in Guidance; his sleights can also drop MP orbs, so pick
    him up before prospecting. He returns for the showdown in the Truth room (and
    thereafter).
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Hooky's back. He throws exploding things and has a slightly nasty sleight
    involving barrels.
    
    Keep an eye on his cards. Pack a zero card to break his sleight. Button mashing
    works just fine, but Sonic Blade or Omnislash can shorten the fight
    considerably if you've learned either of those. Firaga works wonders, too,
    especially if you can play a Red Nocturne enemy card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Obtain the Hook enemy card, plus the Tinker Bell summon card. Save and exit to
    the hallway.
    
    . Exit Hall (8F) / Entrance Hall (9F) .
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Riku, round 2. Still fast, a little stronger. A sleight and no enemy card.
    
    Second verse, same as the first. Sonic Blade and Lethal Flame still whittle
    down his lifebars in nothing flat. What worked in the last fight works here,
    too, and Card Soldier still gives you a good edge if you're going toe-to-toe
    with Riku.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Learn the Magnet Spiral sleight; quite useful against swarms of heartless,
    especially floaty types. Take the stairs up. Save and choose a world card.
    
    
    .: B.9 HOLLOW BASTION (9F) :...................................................
    
    . World Map - Ninth Floor .
    
                          [E3]          [E1]
                           :             :
    Enter - [UR] - [F2] - [F4] - [F6] - [F8]
                           |
            [F1] - [F3] - [F5] - [F7] - [F9]
             :             +             :
            [E2]          [CR] - Exit   [E4]
    
    Enter, Entrance Hall (9F); Exit, Exit Hall (9F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
    
    In your first bounty room learn the Reflect Raid sleight. The scenery may yield
    Divine Rose attack cards, highly regarded in many quarters. And unlock the
    Rewards room for the Mushu summon card.
    
    Note: Mushu's flare sleights are fire based, not nonelemental as flare is often
    categorized in other Square titles.
    
    Beast doesn't join you until the Guidance room, so save any field-room
    prospecting until then if you like. Stars on platforms are stunners, but the
    pyramids let you wreak havoc, too. Strike the blue crystalline sunbursts to
    activate platforms between tiers.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Maleficent's dragon can be tough work -- spewing gas, snapping at you, and
    stomping around. Good time to pack in a few Hi-Potions. She plays a lot of low
    cards, though.
    
    The key here is to abuse gimmick cards. They create a platform that gets you
    above the green gas and concussion waves, and at eye level for sleights like
    Sonic Blade. Don't worry about falling off; the platform whizzes back and forth
    as needed for sleights, combos, or analog stick movement; pretty cool. Goofy
    and some stuff WILL knock you off, though.
    
    On the ground, button mashing does good damage. Jump over concussion waves and,
    if you have it, glide away from the gas clouds.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Receive the dragon's enemy card; it's a good one. Save, then exit.
    
    . Exit Hall (9F) / Entrance Hall (10F) .
    
    After the scene, ascend the stairs for another and save. Time for the last
    world in Block B.
    
    
    .: B.10 100 ACRE WOOD (10F) :..................................................
    
    . World Map - 100 Acre Wood .
    
    Note: Unlike other maps, this one is specific to the world, wherever you
    position 100 Acre Wood in Castle Oblivion. If you choose another world, the
    tenth floor's usual world map is found in the "Maps - Sora" section.
    
    Enter - [PB] - [RH] - [HT] - [TP] - [MR] - [FI] - Exit
    
    Enter, Entrance Hall (10F); Exit, Exit Hall (10F)
    PB, Pooh Bear's House; RH, Rabbit's House; HT, Hunny Tree
    TP, Tigger's Playground; MR, Muddy Road; FI, Fields
    
    Note: 100 Acre Wood in KH-ReCOM differs significantly from the same world in
    KH-COM, according to that earlier game's guides.
    
    Watch the route Sora uses approaching the house so you'll know which is the
    opposite direction when it's time to leave for the next room. Okay, all the
    talking with Pooh gets things going. From then on, Pooh automatically follows
    Sora around; you needn't lead or wait for Pooh.
    
    Everything in 100 Acre Wood may be skipped, but simply running from room to
    room misses quite a few goodies, too. If you've played KH or KH2, in KH-ReCOM
    only minimal scores are needed for 100% journal completion.
    
    Ring the bell, then enter Pooh's house for a few orbs. Back outside, walk
    around the side of the house and talk to Piglet. He hides among the bushes; to
    stop him, press triangle when the reaction prompt appears. You learn the
    Confuse sleight for your efforts. Move on to the next room.
    
    VEGGIE PANIC. Lots of things to break for spoils in RH. (Tip! Best MP farming
    spot in the game.) Then help sort Rabbit's veggies. When Pooh skips onto the
    path, watch for reaction commands to hurl the keyblade. It may tag intervening
    veggies, too, but stay ready to bat away any that slip past Pooh. The other
    tricky bit involves carrots rolling down the hill and a jumbo-sized pumpkin.
    You need to hit the pumpkin five times -- press square or O to clear some
    carrots, then get in a few swipes at the gourd, clear more, then finish it off.
    The margin for error is six misses, which includes veggies rolling past, sent
    the wrong way, hitting Sora, or hitting Pooh. Get a score of 30 for the
    Cross-Slash+ sleight. Play again in Challenge Mode and for a score of 120, you
    receive a Fire card.
    
    Tip! With any of these minigames, first obtain the good prize with the minimal
    score. DON'T go for the top score on your first try, however hard it is to
    purposely "miss".
    
    BALLOON GLIDER. In the next room, float up past the jumbo-sized hunny glob to
    reach the top of the Hunny Tree for the Firaga Burst sleight. The margin for
    error is three balloons, but replacement balloons lie along the path. Get all
    500 in Challenge Mode for a Stop magic card. With no time limit, this is the
    easiest challenge to complete.
    
    TIGGER'S JUMP-A-THON. In TP, jump up onto a stump and look over to the left for
    a chest on a ledge. Glide over to open it for the Spellbinder attack card. Now
    bounce along with Tigger. Mimic his bounces for 25 jumps and receive the Idyll
    Romp sleight. (The minigame doesn't automatically end, so anytime after 25
    correct jumps is fine to intentionally miss and stop it.) Play again in
    Challenge Mode and for 75 bounces, receive an Ether. The margin for error is a
    single incorrect jump.
    
    Note: If you haven't yet learned Glide, remember to return for Spellbinder
    after visiting Neverland.
    
    WHIRLWIND PLUNGE. In MR are two minigames. First, jump up on the blustery well
    to get started. Survive the first freefall for a Mega-Ether. Get a score of
    over 2400 in Challenge Mode for a Gravity magic card.
    
    BUMBLE-RUMBLE. Still in MR, climb the ledge beside the well, talk to Eeyore,
    then look at the hole Pooh found to start the minigame. The Help screen reveals
    a two-card sleight (Honey Storm); be sure to lead with a keyblade, though. Use
    the special deck to fight off 50 bees and reveal Eeyore's tail for an Elixir.
    Fight off 70 bees in under a minute forty seconds (1:40) in Challenge Mode for
    a Hi-Potion.
    
    Traverse the fallen log to reach the exit to the last room.
    
    In the Fields is a save point. Take a moment to adjust your deck or do any
    housekeeping. Try to climb the log and you're prompted to leave. (If you balk
    for now, walk to an edge of the field to backtrack to the previous room, then
    return.) After the parting scene finishes, you receive the Bambi summon card.
    
    . Exit Hall (10F) / Entrance Hall (11F) .
    
    Right into a scene, and a boss fight.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Vexen is an ice man, so banish any blizzard magic from your deck. And avoid the
    Duck. Vexen telegraphs his moves, be ready to dodge roll. His shield can get
    mighty annoying; Teleport or Cross-Slash+ can get you behind him, however. He
    often starts out playing a zero card.
    
    Fire works very well and may stun Vexen, but Sonic Blade and Ars Arcanum --
    along with a few Hi-Potions or Cura stocked with that nifty new Elixir -- drain
    all those lifebars pretty fast. If you've learned Lethal Flame, experimenting
    on Vexen is only fair. Deck the Parasite Cage enemy card to dispel Vexen's
    Blizzard Boost as soon as it appears beside his revolver.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Afterward, learn the Freeze sleight -- it's a great opening move in a random
    encounter deck -- and receive the next world card. Head up for more scenes.
    Save and take a look at the new world.
    
    
    .: B.11 TWILIGHT TOWN (11F) :..................................................
    
    . World Map - Eleventh Floor .
    
    Enter - [UR]   [E4]   [E1]
             |      :      :
     [F1] - [F4] - [F5] - [F6]
      |             +
     [F2]          [CR] - Exit
      |
     [F3]
    
    Enter, Entrance Hall (11F); Exit, Exit Hall (11F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
    
    Watch for Mingling Worlds map cards to start turning up. Moogle shops see
    another upgrade; their best card packs are now available and worth a look.
    
    In the first bounty room, you learn Warpinator, one of only two things to KO a
    white mushroom. No new attack cards, alas, but open the Rewards room for the
    Stardust Blitz sleight.
    
    Tip! Gather your green map cards while you may. None will drop on the next two
    floors.
    
    In the Beginnings room, a boss awaits.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Vexen returns. Still slow, still telegraphing his moves. And his moves can be
    formidable, especially near the end when he hauls out his icy sword, but better
    to disappoint him with card breaks.
    
    Firaga and Mushu's Flare Breath sleights do good damage -- excellent, played in
    concert with Red Nocturne -- and may stun him. Sonic Blade and Ars Arcanum
    still drain all those lifebars pretty fast if you can make every hit count. And
    Lethal Flame can flatout punch his ticket.
    
    Want to really lay on the hurt? Bring out your Card Soldier to speed in even
    more attacks. If Vexen proves too tough, call on Hook; the extra protection is
    often just enough.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Defeat Vexen, get his card, a lifesaver when you're close to winning. Hmm, and
    straight to Conqueror's Respite. Go back for any skipped rooms first, if you
    like, then come back to save.
    
    . Exit Hall (11F) / Entrance Hall (12F) .
    
    Wouldn't you know, another boss fight.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Riku, round 3. Still fast, a little stronger. Still has a zero card, but no
    enemy card visible on deck.
    
    Third verse, same as the first. Recruit your Card Soldier to help keep time.
    Firaga has a nice knockback factor, keeping Riku out of your face. Sonic Blade
    works wonders against, though each hit does a bit less damage than last round.
    Try Strike Raid in close, or Lethal Flame if he's troublesome.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Mega-Potion is yours for the win and, after Goofy states the obvious, so is the
    next world card. Upstairs, a few scenes, a save point.
    
    
    .: B.12 DESTINY ISLANDS (12F) :................................................
    
    . World Map - Twelfth Floor .
    
                                 [CR] - Exit
                                  +
            [F1] - [F2] - [F3] - [F4]
             |      :             |
    Enter - [UR]   [E1]   [E4]...[F5]
                                  |
                                 [F6]
                                  :
                                 [E2]
    
    Enter, Entrance Hall (12F); Exit, Exit Hall (12F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
    
    A bounty room nets you the Judgment sleight, the very best of the "raid"
    sleights. Again, no world-specific attack cards. In the Rewards room you find a
    Megalixir, the pinnacle of item cards.
    
    Tip! Try out every item card, if you haven't already. Switching in a few
    premium cards leaves room for the high-end item cards. Worth it to gain
    repeated use of otherwise unreloadable cards. Stocking one in behind a Cura
    sleight -- Cure + Cure + item card -- even low-valued item cards work well.
    
    As you might suspect, no friend cards appear during random encounters. A boss
    lurks in the Guidance room, behind a door valued at 50, yikes!
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Darkside is back...to KH vets, at least. Reaching him can be challenging (where
    are all the aerial combos, eh?), but Judgment works surprisingly well. His
    attacks are easily avoided, too, except maybe when he emits dark clouds.
    
    Gimmick cards raise rock pillars that you can climb to better reach the big
    bad. Or just wait for him to hand you his hand; the black puddle doesn't hurt
    and the shadows are more distraction than threat.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    You obtain Oathkeeper, one of the better attack cards. Save and exit this
    world.
    
    . Exit Hall (12F) / Entrance Hall (13F) .
    
    Ah, the next confrontation.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Riku, round four. A good bit stronger. Still resists magic, but NOT immune.
    
    Even now Sonic Blade, Firaga, and Lethal Flame are formidable weapons. Card
    Soldier remains a big help with an attack-card heavy deck. Make room for the
    better item cards and save a ton of time. If things come down to the wire,
    don't hesitate to put Hook or Vexen in play.
    
    Tip! You may want Parasite Cage on hand in case Riku plays his enemy card, but
    hold off if he plays Incrementor -- his nine-heavy deck is suddenly zero-land,
    removing the threat of Dark Aura.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Riku's card is yours, worth adding to your deck.
    
    But WAIT, don't move on just yet. Step back out and save. Come back into the
    Exit Hall and speak with Namine first. (It's only one inconsequential line, but
    you miss it otherwise.) Now talk to Riku for a big scene. Yep, and another boss
    fight.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Larxene is still a power girl. Set aside any lightning attacks; they won't
    touch her. She's fast as lightning, too.
    
    Donald and Goofy are back to assist. Yes, Sonic Blade still reigns, but Lethal
    Flame may top the damage done. Riku's enemy card can reduce lightning damage.
    You get double duty from your sleights, too, but thunder resistance can keep
    you alive, so don't let the counter run out. Have Parasite Cage ready to dispel
    her Thunder Boost if needed.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Get Larxene's enemy card. After the scene, receive Oblivion, another top attack
    card. And you're STILL in the Exit Hall. Go on up the stairs and save there.
    More journal entries are now available, by the by.
    
    --- YOU DECIDE! ---------------------------------------------------------------
    Now is a good time to make use of the warp point and pillage the Rewards rooms
    on the lower floors, if you haven't already. Since only one Rewards keycard can
    be carried at a time, and since that keycard only drops on the higher floors
    (7F-13F), be prepared to warp around a bit.
    
    Good time for leveling up, too, exploring bounty rooms for the special goodies
    offered on every floor, collecting enemy cards, and so on.
    
    Tip! Enter the top floor first for a very helpful sleight.
    --- END INTELL! ---------------------------------------------------------------
    
    No world card needed, so head through to the thirteenth floor.
    
    
    .: B.13 CASTLE OBLIVION (13F) :................................................
    
    . World Map - Thirteenth Floor .
    
                          [F5] - [Fa]   [E1]
                           |      |      :
    Enter - [UR]          [F6]   [Fb] - [Fd]
             |             |             |
            [F1]          [F7]          [Fe]
             |             |             |
            [F2]          [F8]          [Ff]
             |             |             +
            [F3] - [F4] - [F9] - [Fc] + [Fg] - [UR] - Exit
                                  :
                                 [E4]
    
    Enter, Entrance Hall (13F); Exit, Exit Hall (13F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
    
    You learn the Trinity Limit sleight before you even see how ruddy big this
    floor is.
    
    Tip! Though Trinity Limit's Help shows Donald first, swapping him and Goofy
    works fine too, as long as you lead with an attack card.
    
    Be prepared. The first random encounter on 13F may prove tougher than any boss
    on the lower floors -- hordes of heartless, many immune to magic, and possibly
    including nearly a dozen neoshadows. This floor could take a while.
    
    Tip! Hold one Random Joker in reserve for entry into the Beginnings room.
    
    Head for the Rewards room pronto. (Jokers are useful there too, if you have
    extras; save up map cards for winnowing on this door otherwise.) You learn the
    Super Glide skill, better soon as late. Handy for ringing those bells.
    
    Note: Super Glide works different in KH-ReCOM than in KH. Press O to jump and
    immediately press O again to stay aloft and speed along faster and for longer
    distances before your trajectory declines. (KH's Superglide required another
    button combination and cornered crisply with the shoulder buttons. A period of
    adjustment may be necessary.)
    
    A bounty room yields the Raging Storm sleight. Floor medallions may stun nearby
    heartless or harmlessly glow green after opening. Shades of KH2, take out the
    black-centered defense pods when you run into them, before they target you.
    
    Brief scenes occur partway -- entering F3 and F5, by the map above. And yes, a
    boss fight lurks in the Beginnings room (past a costly door indeed), so save up
    before entering.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Axel, once more with feeling. Far stronger now, with a couple of sleights that
    may wear on you.
    
    Fire bad, heals Axel. Sonic Blade works...IF the first hit connects, odds are
    he won't card break you. Ice sleights do far better damage. Freeze works, but
    with Axel's mobility Blizzaga and Homing Blizzara are better choices. Deck a
    couple of zero cards to counter his sleights if they prove troublesome.
    
    Serving Axel a cold lunch? Be sure to invite a Blue Rhapsody. Otherwise, play
    your Riku card for the reduced fire damage. If at all possible, have Darkside
    standing by to copycat Axel's own ability, Quick Recovery, if it appears and
    gain immunity to fire.
    
    Tip! Axel often teleports after he's hit. Stock your next sleight, but wait a
    heartbeat until Axel vanishes and rematerializes before unleashing it. Getting
    trigger happy can cost too many cards.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Got Axel's card memorized? Doorways now lead into Fg, per the map above. Make
    sure to save before entering the last UR, however, as another boss fight
    awaits.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Marluxia's appearance is not the final battle, not just yet. He has one sleight
    that can cause you serious grief. Build your deck for big attacks and view this
    fight as a prelude.
    
    He has only a slight elemental resistance, so use magic as much as you like.
    Sonic Blade works like a charm, as will any physical attack sleights, though
    you want a few zero cards ready in case his sleight gets stocked. Or employ
    Zantetsuken instead, since its nines can break any single card he plays.
    
    Deck Parasite Cage in case his Double Sleight gets played. He's weak to all of
    your sleights while it's in play, however.
    
    Tip! Pay attention to his audible cues for his impending sleights; you'll be
    glad you did. Pause and look over his deck, too, while you're at it.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Receive Marluxia's enemy card for the win.
    
    Review the Journal's new entries, do any housekeeping. Save at the save point,
    because you've reached, drumroll please, THE POINT OF NO RETURN.
    
    Note: Okay, technically KH games have no "point of no return," since you're
    given a choice to Continue after a defeat. And unlike KH or KH2, KH-ReCOM also
    allows saving after the final battle. But this IS the point where the closing
    events of Sora's story begin unfolding.
    
    --- YOU DECIDE! ---------------------------------------------------------------
    Before rushing onward, two new attack cards have just been unlocked, a reward
    for reaching the final save point. You can pick them up right here on the
    thirteenth floor, too.
    
    If you're interested, backtrack one screen and synthesize a new moogle room.
    The two attack cards, Diamond Dust and One-Winged Angel, can be found by
    striking objects in the field room or by purchasing the two best red or mixed
    card packs (black and white ribbons) from the moogle shop.
    
    Tip! Save first so you can reset if neither card turns up.
    
    The cards can also appear in treasure chests if you have extra bounty map
    cards, and some have said they see better results on other floors, but a moogle
    room on 13F often yields quick results (six field objects, plus four card packs
    that may hold red cards; up to twenty-six chances per room).
    
    And if you've been hoarding MP, now is a good time to spend some of it.
    
    Note: Not your first playthrough? Several other cards may have been unlocked at
    this time, too.
    
    When you're ready, return to (and again use) the final save point.
    --- END INTELL! ---------------------------------------------------------------
    
    This is it. Approach the final doorway and pick "It's our last battle!"
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Marluxia's final confrontation can take a while. In his first incarnation he
    has a pair of scythe-like appendages, plus his own self. And he's airborne.
    Attack sleights work well against the body (not so good against the scythes),
    though it's a bit of overkill. At this stage he's easily beaten by keeping an
    eye on his stock and countering each card, slipping in extra hits when you can.
    Each scythe drops HP orbs when it breaks, and won't regenerate.
    
    When the first form is defeated, your deck and HP are both refreshed.
    
    For his second incarnation, grounded again, save the sleights for when you're
    nose-to-nose with Marluxia. He looks like he's shielded, but a glance at his
    lifebar shows it depleting, so swing away. Two attacks of note: 1) He scatters
    your deck over the battlefield. Run around and pick them up, listening for his
    cues and card breaking him as needed. You shouldn't lose any cards in this
    maneuver, other than any enemy card in play. 2) Doom! The trick here is
    breaking every card he plays, before the countdown ends -- tapping X as fast as
    you can works well.
    
    Tip! During Gale of Severance is an excellent time to reload your deck. It does
    no damage and you can quickly Super Glide back to him.
    
    When he's down to his last three lifebars, keep an ear out for "the beginning
    of the end" or "Behold!" -- break him fast, because these precede a block of
    killer moves, several sleights coming one right after the other. Parasite Cage
    him immediately if his Double Sleight ability shows up; a single barrage is bad
    enough.
    
    An alternative approach to this fight is to pack your deck full of nines, along
    with a few sets of Cure and reload cards. Play only single cards, no sleights
    at all until the end of each part, then Zantetsuken every sleight he plays and
    single-card him into oblivion.
    
    Also, Firaga under Fire Boost (Red Nocturne) or Thundaga under Thunder Boost
    (Yellow Opera) inflicts plentiful damage very economically and nicely augments
    an all-nines deck. A definite boon when he's airborne, too. And if you are
    foiled just as you're about to finish him off, playing Vexen's enemy card might
    afford you the needed edge.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    After the final scenes, credits role. Stick around, after the still frames
    there are some cute if incidental animations especially for this sequence. And
    when the graphics shift to the left side you're treated to a glimpse at a few
    scenes NOT taking place in KH-ReCOM. A brief scene plays out following the
    credits, and an epilogue of sorts.
    
    Last up is the Battle Record screen. Write it all down for posting at
    GameFAQs.com, if you like. Here's a template you're welcome to copy.
    
    . BATTLE RECORD - SORA .
    
    Game level > xxxx Mode
    Journal covered > nnn%
    Card Collector Rank > xxxx
    Enemies defeated > nnnn
    Special treasures obtained > nn/24
    Card Breaks > nnnn times
    Sleight most often used > xxxx nnnn times
    Clear time > nn:nn
    
    A very frequently asked question about KH and KH2 -- how to get past this
    screen -- has been addressed in KH-ReCOM. Notice a pair of prompts at the
    lower-right. Press X (Save Menu) to save your "clear" data; choose a new save
    slot if you like.
    
    IMPORTANT! Don't skip saving now! A clear save for Sora is needed to unlock
    Part II of KH-ReCOM. It's also vital if you want Sora to collect all of his
    remaining cards and achieve 100% completion.
    
    The clear save displays a gold card, and in the Browser a musical note is
    appended to the file name.
    
    WARNING! Not recommended, but from Battle Record instead pressing O, End Game,
    prompts if you're sure. If you then answer Yes, you're returned to the title
    screen WITHOUT saving. Selecting No takes you back to your Battle Record, where
    you can rethink the choice and instead press X to save your clear data.
    
    Done saving, back out and the title screen appears. But wait! New artwork,
    touting "Reverse/Rebirth" in blue. Your options are now NEW GAME, LOAD, and
    THEATER.
    
    Note: In KH-COM, this menu included a LINK command rather than THEATER. Linking
    into Versus (VS) mode is not a feature of KH-ReCOM.
    
    LOAD takes you through the familiar loading screens.
    
    With Sora's clear save, thirteen new cards are unlocked: One in each world's
    Rewards room and one bounty-room extra in Traverse Town. You can LOAD the clear
    data you just saved and get them now, but six additional cards are only
    unlocked following Part II, so this guide covers collecting all nineteen at
    that point. (Can't wait? Skip ahead to "CLEAR BONUS!")
    
    THEATER lets you replay all of the cutscenes thus far -- select the chapter,
    then the scene to replay.
    
    NEW GAME now leads to a choice: Sora or Riku. If you choose Sora, return to the
    top of this walkthrough. But most likely you'll choose Riku at this point, so
    read on.
    
    
    .:| C. WALKTHROUGH, PART II - RIKU'S STORY |:...............................:.:
    
    Note: To be clear, Riku's story is NOT a "new game plus". Nothing carries
    forward from Sora's story, other than a presumption that you have played as
    Sora and remember all the mechanics of battle, room synthesis, and so on.
    
    If you're continuing with a previously saved game, from the title screen choose
    LOAD, your memory card, and the desired saved game, then skip ahead to the
    appropriate section in this guide.
    
    Otherwise, choose NEW GAME, then Riku. Select the game mode.
    
    --- YOU DECIDE! ---------------------------------------------------------------
    For this guide, Standard Mode is presumed. Beginner Mode presents weaker
    enemies, while Proud Mode serves up tougher battles, but storywise both follow
    along exactly the same lines as Standard Mode.
    
    Note: The game-end artwork varies for Riku, too, depending on the mode
    selected. Still no "secret ending" type of extras, though.
    
    The game mode cannot be changed in the middle of a game.
    --- END INTELL! ---------------------------------------------------------------
    
    Choose your vibration and audio settings. These two options can be changed
    later from the Settings menu. Your selections are displayed; select Yes to
    continue, or No to change your selections. The title screen "shatters".
    
    When the opening scene is complete, you obtain the Hollow Bastion world card
    and gain control of Riku in B12F Entrance Hall. Save at the save point.
    
    IMPORTANT! Choose a separate save slot for Riku's game. Do NOT overwrite Sora's
    saved game if you wish 100% completion of his game.
    
    Game saves for Riku require 53 KB each, the same as Sora. Games played in
    Beginner or Proud Modes are so noted on SAVE and LOAD screens.
    
    Note: Game-saves in Standard or Proud mode show an open or filled star,
    respectively, appended to the file name in the PS2's Browser. For more details,
    see the "Save Files" reference section.
    
    Take a moment to see how Riku moves. Press X to swing Soul Eater, his weapon.
    Press O to jump. Press square for Riku's variation on Dodge Roll, more of a
    Dodge Roll Hop (or Spring Roll, if you will, though the manual's Controls table
    calls the move Side Step). In basic movement, Riku seems to have greater
    strength and reach but less speed and agility than Sora.
    
    Explore the menu, too, especially Review Decks for a one-time-only Help text
    explaining Riku's "closed" deck. Also of note is the D Report, which replaces
    Jiminy's Journal and includes many "New!" entries to peruse (detailed in the "D
    Report" section). Adjust your Settings as needed.
    
    Save again once all is read, if you like. Approach the doors and press
    triangle. Press X to confirm using the Hollow Bastion world card.
    
    
    .: C.1 HOLLOW BASTION (B12F) :.................................................
    
    . World Map - Twelfth Basement .
    
                          [E2]
                           :
    Enter - [UR] - [F1] - [F3] - [F5] + [CR] - Exit
                    |      |      :
                   [F2] - [F4]   [E3]
                    :
                   [E1]
    
    Enter, Entrance Hall (B12F); Exit, Exit Hall (B12F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
    
    Enemy card automatically learned: Defender
    
    WARNING! Take care to let the voice's dialogue completely appear. Unlike normal
    dialogue "balloons", pressing X immediately dismisses the voice's words.
    
    .: RANDOM ENEMY CARDS :.
    
    Unlike Sora, random enemies drop no enemy cards for Riku. Instead, Riku
    automatically learns at least one new random enemy card with each new world
    synthesized, as noted above the Defender enemy card in Hollow Bastion. These
    cards are world specific and won't be included in decks elsewhere.
    
    Beast doesn't join Riku. In fact, the vacancy of all but heartless seems the
    theme of this floor. No tutorials, not as Sora went through, but for most rooms
    simple button mashing suffices. With the closed deck, playing stocked cards
    only depletes your options at this point. And don't forget about playing your
    enemy cards -- press Select to bring up that revolver.
    
    Tip! Be sure to visit Review Decks often. Your available cards may change when
    you move into a new room or hallway. Shortcut must be reassigned with every
    deck change, too, such as when returning to Entrance Hall from an Unknown Room
    and vice versa.
    
    All sorts of map cards turn up right away, though still fewer room types than
    with Sora. Build up a good balance and remember the 99-card limit. Hold off
    using Meeting Ground map cards until a friend is available.
    
    Something to keep in mind at all times is Riku's inability to cure himself. HP
    orbs from smashing scenery in the field become vital. Break up only as much as
    needed to heal. Barrels and such don't hide anything else anyway.
    
    --- YOU DECIDE! ---------------------------------------------------------------
    Like Sora, Riku is offered up to three bonuses when he levels up. The +15 HP
    boost is always available, while the +1 AP boost only appears every third
    level-up (LV 2, 5, 8, and so on). The +2 DP boost is dimmed until Dark Mode is
    learned (more then).
    
    HP is much more important to Riku since he has no cure magic. AP is vital,
    increasing the power of Riku's Soul Eater attack card and how much damage he
    can inflict; grab it without fail whenever it appears.
    --- END INTELL! ---------------------------------------------------------------
    
    Use the Beginnings keycard for a scene, and the Guidance keycard for another.
    But a boss fight awaits in the Truth room, so save up first.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Maleficent's dragon is pretty straightforward. The biggest threats are the
    green gas that steadily drains Riku's HP and the concussion waves that can come
    in a flurry.
    
    Gimmick cards may appear. They work the same as with Sora, creating a platform
    that gets you above the green gas and whizzes back and forth as needed.
    Single-card break the dragon until you get a gimmick card. Then jump on and
    combo away. Jump over concussion waves as needed.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    You obtain the dragon's enemy card with the win and the card is added to your
    deck right away. Its handicap isn't a handicap for Riku, since his deck reloads
    in a flash. While random enemy cards are world specific, boss enemy cards can
    carry forward with Riku's deck.
    
    Unlike Sora, Riku is NOT auto-transported to Conqueror's Respite, but this time
    you're only one room away. Be sure to save in Conqueror's Respite, though, for
    another confrontation awaits in the Exit Hall.
    
    Tip! Most of Riku's world maps contain more rooms than strictly necessary.
    Since the worldly boss often drops an enemy card, try tackling the boss on a
    direct route (rather than filling out the map first) so you can use the new
    enemy card along the path to Conqueror's Respite.
    
    . Exit Hall (B12F) / Entrance Hall (B11F) .
    
    - - - Boss? - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Ansem returns (which, if you've played KH2, can be mighty puzzling). But this
    is a tutorial battle more than anything, if in a convoluted manner.
    
    You learn about Rapid Breaks...as soon as one is pulled off, whether on your
    first move or your twenty-third. To score a Rapid Break, keep an eye on Ansem's
    deck and break his card the instant he settles on the top card. There is a bit
    of elbow room, but you still need to be quick. A successful Rapid Break earns
    an "AP Bonus" displayed and temporarily increases your hitting power.
    
    Trivia! Enjoy the "quicky" typo.
    
    Next, Ansem introduces the notion of card duels, which may prove hell for
    anyone not a wiz with maneuvering through the card revolver, until you
    understand what's going on. Instead of breaking Ansem's card, MATCH it. Since
    for this battle Ansem only plays sevens, matching him is pretty easy. With the
    match, the Duel reaction command appears; quick, press triangle. Now you have
    four seconds to match three cards Ansem plays, usually a 9, 8, and 7 for this
    fight, though they come up in random order. You can reload during a duel, but
    with the time allotted often it's not much help.
    
    Tip! Time is too short, in fact. Just tap X as fast as you can. Even with a
    reload midway, you'll probably garner a Successful!
    
    Pulling it off executes a Duel Attack sleight. In fact, the fight ends after
    you win one card duel...and THEN the game explains card duels.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    You learn D Mode (or Dark Mode).
    
    --- ABOUT D MODE! -------------------------------------------------------------
    Those Dark Points (DP) shown on the Status screen now have meaning. The higher
    the Dark Points shown under Status, the longer D Mode lasts.
    
    In battle, Rapid Breaks and card breaks landed against foes increase a counter
    and fill a gauge by Riku's health bar. The gauge is blue while filling (l-r),
    but appears white (depleting r-l) while in D Mode.
    
    Note: Despite in-game help, Dark Mode always activates when the counter reaches
    "30", regardless of whether Max DP is 8 or 99. Reaching 30 can take more effort
    at LV5 than at LV99, however.
    
    Once the gauge fills, Riku enters Dark Mode. His attire changes, he hits much
    harder, his side step move changes, and he can invoke several "dark" sleights.
    The counter now reflects Max DP and regulates how long D Mode endures. DP is
    depleted only when Riku takes damage (the more, the faster) or suffers a card
    break. If you take no hits, you won't leave D Mode the rest of the battle, but
    some bosses inflict enough damage to knock you out of D Mode with one hit. When
    the counter reaches zero and the gauge empties, Riku returns to normal.
    
    Trivia! If Riku is KOed in D Mode, he floats in his dark outfit on the Continue
    screen.
    
    Level-up bonuses now always include +2 DP boosts in addition to +15 HP and the
    intermittent +1 AP boosts. Continue grabbing any AP bonus offered, but your
    best bet the rest of the time is balancing out HP and DP boosts.
    
    Tip! If enemies -- including bosses -- aren't making a dent on Riku's health
    meter, treat yourself to an extra DP boost or two.
    --- END INTELL! ---------------------------------------------------------------
    
    You also receive a block of four world cards (Block C: Agrabah, Monstro,
    Neverland, Traverse Town). Before climbing the stairs, review the menus. Lots
    of new info, especially under Status (or go to Review Decks > View Decks and
    press square) -- Riku has learned all of the Attack and Duel Attack sleights.
    
    All righty. Take the stairs for another scene. A warp point is available here
    (and another has appeared in B12F Entrance Hall), but just save at the save
    point.
    
    Notice that the King now appears under Friends beside Riku's health meter.
    Check Status again, because all of the Friend sleights have been learned, too.
    And check D Report > Story for an update.
    
    When you're ready, approach the doors and press triangle.
    
    --- YOU DECIDE! ---------------------------------------------------------------
    While this guide takes the worlds in the order they come up, you can play your
    new world cards however you like between basement floors eleven through eight
    (B11F-B8F). Remember, world maps and hallway events are linked to the floor,
    not the world synthesized on that floor.
    
    By now you know what you'll face with bosses (they're no different here, except
    Riku relies on the King for healing), and most of the true goodies are received
    in hallways. The notable difference between worlds is reduced to how tough the
    random heartless may prove.
    
    Boss enemy cards need consideration, too. If reaching Iago was troubling with
    Sora, for instance, let Riku visit Traverse Town beforehand to garner Guard
    Armor's enemy card and to have hope of finding it in your Jafar-facing deck.
    
    Block C, default order:
    Agrabah, Monstro, Neverland, Traverse Town
    
    Random enemies, easy -> hard:
    Traverse Town, Agrabah, Monstro, Neverland
    --- END INTELL! ---------------------------------------------------------------
    
    So select the Agrabah world card, or one of your own choosing.
    
    
    .: C.2 AGRABAH (B11F) :........................................................
    
    . World Map - Eleventh Basement .
    
    Enter - [UR] - [F1] - [F3] + [CR] - Exit
                    |      |
                   [F2] - [F4]
                    :
                   [E1]
    
    Enter, Entrance Hall (B11F); Exit, Exit Hall (B11F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
    
    Enemy card automatically learned: Fat Bandit
    
    Unlike Sora's story, for this block of world cards Riku is simply presented the
    Beginnings keycard without any fanfare. These worlds all lack the Guidance and
    Truth event rooms, too.
    
    Time to get accustomed to how D Mode works and try out all those sleights. Let
    Riku react to enemies' cards in battle rather than initiating the attack, watch
    his gauges. Notable, too, Dark Firaga is NOT a fire elemental attack. Card
    duels can be wrangled up from now on, too, a valuable skill to master.
    
    Tip! Take care playing the King when D Mode's gauge nears full. Sneak in
    another card break to enter D Mode first.
    
    Using the Beginnings keycard throws you into a boss fight without preamble.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Jafar-Genie plays some high cards, but he isn't your target. Swat down Iago,
    the bird carrying the magic lamp.
    
    The perspective is just awful. Make your hits count as best as you can. Limit
    your sleights to card breaking Jafar or when you have a King card with which to
    lead -- or better yet, two! Try for D Mode, where Dark Break can clobber Iago.
    
    Use the platforms to reach Iago or avoid Jafar's attacks. And if you get stuck,
    a gimmick card levels them to your advantage. Remember your enemy cards, too.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Receive the Jafar enemy card for your troubles, a good choice in single-carding
    random heartless. Move on to Conqueror's Respite and save.
    
    . Exit Hall (B11F) / Entrance Hall (B10F) .
    
    Exit and take the stairs up for a scene and a save point. Approach the doors
    and use the next world card.
    
    
    .: C.3 MONSTRO (B10F) :........................................................
    
    . World Map - Tenth Basement .
    
    Enter - [UR] - [F1] + [CR] - Exit
                    |
                   [F2]
                    |
                   [F3]
                    |
                   [F4]
                    :
                   [E1]
    
    Enter, Entrance Hall (B10F); Exit, Exit Hall (B10F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
    
    Enemy card automatically learned: Search Ghost
    
    Again the Beginnings keycard throws you straight into a boss fight.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Parasite Cage plays middling cards. It swings and spits at you, but the biggest
    threats are the poisonous bog and sinking platforms.
    
    Jump for some airborne combos to keep Riku's feet out of the green goo. Get to
    D Mode and Dark Break keeps you out of it too, while dealing some nice damage.
    Gimmick cards drain the pool, worth chasing down.
    
    Mix in the King for the healing, though the boss drops HP orbs after you land a
    solid hit. Duels require 5 card breaks.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    The boss's enemy card is yours, a very good one for Riku's needs. Trek over to
    Conqueror's Respite and save before exiting.
    
    . Exit Hall (B10F) / Entrance Hall (B9F) .
    
    Another boss fight awaits.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Vexen likes ice. His big shield can be a pain, so go aerial with attacks. One
    attack tries to impale Riku on ice spikes, homing in relentlessly, and can hit
    multiple times. Run, jump, spring roll to avoid if you can't card break it.
    
    He falls easily to well-timed card breaks and sleights. Get to Dark Mode; the
    deck has several nines and Dark Aura is a nice way to cut down Vexen. Duels
    need 5 card breaks.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Nope, nothing for the win. (Vexen's D Report entry is revealing.) Take the
    stairs up and save. Choose your next world card.
    
    
    .: C.4 NEVERLAND (B9F) :.......................................................
    
    . World Map - Ninth Basement .
    
    Enter - [UR] - [F1] - [F4]...[E1]
                    |      |
                   [F2] - [F5]
                    |      |
                   [F3] - [F6] + [CR] - Exit
    
    Enter, Entrance Hall (B9F); Exit, Exit Hall (B9F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
    
    Enemy card automatically learned: Pirate
    
    If you've been button mashing up to now, things get a little tougher in this
    world -- about half the single cards played are broken. Not a great deck, and
    the Pirate enemy card can be a pain.
    
    Tip! Play Pirate to rack up the Rapid Breaks and get into Dark Mode, then press
    Select and play another enemy card to cancel out Pirate.
    
    Save before the Beginnings room and retain the option of taking a break if you
    feel the need.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Hooky's back. He loves retreating to the quarterdeck, out of reach. Hook throws
    things that explode, including a barrage of barrels.
    
    Save your sleights for D Mode and whittle away at the old codfish. Mind your
    health, in case the King doesn't appear too frequently. Dueling with Hook needs
    5 card breaks.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    For defeating Hook, you receive his enemy card, good for foiling near-death
    experiences when things get tough. Make your way over to Conqueror's Respite
    and save.
    
    . Exit Hall (B9F) / Entrance Hall (B8F) .
    
    Head out and up to the next floor for a scene. Save and pick the next world
    card.
    
    
    .: C.5 TRAVERSE TOWN (B8F) :...................................................
    
    . World Map - Eighth Basement .
    
                   [F1] - [F4] - [F7] + [CR] - Exit
                    |             |
    Enter - [UR] - [F2] - [F5] - [F8]
                    |             |
                   [F3] - [F6] - [F9]...[E1]
    
    Enter, Entrance Hall (B8F); Exit, Exit Hall (B8F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
    
    Enemy card automatically learned: Shadow
    
    Skimpy deck. Duels are challenging, even with the shadow enemy card. Red
    nocturne heartless aren't healed by Riku's Dark Firaga; don't shy away from it.
    And don't overlook the District 3 styled globe lights or red banners when
    hunting down HP orbs.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Guard Armor has multiple targets on it. Don't be fooled by the short lifebars
    -- each part has one of its own. Take it apart piece by piece to gain a shot at
    the torso.
    
    Dark Break can achieve some spectacular heights. Gimmick cards make this boss
    fall to pieces, appropriate enough, for easy meat.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Receive the Guard Armor enemy card. Save in Conqueror's Respite before exiting.
    
    . Exit Hall (B8F) / Entrance Hall (B7F) .
    
    In the B8F Exit Hall, a surprising foe confronts Riku.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Riku's replica is always in dark attire, if keeping the two straight proves
    difficult. He hits pretty hard, too.
    
    Concentrate on card breaking the replica until you can get into D Mode. Then
    play Maleficent's enemy card. Look to the end of your deck for a block of
    nines. Between Riku's dark sleights, the replica should quickly fall. Once
    again, duels require 5 card breaks.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    You get nothing for winning. Ascend the stairs for a couple of scenes and a new
    block of four world cards (Block D: Atlantica, Olympus Coliseum, Wonderland,
    Halloween Town), which can be used in any order on basement floors seven
    through four (B7F-B4F).
    
    --- YOU DECIDE! ---------------------------------------------------------------
    A brief evaluation of random foes is again in order. Also you may wish to
    peruse the maps ahead; they vary a bit more with this block.
    
    Block D, default order:
    Atlantica, Olympus Coliseum, Wonderland, Halloween Town
    
    Random enemies, easy -> hard:
    Wonderland, Olympus Coliseum, Atlantica, Halloween Town
    --- END INTELL! ---------------------------------------------------------------
    
    Save and choose your next stop.
    
    
    .: C.6 ATLANTICA (B7F) :.......................................................
    
    . World Map - Seventh Basement .
    
                   [F1] - [F4] - [F7] + [CR] - Exit
                    |
    Enter - [UR] - [F2] - [F5] - [F8]
                    |
                   [F3] - [F6] - [F9]...[E1]
    
    Enter, Entrance Hall (B7F); Exit, Exit Hall (B7F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
    
    Enemy cards automatically learned: Sea Neon, Darkball
    
    Trivia! The Darkball enemy card is unique to Riku. Sora never sees it.
    
    Two random foes in Atlantica favor five-card duels. Best avoided while the
    Darkball enemy card is in play -- against three-carders, you can squeak in up
    to three duels per reload and devastate the battlefield.
    
    As with Block C, the Beginnings keycard is presented without fanfare. All Block
    D worlds lack Guidance and Truth event rooms as well.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Ursula, plus two pairs of tentacles, which have their own lifebars. Take out
    the tentacles so you can get to her. Even then, Riku needs to jump. The sea
    witch doesn't sleight, but she has some big cards. Luckily, your deck includes
    a couple of zero cards.
    
    Slow 'n steady, this is NOT a fast fight. Take care with depleting your deck.
    
    Gimmick cards dismiss the tentacles and make her faint long enough to get in
    some good damage, especially with Dark Break. Darkball can duel the tentacles
    out of your way, as can the King's Burst sleights. Duels need 5 card breaks;
    eww, Maelstrom is not very tasty against Ursula.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Get her enemy card, a hand up against magical foes. Save and exit.
    
    . Exit Hall (B7F) / Entrance Hall (B6F) .
    
    Go upstairs for a scene -- an extension on scenage in Sora's story, in fact, so
    don't be too quick to skip it. Save and pick your next world.
    
    
    .: C.7 OLYMPUS COLISEUM (B6F) :................................................
    
    . World Map - Sixth Basement .
    
    Enter - [UR] - [F1] - [F3]
                    |      |
                   [F2] - [F4] - [F6] + [CR] - Exit
                           |      |
                          [F5] - [F7]
                           :
                          [E1]
    
    Enter, Entrance Hall (B6F); Exit, Exit Hall (B6F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
    
    Enemy card automatically learned: Powerwild
    
    Gangs of simian heartless can make this challenging, but the King's sleights
    are quite effective. No Cloud, though.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Hades likes fire and may get a Fire Boost from an enemy card. Don't "feel the
    heat" if you can dodge the attack.
    
    Get to D Mode, use Maleficent, and pound on him. Don't bother with Dark Break.
    Save your zero cards to break his sleights and stock up two or three of the
    King's cards for healing. Parasite Cage can handily dispel that Fire Boost.
    Dueling Hades needs 7 card breaks.
    
    Tip! Riku's deck has a trio of one-valued cards at the end. Shortcut the block!
    Save the Powerwild enemy card for Dark Mode and turn the ones into nines for
    Dark Aura.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Get the Hades enemy card. Save and exit.
    
    . Exit Hall (B6F) / Entrance Hall (B5F) .
    
    Go upstairs for a scene. Save and pick the next world.
    
    
    .: C.8 WONDERLAND (B5F) :......................................................
    
    . World Map - Fifth Basement .
    
                   [F1] - [F5]...[E1]
                    |      |
                   [F2] - [F6] + [CR] - Exit
                    |      |
                   [F3] - [F7]
                    |      |
    Enter - [UR] - [F4] - [F8]
    
    Enter, Entrance Hall (B5F); Exit, Exit Hall (B5F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
    
    Enemy card automatically learned: Large Body
    
    Arguably the worst deck in Riku's game. Time to get creative with the King,
    enemy cards, and most important, card duels. The Hades enemy card is a good
    choice against red nocturnes.
    
    If doors are strapped in vines, strike at the large violet flowers until the
    vines wither away.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Trickmaster has the same moves as against Sora. If the boss plays a 7 or an 8,
    just avoid taking damage; the deck is too slim to afford stocking cards.
    
    Riku easily reaches the tabletop, no chair required, but the boss floors it in
    nothing flat. Timed jumps avoid floor-slamming damage. Go for the duels, the
    quickest road to victory with the feeble deck. Trickmaster has a brief lapse
    after Maelstrom, nearly stunned, so quickly sneak in a few single-card attacks.
    
    Play Hook right at the start. Stock up the King for MM Miracle sleights. Duels
    need 5 card breaks, which surprisingly the deck accommodates.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    The Trickmaster card is yours. Find your respite and save.
    
    . Exit Hall (B5F) / Entrance Hall (B4F) .
    
    Climb the stairs for a couple of scenes. Save and move on.
    
    
    .: C.9 HALLOWEEN TOWN (B4F) :..................................................
    
    . World Map - Fourth Basement .
    
                   [E1]
                    :
                   [F3] - [F7]
                    |      |
            [F1] - [F4] - [F8] - [Fb]
             |                    |
            [F2] - [F5] - [F9] - [Fc] + [CR] - Exit
                    |      |
    Enter - [UR] - [F6] - [Fa]
    
    Enter, Entrance Hall (B4F); Exit, Exit Hall (B4F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
    
    Enemy card automatically learned: Wight Knight
    
    Scary Riku, scary. Big floor, though. And a good deck for trying out Dark Aura.
    The guillotine is fun to play with in the field and yields HP orbs, but mind
    its bite.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Oogie Boogie throws dice from behind a barrier. Card break him to drop the
    barrier, bit by bit.
    
    Gimmick cards do likewise all at once, and stun him for a while. In D Mode just
    single-card him into a hasty adieu. The boss duels for 5 card breaks.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Receive the bugman's enemy card, an invaluable aid with bosses yet ahead. Save
    before leaving for the hallway, don't skip it.
    
    . Exit Hall (B4F) / Entrance Hall (B3F) .
    
    A BIG big-bad waits.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Lexaeus is brawny. He's resistant to physical attacks, so don't bother with
    plain combos. He has one sleight, and it's a killer. As is his enemy card, so
    the moment Warp Break appears, play Parasite Cage.
    
    Go for the duels. Duel sleights, regular or dark, inflict big damage. Plus they
    afford time to get ready to reload or select a nine, his favorite move right
    after a duel. He may even match whatever card you have showing, so don't be too
    quick with the reloading.
    
    Otherwise, Lexaeus doesn't play any item cards so work on depleting his deck.
    Concentrate on card breaking his single cards and getting into D Mode, but hold
    your zero cards until his sleight comes up.
    
    D Mode is where you can unleash even bigger damage with sleights, his weakness,
    and bring Lexaeus crashing down. Duels need 7 card breaks.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    You obtain his enemy card -- one of Riku's best tools for clearing a
    battlefield of random heartless, and the passive bonuses are nice, too. After
    the scene plays out, take the stairs for another scene and then save. World
    cards come one by one from now on.
    
    Note: Riku's story takes a slightly different tact from KH-COM right about
    here. If consulting those guides, be aware that a blanket loss they mention
    does NOT occur in KH-ReCOM.
    
    
    .: C.10 DESTINY ISLANDS (B3F) :................................................
    
    . World Map - Third Basement .
    
                          [E1]
                           :
                   [F1] - [F4] - [F6]
                    |             |
                   [F2]          [F7] + [CR] - Exit
                    |             |
    Enter - [UR] - [F3] - [F5] - [F8]
    
    Enter, Entrance Hall (B3F); Exit, Exit Hall (B3F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
    
    Hey, an entry scene. Synthesize a Moment's Reprieve before using the Beginnings
    keycard.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Darkside has multiple target points. Hit any of them, whichever is nearest the
    ground. He also tries to distract you with some shadow buddies; small potatoes,
    but defeat them anyway to release a gimmick card.
    
    Gimmick cards raise rock pillars you can climb to get in Darkside's face. Swing
    away with Soul Eater while you can. Duels take 7 card breaks.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Winning nets you the Darkside enemy card, which can lend you some nice
    abilities both active and passive.
    
    A door appears, which can take you out to the last room (F4, above; Moment's
    Reprieve, right?). When you're ready, talk to the lad on the beach for a
    lengthy scene leading to another boss.
    
    Note: If you bobble this next fight you needn't face Darkside again, even if
    you didn't go through the door and save.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Zexion puts up a fun fight. His deck includes an elixir and he has several
    special attacks of note.
    
    Riku's in perma D Mode. Sleights inflict good damage while breaking up Zexion's
    deck, though there's a hefty downside. All of Zexion's attacks syphon cards
    from Riku's deck, whether one or many. Debilitating enough without your own
    sleights compounding the problem, though an opportunity exists for recovering
    your cards.
    
    Zexion likes conjuring a dark tornado (Cyclone Snatch) that does paltry damage,
    but makes a big dent on your deck. Dodge roll away from the vortex to reach
    clear sand (with a tree), or tag a zero card to break out.
    
    After he sucks up enough cards, Zexion projects illusions of himself and starts
    playing those Soul Eater cards. DON'T target him or them. Rather, attack the
    floating books from which issue pink fountains; those are the power source of
    the illusions. A replica may grab Riku from behind (Dark Punisher), or they may
    glide around triangulating beams of light (Catastrophe). Break out as best you
    can and keep as many cards in your deck as possible.
    
    Eliminating all four of the power-source books also strews your syphoned-off
    cards across the battlefield. Pick 'em up and finish him off.
    
    If you stick with single-card breaking and dueling Zexion, however, you may
    well never see any of those attacks. If he plays his enemy card, call in
    Parasite Cage if you like, though with Riku's reach confuse isn't a real
    bother. Use the King and Oogie Boogie to keep healthy. Jafar and Hook can give
    you an added edge, as well.
    
    Note: This boss fight is an addition to KH-ReCOM. In KH-COM's guides, Zexion
    simply flees after the combined cutscenes.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Zexion's enemy card is your well-deserved reward. Head out....
    
    . Exit Hall (B3F) / Entrance Hall (B2F) .
    
    ...And up to the next floor. After the scenes, receive the Twilight Town world
    card. Save and then use it.
    
    
    .: C.11 TWILIGHT TOWN (B2F) :..................................................
    
    . World Map - Second Basement .
    
                   [F1] - [F4] - [F6] - [F8]...[E2]
                    |
    Enter - [UR] - [F2]...[E1]
                    |
                   [F3] - [F5] - [F7] - [F9] + [CR] - Exit
    
    Enter, Entrance Hall (B2F); Exit, Exit Hall (B2F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
    
    After the entry scene, review your card collection -- you've gained a Potion
    card. In the Beginnings room a boss lies in wait.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Riku's replica has powered up. And he may play enemy cards that extend his
    sleights or just prove annoying.
    
    First up, quickly enter D Mode -- for the harder hitting rather than the dark
    sleights, which miss too often. Know your zeroes, and be ready the instant Dark
    Aura shows on-deck. If the replica shows Sleight Lock for his enemy card, play
    your Darkside card. Mainly, focus on pounding on him and card breaking single
    cards when you can, saving zeroes for defeating his sleights. Duels do decent
    damage, too.
    
    Gather every King card when one appears. If your health dips to near half-spent
    play Oogie Boogie and run away, evading attacks while doing nothing but card
    breaking until your health is topped off again. Duels need 7 card breaks.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Nothing but a long scene for the win. Continue on, and use the Guidance keycard
    for a scene.
    
    . Exit Hall (B2F) / Entrance Hall (B1F) .
    
    Move out to the Exit Hall for another scene, and the next world card (why a
    world card is needed is a bit odd, possibly answered in KH2). Speak to the King
    then take the stairs.
    
    Several new report entries to peruse. Save before using the final world card.
    
    
    .: C.12 CASTLE OBLIVION (B1F) :................................................
    
    . World Map - First Basement .
    
    Enter - [UR] - [F1] - [F2]...[E1]
    
    Enter, Entrance Hall (B1F); Exit, Exit Hall (B1F)
    UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
    
    One very short floor. And here come the hordes of neoshadows, which completes
    your D Report. The deck includes a block of nines, so be sure to set a
    Shortcut.
    
    WARNING! Using the Beginnings keycard is THE POINT OF NO RETURN -- drop in a
    Moment's Reprieve or backtrack to the Entrance Hall to save first.
    
    - - - Boss! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    This is it. Ansem, and his trusty guardian.
    
    Duel city. No joke, the shortest route to victory is through card breaking and
    dueling. Dodge roll away from most of his attacks. If Ansem pulls out his
    Sleightblind, immediately call on Parasite Cage.
    
    Tip! Don't rush into action. Ansem's deck may mirror yours amazingly well and
    make dueling a breeze. Don't rush to reload, either, unless your deck's empty,
    of course.
    
    Ansem gets truly nasty on his last lifebar, so once you hit that mark don't
    hold anything back. Being in Dark Mode and taking a shortcut to Dark Aura is a
    quick way to close him out, but all of the dark sleights inflict heaps of
    damage. Unleash them all.
    
    Caution: If you're susceptible to game rage, take precautions before tackling
    Riku's final confrontation.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    After the final scenes, credits role. Stick around! After a few in-game stills,
    some amusing posing takes place. And when the graphics shift to the left side
    you're treated to a glimpse at a few scenes NOT taking place in KH-ReCOM (or
    KH, or KH2). A brief scene plays out following the credits. All different from
    Sora's end-game cavalcade.
    
    Last up is the Battle Record screen. Write it all down for posting at
    GameFAQs.com, if you like. Here's a template you're welcome to copy.
    
    . BATTLE RECORD - RIKU .
    
    Game level > xxxx Mode
    D Report covered > nnn%
    Card Collector Rank > xxxx
    Enemies defeated > nnnn
    Rapid Breaks > nnn times
    Card Duels won > nn.nn%
    Dark Mode activiated (sic) > nnnn times
    Clear time > nn:nn
    
    Notice a pair of prompts at the lower-right. Press X (Save Menu) to save your
    "clear" data; choosing a new save slot is recommended.
    
    IMPORTANT! Don't skip saving now! If you want Sora to collect all of his
    remaining cards or achieve 100% completion, you need a clear save for Riku,
    too, required to unlock those goodies.
    
    Not recommended, but pressing O (End Game) instead asks for confirmation then
    returns you either to the title screen WITHOUT saving or to Battle Record so
    you can save Riku's clear data.
    
    Note: The clear save displays a gold card on SAVE and LOAD screens, and in the
    Browser a musical note is appended to the file name.
    
    Done saving, back out and the title screen appears. But wait! Sora's artwork is
    back, and "Reverse/Rebirth" is gone. Your options are still NEW GAME, LOAD, and
    THEATER, however. THEATER now includes a pair of tabs; press L2 and R2 to shift
    between Sora and Riku.
    
    Note: From now on, the title screen's artwork alternates depending on the clear
    file most recently saved.
    
    Congratulations on beating KH-ReCOM, not once but twice!
    
    
    .: WALKTHROUGH: CLEAR BONUS! :.................................................
    
    Now that you have saved the clear data for both Sora and Riku, six more cards
    may be obtained by Sora, for nineteen all told.
    
    Note: The clear saves unlock no "secrets" for Riku. His only extra is the
    Battle Record artwork, available by playing again in a different game mode.
    
    --- YOU DECIDE! ---------------------------------------------------------------
    If you wish to hunt down the new cards on your own, here's a quick reference.
    (Skip the INTELL! otherwise.)
    
    The following special treasures are now available and are also considered clear
    bonuses.
    
    SPECIAL TREASURE  TYPE          WORLD             ROOM
    Star Seeker       attack card   Castle Oblivion   Rewards
    Photon Debugger   attack card   Destiny Islands   Rewards
    Follow the Wind   attack card   Neverland         Rewards
    Bond of Flame     attack card   Halloween Town    Rewards
    Monochrome        attack card   Olympus Coliseum  Rewards
    Roxas             enemy card    Twilight Town     Rewards
    Xigbar            enemy card    Hollow Bastion    Rewards
    Demyx             enemy card    Atlantica         Rewards
    Xaldin            enemy card    Monstro           Rewards
    Xemnas            enemy card    Wonderland        Rewards
    Luxord            enemy card    Agrabah           Rewards
    Saix              enemy card    Traverse Town     Rewards
    
    The following clear bonuses are also available, but are NOT considered special
    treasures.
    
    CLEAR BONUS       TYPE          WORLD             ROOM
    Ultima Weapon     attack card   Castle Oblivion   Bounty
    Hidden Dragon     attack card   Traverse Town     Bounty
    Zexion            enemy card    Destiny Islands   Bounty
    Ansem             enemy card    Twilight Town     Bounty
    Lexaeus           enemy card    Castle Oblivion   Bounty
    Gold Card*        special card  any floor         Bounty
    Platinum Card*    special card  any floor         Bounty
    
    * Found only after Card Collection reaches 100% and you achieve Collector Rank
    of Card Master.
    --- END INTELL! ---------------------------------------------------------------
    
    Note: The following includes ASCII-map references, all of which are found in
    section "E.2.1 Maps - Sora". For notations like "(Fg > Fc)", in the first room
    (Fg, in this case) approach the doorway between the two rooms and press
    triangle to resynthesize the room beyond (Fc).
    
    Choose LOAD, select the memory card, then Sora's clear save. From the final
    save point, backtrack one screen. Resynthesize the first room (Fg > Fc) with a
    bounty-type map card. Open the chest and obtain Ultima Weapon, Sora's best
    all-around attack card.
    
    Skip the Room of Rewards for now. If its doors are standing open, you must
    leave 13F before resynthesizing reveals the room's second special treasure. (If
    you skipped picking up Super Glide earlier, however, you can obtain that
    ability and the Star Seeker attack card both right now.)
    
    Resynthesize the next room (Fc > F9) with another bounty-type map card. Open
    its chest for the Lexaeus enemy card.
    
    Make your way to Entrance Hall (13F). Along the way, pick up the Diamond Dust
    and One-Winged Angel attack cards if you haven't already. (A Moogle Room on 13F
    provides ample opportunity for finding one or both.)
    
    Note: You will need a constant stream of Key to Rewards map cards, twelve in
    all. Fight random foes and warp as needed. Remember, the Rewards keycard is a
    common drop on floors 7F-13F, so don't drive yourself nuts trying to find one
    on lower floors. Random Jokers can be a big help, too.
    
    From Entrance Hall (13F), take the stairs down and then enter Destiny Islands
    by way of Conqueror's Respite.
    
    Tip! Since you're picking up new attack cards, skip raiding for field-room
    spoils until after opening the world's Rewards rooms.
    
    Synthesize a bounty room (F4) and open its chest for the Zexion enemy card.
    Make your way to E4 and open the Room of Rewards for the Photon Debugger attack
    card.
    
    Rewards rooms now feature two chests containing either the room's two special
    treasures or, if you collected the first treasure earlier, a second special
    treasure plus a more ordinary reward. The second special treasures are all
    either attack or enemy cards.
    
    Backtrack to Conqueror's Respite, pillaging spoils, and exit. Take the stairs
    up. Use the warp point and choose Destiny Islands. (Yes, Destiny Islands.)
    
    Tip! The default Unknown Room is a good source for another Rewards keycard.
    
    Take the stairs down and enter Twilight Town. Synthesize a bounty room (F5) and
    open its chest for the Ansem enemy card. Open E4 next to obtain its second
    special treasure, the Roxas enemy card.
    
    Backtrack to Conqueror's Respite and exit. Take the stairs up. Use the warp
    point and choose whichever world you synthesized on 2F (Agrabah, by this
    walkthrough).
    
    Take the stairs down and enter Traverse Town. Synthesize a bounty room (F3) and
    open its chest for the Hidden Dragon attack card -- the last of the bounty room
    clear bonus cards. Now open the Room of Rewards (E4) for the Saix enemy card.
    
    Backtrack to Conqueror's Respite, exit Traverse Town, and take the stairs.
    
    How you proceed from here is at your whim. Consult the ASCII maps to determine
    your course, specifically whether E4 is nearer the world's Unknown Room or its
    Conqueror's Respite. Reopen the Room of Rewards for each world on floors 2F-10F
    (except 100 Acre Wood), plus 13F, to obtain the remaining special treasures.
    
    SPECIAL TREASURE  TYPE          WORLD             ROOM
    Luxord            enemy card    Agrabah           Rewards
    Xemnas            enemy card    Wonderland        Rewards
    Xaldin            enemy card    Monstro           Rewards
    Demyx             enemy card    Atlantica         Rewards
    Xigbar            enemy card    Hollow Bastion    Rewards
    Monochrome        attack card   Olympus Coliseum  Rewards
    Bond of Flame     attack card   Halloween Town    Rewards
    Follow the Wind   attack card   Neverland         Rewards
    Star Seeker       attack card   Castle Oblivion   Rewards
    
    The last step may prove the most time consuming. To complete Card Collection
    and achieve 100% completion of Jiminy's Journal, track down any random enemy
    cards you may be missing. Section "E.1.3 Enemy Cards" can assist you to that
    end.
    
    Once Journal displays Card Collection at 100% with a Rank of "Card Master", two
    final cards may be obtained. Wherever Sora is -- any floor and any world will
    do -- synthesize a bounty room. Open its chest to obtain the Gold Card.
    
    A new entry has been added to Journal. Choose Card Index and scroll to the very
    bottom. Select Special Cards, then Gold Card to view the card's data. (See the
    "E.1.7 Special Cards" section to learn more.) Notice the string of question
    marks? One more card to go.
    
    Synthesize another bounty room and open its chest for the Platinum Card. Check
    Journal again, because Card Collection and Card Index have FINALLY gone golden.
    You have achieved 100% of Jiminy's Journal. Congratulations!
    
    Now, return to Castle Oblivion's final save point, to save and again face off
    with Marluxia. After winning, the Battle Record touts Journal covered at 100%
    and Special Treasures as 24/24. And if you played on Proud Mode, you get one
    last bonus -- Battle Record artwork from KH2.
    
    Other than taking both guys up to LV99 and maxing their stats, that's it.
    
    
    .: WHAT'S NEXT? :..............................................................
    
    With the data for two clear-saves on your memory card, the game acts a little
    different. Starting a new game as Sora, the Rewards rooms each contain two
    chests with the world's two special treasures from the beginning and you can
    play some pretty good attack and enemy cards throughout much of the game.
    Hidden Dragon is also available as soon as you can synthesize a bounty room in
    Traverse Town. The four other bounty-room clear bonuses are unlocked at the
    same time as Diamond Dust and One-Winged Angel. The special cards need only a
    complete collection.
    
    IMPORTANT! Section "E.3.2 Save Files" contains technical information about save
    data, how the System Data file interacts with saved games and can affect your
    future gameplay. Vital if things occur out of order or you wish to setup your
    system for someone else to play KH-ReCOM from scratch.
    
    But what's really next is KH2, of course, the next title released in the
    series. Even if you've played KH2 previously, things may make more sense now
    that you know KH-ReCOM's complete story. Visit the author's web site, linked in
    section "H.2 About the Author", for an unadulterated copy of the KH2 Synthesis
    Additions guide, portions of which are included in KH2's Bestiary/Synthesis
    FAQ.
    
    
    === ADDENDA ===================================================================
    
    
    .:| D. MENUS |:.............................................................:.:
    
    Menu commands differ between Sora and Riku. What's common between the two,
    including usage, is followed by what's unique to each.
    
    . START MENU .
    
    When the game loads, the title screen displays a menu of two or three options.
    
    NEW GAME ... Start a new game from the beginning.
    LOAD ....... Return to a game already in progress.
    THEATER .... Review FMVs and cutscenes from completed game(s).
    
    Note: THEATER replaces KH-COM's LINK command. No "versus" (VS) mode is
    available in KH-ReCOM.
    
    NEW GAME is available from the start, leading you through several options.
    
    Note: Once Sora's story has been beaten, a choice is first offered between
    playing the new game as Sora or playing as Riku.
    
    Game Mode: May be reviewed but NOT changed via Settings menu
    Beginner Mode ... Easier enemies, recommended for first-timers
    Standard Mode ... [Default] Normal difficulty
    Proud Mode ...... Harder fights, preferred by "experts"
    
    In KH-ReCOM, a Battle Record screen is displayed at game-end for all three game
    modes. Only the artwork displayed on that screen differs based on the mode
    selected, and for some modes when 100% completion is achieved. Unlike KH and
    KH2, no "secret" movies or extra "endings" are unlocked based on mode or
    completion percentage.
    
    Vibration: May be changed later via Settings menu
    On .... [Default] Enables the DualShock 2 controller's vibration feature
    Off ... Disables vibration of the controller
    
    Vibration is (very) rarely used in KH-ReCOM.
    
    Audio: May be changed later via Settings menu
    Stereo ......... [Default] Divides sound between left and right speakers
    Pro Logic II ... 4.1-channel Dolby surround sound for compatible systems
    Mono ........... Channels sound through the center or solitary speaker(s)
    
    LOAD is available from the start. Select between the two memory card slots,
    then choose which saved game to load. Section "E.3.2 Save Files" includes
    greater detail on how saved games are displayed on LOAD screens.
    
    THEATER becomes available once Sora's story has been beaten. Once Riku's story
    is also beaten, pressing L2 or R2 changes the selection between Sora and Riku,
    respectively.
    
    Play All is offered at the top of a list of floors. Choosing the command here
    plays every scene from every floor, one after another, from the opening credits
    through to the closing sequences.
    
    Navigate through the floors using the D-pad or the left analog stick. Press X
    to display the scenes for the highlighted floor, including hallway scenes. Play
    All is again offered, but only plays scenes from the selected floor. Press O to
    back up a screen, or to return to the title screen.
    
    Note: The world shown for each floor varies depending on the order in which
    worlds were synthesized in the most recently saved complete playthrough.
    Hallway scenes are specific to the floor, however.
    
    While a scene is playing, press Start to display the Pause menu. Select
    Continue to resume playing the scene (or play-all sequence), or select "Return
    to Theater" to cancel the scene and return to the Theater menu.
    
    If a scene includes dialogue balloons, those balloons remain and still require
    your interaction.
    
    Note: Remember to save from the Battle Record screen. NEW GAME and THEATER
    options vary depending on the "clear" saves recorded by System Data.
    
    
    .: D.1 MENUS - COMMON :........................................................
    
    Common features of the menus, whether playing as Sora or as Riku. If something
    works the same for both of them, you'll find that info here.
    
    
    .: D.1.1 REVIEW DECKS :.
    
    Customize the character's decks. Commands available vary.
    
    SORA            RIKU
    Edit Deck       View Decks
    Equip Deck      Shortcuts
    Shortcuts
    Clear Deck
    Rename Deck
    Delete Cards
    
    See the character sections for further details on these commands.
    
    . SHORTCUTS .
    
    Assign the shortcut button to one battle card per deck.
    
    Arrow through the decks and select the desired card. Item and enemy cards may
    NOT be selected. Press square to display sleights, both known and unknown. For
    Sora only, press L2 or R2 to cycle between decks.
    
    In battle, pressing the shortcut button (down-arrow) instantly spins the card
    revolver to the deck's assigned shortcut card, or does nothing if the card
    isn't available (reload as needed) or no shortcut has been assigned.
    
    Note: Since none of the KH-COM guides mention shortcuts, this is presumably new
    to KH-ReCOM.
    
    
    .: D.1.2 WORLD MAP :.
    
    Can also be accessed directly from any field room by pressing Select.
    Inaccessible from Entrance Halls and Exit Halls in Castle Oblivion.
    
    Press triangle to zoom out from (or in on) the world map. Press X to display
    synthesis criteria into the selected room, if known. Use the D-pad or left
    analog stick to move the pointer; with criteria displayed, movement is limited
    to known rooms.
    
    Current room is filled in cyan and also noted by a bouncing weapon icon.
    
    Next event room is outlined in white. For Sora only, the Rewards event room is
    outlined in cyan when a Rewards keycard is in inventory. A subtle bit of
    sparkling appears around all event rooms, visited or not.
    
    Small blue cards rotate over rooms synthesized with a Moment's Reprieve map
    card or, for Sora only, a Moogle Room map card.
    
    . ROOM ICONS .
    
            ! ... Unsynthesized event room; keycard as yet unidentified
            ! ... Event room already synthesized with Key to Rewards
        Crown ... Unsynthesized field Room
     Keyblade ... Unsynthesized event room; requires Key of Beginnings
       Heart* ... Unsynthesized event room; requires Key of Guidance
    Heartless ... Unsynthesized event room; requires Key to Truth
    
    * Trivia! The heart is more accurately a Kingdom Hearts icon.
    
    Revisiting worlds after storyline events have played out, inaccessible event
    rooms sporting ! icons remain dimmed throughout your visit.
    
    . PATHWAYS .
    
       Red ... Path between field rooms; not yet taken
      Blue ... Path to castle halls
    Yellow ... Path to unlocked rooms
    
    Pathways may change to yellow when you're teleported out of a completed event
    room and into a room not previously visited. When this occurs, such rooms
    synthesize as an Unknown Room.
    
    Note: Pathway colors differ from arrow colors on the mini map.
    
    
    .: D.1.3 MAP CARDS :.
    
    Maximum allowed in inventory: 99
    
    IMPORTANT! Entering the menu with 99 map cards in inventory displays a message
    alerting you the limit has been reached. No further map cards are awarded in
    battle until the total is reduced. You can delete excess map cards from the Map
    Cards screen.
    
    The screen is split into left and right portions. On the left side, at the top,
    the total number of map cards in your inventory is displayed (0-99), as is the
    maximum number of map cards you can carry (99), such as "86/99". Just
    underneath are the number of map cards in stock for each color group, such as
    "R 29 G 11 B 46 ! 01".
    
    Note: The maximum of 99 maps cards includes red, green, and blue cards only.
    The ! (gold) group of map cards is excluded from the limit.
    
    Below this, you can scroll freely through ALL types of map cards. Or from the
    top row press up-arrow to move the highlight to the tabs (ALL, R, G, B, !),
    then scroll left or right to select a color group of map cards, then down-arrow
    to scroll through only the selected group of cards. While not on the tab row,
    pressing L1 and R1 pages through the cards. Only the map card types and values
    currently in inventory are shown.
    
    Tip! All known map cards are catalogued under Journal or D Report, whether or
    not any cards of that type are currently held.
    
    The right-hand side displays details of the selected map card. Pressing X to
    select a map card moves the highlight to the right, where you may scroll
    between the available values of that card. Pressing X again then prompts if
    you'd like to delete one card with that value. Select Yes to delete the card;
    select No (or press O) to back out without deleting a card. No option is
    available for deleting more than one card at a time.
    
    See character-specific sections for tables of the map cards available to each.
    See section "E.1.4 Map Cards" for individual map card data.
    
    
    .: D.1.4 WORLD CARDS :.
    
    Graphical display of the world cards you've received. Shows the castle's known
    floors and, if assigned, how the world cards are currently assigned to those
    floors. Press X to view the highlighted world's terse description.
    
    Assigned world cards display the floor number and are arranged in ascending
    order along a yellow connecting path. Unassigned world cards display no floor
    number and are grouped following the assigned world cards. The current world
    features a red background, while assigned world cards have a cyan background
    and unassigned world cards have a gray background.
    
    The difficulty level of each world's enemies and the amount of EXP earned is
    tied to the castle floor -- the higher the floor, the greater the difficulty
    and reward. With random encounters the difference may seem negligible at times
    and other factors (more waves, more or tougher heartless) can outweigh the
    boss's increased prowess when choosing between world cards.
    
    Note: Difficulty is weighed within the world itself, not in relation to other
    worlds. A higher floor is a step tougher; where the gauge starts and how high a
    step depends on the world.
    
    See the character-specific menu sections as well as "E.1.5 World Cards" for
    more on world cards. Section "E.3.4 Boss Lifebar Stats" contains data on how
    boss strength varies, both by floor and by game mode.
    
    . WARP POINTS .
    
    Black spheres found in a floor's Entrance Hall, opposite the save point, for
    teleporting between the castle's floors.
    
    Stand beside the warp point and press triangle to display the graphical World
    Warp display. Each floor displays the world assigned to that floor. Unassigned
    worlds are not shown, and the highest floor may appear blank if no world is yet
    assigned.
    
    Select a completed world or the highest known floor as your destination, then
    confirm the selection. You arrive in the destination's Entrance Hall.
    
    
    .: D.1.5 STATUS :.
    
    The Status screen is divided into two sections.
    
    On the right Sora or Riku's vital statistics are displayed. Both Sora and Riku
    gain levels at the same experience intervals, across all game modes.
    
    LV  EXP    LV . EXP    LV .. EXP    LV .. EXP    LV .. EXP    LV ... EXP
     1    0    18  8441    35  59645    52 192925    69 447585    86  862929
     2   25    18  9885    36  64829    53 204161    70 467185    87  893205
     3   61    20 11485    37  70305    54 215825    71 487349    88  924181
     4  125    21 13249    38  76081    55 227925    72 508085    89  955865
     5  225    22 15185    39  82165    56 240469    73 529401    90  988265
     6  369    23 17301    40  88565    57 253465    74 551305    91 1021389
     7  565    24 19605    41  95289    58 266921    75 573805    92 1055245
     8  821    25 22105    42 102345    59 280845    76 596909    93 1089841
     9 1145    26 24809    43 109741    60 295245    77 620625    94 1125185
    10 1545    27 27725    44 117485    61 310129    78 644961    95 1161285
    11 2029    28 30861    45 125585    62 325505    79 669925    96 1198149
    12 2605    29 34225    46 134049    63 341381    80 695525    97 1235785
    13 3281    30 37825    47 142885    64 357765    81 721769    98 1274201
    14 4065    31 41669    48 152101    65 374665    82 748665    99 1313405*
    15 4965    32 45765    49 161705    66 392089    83 776221
    16 5989    33 50121    50 171705    67 410045    84 804445
    17 7145    34 54745    51 182109    68 428541    85 833345
    * Actual max attained may be marginally higher.
    
    At level-up, each is offered a choice from among as many as three bonuses.
    
    In the Status screen's left section are listed the sleights and skills Sora or
    Riku has learned.
    
    Once a sleight has been learned and is named in the menus, stocking the
    required cards produces the designated special attack rather than a combo.
    Sleights are generally (sometimes considerably) more powerful, deal (much)
    greater damage, and may inflict debilitating side effects.
    
    From the top row, press up-arrow to move to the tab row. Scroll left or right
    to select a group of sleights, then down-arrow to limit the display to only
    sleights of that type. Press L1 or R1 to page up or down through the lists.
    
    Newly added sleights sport a yellow "New!" icon, which dims when the highlight
    moves over that sleight's name and remains dimmed until the menu is exited.
    Sleights may also be reviewed under Review Decks.
    
    Select a sleight to view detailed help on use, requirements, and tips. Tips may
    reveal extra features of the sleight.
    
    Note: The display always shows "PAGE 1/1". While seeming to imply some help
    might contain more pages, no sleight's help exceeds a single page.
    
    See each character-specific section for more about his stats and sleights.
    
    
    .: D.1.6 JOURNAL & D REPORT :.
    
    Jiminy's Journal (Sora) and the D Report (Riku) record various aspects of the
    game, including a card reference (see section "E.1 Cards") and the nearest
    thing in-game to a bestiary. Update (v2.0): This guide now includes its own
    "G.3 Annotated Bestiary" section.)
    
    The "New!" label appears when data is added to the journal; yellow while
    unread, then dimmed once the article has been read and until the journal or
    report is exited. Labels on categories (and subcategories) stay yellow so long
    as even one article within that category is undimmed.
    
    . 100% COMPLETION .
    
    As each category and subcategory is completed, its King Mickey icon turns
    golden.
    
    Overall, attaining 100% completion of Jiminy's Journal is not difficult in
    KH-ReCOM. Minigames are marked complete on the first and easiest instance.
    Collecting all of Sora's enemy cards is the most time-consuming task.
    
    Riku's D Report is 100% complete almost as a matter of course.
    
    . CONTENTS .
    
    See Sora or Riku's subsections for details found within the following
    categories. See section "G. Transcripts" for the actual article texts.
    
    STORY
    
    Textual recap of all story developments.
    
    When viewing a particular article, press L2 and R2 to cycle through all
    available articles (total shown at top-right). Pressing down-arrow or up-arrow
    on the D-pad scrolls the text a line at a time, while pressing R1 and L1 pages
    up or down through the article.
    
    CARD COLLECTION
    
    Graphical layout of all known cards, grouped by type. Also displayed are your
    Collector Rank and a completion percentage, though the percentage pertains to
    the card collection and not the journal or report's completion.
    
    Note: The "New!" label remains yellow until "New!" on the Card Index dims.
    
    Use the D-pad or left analog stick to scroll around the screen. Press X to zoom
    in on (or zoom out from) the highlighted card. Press square to view the Card
    Index data for the highlighted card; press square again to return to the
    collection, or press O to back out through the index.
    
    CARD INDEX
    
    Textual list of all known cards, grouped by category.
    
    When viewing a particular card, press L2 and R2 to cycle through the cards
    within the selected subcategory (total shown at top-center), or press square to
    view the card's placement on the Card Collection screen.
    
    Pressing down-arrow or up-arrow on the D-pad scrolls the text a line at a time,
    while pressing R1 and L1 pages up or down through the description.
    
    See section "E.1 Cards" for data on individual cards.
    
    CHARACTERS
    
    Textual list of all characters met in the game. Some names remain unlisted
    until a face-to-face confrontation with that character.
    
    Press triangle to view the character; use the left analog stick to rotate the
    image; press O to dismiss the image.
    
    Pressing L2 and R2 cycles through the characters within the selected
    subcategory (total shown at top-right). Pressing down-arrow or up-arrow on the
    D-pad scrolls the text a line at a time, while pressing R1 and L1 pages up or
    down through the article.
    
    MINIGAMES
    
    Displayed for Sora only. See Sora's Journal section.
    
    
    .: D.1.7 SETTINGS :.
    
    The help text at the bottom of the Settings screen provides details for each
    option.
    
    Camera Vertical   Default   Reverse
    Camera Sideways   Default   Reverse
    Battle Controls   Type A    Type B
    Vibration         On        Off
    Audio             Stereo    Pro Logic II   Mono
    Mini Map          On        Off
    Game Mode*        Standard Mode
    
    * Alternatively displays Beginner Mode or Proud Mode, as selected during the
    game's initial setup. Can't be changed.
    
    Tip? For what it's worth, the author sets Camera Vertical to Reverse at the
    beginning of every new game.
    
    . BATTLE CONTROLS .
                             TYPE A    TYPE B
    Spin card revolver      L1 / R1   L2 / R2
    Use stocked cards       L1 + R1   L2 + R2
    Release stocked cards        L2        L1
    Lock on (off) target         R2        R1
    
    The lock-on button works in battle, but not in field rooms or hallways.
    
    See section "E.3.1 Controls" for the manual's complete controls table.
    
    . MINI MAP .
    
    The point of the weapon's icon "points" your way. Pathways leading out of the
    world to the castle's hallways feature more distinct arrowheads.
    
    ARROW COLORS
       Red ... Path between field rooms; not yet taken
      Blue ... Path already unlocked
    Yellow ... Path to an event room
    
    Note: The mini map's arrow colors differ from the colors used for pathways on
    the World Map screen.
    
    
    .: D.2 MENUS - SORA :..........................................................
    
    Sora's specifics about the menus.
    
    
    .: D.2.1 REVIEW DECKS :.
    
    Available commands are listed on the left. Cards and the equipped deck are
    partially displayed on the right.
    
    Arrow up or down to select a command.
    
    . EDIT DECK .
    
    See section "E.1.1 Battle Cards - Sora" for individual battle card data.
    
       Total battle cards allowed: 999, Journal 100% complete
    Maximum battle cards per deck:  99
    
    IMPORTANT! Entering the menu with the maximum battle cards in inventory
    displays a message alerting you the limit has been reached. No further battle
    cards spring from struck scenery or (with a few exceptions) are awarded from
    treasure chests until the total is reduced. Excess battle cards can be deleted
    from the menu in a pinch, but unwanted cards are better sold for MP in moogle
    shops.
    
    Total battle cards allowed steadily increases as a game progresses and your
    Card Collection grows in the number of cards obtained (not the percentage
    shown), but it's a generous number from the start. (Reaching the limit is more
    challenging than avoiding it, in fact.) Every "new" card found -- first-time
    bounty-room chests, like Gravity in Agrabah; special treasures; clear bonuses;
    special cards; storyline events -- increases the maximum.
    
    Sora obtains a total of 111 different battles cards (the full count begins
    section "E.1 Cards"). In all likelihood, the maximum simply accounts for the
    pending discovery of each new card and is never lower than 888 battle cards.
    This remains unproven, however.
    
    The Edit Deck screen is divided into three panels.
    Left ...... Cards data
    Center .... Data for the highlighted card
    Right ..... Deck data
    
    Select .... Organize, closes up any blank spaces in the current deck
    Square .... Displays all sleights; known by name, unknown as question marks
                Up-arrow, down-arrow: scroll through the list
                L1, R1: page up or page down through the list
                X: view help for highlighted sleight
                O, square: return to Edit Deck screen
    L1 / R1 ... Move between left and right panels
    L2 / R2 ... Cycle through decks, as displayed in the right panel
                Tabs rotate between NO. 1, NO. 2, and NO. 3.
    
    Note: Sleights are categorized as Attacks, Magic, Summons, and Friends, which
    differs from the Status screen, where Summon and Friend sleights are combined
    under the same tab and Skills like Glide are also listed.
    
    LEFT PANEL
    
    Several stats top the panel and vary depending on what deck is selected.
    
    IN .... Number of cards assigned to the selected deck
    ALL ... Total number of battle cards in inventory
            (Sum of the type breakdown, below, plus those IN the current deck)
    Total additional cards in inventory, broken down by type:
      Red ......... Attack cards available to add
      Blue ........ Magic cards available to add
      Green ....... Item cards available to add
      Heartless ... Enemy cards available to add; NOT excluded from ALL
    
    Note: The above stats are reflected on the Review Decks screen as they change
    and until the menu is exited.
    
    Tab row ....... ALL, Attack, Magic, Item, Enemy Cards
    
    From the top row of cards, press up-arrow to enter the tab row. Then arrow left
    or right to navigate between tabs. Press X or down-arrow to highlight the first
    card of that tab's type, or press up-arrow to highlight the last card of that
    type. From the bottom row of cards, pressing down-arrow wraps around to the top
    row.
    
    X ............. Select from available values listed in the center panel
    R1 ............ Navigate to the right panel to adjust the deck's layout
    
    Note: Some cards appear twice in the left pane, once for the regular variety of
    the card and twice for any of the same card that are marked as "premium". For
    more info, see "Premium Cards" under "E.3.3 Deck Building".
    
    CENTER PANEL
    
    Displays data for the card selected on the left, or nothing from the tab row.
    
    Card name and large graphic
    ATTACK ...... Average of Strike, Thrust, and Combo Finish stats
    ELEMENT ..... The card's Element stat
    RECOVERY .... The card's Break Recovery stat
    CP .......... Cost of the selected value
    
    Available card values are shown in two columns (0-4, 5-9), along with the
    number of each.
    
    Press X to select a card value and navigate to the right panel. Use the D-pad
    to highlight where you want the card placed, then press X; the highlight
    returns to the left panel.
    
    RIGHT PANEL
    
    Tab row ..... NO. 1, NO. 2, NO. 3
    Deck name ... Defaults are Deck 1, Deck 2, and Deck 3
    DECK ........ Number of cards in deck / total number of cards allowed
    CP .......... Cost of cards in deck / Max CP
    
    From the left panel, press L1 to move to the right panel.
    
    X ........... Removes the highlighted card from the deck
    O ........... Exits from the Edit Deck screen
    Triangle .... Selects a card to sort
                  Arrow to the desired location and press triangle again or X
                  Press O to cancel the sort
    L1 .......... Returns to the left panel
    
    . EQUIP DECK .
    
    Lists all three decks by name, with the currently selected deck in red and
    marked as "Ready" (on the left; "READY" on the right). Arrowing up or down, the
    partial deck on the right reflects the highlighted deck.
    
    Select another deck as needed. The "Ready" mark moves instantly.
    
    The equipped deck is also automatically selected when entering Edit Deck.
    
    Use the D-pad or L2 and R2 to cycle between decks. Details of the highlighted
    deck display on the right. Press square to view Sora's sleights, known and
    unknown.
    
    . SHORTCUTS .
    
    See section "D.1.1 Review Decks" for help using Shortcuts.
    
    One shortcut may be specified for each of Sora's three decks. Press L2 or R2 to
    cycle through decks on the Shortcuts screen.
    
    . CLEAR DECK .
    
    A quick way to start fresh. Clearing a deck removes all cards from the deck and
    returns the cards to inventory.
    
    Use the D-pad or L2 and R2 to cycle between decks. Details of the highlighted
    deck display on the right. Press square to view Sora's sleights, known and
    unknown.
    
    When a deck is selected, you're prompted to confirm clearing the deck; select
    Yes to proceed, or No to cancel, leaving the deck unchanged.
    
    Cards removed from the deck are not deleted. Those cards remain in inventory
    and again appear on the left when editing the cleared deck.
    
    Clearing a deck is handy for maintaining your card inventory, deciding the
    cards you have in excess for selling in a moogle shop, for instance.
    
    Note: The equipped deck must include at least one attack card.
    
    . RENAME DECK .
    
    Sora's three decks, by default, are named Deck 1, Deck 2, and Deck 3, as
    displayed beside the current name. These names appear in several places and
    assigning a more descriptive name to your decks can make selecting between them
    an easier process.
    
    For example, you may have Deck 2 arranged solely for battling mushrooms, and
    Deck 3 ready for boss fights. Renaming Deck 1 as "Random", Deck 2 as
    "Mushroom", and Deck 3 as "Boss" shows at a glance which is which. Or maybe
    your decks are arranged by elemental affinity and renaming them "Blizzard",
    "Fire", and "Thunder" makes more sense.
    
    Rename Deck selects the equipped deck by default. ("Ready" appears to the right
    of the current name.) Press L2 or R2 to cycle between decks.
    
    The current deck's name remains in the edit field; press square to delete the
    old name first, a character at a time (notice the insertion point's movement).
    Arrow around to move the highlight -- both lowercase and uppercase characters
    may be selected, as may a blank space and several other ASCII characters.
    
    WARNING! Deck names are not exclusive or even required. Ensure Sora's decks may
    be correctly identified.
    
    The deck name may include up to ten characters; when ten characters is reached,
    END is automatically highlighted. Otherwise, arrow down to END when the new
    name displays as you like. Press X -- the name is instantly changed and you're
    returned to the Review Decks menu.
    
    Pressing O, however, exits Rename Deck without changing the name.
    
    . DELETE CARDS .
    
    Tip! Don't delete, SELL! Trade in excess battle cards for moogle points in
    moogle shops. With the MP earned, buy new card packs possibly containing better
    cards. Learn more about moogle shops in section "E.1.4 Map Cards".
    
    A maximum number of battle cards is allowed in inventory. Entering the menu
    with the maximum cards in inventory displays a message alerting you that the
    limit has been reached. (Moogle shops alert you when your inventory won't
    accept five more cards.) Some cards must be sold or deleted before any further
    battle cards can be added to your inventory.
    
    In the Delete Cards screen, only those cards not assigned to any deck are
    listed. The IN and ALL stats are as currently shown under Review Decks.
    
    Cards that may be deleted, broken down by category:
      Red ......... Number of attack cards
      Blue ........ Number of magic cards
      Green ....... Number of item cards
      Heartless ... Number of enemy cards
    
    Tab row ....... ALL, Attack, Magic, Item, Enemy
    
    Use the D-pad to scroll through the list of ALL cards. Or, from the top row,
    press up-arrow to highlight the tab row, arrow left or right to a specific
    category, then down-arrow to scroll only through the selected category of
    cards.
    
    Select the desired card (such as Fire) and an available value (0-9) to delete.
    When prompted, select Yes to delete one (1) card of the selected value; or
    select No to back out without deleting a card. No option is provided for
    deleting more than one card at a time.
    
    
    .: D.2.2 WORLD MAP :.
    
    See section "D.1.2 World Map".
    
    The weapon icon appears as a Kingdom Key for Sora.
    
    
    .: D.2.3 MAP CARDS :.
    
    See section "D.1.3 Map Cards" for help using the Map Cards screen.
    
    RED (11)           GREEN (7)          BLUE (7)           ! (4/2)
    Tranquil Darkness  Martial Waking     Calm Bounty        Key of Beginnings
    Teeming Darkness   Sorcerous Waking   Guarded Trove      Key of Guidance
    Feeble Darkness    Alchemic Waking    False Bounty       Key to Truth
    Almighty Darkness  Meeting Ground     Moment's Reprieve  Key to Rewards
    Sleeping Darkness  Stagnant Space     Moogle Room        (Unknown Room)
    Looming Darkness   Strong Initiative  Mingling Worlds    (Conqueror's Respite)
    Premium Room       Lasting Daze       Random Joker
    White Room
    Black Room
    Bottomless Darkness
    Roulette Room
    
    A variety of map cards are dropped post-battle from the beginning -- six red,
    all seven green, but no blue cards other than the solitary Moment's Reprieve.
    Other map cards begin dropping once higher floors are reached.
    
    FLOOR  CARDS
        1  Tranquil Darkness, Teeming Darkness, Feeble Darkness, Sleeping
           Darkness, Premium Room, Black Room; all seven green map cards
      2-6  Almighty Darkness, Looming Darkness, White Room, Bottomless
           Darkness, Roulette Room; Calm Bounty, Moogle Room, Moment's
           Reprieve, Random Joker
     7-10  Guarded Trove, False Bounty, Key to Rewards
       11  Mingling Worlds
    
    Conversely, map cards common on lower floors may become rare drops higher up.
    The heartless defeated and other factors (world, current room's synthesis, and
    so on) may also affect the map card drop rate.
    
    Sora obtains no green map cards on the castle's top two floors. Section "E.3.8
    Event Room Criteria" can help with planning ahead, if desired.
    
    Roulette selectors adhere to the room's map card preferences, as well.
    
    See section "E.1.4 Map Cards" for data on individual map cards.
    
    
    .: D.2.4 WORLD CARDS :.
    
    See section "D.1.4 World Cards" for help using the World Cards screen.
    
    Sora's story takes place in Castle Oblivion, where he begins on the first floor
    (1F) and works his way up to the thirteenth floor (13F).
    
    Note: On Sora's World Cards screen, floors are abbreviated in the reverse of
    what's seen elsewhere in the game and the game manual, as F1 rather than 1F,
    for instance. (Not to be confused with this guide's notation of field rooms on
    its world maps.) Warp points display the same deviation on the World Warp
    screen.
    
    Floors are revealed over time, with F1 coming first, then F2-F6 in a block,
    followed by F7-F10, and the remaining floors (F11-F13) learned one by one
    thereafter.
    
    World cards are acquired at the same intervals. Some worlds are assigned to
    specific floors, but others are acquired in blocks and may be assigned to any
    of the new block of floors. Also known as "world synthesis".
    
    Floor(s)  World(s)
    F1        Traverse Town
    F2-F6     A: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
    F7-F10    B: Atlantica, Neverland, Hollow Bastion, 100 Acre Wood
    F11       Twilight Town
    F12       Destiny Islands
    F13       Castle Oblivion*
    
    * Listed, though Sora doesn't receive a world card for the castle itself.
    
    See section "E.1.5 World Cards" for more on world cards.
    
    Note: Sora's story does not coincide exactly with Riku's arrival. A graphical
    depiction of how their stories overlap was published in the KH2-FM+ Ultimania
    guide, as shown at:
      http://www.kingdomhearts3.net/khiifm-ultimania-timeline-for-com/
    
    
    .: D.2.5 STATUS :.
    
    Displays sleights Sora has learned as well as his current statistics.
    
    . STATS .
    
    Level          Sora's current level
    EXP            Total amount of experience gained
    To next level  Amount of experience needed to level up
    HP             Health Points; measures Sora's health
    Max CP         Card Points; maximum capacity of a single deck
    Equipped Deck  Name of the deck marked as READY
    Friends        Names of friend cards that may appear in battle
    
    Also listed on most menus are the amount of Moogle Points, or MP, Sora has
    accumulated, as is the elapsed game time.
    
    At the beginning of a new game, Sora's stats are:
    
    Level            1
    EXP              0
    To next level   25
    HP              80
    Max CP         275
    Equipped Deck  Deck 1
    Friends        Donald Duck, Goofy
    MP               0
    
    At level-up, Sora is offered a choice from among as many as three bonuses. Move
    the highlight from one bonus to another to view (in the lower-right pane) how
    the bonus would benefit Sora.
    
    HP Boost ... Adds 15 to Max HP; always offered, until max is reached
    CP Boost ... Adds 25 to Max CP; always offered, until max is reached
    Sleights ... Learns the sleight named; offered at LV2 and at every fifth
                 level-up thereafter (7, 12, 17, ..), until all twelve
                 level-up sleights are learned
    
    Once offered, a sleight bonus remains available until selected. If ignored
    through several bonuses, the sleights stack up as they would otherwise become
    available, until the intermittent schedule again takes affect. For instance, if
    the sleight offered at LV2 (Sliding Dash) is only accepted as the LV25 bonus,
    starting with LV26 a sleight is offered with each level-up, until at LV30, no
    sleight is offered and the regular interval resumes.
    
    Some of Sora's stats have a cap above which they can rise no higher. When
    concentrating on maxing a single stat from the beginning of a new game, the LV
    shown below is the earliest the maximum is reached, if applicable.
    
               MAXIMUM  LV
    Level           99  99
    EXP      1,313,405  99 [1]
    HP             560  33
    Max CP       1,625  55
    MP          99,999  -- [2]
    
    [1] Computed from LV98. Actual max upon reaching LV99 may stop at a marginally
    higher number, such as 1,313,431. Even though EXP continues dropping in battle,
    on the Status screen EXP stops increasing.
    
    [2] Presumed. Maximum MP exceeds 9,999 into five figures, but how much higher
    remains unverified.
    
    Once HP or Max CP reaches the maximum, its bonus appears dimmed on the level-up
    screen. Maxing all three level-up bonuses is achieved at LV99.
    
    Tip! When maxing Sora's HP or CP, put Monstro on the second floor and repeat
    Monstro's Belly Brawl for as long as you can stomach the minigame. You could
    level-up every two or three rounds, at least for a while. A complete how-to is
    found in the "F.5 General Gameplay" FAQ section, as are other grinding ideas.
    
    . SLEIGHTS .
    
    Textual list of the sleights and skills Sora has learned.
    
    Tab row: ALL, Attack, Magic, Summons/Friends, Skills
    
    Note: The sleights list's format differs under Review Decks, with Skills
    omitted but as-yet-unknown sleights "named" by series of question marks.
    
    LV, the earliest a sleight is offered as a level-up bonus
    Value, sum total of the cards used must fall within the specified range
    Cards, cards in the order required (compare Trinity Limit to Wild Crush)
    
    Tips for using extra features of Sora's sleights include:
    S, using the left analog stick to aim or direct the action;
    X, pressing X attacks, or attacks sooner (and weaker);
    R, pressing triangle when the reaction prompt appears on screen
       (ill-timed cancels the sleight), sometimes adding a number of
       attacks (R[n]) or creating a greater effect when tapped rapidly (RR).
    
    ATTACK SLEIGHTS    LV  VALUE  TIP  CARDS
    Sliding Dash        2  10-15  --   Three attack cards of the same type
    Stun Impact         7  20-23  --   Three attack cards of the same type
    Strike Raid        12  24-26  --   Three attack cards
    Blitz              17  10-15  R3   Three attack cards of differing types
    Zantetsuken        22  0, 27  --   Three attack cards
    Sonic Blade        27  20-23  R7   Three attack cards of differing types
    Ars Arcanum        42    1-6  R13  Three attack cards
    Ragnarok           52    7-9  SX   Three attack cards
    Trinity Limit      --     --  --   attack card + Donald + Goofy
    
    MAGIC SLEIGHTS     LV  VALUE  TIP  CARDS
    Fira               --     --  --   Fire + Fire
    Firaga             --     --  --   Fire + Fire + Fire
    Blizzara           --     --  --   Blizzard + Blizzard
    Blizzaga           --     --  --   Blizzard + Blizzard + Blizzard
    Thundara           --     --  --   Thunder + Thunder
    Thundaga           --     --  --   Thunder + Thunder + Thunder
    Cura               --     --  --   Cure + Cure
    Curaga             --     --  --   Cure + Cure + Cure
    Gravira            --     --  --   Gravity + Gravity
    Graviga            --     --  --   Gravity + Gravity + Gravity
    Stopra             --     --  --   Stop + Stop
    Stopga             --     --  --   Stop + Stop + Stop
    Aerora             --     --  --   Aero + Aero
    Aeroga             --     --  --   Aero + Aero + Aero
    Warpinator         --     --  --   Stop + Gravity + Aero
    Warp               --     --  --   Stop + Aero + Aero
    Blizzard Raid      --     --  --   Blizzard + attack card + attack card
    Synchro            --     --  --   Cure + Gravity + Aero
    Fire Raid          --     --  --   Fire + attack card + attack card
    Aqua Splash        --     --  S    Blizzard + Fire + Aero
    Terror             --     --  --   summon card + summon card + Jack; or,
                                       Simba + Mushu + item card
    Gifted Miracle     --     --  --   summon card + magic card + Jack; or,
                                       Bambi + Blizzard + item card
    Bind               --     --  --   Gravity + Stop + magic card
    Shock Impact       --     --  --   Simba + attack card + attack card
    Homing Blizzara    --     --  --   Aero + Blizzard + magic card
    Quake              --     --  --   Gravity + Simba + magic card
    Teleport           --     --  --   magic card + magic card + Peter Pan; or,
                                       Stop + Aero + item card
    Thunder Raid       --     --  --   Thunder + attack card + attack card
    Confuse            --     --  --   Genie + Tinker Bell + summon card
    Firaga Burst       --     --  --   Fire + Fire + Gravity
    Reflect Raid       --     --  --   Cloud + attack card + attack card
    Magnet Spiral      --     --  --   Gravity + Gravity + attack card
    Lethal Flame       32     --  --   Stop + attack card + attack card
    Tornado            37     --  S    Aero + Gravity + summon card
    Freeze             --     --  --   Blizzard + Blizzard + Stop
    Judgment           --     --  --   Aero + attack card + attack card
    Holy               47     --  --   Mega-Ether + Megalixir + item card
    Raging Storm       --     --  S    Aero + Fire + Fire
    Mega Flare         57     --  --   Mushu + Fire + Fire
    
    SUMMONS SLEIGHTS   LV  VALUE  TIP  CARDS
    Proud Roar LV2     --     --  --   Simba + Simba
    Proud Roar LV3     --     --  --   Simba + Simba + Simba
    Showtime LV2       --     --  --   Genie + Genie
    Showtime LV3       --     --  --   Genie + Genie + Genie
    Cross-slash        --     --  --   Cloud + Cloud
    Cross-slash+       --     --  --   Cloud + Stop + attack card
    Omnislash          --     --  R5   Cloud + Cloud + Cloud
    Splash LV2         --     --  S    Dumbo + Dumbo
    Splash LV3         --     --  S    Dumbo + Dumbo + Dumbo
    Twinkle LV2        --     --  RR   Tinker Bell + Tinker Bell
    Twinkle LV3        --     --  RR   Tinker Bell + Tinker Bell + Tinker Bell
    Paradise LV2       --     --  --   Bambi + Bambi
    Paradise LV3       --     --  --   Bambi + Bambi + Bambi
    Idyll Romp         --     --  --   Bambi + attack card + attack card
    Flare Breath LV2   --     --  SX   Mushu + Mushu
    Flare Breath LV3   --     --  SX   Mushu + Mushu + Mushu
    
    FRIENDS SLEIGHTS   LV  VALUE  TIP  CARDS
    Magic LV2          --     --  --   Donald + Donald
    Magic LV3          --     --  --   Donald + Donald + Donald
    Stardust Blitz     --     --  R3   Donald + Fire
    Goofy Tornado LV2  --     --  --   Goofy + Goofy
    Goofy Tornado LV3  --     --  --   Goofy + Goofy + Goofy
    Goofy Smash        --     --  R1   Goofy + attack card
    Wild Crush         --     --  S    Goofy + Donald + attack card
    Lucky Bounty LV2   --     --  --   Pluto + Pluto
    Lucky Bounty LV3   --     --  --   Pluto + Pluto + Pluto
    Sandstorm LV2      --     --  --   Aladdin + Aladdin
    Sandstorm LV3      --     --  --   Aladdin + Aladdin + Aladdin
    Surprise! LV2      --     --  --   Jack + Jack
    Surprise! LV3      --     --  --   Jack + Jack + Jack
    Spiral Wave LV2    --     --  R2   Ariel + Ariel
    Spiral Wave LV3    --     --  R3   Ariel + Ariel + Ariel
    Hummingbird LV2    --     --  RR   Peter Pan + Peter Pan
    Hummingbird LV3    --     --  RR   Peter Pan + Peter Pan + Peter Pan
    Furious Volley LV2 --     --  R2   The Beast + The Beast
    Furious Volley LV3 --     --  R3   The Beast + The Beast + The Beast
    
    SKILLS
    High Jump    Reach higher places with an aerial flip.
    Glide        Fly through the air by jumping then holding O.
    Super Glide  Fly through the air with velocity by holding O.
    
    Sleights are learned as level-up bonuses or as friends join Sora, after boss
    fights or minigames, or at certain fixed points throughout the story. Search
    this guide for the sleight by its name for greater detail on how or where it's
    learned.
    
    Until a sleight is named in the menus, stocking its cards produces...a combo,
    and nothing more. Sleights must be learned in-game first.
    
    
    .: D.2.6 JOURNAL :.
    
    In his Journal, Jiminy Cricket records the details of Sora's journey. Achieves
    100% completion once ALL topics and subtopics appear and are marked "complete"
    by a gold King Mickey icon.
    
    See section "G.1 Journal Transcript" for the actual article texts.
    
    . STORY .
    
    Worlds are included when the floor's Exit Hall is reached.
    
    Sora's Tale I     The story up through Traverse Town
    Sora's Tale II    The story up to the seventh floor
    Sora's Tale III   The story up to the tenth floor
    Sora's Tale IV    The story up to the thirteenth floor
    Traverse Town     Briefly recaps this world's story
    Wonderland        Briefly recaps this world's story
    Olympus Coliseum  Briefly recaps this world's story
    Agrabah           Briefly recaps this world's story
    Halloween Town    Briefly recaps this world's story
    Monstro           Briefly recaps this world's story
    Atlantica         Briefly recaps this world's story
    Neverland         Briefly recaps this world's story
    Hollow Bastion    Briefly recaps this world's story
    100 Acre Wood     Briefly recaps this world's story
    Twilight Town     Briefly recaps this world's story
    Destiny Islands   Briefly recaps this world's story
    Castle Oblivion   Briefly recaps this world's story
    
    . CARD COLLECTION .
    
    RANK              COMPLETE
    Rookie Collector     6-24%
    Card Fanatic        25-44%
    Elite Collector     45-54%
    Card Reaper         55-67%
    Rare Card Hunter    68-79%
    Cardjacker          80-84%
    Prime Collector     85-91%
    Ace of Cards        92-99%
    Card Master          100%
    
    Once Card Master rank is achieved, two special cards may be obtained, required
    for 100% journal completion. See section "E.1.7 Special Cards".
    
    . CARD INDEX .
    
    See section "E.1 Cards" for individual card data.
    
    Attack Cards    Powerful cards used to attack with the keyblade
    Magic Cards     Types of magic learned
    Summon Cards    Characters who aid when called
    Item Cards      Help with reloading the deck
    Friend Cards    Allies who aid you in battle
    Enemy Cards     Includes heartless, bosses, and Organization members
    Map Cards       Types of rooms to synthesize
    World Cards     Used for assigning worlds to the castle's floors
    Gimmick Cards   A unique card providing help in boss fights
    Special Cards*  Bonus cards for achieving Card Master rank
    * Unlike other categories, doesn't appear as question marks first.
    
    . CHARACTERS .
    
    Worlds are included once the floor's Exit Hall is reached.
    
    Characters I      Characters common throughout the KH series
    Characters II     Members of the Organization
    Others            Summoned characters* and the moogles
    Traverse Town     Characters specific to this world
    Wonderland        Characters specific to this world
    Olympus Coliseum  Characters specific to this world
    Agrabah           Characters specific to this world
    Halloween Town    Characters specific to this world
    Monstro           Characters specific to this world
    Atlantica         Characters specific to this world
    Neverland         Characters specific to this world
    Hollow Bastion    Characters specific to this world
    100 Acre Wood     Characters specific to this world
    Destiny Islands   Characters specific to this world
    The Heartless     A bestiary of non-human enemies
    * Summons integral to a world's story are listed within that world.
    
    . MINIGAMES .
    
    A quick look at KH-ReCOM's minigames, and your achievements. Appears in the
    journal after completing the Monstro world.
    
    While playing any minigame, press Start to display the Pause menu.
    
    Continue ... Resume the minigame
    Retry ...... Starts the minigame again, without the instructions
    Help ....... Redisplays the minigame's instructions
    Quit ....... Exits out of the minigame
    
    In Monstro, Retry and Quit aren't available, but the minigame may be repeated
    until cleared. (This is the only leveling "hotspot" in the game.) Once beaten,
    however, the event room closes and the minigame may not be replayed.
    
    In the 100 Acre Wood, your first goal is clearing the minimum requirement for
    story (and 100%) completion. Challenge Mode presents a higher target goal, but
    isn't required for journal completion. Two prizes are awarded per minigame, a
    new card or sleight for first clearing the minigame, then a known card for
    beating Challenge Mode. You can continue playing for higher scores, where
    possible, but no additional prizes are awarded.
    
    Monstro
      Monstro's Belly Brawl
    
    100 Acre Wood            CLEAR MINIMUM   CHALLENGE MODE
      Balloon Glider         Reach the top   500 Points
      Whirlwind Plunge       Reach the end   2400 Points
      Bumble-Rumble          50 Bees         70 Bees, Time: 01'40"00 or faster
      Tigger's Jump-a-Thon   25 Points       75 Points
      Veggie Panic           30 Sorted       120 Sorted
    
    
    .: D.2.7 SETTINGS :.
    
    See section "D.1.7 Settings".
    
    
    .: D.3 MENUS - RIKU :..........................................................
    
    All of the menus according to Riku.
    
    
    .: D.3.1 REVIEW DECKS :.
    
    Riku has only two commands available.
    
    . VIEW DECKS .
    
    Maximum number of cards in Riku's deck: 99
    
    Visit often. Riku's deck is "closed", automatically defined, and can't be
    edited, not even so much as rearranging his cards, but the deck can change from
    one room to the next.
    
    Use the D-pad or left analog stick to scroll through the current deck. Press
    square to view all of Riku's sleights, known and unknown.
    
    . SHORTCUTS .
    
    See section "D.1.1 Review Decks" for help using Shortcuts.
    
    One shortcut at a time may be specified for Riku's deck, but must be set anew
    every time the deck changes. For example, moving from an Entrance Hall into an
    Unknown Room, the shortcut is cleared; returning to the Entrance Hall, the
    shortcut is again cleared -- what was set previously is NOT remembered.
    Whenever the shortcut is cleared, no card is selected as the shortcut.
    
    
    .: D.3.2 WORLD MAP :.
    
    See section "D.1.2 World Map".
    
    The weapon icon appears as a Soul Eater for Riku.
    
    
    .: D.3.3 MAP CARDS :.
    
    See section "D.1.3 Map Cards" for help using the Map Cards screen.
    
    RED (9)            GREEN (5)          BLUE (3)           ! (3/2)
    Tranquil Darkness  Martial Waking     Moment's Reprieve  Key of Beginnings
    Teeming Darkness   Meeting Ground     Mingling Worlds    Key of Guidance
    Feeble Darkness    Stagnant Space     Random Joker       Key to Truth
    Almighty Darkness  Strong Initiative                     (Unknown Room)
    Sleeping Darkness  Lasting Daze                          (Conqueror's Respite)
    Looming Darkness
    Black Room
    Bottomless Darkness
    Roulette Room
    
    Riku may see any of his allowed map cards from the beginning of a new game and
    on every floor.
    
    See section "E.1.4 Map Cards" for individual map card data.
    
    
    .: D.3.4 WORLD CARDS :.
    
    Inaccessible from B12F Entrance Hall at the start of a new game until the first
    world has been synthesized, even though the Hollow Bastion world card was
    received and appears in the D Report. See section "D.1.4 World Cards" for help
    using the World Cards screen.
    
    Note: Unlike elsewhere in the game and manual, floor numbers use a shorter
    abbreviation under World Cards, as B12 rather than B12F, for example. Warp
    points display the same deviation on the World Warp screen.
    
    Riku's story takes place in Castle Oblivion. He begins in the deepest basement
    (B12) and works his way up to the first basement floor (B1).
    
    Note: Riku's arrival does not coincide exactly with Sora's story. A graphical
    depiction of how their stories overlap was published in the KH2-FM+ Ultimania
    guide, as shown at:
      http://www.kingdomhearts3.net/khiifm-ultimania-timeline-for-com/
    
    Floors are revealed over time, with B12 coming first, then B11-B8 in a block,
    followed by B7-B4, and the remaining floors (B3-B1) learned one by one
    thereafter.
    
    World cards are acquired at the same intervals. Some worlds are assigned to
    specific floors, but others are acquired in blocks and may be assigned to any
    of the new block of floors.
    
    Floor(s)  World(s)
    B12       Hollow Bastion
    B11-B8    Block C: Agrabah, Monstro, Neverland, Traverse Town
    B7-B4     Block D: Atlantica, Olympus Coliseum, Wonderland, Halloween Town
    B3        Destiny Islands
    B2        Twilight Town
    B1        Castle Oblivion*
    
    * Unlike Sora, Riku DOES receive a world card for Castle Oblivion.
    
    See section "E.1.5 World Cards" for more on world cards.
    
    
    .: D.3.5 STATUS .
    
    Displays the sleights Riku has learned alongside his current statistics.
    
    . STATS .
    
    Level          Riku's current level
    EXP            Total amount of experience gained
    To next level  Amount of experience needed to level up
    HP             Health Points; measures Riku's health
    Attack Points  AP; strengthens Riku's Soul Eater weapon
    Dark Points    Max DP; duration of Dark Mode (D Mode)
    Friends        No one or The King, Riku's only friend
    
    At the beginning of a new game, Riku's stats are:
    
    Level            1
    EXP              0
    To next level   25
    HP              80
    Attack Points   10
    Dark Points      8
    Friends        ---
    
    At level-up, Riku is offered a choice from among as many as three bonuses. Move
    the highlight from one bonus to another to view (in the lower-right pane) how
    the bonus would benefit Riku.
    
    HP Boost ......... Adds 15 to Max HP; always offered, until max is reached
    Attack Boost ..... Adds 1 to AP; offered at LV2 and at every third level-up
                       thereafter (5, 8, 11, ..), until max is reached
    Darkness Boost ... Adds 2 to Max DP; after learning D Mode, always offered,
                       until max is reached
    
    Once offered, an AP bonus remains available until selected. If ignored over
    several level-ups, AP bonuses stack up and are continually offered until the
    stack is exhausted and the regular interval resumes. For instance, if the AP
    bonus offered at LV2 isn't accepted until LV10, at LV11 and LV12 AP bonuses are
    also offered and, if accepted, then does not appear at LV13.
    
    Riku's stats have a cap above which they can rise no higher. When concentrating
    on maxing a single stat from the beginning of a new game, the LV shown is the
    earliest the maximum is reached, if applicable.
    
    IMPORTANT! Riku relies on Attack Boosts to power up his Soul Eater attack
    cards. Skipping AP bonuses is NOT advised. LV in the following table presumes
    accepting Attack Boosts along the way, as well.
    
               MAXIMUM  LV
    Level           99  99
    EXP      1,313,405  99 [1]
    HP             560  49
    Attack Points   30  59
    Dark Points     99  -- [2]
    
    [1] Computed from LV98 level-up screen. Actual max upon reaching LV99 may stop
    at a marginally higher number, such as 1,313,482. While EXP continues dropping
    in battle, on the Status screen EXP increases no further.
    
    [2] Although DP is usually raised by two, its last bonus adds only one to Max
    DP. LV varies, depending on at what level D Mode is learned.
    
    Once HP, AP, or DP reaches the maximum, its bonus appears dimmed on the
    level-up screen from then on. Maxing all three level-up bonuses is achieved at
    LV99.
    
    . SLEIGHTS .
    
    Tab row: ALL, Attack, Friend, Duel Attack
    
    Riku learns all of his Attack and Duel Attack sleights at the same time, in
    B12F Exit Hall, and all of the Friend sleights shortly thereafter, in B11F
    Entrance Hall. More than half of Riku's sleights work only while in Dark Mode
    (DM).
    
    His Duel Attack sleights are accomplished during card duels, by exactly
    matching a certain number of cards within the specified number of seconds.
    Random enemies commonly duel for 3-in-4, while bosses lean toward requiring
    7-in-8 duels. All are possible by rapidly tapping X repeatedly.
    
    ATTACKS         DM  RANGE
    Dark Break       Y   5-15  Three Soul Eaters
    Dark Firaga      Y  16-25  Three Soul Eaters
    Dark Aura        Y     27  (9 + 9 + 9)
    
    FRIENDS         DM  CARDS
    MM Miracle LV2   -  The King + The King
    MM Miracle LV3   -  The King + The King + The King
    Holy Burst       -  The King + Soul Eater + Soul Eater
    Inverse Burst    Y  The King + Soul Eater + Soul Eater
    
    DUEL ATTACKS    DM  SECS  CARDS
    Impulse          -     4  3
    Dark Impulse     Y     4  3
    Maelstrom        -     6  5
    Dark Maelstrom   Y     6  5
    Barrage          -     8  7
    Dark Barrage     Y     8  7
    D Mode           Accumulate max DP via card breaks, rapid breaks
    
    Note: The sleights list's format differs under Review Decks, with D Mode
    omitted but as-yet-unknown sleights "named" by series of question marks.
    
    Until a sleight is named in the menus, stocking its cards produces...a combo,
    and nothing more. Sleights must be learned in-game first, though for Riku this
    occurs early in a new game.
    
    
    .: D.3.6 D REPORT :.
    
    A report chronicling the details of Riku's story. Reaches 100% completion
    through the normal course of the game.
    
    Note: Just as Sora's Journal is a record kept by someone other than Sora, so
    too is Riku's D Report kept by another's hand, though the chronicler is not
    revealed in KH-ReCOM.
    
    . STORY .
    
    Riku's Tale I    The story begins
    Riku's Tale II   The story up to the eleventh basement floor
    Riku's Tale III  The story up through the eighth basement floor
    Riku's Tale IV   The story up through the fourth basement floor
    Riku's Tale V    The story up through Destiny Islands
    Riku's Tale VI   The story up through Twilight Town
    
    . CARD COLLECTION .
    
    COLLECTOR RANK            COMPLETE
    One Who Wishes Cards         6-32%
    One Who is Drawn to Cards   33-57%
    One Who Seeks Cards         59-74%
    One Who Leads Cards         76-89%
    One Who Rules the Cards     91-98%
    One Who Reigns over Cards     100%
    
    . CARD INDEX .
    
    Battle Cards     Attack, item, and other cards
    Enemy Cards      Abilities obtained from foes and bosses
    Map Cards        Types of rooms to synthesize
    World Cards      Used for assigning worlds to the castle's floors
    
    See section "E.1 Cards" for data on individual cards.
    
    . CHARACTERS .
    
    Characters I     Characters met in Riku's story
    Characters II    Disney-world bosses
    The Heartless    A bestiary of non-human enemies
    
    
    .: D.3.7 SETTINGS :.
    
    See section "D.1.7 Settings".
    
    
    .:| E. REFERENCE |:.........................................................:.:
    
    Details on a few of the game's broader aspects.
    
    
    .: E.1 CARDS :.................................................................
    
    Cards rule all in Castle Oblivion and come in a variety of flavors.
    
    TYPE             SORA   RIKU
    Battle (total)   (111)   (27)
      Attack           23      1
      Magic             7     --
      Summon            7     --
      Item              7      2
      Friend            8      1
      Enemy            56     22
      Gimmick           1      1
      Special           2     --
    Map                29     20
    World              12     12
    TOTAL             152     59
    
    Trivia! Sora obtains ninety-six cards Riku never sees, and Riku obtains three
    cards Sora never sees.
    
    
    .: E.1.1 BATTLE CARDS - SORA :.
    
       Maximum battle cards allowed: 999
    Number of battle cards per deck:  99
    
    ALL, as displayed under Review Decks and in moogle shops, includes all
    categories (Attack, Magic, Item, Enemy) of battle cards currently held, whether
    assigned to a deck or unassigned.
    
    The maximum number of battle cards increases as the game progresses and your
    card collection grows, only topping out at 999 when Jiminy's Journal -- not
    just Card Collection -- reaches 100% completion. An alert notifies you when the
    limit has been reached when you enter the menu or attempt to open a mundane
    treasure chest. Moogles alert you when you're at the max or have no room left
    for a new card pack.
    
    Tip! If you suspect the max is looming too large, save and then visit a moogle
    shop. If you're capable of purchasing a new card pack, then you're at least
    five cards from reaching maximum capacity. To learn the current max, purchase
    new card packs until told you can't hold any more cards. Then open bounty-room
    chests until the maximum is reached. Reset once you're satisfied.
    
    Amounts shown for CP and Sell throughout this section are as-observed by the
    author, not calculated or taken from any publication.
    
    . ATTACK CARDS .
    
    Attack cards are the foundation of Sora's fighting skills. New attack cards are
    obtained in each Block A and Block B world. Others are first obtained as Sora's
    story progresses and only spring from struck scenery or appear in moogle card
    packs from then on. Select attack cards can only be obtained once Sora or
    Riku's stories are cleared.
    
    Missing a card? The following table lists the attack cards in Journal order to
    aid in decoding those enigmatical question marks.
    
    World ..... primarily found in the noted world
    Story ..... first obtained following a storyline event
    Special ... a special treasure found in a Room of Rewards
    Clear ..... a bonus found after clearing Sora's (S) or Riku's (R) game
    
    ATTACK CARD      WORLD  STORY SPECIAL CLEAR  NOTES
    Kingdom Key        -      -      -      -    Default attack card
    Three Wishes       Y      -      -      -    Agrabah
    Crabclaw           Y      -      -      -    Atlantica
    Pumpkinhead        Y      -      -      -    Halloween Town
    Fairy Harp         Y      -      -      -    Neverland
    Wishing Star       Y      -      -      -    Monstro
    Spellbinder        -      -      -      -    100 Acre Wood; chest,
                                                 Tigger's Playground [1]
    Metal Chocobo      -      -      Y      -    Olympus Coliseum
    Olympia            Y      -      -      -    Olympus Coliseum
    Lionheart          -      -      Y      -    Traverse Town
    Lady Luck          Y      -      -      -    Wonderland
    Divine Rose        Y      -      -      -    Hollow Bastion
    Oathkeeper         -      Y      -      -    Destiny Islands; boss
    Oblivion           -      Y      -      -    Exit Hall (12F); boss
    Ultima Weapon      -      -      -      R    Castle Oblivion; bounty [2]
    Diamond Dust       -      -      -      -    Reach final save point;
                                                 top three floors, anywhere [3]
    One-Winged Angel   -      -      -      -    Reach final save point;
                                                 top three floors, anywhere [3]
    Star Seeker        -      -      Y      S    Castle Oblivion
    Monochrome         -      -      Y      S    Olympus Coliseum
    Follow the Wind    -      -      Y      S    Neverland
    Hidden Dragon      -      -      -      S    Traverse Town; bounty
    Photon Debugger    -      -      Y      S    Destiny Islands
    Bond of Flame      -      -      Y      S    Halloween Town
    
    [1] Glide or Super Glide is needed to reach the chest.
    [2] In subsequent new games, obtained after reaching the final save point.
    [3] Obtained from broken scenery in field rooms, from moogle shops in black
    belt or white moogle card packs, or from chests after any clear bonuses are
    obtained.
    
    Tip! Confused about what special treasure or clear bonus cards are unlocked
    when? Search ahead for a handy "flowchart" in section "F.5 General Gameplay".
    
    Once a particular attack card has been obtained, the card may appear elsewhere,
    especially in moogle shops, bounty rooms, or on the castle's top three floors.
    Worldly attack cards appear with slightly higher frequency on their "home"
    worlds, however.
    
    Some attack cards "shimmer" and appear twice under Edit Deck. For more info,
    see "Premium Cards" within section "E.3.3 Deck Building".
    
    Each attack card is graded on a variety of statistics, as displayed in the
    Journal's Card Index.
    
                  Best <-------------------> Worst
    Stat grades:  *   A   B+   B   C+   C   D+   D
    
    Stocked cards coincide with the first three stats to form a full combo:
      1st Card    2nd Card      3rd Card
       Strike      Thrust     Combo Finish
    
    Note: These actions correspond with the animation of a standard three-hit
    combo. Your mileage may vary depending on the sleight, if one is invoked, or
    the enemy faced.
    
    In the following table, element is Physical unless otherwise noted. Cards with
    a neutral elemental affinity can "break through" an enemy's physical defenses
    -- good against large body and fat bandit heartless or a boss's guard.
    
    ATTACK CARD     STRIKE THRUST FINISH RECVRY  CP  ELEMENT
    Bond of Flame     *      C+     B      B     C   Fire
    Crabclaw          C      C      B+     *     B   --
    Diamond Dust      B+     B+     B      *     C   Ice
    Divine Rose       A      D+     C      C     B   --
    Fairy Harp        C+     C+     C      *     B   --
    Follow the Wind   C+     A      D      A     B   --
    Hidden Dragon     D+     C+     B+     A     B   --
    Kingdom Key       D+     D+     D+     B     B   --
    Lady Luck         C+     C+     D      B     A   --
    Lionheart         B      B      B      A     B   Fire
    Metal Chocobo     C+     C+     B+     B     B   Neutral
    Monochrome        D+     B      B+     C     B   Neutral
    Oathkeeper        B      *      B+     B     C   --
    Oblivion          A      A      D      A     C   Neutral
    Olympia           C+     D+     B      A     A   --
    One-Winged Angel  C      C      *      C     C   Fire
    Photon Debugger   B      C+     B+     B     B   Lightning
    Pumpkinhead       C+     C+     D+     A     A   --
    Spellbinder       D+     A      D+     A     B   Lightning
    Star Seeker       C      D+     B+     *     A   --
    Three Wishes      C+     D+     B      B     A   --
    Ultima Weapon     *      *      A      B     D   --
    Wishing Star      C      C      D+     A     A   --
    
    The Attack stat displayed on cards under Edit Deck (and in the following
    tables) is the average of the Strike, Thrust, and Combo Finish stats.
    
    Kingdom Key ================    --------------- Detail --------------------
      Attack: D+                       Description: The default weapon. Not
     Element: Physical                              very powerful, but reliable
    Recovery: B                                     and easy to handle.
    ---- CP ----    --- Sell ---
    0: 19  5: 14    0: 12  5: 08            Strike: D+
    1: 10  6: 15    1: 06  6: 10            Thrust: D+
    2: 11  7: 16    2: 06  7: 10      Combo Finish: D+
    3: 12  8: 17    3: 08  8: 10           Element: Physical
    4: 13  9: 18    4: 08  9: 12    Break Recovery: B
     Premium: 10     Premium: 16       Required CP: * (open star)
    
    Bond of Flame ==============    --------------- Detail --------------------
      Attack: B+                       Description: A special attack card with
     Element: Fire                                  fire-based attacks.
    Recovery: B                                     Delivers exceptionally
    ---- CP ----    --- Sell ---                    powerful strikes.
    0: 43  5: 33    0: 28  5: 22            Strike: *
    1: 25  6: 35    1: 16  6: 22            Thrust: C+
    2: 27  7: 37    2: 18  7: 24      Combo Finish: B
    3: 29  8: 39    3: 18  8: 26           Element: Fire
    4: 31  9: 41    4: 20  9: 26    Break Recovery: B
     Premium: 25     Premium: 26       Required CP: C
    
    Crabclaw ===================    --------------- Detail --------------------
      Attack: C+                       Description: Obtained in Atlantica. Easy
     Element: Physical                              to handle with an
    Recovery: *                                     impressive recovery time
    ---- CP ----    --- Sell ---                    after card breaks.
    0: 38  5: 28    0: 24  5: 18            Strike: C
    1: 20  6: 30    1: 12  6: 20            Thrust: C
    2: 22  7: 32    2: 14  7: 20      Combo Finish: B+
    3: 24  8: 34    3: 16  8: 22           Element: Physical
    4: 26  9: 36    4: 16  9: 24    Break Recovery: *
     Premium: 20     Premium: 22       Required CP: B
    
    Diamond Dust ===============    --------------- Detail --------------------
      Attack: B+                       Description: A special attack card with
     Element: Ice                                   ice-based attacks.
    Recovery: *                                     Powerful and the easiest to
    ---- CP ----    --- Sell ---                    handle.
    0: 43  5: 33    0: 28  5: 22            Strike: B+
    1: 25  6: 35    1: 16  6: 22            Thrust: B+
    2: 27  7: 37    2: 18  7: 24      Combo Finish: B
    3: 29  8: 39    3: 18  8: 26           Element: Ice
    4: 31  9: 41    4: 20  9: 26    Break Recovery: *
     Premium: 25     Premium: 26       Required CP: C
    
    Divine Rose ================    --------------- Detail --------------------
      Attack: C+                       Description: Obtained in Hollow Bastion.
     Element: Physical                              Features a powerful strike
    Recovery: C                                     and fast swing.
    ---- CP ----    --- Sell ---
    0: 38  5: 28    0: 24  5: 18            Strike: A
    1: 20  6: 30    1: 12  6: 20            Thrust: D+
    2: 22  7: 32    2: 14  7: 20      Combo Finish: C
    3: 24  8: 34    3: 16  8: 22           Element: Physical
    4: 26  9: 36    4: 16  9: 24    Break Recovery: C
     Premium: 20     Premium: 22       Required CP: B
    
    Fairy Harp =================    --------------- Detail --------------------
      Attack: C+                       Description: Obtained in Neverland. Easy
     Element: Physical                              to handle with a formidable
    Recovery: *                                     swing speed.
    ---- CP ----    --- Sell ---
    0: 38  5: 28    0: 24  5: 18            Strike: C+
    1: 20  6: 30    1: 12  6: 20            Thrust: C+
    2: 22  7: 32    2: 14  7: 20      Combo Finish: C
    3: 24  8: 34    3: 16  8: 22           Element: Physical
    4: 26  9: 36    4: 16  9: 24    Break Recovery: * (open star)
     Premium: 20     Premium: 22       Required CP: B
    
    Follow the Wind ============    --------------- Detail --------------------
      Attack: C+                       Description: A well-balanced weapon with
     Element: Physical                              a powerful thrust and a
    Recovery: A                                     short recovery time from
    ---- CP ----    --- Sell ---                    card breaks.
    0: 38  5: 28    0: 24  5: 18            Strike: C+
    1: 20  6: 30    1: 12  6: 20            Thrust: A
    2: 22  7: 32    2: 14  7: 20      Combo Finish: D
    3: 24  8: 34    3: 16  8: 22           Element: Physical
    4: 26  9: 36    4: 16  9: 24    Break Recovery: A
     Premium: 20     Premium: 22       Required CP: B
    
    Hidden Dragon ==============    --------------- Detail --------------------
      Attack: C+                       Description: An attack card with weak
     Element: Physical                              strikes but powerful combo
    Recovery: A                                     finishes.
    ---- CP ----    --- Sell ---
    0: 38  5: 28    0: 24  5: 18            Strike: D+
    1: 20  6: 30    1: 12  6: 20            Thrust: C+
    2: 22  7: 32    2: 14  7: 20      Combo Finish: B+
    3: 24  8: 34    3: 16  8: 22           Element: Physical
    4: 26  9: 36    4: 16  9: 24    Break Recovery: A
     Premium: 20     Premium: 22       Required CP: B
    
    Lady Luck ==================    --------------- Detail --------------------
      Attack: C                        Description: Obtained in Wonderland. A
     Element: Physical                              balanced weapon that is
    Recovery: B                                     easy to handle.
    ---- CP ----    --- Sell ---
    0: 24  5: 19    0: 16  5: 12            Strike: C+
    1: 15  6: 20    1: 10  6: 12            Thrust: C+
    2: 16  7: 21    2: 10  7: 14      Combo Finish: D
    3: 17  8: 22    3: 10  8: 14           Element: Physical
    4: 18  9: 23    4: 12  9: 14    Break Recovery: B
     Premium: 15     Premium: 20       Required CP: A
    
    Lionheart ==================    --------------- Detail --------------------
      Attack: B                        Description: A special attack card with
     Element: Fire                                  fire-based attacks.
    Recovery: A
    ---- CP ----    --- Sell ---
    0: 38  5: 28    0: 24  5: 18            Strike: B
    1: 20  6: 30    1: 12  6: 20            Thrust: B
    2: 22  7: 32    2: 14  7: 20      Combo Finish: B
    3: 24  8: 34    3: 16  8: 22           Element: Fire
    4: 26  9: 36    4: 16  9: 24    Break Recovery: A
     Premium: 20     Premium: 22       Required CP: B
    
    Metal Chocobo ==============    --------------- Detail --------------------
      Attack: B                        Description: A special attack card that
     Element: Neutral                               can break through physical
    Recovery: B                                     defenses. A bit difficult
    ---- CP ----    --- Sell ---                    to handle.
    0: 38  5: 28    0: 24  5: 18            Strike: C+
    1: 20  6: 30    1: 12  6: 20            Thrust: C+
    2: 22  7: 32    2: 14  7: 20      Combo Finish: B+
    3: 24  8: 34    3: 16  8: 22           Element: Neutral
    4: 26  9: 36    4: 16  9: 24    Break Recovery: B
     Premium: 20     Premium: 22       Required CP: B
    
    Monochrome =================    --------------- Detail --------------------
      Attack: C+                       Description: A special attack card that
     Element: Neutral                               can break through physical
    Recovery: C                                     defenses. Takes time to
    ---- CP ----    --- Sell ---                    recover from card breaks.
    0: 38  5: 28    0: 24  5: 18            Strike: D+
    1: 20  6: 30    1: 12  6: 20            Thrust: B
    2: 22  7: 32    2: 14  7: 20      Combo Finish: B+
    3: 24  8: 34    3: 16  8: 22           Element: Neutral
    4: 26  9: 36    4: 16  9: 24    Break Recovery: C
     Premium: 20     Premium: 22       Required CP: B
    
    Oathkeeper =================    --------------- Detail --------------------
      Attack: B+                       Description: A well-balanced weapon with
     Element: Physical                              a very powerful thrust.
    Recovery: B
    ---- CP ----    --- Sell ---
    0: 43  5: 33    0: 28  5: 22            Strike: B
    1: 25  6: 35    1: 16  6: 22            Thrust: *
    2: 27  7: 37    2: 18  7: 24      Combo Finish: B+
    3: 29  8: 39    3: 18  8: 26           Element: Physical
    4: 31  9: 41    4: 20  9: 26    Break Recovery: B
     Premium: 25     Premium: 26       Required CP: C
    
    Oblivion ===================    --------------- Detail --------------------
      Attack: B                        Description: A special attack card that
     Element: Neutral                               can break through physical
    Recovery: A                                     defenses. First-class
    ---- CP ----    --- Sell ---                    strength.
    0: 43  5: 33    0: 28  5: 22            Strike: A
    1: 25  6: 35    1: 16  6: 22            Thrust: A
    2: 27  7: 37    2: 18  7: 24      Combo Finish: D
    3: 29  8: 39    3: 18  8: 26           Element: Neutral
    4: 31  9: 41    4: 20  9: 26    Break Recovery: A
     Premium: 25     Premium: 26       Required CP: C
    
    Olympia ====================    --------------- Detail --------------------
      Attack: C+                       Description: Obtained in Olympus
     Element: Physical                              Coliseum. Powerful with a
    Recovery: A                                     quick recovery after card
    ---- CP ----    --- Sell ---                    breaks.
    0: 24  5: 19    0: 16  5: 12            Strike: C+
    1: 15  6: 20    1: 10  6: 12            Thrust: D+
    2: 16  7: 21    2: 10  7: 14      Combo Finish: B
    3: 17  8: 22    3: 10  8: 14           Element: Physical
    4: 18  9: 23    4: 12  9: 14    Break Recovery: A
     Premium: 15     Premium: 20       Required CP: A
    
    One-Winged Angel ===========    --------------- Detail --------------------
      Attack: B                        Description: A special attack card with
     Element: Fire                                  fire-based attacks.
    Recovery: C                                     Exceptional combo finish.
    ---- CP ----    --- Sell ---
    0: 43  5: 33    0: 28  5: 22            Strike: C
    1: 25  6: 35    1: 16  6: 22            Thrust: C
    2: 27  7: 37    2: 18  7: 24      Combo Finish: *
    3: 29  8: 39    3: 18  8: 26           Element: Fire
    4: 31  9: 41    4: 20  9: 26    Break Recovery: C
     Premium: 25     Premium: 26       Required CP: C
    
    Photon Debugger ============    --------------- Detail --------------------
      Attack: B                        Description: A special attack card with
     Element: Lightning                             lightning-based attacks.
    Recovery: B
    ---- CP ----    --- Sell ---
    0: 38  5: 28    0: 24  5: 18            Strike: B
    1: 20  6: 30    1: 12  6: 20            Thrust: C+
    2: 22  7: 32    2: 14  7: 20      Combo Finish: B+
    3: 24  8: 34    3: 16  8: 22           Element: Lightning
    4: 26  9: 36    4: 16  9: 24    Break Recovery: B
     Premium: 20     Premium: 22       Required CP: B
    
    Pumpkinhead ================    --------------- Detail --------------------
      Attack: C                        Description: Obtained in Halloween Town.
     Element: Physical                              Easy to handle with a fast
    Recovery: A                                     recovery after card breaks.
    ---- CP ----    --- Sell ---
    0: 24  5: 19    0: 16  5: 12            Strike: C+
    1: 15  6: 20    1: 10  6: 12            Thrust: C+
    2: 16  7: 21    2: 10  7: 14      Combo Finish: D+
    3: 17  8: 22    3: 10  8: 14           Element: Physical
    4: 18  9: 23    4: 12  9: 14    Break Recovery: A
     Premium: 15     Premium: 20       Required CP: A
    
    Spellbinder ================    --------------- Detail --------------------
      Attack: C                        Description: A special attack card with
     Element: Lightning                             lightning-based attacks.
    Recovery: A
    ---- CP ----    --- Sell ---
    0: 38  5: 28    0: 24  5: 18            Strike: D+
    1: 20  6: 30    1: 12  6: 20            Thrust: A
    2: 22  7: 32    2: 14  7: 20      Combo Finish: D+
    3: 24  8: 34    3: 16  8: 22           Element: Lightning
    4: 26  9: 36    4: 16  9: 24    Break Recovery: A
     Premium: 20     Premium: 22       Required CP: B
    
    Star Seeker ================    --------------- Detail --------------------
      Attack: C+                       Description: An attack card with a
     Element: Physical                              powerful combo finish and
    Recovery: *                                     the shortest recovery time
    ---- CP ----    --- Sell ---                    from card breaks.
    0: 24  5: 19    0: 16  5: 12            Strike: C
    1: 15  6: 20    1: 10  6: 12            Thrust: D+
    2: 16  7: 21    2: 10  7: 14      Combo Finish: B+
    3: 17  8: 22    3: 10  8: 14           Element: Physical
    4: 18  9: 23    4: 12  9: 14    Break Recovery: *
     Premium: 15     Premium: 20       Required CP: A
    
    Three Wishes ===============    --------------- Detail --------------------
      Attack: C+                       Description: Obtained in Agrabah. Fairly
     Element: Physical                              strong with a fast swing.
    Recovery: B
    ---- CP ----    --- Sell ---
    0: 24  5: 19    0: 16  5: 12            Strike: C+
    1: 15  6: 20    1: 10  6: 12            Thrust: D+
    2: 16  7: 21    2: 10  7: 14      Combo Finish: B
    3: 17  8: 22    3: 10  8: 14           Element: Physical
    4: 18  9: 23    4: 12  9: 14    Break Recovery: B
     Premium: 15     Premium: 20       Required CP: A
    
    Ultima Weapon ==============    --------------- Detail --------------------
      Attack: *                        Description: The strongest attack card
     Element: Physical                              to be found.
    Recovery: B
    ---- CP ----    --- Sell ---
    0: 57  5: 42    0: 38  5: 28            Strike: *
    1: 30  6: 45    1: 20  6: 30            Thrust: *
    2: 33  7: 48    2: 22  7: 32      Combo Finish: A
    3: 36  8: 51    3: 24  8: 34           Element: Physical
    4: 39  9: 54    4: 26  9: 36    Break Recovery: B
     Premium: 30     Premium: 30       Required CP: D
    
    Wishing Star ===============    --------------- Detail --------------------
      Attack: C                        Description: Obtained in Monstro. Not
     Element: Physical                              very powerful, but very
    Recovery: A                                     easy to handle.
    ---- CP ----    --- Sell ---
    0: 24  5: 19    0: 16  5: 12            Strike: C
    1: 15  6: 20    1: 10  6: 12            Thrust: C
    2: 16  7: 21    2: 10  7: 14      Combo Finish: D+
    3: 17  8: 22    3: 10  8: 14           Element: Physical
    4: 18  9: 23    4: 12  9: 14    Break Recovery: A
     Premium: 15     Premium: 20       Required CP: A
    
    . MAGIC CARDS .
    
    Magic cards are first obtained following particular events in Sora's story.
    
    Blizzard ... Barrel tutorial in Traverse Town
    Cure ....... Default deck in Traverse Town.
    Fire ....... Boss in Exit Hall (1F).
    Gravity .... First bounty room in Agrabah.
    Stop ....... First bounty room in Wonderland.
    Thunder .... Boss in Exit Hall (6F).
    Aero ....... Boss in Exit Hall (7F)
    
    Once found, magic cards may appear in card packs purchased in moogle shops or
    from struck scenery (slightly more common in the card's initial world).
    
    Some magic cards "shimmer" and appear twice under Edit Deck. For more info, see
    "Premium Cards" within section "E.3.3 Deck Building".
    
    o Fire homes in on a single targeted enemy, whether airborne or on the
      ground, up to about halfway across the battlefield.
    o Blizzard hits enemies straight ahead from the point of attack, whether
      Sora jumps in the air or stands on the ground, and splinters to strike
      enemies to either side.
    o Cure targets Sora.
    o The remainder can hit any heartless within a set range centered around
      the targeted enemy's location at the time of attack; enemies may wander
      into or out of the area before the attack strikes, however.
    
    Fire                                           ---- CP ----    --- Sell ---
    Magic that deals fire damage. Stock two        0: 24  5: 19    0: 16  5: 12
    cards for Fira and three cards for Firaga.     1: 15  6: 20    1: 10  6: 12
                                                   2: 16  7: 21    2: 10  7: 14
                                                   3: 17  8: 22    3: 10  8: 14
                                                   4: 18  9: 23    4: 12  9: 14
                                                    Premium: 15     Premium: 20
    
    Blizzard                                       ---- CP ----    --- Sell ---
    Magic that deals ice damage. Stock two         0: 24  5: 19    0: 16  5: 12
    cards for Blizzara and three cards for         1: 15  6: 20    1: 10  6: 12
    Blizzaga.                                      2: 16  7: 21    2: 10  7: 14
                                                   3: 17  8: 22    3: 10  8: 14
                                                   4: 18  9: 23    4: 12  9: 14
                                                    Premium: 15     Premium: 20
    
    Thunder                                        ---- CP ----    --- Sell ---
    Magic that deals lightning damage. Stock       0: 24  5: 19    0: 16  5: 12
    two cards for Thundara and three cards for     1: 15  6: 20    1: 10  6: 12
    Thundaga.                                      2: 16  7: 21    2: 10  7: 14
                                                   3: 17  8: 22    3: 10  8: 14
                                                   4: 18  9: 23    4: 12  9: 14
                                                    Premium: 15     Premium: 20
    
    Cure                                           ---- CP ----    --- Sell ---
    Magic that restores HP. Stock two cards for    0: 43  5: 33    0: 28  5: 22
    Cura and three cards for Curaga.               1: 25  6: 35    1: 16  6: 22
                                                   2: 27  7: 37    2: 18  7: 24
                                                   3: 29  8: 39    3: 18  8: 26
                                                   4: 31  9: 41    4: 20  9: 26
                                                    Premium: 25     Premium: 26
    
    Gravity                                        ---- CP ----    --- Sell ---
    Magic that deals damage relative to the        0: 38  5: 28    0: 24  5: 18
    enemies' remaining HP. Stock two cards for     1: 20  6: 30    1: 12  6: 20
    Gravira and three cards for Graviga.           2: 22  7: 32    2: 14  7: 20
                                                   3: 24  8: 34    3: 16  8: 22
                                                   4: 26  9: 36    4: 16  9: 24
                                                    Premium: 20     Premium: 22
    
    Stop                                           ---- CP ----    --- Sell ---
    Magic that halts enemy movement for a set      0: 38  5: 28    0: 24  5: 18
    time period. Stock two cards for Stopra and    1: 20  6: 30    1: 12  6: 20
    three cards for Stopga.                        2: 22  7: 32    2: 14  7: 20
                                                   3: 24  8: 34    3: 16  8: 22
                                                   4: 26  9: 36    4: 16  9: 24
                                                    Premium: 20     Premium: 22
    
    Aero                                           ---- CP ----    --- Sell ---
    Magic that blows away nearby enemies and       0: 38  5: 28    0: 24  5: 18
    inflicts damage. Stock two cards for Aerora    1: 20  6: 30    1: 12  6: 20
    and three cards for Aeroga.                    2: 22  7: 32    2: 14  7: 20
                                                   3: 24  8: 34    3: 16  8: 22
                                                   4: 26  9: 36    4: 16  9: 24
                                                    Premium: 20     Premium: 22
    
    . SUMMON CARDS .
    
    Also considered magic cards. Excepting Mushu, summons are first obtained as
    Sora's story progresses. Once a summon card has been found, others may turn up
    from broken scenery anywhere (though more common in its original world) or in
    card packs purchased at a moogle shop.
    
    Simba ......... Beginnings room in Traverse Town
    Genie ......... Truth room in Agrabah
    Cloud ......... Truth room in Olympus Coliseum
    Dumbo ......... Truth room in Monstro
    Tinker Bell ... Truth room in Neverland
    Mushu ......... Rewards room in Hollow Bastion
    Bambi ......... Fields room in 100 Acre Wood
    
    Two- and three-card Summon sleights produce greater effects. Watch for green
    reaction prompts; pressing triangle may chain or augment a summon's attack. See
    section "D.2.5 Status" for details on all of Sora's summon-related sleights.
    
    Some summon cards "shimmer" and may appear twice under Edit Deck. For more
    info, see "Premium Cards" within section "E.3.3 Deck Building".
    
    Simba                                          ---- CP ----    --- Sell ---
    Simba lets out a mighty roar that deals        0: 38  5: 28    0: 24  5: 18
    damage to enemies in front of him. Stock       1: 20  6: 30    1: 12  6: 20
    more than one and his roar will also stun      2: 22  7: 32    2: 14  7: 20
    enemies.                                       3: 24  8: 34    3: 16  8: 22
                                                   4: 26  9: 36    4: 16  9: 24
                                                    Premium: 20     Premium: 22
    
    Genie                                          ---- CP ----    --- Sell ---
    Genie casts Thundara, Gravira, or Stopra.      0: 38  5: 28    0: 24  5: 18
    Stock more than one and Genie will cast        1: 20  6: 30    1: 12  6: 20
    multiple spells.                               2: 22  7: 32    2: 14  7: 20
                                                   3: 24  8: 34    3: 16  8: 22
                                                   4: 26  9: 36    4: 16  9: 24
                                                    Premium: 20     Premium: 22
    
    Bambi                                          ---- CP ----    --- Sell ---
    Bambi bounds around and drops HP orbs.         0: 38  5: 28    0: 24  5: 18
    Stock more than one to boost the effect.       1: 20  6: 30    1: 12  6: 20
                                                   2: 22  7: 32    2: 14  7: 20
                                                   3: 24  8: 34    3: 16  8: 22
                                                   4: 26  9: 36    4: 16  9: 24
                                                    Premium: 20     Premium: 22
    
    Dumbo                                          ---- CP ----    --- Sell ---
    Dumbo douses enemies with water over a set     0: 38  5: 28    0: 24  5: 18
    time period, dealing ice damage. Stock more    1: 20  6: 30    1: 12  6: 20
    than one to prolong the attack.                2: 22  7: 32    2: 14  7: 20
                                                   3: 24  8: 34    3: 16  8: 22
                                                   4: 26  9: 36    4: 16  9: 24
                                                    Premium: 20     Premium: 22
    
    Tinker Bell                                    ---- CP ----    --- Sell ---
    Tinker Bell restores HP over a set time        0: 38  5: 28    0: 24  5: 18
    period. Stock more than one to boost the       1: 20  6: 30    1: 12  6: 20
    effect.                                        2: 22  7: 32    2: 14  7: 20
                                                   3: 24  8: 34    3: 16  8: 22
                                                   4: 26  9: 36    4: 16  9: 24
                                                    Premium: 20     Premium: 22
    
    Mushu                                          ---- CP ----    --- Sell ---
    Mushu breathes fire at the enemy, dealing      0: 43  5: 33    0: 28  5: 22
    fire damage. Stock more than one to prolong    1: 25  6: 35    1: 16  6: 22
    the attack.                                    2: 27  7: 37    2: 18  7: 24
                                                   3: 29  8: 39    3: 18  8: 26
                                                   4: 31  9: 41    4: 20  9: 26
                                                    Premium: 25     Premium: 26
    
    Cloud                                          ---- CP ----    --- Sell ---
    Cloud unleashes two successive sword           0: 43  5: 33    0: 28  5: 22
    attacks. Stock two cards to use Cross-slash    1: 25  6: 35    1: 16  6: 22
    and three cards to use Omnislash.              2: 27  7: 37    2: 18  7: 24
                                                   3: 29  8: 39    3: 18  8: 26
                                                   4: 31  9: 41    4: 20  9: 26
                                                    Premium: 25     Premium: 26
    
    . ITEM CARDS .
    
    Help with reloading the cards in your deck. Good for one use only per battle,
    though Pluto has been known to dig up used item cards on occasion. Unlike the
    black-and-white reload card, item cards reload your deck instantly, with no
    delay whatsoever. Item cards are faster, even for Riku.
    
    Item cards are first obtained after particular events or in other ways. Once an
    item card has been found, others may turn up from broken scenery or in card
    packs purchased at a moogle shop.
    
    Potion ........ Default deck in Traverse Town
    Ether ......... Guidance room in Agrabah
    Hi-Potion ..... Guidance room in Olympus Coliseum
    Mega-Ether .... Whirlwind Plunge minigame in 100 Acre Wood
    Elixir ........ Bumble-Rumble minigame in 100 Acre Wood
    Mega-Potion ... Boss in Exit Hall (11F)
    Megalixir ..... Rewards room in Destiny Islands
    
    Item cards never appear as premium cards.
    
    Item cards may reload:
    1-attack cards; 2-magic cards; 3-unreloadables; 4-resets reload counter
    
    Potion                                    1    ---- CP ----    --- Sell ---
    Quickly reloads attack cards with no charge    0: 57  5: 42    0: 38  5: 28
    time required. It does not work on cards       1: 30  6: 45    1: 20  6: 30
    that cannot be reloaded.                       2: 33  7: 48    2: 22  7: 32
                                                   3: 36  8: 51    3: 24  8: 34
                                                   4: 39  9: 54    4: 26  9: 39
    
    Hi-Potion                              1, 3    ---- CP ----    --- Sell ---
    Quickly reloads attack cards with no charge    0: 76  5: 56    0: 50  5: 36
    time required. Even normally unreloadable      1: 40  6: 60    1: 26  6: 40
    cards are restored.                            2: 44  7: 64    2: 28  7: 42
                                                   3: 48  8: 68    3: 32  8: 44
                                                   4: 52  9: 72    4: 34  9: 48
    
    Mega-Potion                         1, 3, 4    ---- CP ----    --- Sell ---
    Quickly reloads attack cards with no charge    0: 81  5: 61    0: 54  5: 40
    time and resets the reload counter. Even       1: 45  6: 65    1: 30  6: 42
    normally unreloadable cards are restored.      2: 49  7: 69    2: 32  7: 46
                                                   3: 53  8: 73    3: 34  8: 48
                                                   4: 57  9: 77    4: 38  9: 50
    
    Ether                                     2    ---- CP ----    --- Sell ---
    Quickly reloads magic cards with no charge     0: 38  5: 28    0: 24  5: 18
    time required. It does not work on cards       1: 20  6: 30    1: 12  6: 20
    that cannot be reloaded.                       2: 22  7: 32    2: 14  7: 20
                                                   3: 24  8: 34    3: 16  8: 22
                                                   4: 26  9: 36    4: 16  9: 24
    
    Mega-Ether                             2, 3    ---- CP ----    --- Sell ---
    Quickly reloads magic cards with no charge     0: 62  5: 47    0: 40  5: 30
    time and resets the reload counter. Even       1: 35  6: 50    1: 22  6: 32
    normally unreloadable cards are restored.      2: 38  7: 53    2: 24  7: 34
                                                   3: 41  8: 56    3: 26  8: 36
                                                   4: 44  9: 59    4: 28  9: 38
    
    Elixir                              1, 2, 3    ---- CP ----    --- Sell ---
    Quickly reloads attack cards and magic         0: 81  5: 61    0: 54  5: 40
    cards, including normally unreloadable         1: 45  6: 65    1: 30  6: 42
    cards.                                         2: 49  7: 69    2: 32  7: 46
                                                   3: 53  8: 73    3: 34  8: 48
                                                   4: 57  9: 77    4: 38  9: 50
    
    Megalixir                        1, 2, 3, 4    ---- CP ----    --- Sell ---
    Quickly reloads attack cards and magic         0: 95  5: 70    0: 62  5: 46
    cards, including normally unreloadable         1: 50  6: 75    1: 32  6: 50
    cards. The reload counter is also reset.       2: 55  7: 80    2: 36  7: 52
                                                   3: 60  8: 85    3: 40  8: 56
                                                   4: 65  9: 90    4: 42  9: 60
    
    . FRIEND CARDS .
    
    Two- and three-card sleights yield greater or multiple effects, or can stun
    enemies. Watch for green reaction prompts; pressing triangle can chain or
    augment some friends' attacks.
    
    Additional Friend sleights produce other individual effects. See section "D.2.5
    Status" for details on Sora's Friend sleights.
    
    FRIEND     BASIC EFFECT
    Donald     Two spells: Fire, Blizzard, Thunder, Cure
    Goofy      Spinning attack
    Aladdin    Sword attack, MP orbs
    Ariel      Whirling attack
    Jack       One spell: Fire, Blizzard, Thunder, Gravity
    Peter Pan  Dagger attack, MP orbs
    The Beast  Volleys enemies with Sora
    Pluto      Digs for spent cards; HP orbs, MP orbs; bone
    
    For exact descriptions, see section "G.1 Journal Transcript".
    
    Donald and Goofy may appear in regular and (most) boss fights. Most of the
    remainder may appear in either, but only in his or her own world and only when
    he or she appears under Friends.
    
    Pluto can be an enigma. He can turn up anywhere, especially when Sora's deck
    dwindles, quite regularly against random heartless when playing with low CP. In
    a typical game, however, he's very rarely seen in random battle, but commonly
    pops up in select boss battles and other forced fights. He can lend a paw
    against Organization members, too. If he digs up a bone, however, avoid
    stepping on it.
    
    Note: It's easily possible to reach the final save point without ever seeing
    the Pluto friend card. The card is NOT missable, however. Visit Traverse Town,
    Wonderland, or any "easy" world. The trick is using a deck of about a dozen
    cards, depleting it by half through combos and sleights, then half again as
    needed. The pooch shows up soon enough.
    
    . ENEMY CARDS .
    
    In addition to boss drops, Sora can receive enemy cards from all but one random
    heartless. After beating Sora's game and its clear data is recorded by System
    Data, a few new enemy cards become available, as will a few more once Riku's
    clear data is likewise saved. See section "E.1.3 Enemy Cards" for more info,
    and search ahead for a handy "flowchart" of exact details.
    
    . GIMMICK CARDS .
    
    See section "E.1.6 Gimmick Cards" for more info.
    
    . SPECIAL CARDS .
    
    See section "E.1.7 Special Cards" for more info.
    
    
    .: E.1.2 BATTLE CARDS - RIKU :.
    
    Riku has a limited selection of battle cards at his command. Two- and
    three-card sleights with the King yield greater effects over a larger area.
    Item cards reload Riku's deck even faster than usual.
    
    NAME         TYPE     EFFECT
    Soul Eater   Attack   Damage inflicted on enemies increases with Riku's AP
    Potion       Item     Quickly reloads all reloadable attack cards
    Hi-Potion    Item     Quickly reloads ALL attack cards
    The King     Friend   Damages and may stun enemies within range;
                          heals Riku; reloads Riku's deck
    Gimmick Cards         Special help in boss fights
    
    Riku also has select enemy cards available to him. Some are awarded for
    defeating bosses, as with Sora, but Riku has one or more random enemy card
    automatically assigned per world, rather than found as random drops, including
    one enemy card Sora never sees. The next section, "E.1.3 Enemy Cards", goes
    into greater detail.
    
    IMPORTANT! While Sora finds more powerful attack cards as he goes along, Riku
    must depend on powering up his Soul Eater attack cards. To increase the amount
    of damage Soul Eater inflicts, accept the intermittent Attack Bonuses as soon
    as they're offered at level-up. The difference may be noticeable before
    advancing beyond B12F. Rapid Breaks only temporarily increase Soul Eater's
    power for the duration of the battle.
    
    
    .: E.1.3 ENEMY CARDS :.
    
    Also considered battle cards, enemy cards invoke special abilities for a
    limited duration.
    
    For Sora, a random enemy card may drop after battle instead of a map card, but
    only for the last enemy standing on the battlefield. For Sora, too, some unique
    enemy cards are obtained in Rewards or bounty rooms.
    
    For Riku, select random enemy cards are automatically available within each
    world.
    
    For both, a boss commonly drops its own enemy card, though sometimes not until
    the final confrontation against returning bosses. For Riku, once acquired boss
    enemy cards appear in his closed decks from then on.
    
    . USING ENEMY CARDS .
    
    One of Sora's tutorials talked of card "categories" and walked through choosing
    an enemy card, but the lesson occurred so near the start of a new game it's
    rarely useful except in hindsight.
    
    Note: The following also applies for the two special cards Sora may obtain,
    which work exactly like enemy cards.
    
    1. For Sora only, before battle add the desired enemy cards to the equipped
    deck.
    
    Riku's closed deck automatically includes one or more enemy cards, but enemy
    cards must be added to Sora's decks like any other battle cards.
    
    2. In battle, press Select to switch the card revolver and display all enemy
    cards available in the current deck.
    
    3. Highlight the desired enemy card and press X.
    
    Tip! Do so quickly. If you pick up a Friend card before an enemy card is
    selected, the revolver automatically switches back to normal and you'll need to
    press Select again, though the revolver retains its last position.
    
    With most enemy cards, the named ability immediately displays to the right of
    the card revolver, along with a limit counter above the name. Once the limit is
    exhausted, the ability (and any ancillary effects) ends and the display clears.
    
    A few enemy cards inflict a one-time effect and have nothing to display.
    
    . USAGE TIPS .
    
    Already-used enemy cards do not reload for the remainder of the battle.
    
    Multiples of the same enemy card can be added to one deck, CP allowing, and
    played sequentially. If you have obtained five Red Nocturne enemy cards, for
    instance, all five may be added to a deck (at 20 CP each, for a total cost of
    100 CP; very effective, and a bargain to boot).
    
    Once an enemy card has been played and its ability and limit are displayed,
    playing another enemy card immediately cancels the first card. To get the most
    from your enemy cards, wait until one is finished before playing another enemy
    card.
    
    Limits enduring for a number of reloads are depleted by any sort of reload,
    whether by way of the usual black-and-white reload card, an item card, or a
    sleight that also reloads the deck. Best played at the start of battle or
    immediately following a reload.
    
    Playing a stock of multiple item cards can instantly exhaust an enemy card's
    reload limit.
    
    Limits based on a number of attacks may deplete whenever the weapon is swung.
    The blow connecting or inflicting damage is not necessarily required.
    
    Unique enemy cards that also list certain ancillary effects (such as an
    elemental resistance), known as "passive" abilities, only provide those added
    effects while the card is actually in play. Simply including the card in your
    deck does not afford you the extra protection, nor does the effect continue
    once the card's limit expires.
    
    . ALL ENEMY CARDS .
    
    The following table lists every possible enemy card, in the order they appear
    in Sora's Journal.
    
    S ......... Y = obtainable by Sora
                C = only after completing Sora's story
                + = only after completing Riku's story, too
                * = only after achieving Collector Rank of Card Master
                - = never obtained by Sora
    Enemy cards may be added to any deck, costing the specified amount of CP.
    Random enemy cards may also be sold in moogle shops for the MP shown; boss and
    unique enemy cards can't be sold.
    
    R ......... A = auto-acquired by Riku
                B = boss drop
                - = never obtained by Riku
    Enemy cards are automatically included in decks, though which and how many
    varies by deck. For Riku, the CP and MP columns do not apply.
    
    CP ........ amount of CP required to add the card to Sora's deck
    MP ........ amount of MP received if sold in a moogle shop
                -- = card can't be sold
    ABILITY ... name of the card's ability; defined in the next section
    LIMIT ..... duration of the card's effects; may endure longer than expected
    
    ENEMY NAME        S  R  CP  MP  ABILITY        LIMIT
    Shadow            Y  A  25  16  Incrementor    2 reloads
    Soldier           Y  -  15  10  Combo Plus     3 reloads
    Powerwild         Y  A  30  20  Retrograde     1 reload
    Bouncywild        Y  -  10  06  Draw           5 reloads
    Large Body        Y  A  40  26  Guard          1 reload
    Fat Bandit        Y  A  40  26  Back Attack    2 reloads
    Sea Neon          Y  A  20  12  Random Values  1 reload
    Darkball          -  A  --  --  Duel Trigger   1 reload
    Bandit            Y  -  30  20  Combo Finish   1 reload
    Pirate            Y  A  30  20  All Zeros      1 reload
    Red Nocturne      Y  -  20  12  Fire Boost     1 reload
    Blue Rhapsody     Y  -  20  12  Blizzard Boost 1 reload
    Yellow Opera      Y  -  20  12  Thunder Boost  1 reload
    Green Requiem     Y  -  20  12  Cure Boost     1 reload
    Wizard            Y  -  30  20  Magic Boost    1 reload
    Air Soldier       Y  -  30  20  Reload Kinesis 3 reloads
    Barrel Spider     Y  -  30  20  Quickload      3 reloads [A]
    Wight Knight      Y  A  15  10  Float          3 reloads
    Air Pirate        Y  -  30  20  Item Bracer    3 reloads
    Gargoyle          Y  -  30  20  Vanish         1 reload
    Search Ghost      Y  A  35  22  Drain          1 reload
    Aquatank          Y  -  30  20  Auto-Reload    1 reload
    Screwdiver        Y  -  15  10  Decrementor    1 reload
    Wyvern            Y  -  20  12  Reload Lock    3 reloads
    Defender          Y  A  30  20  Protect        1 reload
    White Mushroom    Y  -  40  26  Hyper Healing  3 reloads [B]
    Black Fungus      Y  -  40  26  Random Flush   1 reload
    Creeper Plant     Y  -  35  22  Leaf Bracer    1 reload
    Tornado Step      Y  -  30  20  Reload Haste   1 reload
    Crescendo         Y  -  30  20  Summon Boost   1 reload
    Neoshadow         Y  -  30  20  Bio            1 reload
    Guard Armor       Y  B  30  --  Wide Attack    30 attacks
    Hades             Y  B  40  --  Berserk        30 attacks [1]
    Trickmaster       Y  B  25  --  Value Break    10 card breaks taken
    Jafar             Y  B  65  --  Attack Bracer  20 attacks
    Ursula            Y  B  50  --  Shell          5 hits taken
    Oogie Boogie      Y  B  40  --  Regen          10 uses
    Parasite Cage     Y  B  60  --  Dispel         1 use
    Hook              Y  B  35  --  Second Chance  3 uses [2]
    Dragon Maleficent Y  B  70  --  Overdrive      30 attacks
    Darkside          Y  B  99  --  Mimic          1 use
    Riku              Y  -  80  --  Sleight Lock   5 sleights [3]
    Card Soldier      Y  -  55  --  Attack Haste   30 attacks
    Ansem             +  -  40  --  Sleightblind   10 sleights [3]
    Xemnas            C  -  65  --  Quick Barrier  3 reloads [4]
    Xigbar            C  -  80  --  Shot Charge    2 reloads
    Xaldin            C  -  65  --  Aero Guard     3 hits taken [4]
    Vexen             Y  -  60  --  Auto-Life      1 use [6]
    Lexaeus           +  B  99  --  Warp Break     50 attacks [9]
    Zexion            +  B  65  --  Confu-Strike   50 attacks [4]
    Saix              C  -  80  --  Combo Boost    20 attacks [4]
    Axel              Y  -  75  --  Quick Recovery 10 hits taken [7]
    Demyx             C  -  80  --  Water Charge   2 reloads [4]
    Luxord            C  -  99  --  Omni Break     15 uses [4]
    Marluxia          Y  -  99  --  Double Sleight 3 sleights [5]
    Larxene           Y  -  65  --  Dash           15 cards [8]
    Roxas             C  -  99  --  Double Strike  20 attacks
    Gold Card         *  -  99  --  Premium Guard  5 reloads [*]
    Platinum Card     *  -  99  --  Invincible     20 attacks [*]
    
    [A] Masquerade as plain barrels; common in Agrabah, Monstro.
    [B] Can be KOed, but only by using Sora's Warp or Warpinator sleights.
    [1] Resists fire; stunned by ice
    [2] Resists lightning; stunned by fire
    [3] Resists fire, ice, lightning
    [4] Resists fire, ice, lightning, special attacks
    [5] Resists fire, ice, lightning, special attacks; weak to physical attacks
    [6] Immune to ice; stunned by fire
    [7] Immune to fire; stunned by ice
    [8] Immune to lightning; weak to special attacks
    [9] Immune to ice; resists physical attacks; weak to special attacks
    [*] See section "E.1.7 Special Cards".
    
    As noted, several unique enemy cards enable one or more "passive" abilities in
    addition to the "active" ability listed. Passive abilities, like "resists
    fire", remain in force for the enemy card's duration.
    
    Tip! When playing an enemy card expressly for its passive abilities, avoid
    actions that deplete the limit counter to keep "buffed" longer.
    
    . ENEMY ABILITIES .
    
    Quickly decipher cards played against you.
    
    Rooms affecting card values (such as Martial Waking) may take precedence over
    enemy card abilities (like Incrementor). Like effects do NOT compound.
    
    Aero Guard     Activates Aero for a set time, inflicting damage to enemies
                   who touch it.
    All Zeros      Changes the value of all cards to zero.
    Attack Bracer  Stops enemies from breaking attack cards you use.
    Attack Haste   Increases the speed of attack cards.
    Auto-Life      Revives you automatically when you HP reaches zero. Only a
                   small amount of HP is restored.
    Auto-Reload    Automatically reloads cards when they run out.
    Back Attack    Deals more damage when striking enemies from behind.
    Berserk        Boosts the power of attack cards when low on HP (when the
                   gauge is flashing red).
    Bio            Causes enemies' HP to gradually drop.
    Blizzard Boost Increases the strength of ice-based abilities.
    Combo Boost    Boosts power with every strike with an attack card. Returns
                   to normal when a card is broken.
    Combo Finish   Makes the first strike as powerful as a combo finish.
    Combo Plus     Adds an extra hit to normal combos.
    Confu-Strike   Causes attacks to confuse enemy at a certain rate.
    Cure Boost     Increases the potency of healing abilities.
    Dash           Increases running speed.
    Decrementor    Decreases the values of all cards by one.
    Dispel         Nullifies an opponent's enemy card without fail. Nothing
                   happens if your opponent has no enemy card in play.
    Double Sleight Use stocked cards and sleights twice in a row.
    Double Strike  Doubles the damage dealt by an attack card.
    Drain          Absorbs enemy HP when striking with attack cards, but
                   enemies will drop fewer items.
    Draw           Attracts fallen cards and items for easy retrieval.
    Duel Trigger   Activates duels no matter the value. [1]
    Fire Boost     Increases the strength of fire-based abilities.
    Float          Alters gravity to boost jumping ability.
    Guard          Deflects frontal physical attacks and completely nullifies
                   damage.
    Hyper Healing  Restores some HP every time you use a friend card.
    Incrementor    Increases the value of all cards by one.
    Invincible     You will receive no damage. [*]
    Item Bracer    Stops enemies from breaking item cards you use.
    Leaf Bracer    Stops enemies from breaking Cure abilities you use.
    Magic Boost    Disables use of summon cards to power up magic cards.
    Mimic          Copies the enemy card your opponent is using. Nothing
                   happens if your opponent has no enemy card in play.
    Omni Break     Breaks enemy's card no matter what the value.
    Overdrive      Sacrifices reload speed to power up attack cards.
    Premium Guard  Allows premium cards to be reloaded. [*]
    Protect        Decreases damage from physical attacks by the enemy. Magical
                   attacks do normal damage.
    Quick Barrier  When receiving consecutive attacks, guards beyond the second
                   strike.
    Quick Recovery Allows use of cards even while staggering from damage.
    Quickload      Reloads cards instantly.
    Random Flush   Activates a random enemy card effect. [2]
    Random Values  Randomizes the values of the cards you use.
    Regen          Gradually restores HP. HP returns more quickly when low.
    Reload Haste   Subtracts two from the reload counter.
    Reload Kinesis Allows reloads while in motion.
    Reload Lock    Stops the reload counter from counting reloads.
    Retrograde     Reverses the values of all cards. Zero cards are unaffected.
    Second Chance  Retains one HP after a critical hit, provided you have two
                   or more HP left.
    Shell          Halves the damage from enemies' magic attacks.
    Shot Charge    Powers up missile attacks such as Strike Raid and Fire.
    Sleight Lock   Keeps cards used in sleights available for reloading.
    Sleightblind   Grants Sora resistance to certain elements. [3]
    Summon Boost   Disables use of magic cards to power up summon cards.
    Thunder Boost  Increases the strength of lightning-based abilities.
    Value Break    Decreases value of the enemy's card when your card is
                   broken.
    Vanish         Makes you invisible and reduces your chances of being hit.
    Warp Break     Obliterate enemies with the finishing blow of a combo with a
                   high success rate.
    Water Charge   Dramatically boosts power of ice-based attacks, such as Aqua
                   Splash and Blizzard.
    Wide Attack    Slightly extends the range of attack cards.
    
    [1] Seen only in Riku's story.
    [2] Randomized from all enemy cards, not just the ones you've obtained.
    [3] Sleights can't be seen by opponent and are harder to counter.
    [*] See section "E.1.7 Special Cards".
    
    Note: In testing, the Premium Guard ability had no effect whatsoever.
    
    . ENEMY CARD LOCATIONS .
    
    Chasing down enemy cards for completing Sora's journal? Here's a breakdown of
    the heartless you'll find, world by world. Enemies found nowhere else appear in
    ALL CAPS. See also section "G.3 Annotated Bestiary".
    
    TRAVERSE TOWN
    Shadow, Soldier, Red Nocturne, Blue Rhapsody
    
    AGRABAH
    Shadow, FAT BANDIT, BANDIT, Yellow Opera, Green Requiem, Air Soldier, Barrel
    Spider
    
    OLYMPUS COLISEUM
    Shadow, POWERWILD, BOUNCYWILD, Large Body, Blue Rhapsody, Barrel Spider
    
    WONDERLAND
    Shadow, Soldier, Large Body, Red Nocturne, Creeper Plant, Crescendo
    
    MONSTRO
    Shadow, Large Body, Yellow Opera, Green Requiem, Air Soldier, Barrel Spider,
    Search Ghost, Tornado Step
    
    HALLOWEEN TOWN
    Shadow, WIGHT KNIGHT, GARGOYLE, Search Ghost, Creeper Plant
    
    ATLANTICA
    (Shadow), SEA NEON, Search Ghost, AQUATANK, SCREWDIVER
    
    NEVERLAND
    Shadow, PIRATE, Yellow Opera, Barrel Spider, AIR PIRATE, Crescendo
    
    HOLLOW BASTION
    Shadow, Wizard, Wyvern, Defender, Tornado Step
    
    TWILIGHT TOWN
    Shadow, Soldier, Air Soldier, Barrel Spider
    
    DESTINY ISLANDS
    Shadow, Barrel Spider, Creeper Plant, Tornado Step, Crescendo
    
    CASTLE OBLIVION
    Shadow, Red Nocturne, Blue Rhapsody, Yellow Opera, Green Requiem, Wizard,
    Wyvern, Defender, NEOSHADOW
    
    Darkball heartless never drop an enemy card for Sora. For confirmed sightings
    of darkball heartless, see section "G.3 Annotated Bestiary".
    
    Shadow enemy cards may drop in every world, but in Atlantica shadow heartless
    appear in Bottomless Darkness rooms and nowhere else.
    
    White Mushroom and Black Fungus enemy cards may be dropped from encounters in
    White or Black Rooms synthesized in any world.
    
    Barrel Spider enemy cards may drop anywhere barrel spiders are found, which is
    any world with plain barrels in its field rooms, including White and Black
    Rooms. The worlds listed above represent verified sightings.
    
    Tip! Barrel spiders are often found in the initial Unknown Room of several
    worlds. Find two worlds you like (Monstro and Agrabah have good encounter rates
    and barrels within easy reach), then warp back and forth between those worlds
    until you obtain a spider's card. No room synthesis or extraneous encounters
    required!
    
    . IMPROVE SORA'S CHANCES! .
    
    Rarity of Sora receiving an enemy card is dependent upon the room type for
    certain, and perhaps other factors to a greater or lesser degree.
    
    Enemies may drop their enemy cards in any type of room, but a select few map
    cards feature a marginal boost to the standard drop rates.
    
    Enemies often have drop-rate percentages assigned to common, uncommon, or truly
    rare instances. A shadow heartless, for example, seems to drop its enemy card
    without much effort, while garnering a white mushroom's enemy card may need
    real determination on your part.
    
    Certain random factors may be set when your game is loaded, too. A card may
    drop right in your lap one day, then appears not once the next. Stop, save, and
    reload -- your odds may improve.
    
    The best results are achieved through a combination of the following.
    
    1. Teeming Darkness, Almighty Darkness, and Looming Darkness map cards
       synthesize rooms with an increased likelihood of random enemy card
       drops. Initial Unknown Rooms seem to mimic this behavior, too.
    2. REQUIRED: Ensure the last heartless on the battlefield is the one whose
       enemy card you seek.
    3. Reload your game whenever enemy cards are few and far between, or reset
       your console when even a soft-reset doesn't help.
    
    While some reports claim that card breaking the enemy or dealing a solid
    finishing blow may improve your odds, extensive testing has failed to prove the
    theory.
    
    Roulette rooms are handy for gathering lots of useful map cards, but the chance
    of enemy cards dropping after battle in a Roulette Room is next to nil.
    
    For assistance with defeating a particular heartless to obtain its enemy card,
    see the "G.3 Annotated Bestiary" section.
    
    Tip! When hunting a particular enemy card, if the random battle doesn't produce
    an enemy grouping that includes the heartless you seek, Escape from the battle
    before the last heartless falls. Back in the field room, the same heartless
    immediately respawns, but the resulting enemy groupings may be different.
    Repeat until you meet your target. Works only with enemies that appear when you
    approach, however; already visible enemies do NOT respawn after an Escape.
    
    
    .: E.1.4 MAP CARDS :.
    
    See section "D.1.3 Map Cards" for help using the Map Cards screen.
    
    More overlap between Sora and Riku's tales occurs with map cards than with
    battle cards. See their character sections for who sees which map cards.
    
    Rooms affecting card values (such as Martial Waking) may take precedence over
    enemy card abilities (like Incrementor). Like effects do NOT compound.
    
    . RED .
    
    TRANQUIL DARKNESS
      Heartless: *
      Room Size: **
    Description: A room where only a few Heartless appear.
       Acquired: Random drop; Roulette Room
    
    A basic encounter room. Layout has modest complexity.
    
    TEEMING DARKNESS
      Heartless: ***
      Room Size: ***
    Description: A room where many Heartless appear. Enemies often drop enemy
                 cards in this room.
       Acquired: Random drop; Roulette Room
    
    Increased chance the last enemy may drop its enemy card instead of a map card
    after battle. Count on more battles than with any other map card.
    
    The layout features large terraces on two or more levels.
    
    FEEBLE DARKNESS
      Heartless: *
      Room Size: **
    Description: A room where Heartless with weak cards appear.
       Acquired: Random drop; Roulette Room
    
    In battle, ALL heartless card values are decreased by two. Values may be
    reduced to as low as one (1).
    
    ALMIGHTY DARKNESS
      Heartless: **
      Room Size: **
    Description: A room where Heartless with strong cards appear. Enemies often
                 drop enemy cards in this room.
       Acquired: Random drop; Roulette Room
    
    In battle, ALL heartless card values are increased by two. Values may be raised
    as high as nine (9). Increased chance the last enemy may drop its enemy card
    instead of a map card after battle.
    
    SLEEPING DARKNESS
      Heartless: *
      Room Size: *
    Description: A room where Heartless are drowsy and easy to ambush.
       Acquired: Random drop; Roulette Room
    
    In the field, heartless snooze and all are visible, excepting any lurking
    barrel spiders. Attack enemies to damage the first wave, or run into them and
    the first wave is asleep when battle starts.
    
    The smallest field room of all. Only White and Black Rooms harbor fewer
    heartless.
    
    LOOMING DARKNESS
      Heartless: **
      Room Size: ***
    Description: A room where Heartless attack relentlessly. Enemies often drop
                 enemy cards in this room.
       Acquired: Random drop; Roulette Room
    
    In the field, heartless always chase you. Increased chance the last enemy may
    drop its enemy card instead of a map card after battle.
    
    Large field room, bordering on vast, of elegant simplicity.
    
    PREMIUM ROOM
      Heartless: **
      Room Size: **
    Description: A room where victory often leads to Premium Bonuses.
       Acquired: Random drop; Roulette Room
    
    Increases the chance that a premium bonus is dropped during battles. If the
    black-and-gold "P" card is picked up, after the fight a selection of battle
    cards cycles around the screen -- the cards in your current deck, excepting
    item and enemy cards, that may be (but are not already) designated as premium
    cards.
    
    Let the cards cycle while you choose a card. Wait until the desired card is
    under the target (no inertia; this wheel stops on a dime), then press X. Or, if
    you wish to choose none of the cycling cards, press O to cancel the selector.
    (Advisable early in a new game, in fact.)
    
    Tips! Keep your deck stocked with regular cards you'd like made into premium
    cards. Make excess one (1) cards premium prior to selling for an extra ten MP
    or so apiece; one-valued premium cards have no other benefit.
    
    Only one of the selected card is elevated to premium if you have more than one,
    not your entire supply. For example, if you have four normal Cure-6 cards,
    after selecting Cure-6 you'll have three normal Cure-6 cards and one premium
    Cure-6 card.
    
    See section "E.3.3 Deck Building" for a practical discussion on using premium
    cards.
    
    WHITE ROOM
      Heartless: *
      Room Size: ***
    Description: A room where only White Mushrooms appear. What happens when
                 you defeat White Mushrooms?
       Acquired: Random drop; Roulette Room
    
    Three white mushrooms appear in the field room, wander, wink out, and so on.
    They don't chase you, but they may "run" at the sight of you only to reappear
    elsewhere.
    
    Tip! The field room may include a good number of barrels when synthesized on
    worlds where barrel spiders live, such as Monstro.
    
    Except in the case of barrel spiders, in battle your only opponent is the white
    mushroom, or a whole passel of them (one to five mushrooms per battle). As each
    mushroom is magically dispatched, it gives up EXP crystals and HP orbs. Your
    reward for clearing the battle is most often some sort of bounty room map card.
    
    Tip! Only the Warp and Warpinator sleights can KO a white mushroom, in which
    case no HP orbs are dropped (Warpinator) nor any EXP crystals (Warp). Handy for
    collecting a white mushroom's enemy card, though.
    
    See section "E.3.5 Battle Spoils" for even more on what else may drop.
    
    BLACK ROOM
      Heartless: *
      Room Size: *
    Description: A room where only Black Fungi appear. What happens when you
                 defeat Black Fungi?
       Acquired: Random drop; Roulette Room
    
    Three black fungi appear on the field, wander, wink out, and so on. They don't
    chase you. In battle your only opponent is the black fungus, or a whole passel
    of them (one to five fungi per battle).
    
    Sora's reward for clearing the battle is commonly a Calm Bounty map card after
    advancing above the first floor. Riku, however, usually receives a Roulette
    Room card.
    
    See also section "E.3.5 Battle Spoils".
    
    BOTTOMLESS DARKNESS
      Heartless: ***
      Room Size: ***
    Description: A pitch-dark room where many Heartless appear.
       Acquired: Random drop; Roulette Room
    
    The field is dark and featureless, all on a level but not strictly rectangular,
    with no targets other than shadow heartless. Opened doors glow white, however,
    useful for orienting yourself. Locating unopened doors by only a dim glow over
    the lintel can be challenging.
    
    Battles are likewise fought in darkness. While many battles may occur against
    numerous heartless, neither is truly "bottomless" and eventually no more
    enemies are encountered.
    
    Trivia! In Atlantica, a Bottomless Darkness room is the only place shadow
    heartless are found.
    
    ROULETTE ROOM
      Heartless: **
      Room Size: ***
    Description: A room where victory often leads to Roulette Bonuses.
       Acquired: Random drop; Roulette Room; black fungus (Riku)
    
    Increases the chance that a roulette bonus is dropped during battles. If the
    black-and-silver "R" card is picked up, after the fight rather than receiving a
    random card, a roulette of select map cards cycles around the screen, along
    with a list of all map cards grouped by color and value. The number of each you
    hold in inventory is shown; values for which you have none display dimmed. For
    Sora, the selection of cards presented adheres to any restrictions imposed by
    the floor or world.
    
    Let the cards cycle. Choose a card you like, or one that fills a particular
    vacancy. Wait until the desired card is under the target (no inertia; this
    wheel stops on a dime), then press X. Unlike its premium counterpart, the
    roulette selector may not be canceled.
    
    If an R card is dropped but NOT picked up, no card is awarded after battle.
    
    If an R card is not dropped, a map card or (very rarely) an enemy card is
    awarded as usual after battle.
    
    Tip! Since enemy cards never appear in the roulette selector, when hunting for
    enemy cards you may wish to avoid synthesizing Roulette Rooms. The Key to
    Rewards and Random Joker map cards also never appear in the selector.
    
    One of the more complex layouts, arranged in shallow, broad tiers, up two sides
    like an amphitheater.
    
    . GREEN .
    
    Note: For Sora, green map cards NEVER drop on the castle's top two floors.
    
    MARTIAL WAKING
      Heartless: **
      Room Size: **
    Description: A room where attack cards are more effective.
       Acquired: Random drop; Roulette Room
    
    In battle, attack card values are increased by two, including zero cards. The
    increase is unaffected by enemy cards.
    
    SORCEROUS WAKING
      Heartless: **
      Room Size: **
    Description: A room where magic cards are more effective.
       Acquired: Random drop; Roulette Room
    
    In battle, magic card values are increased by two, including zero cards. The
    increase is unaffected by enemy cards.
    
    ALCHEMIC WAKING
      Heartless: *
      Room Size: **
    Description: A room where item cards are more effective.
       Acquired: Random drop; Roulette Room
    
    In battle, item card values are increased by two, including zero cards. The
    increase is unaffected by enemy cards.
    
    MEETING GROUND
      Heartless: **
      Room Size: **
    Description: A room where a friend card appears at the beginning of all
                 battles (if your friends are with you).
       Acquired: Random drop; Roulette Room
    
    A friend card appears at the outset of battle, if any appear under Friends.
    
    STAGNANT SPACE
      Heartless: *
      Room Size: **
    Description: A room where the Heartless move slowly.
       Acquired: Random drop; Roulette Room
    
    In the field, heartless move sluggishly. The layout is a zigzagging path all on
    a level.
    
    STRONG INITIATIVE
      Heartless: **
      Room Size: ***
    Description: A room where striking first in the field does additional
                 damage to Heartless.
       Acquired: Random drop; Roulette Room
    
    In the field, attacking heartless deals increased damage to the first wave in
    the ensuing battle.
    
    The layout is tiered like a Roulette Room, but two-sided with stairs zigzagging
    between alternating landings.
    
    LASTING DAZE
      Heartless: **
      Room Size: ***
    Description: A room where striking first in the field stuns all Heartless
                 that join the battle.
       Acquired: Random drop; Roulette Room
    
    In the field, attacking heartless stuns ALL enemy waves in the ensuing battle.
    
    One of the most complex layouts, arranged in deep, narrow tiers, like scaling
    steep canyon walls.
    
    . BLUE .
    
    Note: Treasure chest behaviors described for Calm Bounty apply to chests
    holding treasures found in Guarded Trove and False Bounty rooms as well.
    
    CALM BOUNTY
      Heartless: --
      Room Size: *
    Description: A room containing treasure.
       Acquired: Random drop; Roulette Room; black fungus (Sora)
    
    Contains a treasure chest.
    
    WARNING! If the number of battle cards is at its maximum, an alert displays
    when the chest is opened, but no card is obtained. Special and new-found cards
    are exceptions, since the max increases by one as each is obtained.
    
    The chest contains a unique treasure at least the first time Calm Bounty (or
    any bounty-type map card) is synthesized in a world. Once clear data has been
    saved for Sora and Riku, bounty rooms in select worlds contain another unique
    bonus (at variable points as noted in the walkthrough sections, as well as in
    "E.3.2 Save Files").
    
    WORLD              TREASURE                  CLEAR BONUS
    Traverse Town      --                        Hidden Dragon attack card
    Agrabah            Gravity magic card        --
    Olympus Coliseum   Blizzard Raid sleight     --
    Wonderland         Stop magic card           --
    Monstro            Fire Raid sleight         --
    Halloween Town     Gifted Miracle sleight    --
    Atlantica          Shock Impact sleight      --
                       Homing Blizzara sleight   --
    Neverland          Teleport sleight          --
    Hollow Bastion     Reflect Raid sleight      --
    100 Acre Wood      --                        --
    Twilight Town      Warpinator sleight        Ansem enemy card
    Destiny Islands    Judgment sleight          Zexion enemy card
    Castle Oblivion    Raging Storm sleight      Ultima Weapon attack card
                       --                        Lexaeus enemy card
    
    100 Acre Wood's one treasure chest is found in Tigger's Playground without room
    synthesis, but Glide or Super Glide is needed to reach the chest.
    
    Hidden Dragon may be obtained once Sora's clear data has been saved, and at the
    start of subsequent playthroughs. On a second playthrough after clearing Riku's
    game, the other clear bonus cards may be obtained after reaching the final save
    point.
    
    GUARDED TROVE
      Heartless: **
      Room Size: *
    Description: A room where treasure is guarded by Heartless.
       Acquired: Random drop; Roulette Room
    
    Bounty room containing a treasure chest. The obvious approach is guarded by a
    stationary heartless at the bottom (and sometimes the top) of the ladder.
    
    What pertains to treasures found in Calm Bounty rooms applies for this room, as
    well.
    
    FALSE BOUNTY
      Heartless: *
      Room Size: *
    Description: A room where only one treasure chest is real. Opening a fake
                 chest leads to battle with Heartless.
       Acquired: Random drop; Roulette Room
    
    Bounty room containing three chests, only one of which contains treasure. The
    other two engage in battle without a first-strike opportunity.
    
    What pertains to treasures found in Calm Bounty rooms applies for the real
    treasure chest in this room, as well.
    
    MOMENT'S REPRIEVE
      Heartless: --
      Room Size: *
    Description: A room where you can save your progress. No Heartless.
       Acquired: Random drop; Roulette Room
    
    Contains a save point. Layout is similar to Calm Bounty.
    
    MOOGLE ROOM
      Heartless: --
      Room Size: *
    Description: A room where you can trade cards at the Moogle Shop.
       Acquired: Random drop; Roulette Room
    
    Layout is similar to Calm Bounty. Approach the moogle in the field and press
    triangle to shop. On the first visit in a newly synthesized moogle room, you
    receive a free pack of five attack cards.
    
    Trade in your excess battle cards for Moogle Points with the right-hand moogle.
    The amount of MP varies from card to card. Also, your total number of battle
    cards is displayed.
    
    While talking with a moogle, pressing square switches to the other moogle.
    
    With the left-hand moogle, trade your MP for battle cards. Cards are offered in
    five-card packs of red attack cards, blue magic cards, green item cards, or in
    a "variety pack" of a random selection from all three card types.
    
    Note: If the total number of battle cards is (or grows to) within five of the
    maximum allowed, you're alerted to the limit -- on entering a shop, a special
    screen displays; when buying cards, the moogle's text says you can hold no more
    cards; while selling cards, pressing square is disabled. You can still trade
    cards for MP, however. Once your inventory is reduced enough, the square icon
    reappears and you can again switch to the other moogle. If it's a new shop,
    back out to the two-moogle main screen and automatically receive the deferred
    complimentary card pack.
    
    As you climb higher in the castle, moogle shops expand their offerings. The
    higher the price, the greater the chance of receiving rare cards in the pack. A
    better gauge for rarity, however, is the ribbon (and ornament) adorning the
    card pack. (The other comparative rankings, below, are all unofficial, but may
    aid in gauging your purchases.)
    
      Green (leaf)  C  *     Common
      Brown (belt)  B  **    Uncommon
    Black (buckle)  A  ***   Rare
    White (moogle)  S  ****  Very Rare
    
    Qty, how many of each pack type are offered in a moogle shop
    
     FLOORS   R    B    G    V  QTY RIBBON
         1F  100  200  150  150  2  Green
      2F-6F  100  200  150  150  4  Green
     7F-10F  100  200  150  150  1  Green
             200  250  200  200  2  Brown
             300  350  300  300  1  Black
    11F-13F  100  200  150  150  1  Green
             200  250  200  200  1  Brown
             300  350  300  300  1  Black
             500  400  350  400  1  White
    
    Note: Certain cards (Gravity magic cards, for example) won't be included in any
    card packs until those cards have been duly "found" in their appointed place
    (in a bounty room in Agrabah, in this example).
    
    Some card packs include cards that "shimmer" as if turning in the light. See
    section "E.3.3 Deck Building" for more on these premium cards.
    
    Reportedly, individual battle cards have odds assigned for their appearance in
    each sort of card pack. Some cards never appear in common packs, some
    exclusively in only one or two ranks, while others may appear anywhere at all.
    White attack card packs, for instance, are often comprised solely of cards with
    a star for one of their stats, Fairy Harp as much as Oathkeeper. And Cloud
    summon cards rarely (if ever) appear in leafy green card packs.
    
    Tip! Save before visiting a moogle emporium. If you don't like the cards you
    were dealt, reset, reload, and try again.
    
    MINGLING WORLDS
      Heartless: ???
      Room Size: ???
    Description: A room where anything could happen.
       Acquired: Random drop; Roulette Room
    
    Synthesizes a room randomly selected from ALL room types. The room may reflect
    a known map card, whether or not one is in stock, or even a map card not yet
    obtained this playthrough (possibly facing mushrooms or fungi before the
    appropriate map cards are found, for instance).
    
    Tip! A good choice if a grab-bag style of room synthesis appeals to you.
    
    RANDOM JOKER
      Heartless: ???
      Room Size: ???
    Description: A card that can meet any criteria except for key cards. The
                 room is randomly synthesized.
       Acquired: Random drop
    
    Rare. Meets any single requirement for room synthesis, except keycard
    requirements. For example, the joker works whether a door needs any 20 red
    cards, any single green card, or a card valued at 2 or greater. If a door
    requires a red card plus the Beginnings keycard, Random Joker can substitute
    for the red card but you still need to select the keycard before the door
    unlocks. However, if a red card, two blues, and a green are needed, playing a
    joker card takes care of only the requirement up next, not all three, though
    any remaining requirements can be met by playing additional joker cards.
    
    As with the Mingling Worlds card, the room synthesized is randomly selected
    from all room types.
    
    Tip! Best saved for unlocking Rewards rooms or other doors needing a large
    number of map cards. Or a particular card you're lacking at the moment.
    
    Never appears in a roulette selector.
    
    . GOLD .
    
    Gold-bordered keycards are NOT counted toward the maximum limit on map cards.
    
    With one exception, additional map cards are required before each keycard may
    be used. The extra cards needed are specific to the floor, rather than the
    world. The "E.3.8 Event Room Criteria" reference section lists all door
    criteria, floor-by-floor.
    
    KEY OF BEGINNINGS
      Heartless: --
      Room Size: --
    Description: A room where untold stories unfold.
       Acquired: At the end of a world's introductory scenes, if any
    
    First of three keycards commonly required to complete a world. Bares a keyblade
    symbol. Unlocks an event room that advances the story and may include a boss or
    other forced fight.
    
    Opening the Room of Beginnings requires more cards than the Beginnings keycard
    alone. See section "E.3.8 Event Room Criteria" for floor-by-floor criteria.
    
    KEY OF GUIDANCE
      Heartless: --
      Room Size: --
    Description: A room where untold stories unfold.
       Acquired: Following events resulting from using the Beginnings keycard
    
    Second of three keycards commonly (but not always) required to complete a
    world. Bares the Kingdom Hearts symbol. Unlocks an event room that advances the
    story and may include a boss or other forced fight.
    
    Opening the Room of Guidance requires more cards than the Guidance keycard
    alone. See section "E.3.8 Event Room Criteria" for floor-by-floor criteria.
    
    KEY TO TRUTH
      Heartless: --
      Room Size: --
    Description: A room where untold stories unfold.
       Acquired: Following events resulting from using the Guidance keycard
    
    Third of three keycards commonly (but not always) required to complete a world.
    Bares the heartless emblem. Unlocks an event room that advances the story. If
    present, the Truth event room always features either a boss fight or a
    minigame.
    
    Opening the Room of Truth requires more cards than the Truth keycard alone. See
    section "E.3.8 Event Room Criteria" for floor-by-floor criteria.
    
    KEY TO REWARDS
      Heartless: --
      Room Size: *
    Description: Allows access to a secret room with rare cards and sleights.
       Acquired: Random drop after reaching the seventh floor as Sora
    
    Unlocks an optional event room on each floor. The Rewards keycard first appears
    after Sora reaches the seventh floor. Thereafter, the keycard drops with equal
    reliability on any of the higher floors (7F-12F). Only one may be carried at a
    time -- you must use the keycard before another will drop after battle -- and
    never appears in a roulette selector.
    
    The Rewards keycard can be used on any floor, not just the floor where it was
    found. Except on the first floor, opening the Room of Rewards requires more
    cards than the Rewards keycard alone.
    
    Unlike other event rooms, opening the Room of Rewards triggers no actual
    events. Rewards received are specific to the world, not the floor.
    
    On your first playthrough, each Rewards room yields up to three rewards, two of
    which are considered "special treasures" that are tallied on the end-game
    Battle Record screen as "Special treasures obtained". Up until you defeat the
    final boss, a Rewards room contains one chest that holds the first special
    treasure (or a regular card, if reopened before then). Once the final boss is
    defeated and you have a "clear" save for Sora, you can load Sora's clear save
    and reopen the Rewards rooms, which now contain two chests, one holding the
    room's second special treasure and the other holding an ordinary treasure.
    
    In subsequent playthroughs as Sora (New Game > Sora), as long as the System
    Data file remains intact on your memory card, Rewards rooms contain two chests
    from the start, holding both of the room's special treasures.
    
    Access to a Rewards room only vanishes once both of its special treasures are
    collected. Twenty-four special treasures can be obtained all told.
    
    WORLD              INITIAL REWARD              CLEAR BONUS
    Traverse Town      Lionheart attack card       Saix enemy card
    Agrabah            Warp sleight                Luxord enemy card
    Olympus Coliseum   Metal Chocobo attack card   Monochrome attack card
    Wonderland         Synchro sleight             Xemnas enemy card
    Monstro            Aqua Splash sleight         Xaldin enemy card
    Halloween Town     Bind sleight                Bond of Flame attack card
    Atlantica          Quake sleight               Demyx enemy card
    Neverland          Thunder Raid sleight        Follow the Wind attack card
    Hollow Bastion     Mushu summon card           Xigbar enemy card
    100 Acre Wood      --                          --
    Twilight Town      Stardust Blitz sleight      Roxas enemy card
    Destiny Islands    Megalixir item card         Photon Debugger attack card
    Castle Oblivion    Super Glide skill           Star Seeker attack card
    
    Note: Special treasure cards obtained in Rewards rooms are "new" and by that
    measure increase the maximum battle cards Sora's allowed. If you're concerned
    Sora's battle cards are nearing their maximum, however, before using the
    Rewards keycard first visit a moogle shop. If you're capable of purchasing a
    card pack, then you have room for at least five more cards.
    
    No further Rewards keycards are dropped once access to all twelve Rewards rooms
    has vanished. Never appears in a roulette selector.
    
    Trivia! The Key to Rewards is the only gold card seen in its entirety. Only the
    fronts of the other gold cards are ever shown.
    
    . OTHER .
    
    While both of the following are valid room types, no map card allows for
    synthesizing such rooms. Both may be resynthesized from the interior direction
    (complete with name change), but not from the castle's hallways.
    
    UNKNOWN ROOM
      Heartless: ???
      Room Size: ???
    Description: --
       Acquired: Auto-synthesis
    
    Initial room created during world synthesis. Contains an open (and often
    ornate) doorway to the floor's Entrance Hall. Randomly mimics select features
    of other map cards, though the world map always displays the room as "Unknown
    Room". The first room's layout is specific to the world, however, and only the
    placement of doors leading onward differs.
    
    For Sora, may be generated (without ornamentation) following a storyline event
    if the destination room was not already synthesized. Mimics another random map
    card in all respects other than name. Also serves Sora as the final room of
    Castle Oblivion (13F), complete with the final save point.
    
    CONQUEROR'S RESPITE
      Heartless: --
      Room Size: *
    Description: --
       Acquired: Auto-synthesis
    
    Final room in most worlds. Contains a save point and an open doorway (also
    ornate) to the floor's Exit Hall.
    
    . FIELD ROOM SPOILS .
    
    The number of strikable objects per map card, per world. Anything but heartless
    that displays a target and may yield spoils is counted, including barrels that
    may turn into barrel spiders, traps, and other hazards. Marked barrels, marked
    crates, and various other objects that never yield any spoils are excluded,
    however.
    
    The following table shows the number of objects for Sora. The numbers are lower
    for Riku, but comparably lower across the board.
    
    RED MAP CARDS       TRA AGR OLY WON MON HAL ATL NEV HOL TWI DES CAS
    Tranquil Darkness     8   9   6   6   6  10   4   7   3   7   6   6
    Teeming Darkness     21  15  17  10  15  19  17  22  14  27  23  12
    Feeble Darkness      13   8   8   6   7  12   7  14   5   7   8   5
    Almighty Darkness    14   8   7   6   5  18   9  17   6  10  13   8
    Sleeping Darkness     9   8   5   6   7  15   5   5   5   5   9   4
    Looming Darkness     16  18  14  13  16  19  11  16  10  19  36   5
    Premium Room         11  10   9   8   6  12   5  11  10  10  15   7
    White Room           32  18  13  13  18  24  16  29  11  26  14  14
    Black Room           11  10   5  10   7  12   8   9   4  11  12   6
    Bottomless Darkness   0   0   0   0   0   0   0   0   0   0   0   0
    Roulette Room        15  14  12  12  17  16  15  32  13  23  27  16
    
    GREEN MAP CARDS     TRA AGR OLY WON MON HAL ATL NEV HOL TWI DES CAS
    Martial Waking       21   6  11  11  10  17  16  21   8  10  13   7
    Sorcerous Waking     13  14  11   8   9  14   9  18   5  15  16   9
    Alchemic Waking      17  11   5   8   4  14   8   8   6  13   9   5
    Meeting Ground       13  12   8   8   6  16   9   9   4  13  11   6
    Stagnant Space       13   9   8  11  13  13   7   7   6  11   7   7
    Strong Initiative    25  12  11  12  12  16  16  26   6  20  15  12
    Lasting Daze         20  21  17  21  21  24  20  30  11  24  12  18
    
    BLUE MAP CARDS      TRA AGR OLY WON MON HAL ATL NEV HOL TWI DES CAS
    Calm Bounty     [1]   9   8   4   6   6  13   8   5   5   9   9   4
    Guarded Trove   [1]  16  11   8   8  12  13   8  12   6  17  13  10
    False Bounty    [1]  11  11   7   6   7  15  10   5   6  13  12   9
    Moment's Reprieve     7   8   5   6   7  10   8   9   6  10   8   4
    Moogle Room           5   7   6   5   4  10   7  10   5  13   7   6
    
    OTHER ROOMS         TRA AGR OLY WON MON HAL ATL NEV HOL TWI DES CAS
    Unknown Room    [2]  14  12   4   5   9  11   7   7   7  11  15   8
    Room of Rewards [1]  16   6   7   8   6  11  11  12   7  12  10   5
    Conqueror's Respite  12   6   3   6   3  14   4   9   7   7  15  --
    
    100 ACRE WOOD
    Pooh Bear's House     4
    Rabbit's House       28
    
    [1] Excluding treasure chests
    [2] The world's initial room
    
    Mingling Worlds and Random Joker map cards synthesize no unique room of their
    own. For Sora, a midworld Unknown Room auto-synthesized after an event likewise
    mimics another room type.
    
    
    .: E.1.5 WORLD CARDS :.
    
    See section "D.1.4 World Cards" for help using the World Cards screen.
    
                     SORA  RIKU                    WHO     FLOORS
    Traverse Town      1F     C     |     Block A  Sora     2F-6F
    Agrabah             A     C     |     Block B  Sora    7F-10F
    Olympus Coliseum    A     D     |     Block C  Riku  B11F-B8F
    Wonderland          A     D     |     Block D  Riku   B7F-B4F
    Monstro             A     C
    Halloween Town      A     D
    Atlantica           B     D
    Neverland           B     C
    Hollow Bastion      B  B12F
    100 Acre Wood       B     -
    Twilight Town     11F   B2F
    Destiny Islands   12F   B3F
    Castle Oblivion     -   B1F
    
    Although Sora visits Castle Oblivion and the castle appears on his World Cards
    screen, he obtains no world card for the castle.
    
    SPOILERS! Castle Oblivion's descriptions in the World Cards menu:
      Sora ... The castle's top floor, where Marluxia awaits.
      Riku ... Where the darkness in Riku's heart -- and Ansem -- are free.
    
    
    .: E.1.6 GIMMICK CARDS :.
    
    A zero (0) card sporting a green King Mickey icon (resembling a green Mickey
    balloon purchased at one of the parks). Appears in select boss fights when
    particular conditions have been met -- card breaking the boss or landing the
    finishing blow of a full combo, for instance -- and produces a special effect
    unique to that fight.
    
    Note: Often called a Trinity card, though the trinity symbol (seen beside
    Friends on the health meter) is actually a trio of hearts. Also referred to as
    "counter" or "emblem" cards (or some variation) in a few guides.
    
    Only one gimmick card appears on the battlefield at a time and must be picked
    up. The card can't be stocked, nor are gimmick cards retained after battle.
    Play it immediately to reap its benefits.
    
    WORLD            BOSS               EFFECT
    Traverse Town    Guard Armor        Collapses all its parts in a heap
    Agrabah          Jafar-Genie        Levels all platforms at highest point
    Wonderland       Trickmaster        Raises the table and chair
    Monstro          Parasite Cage      Drains the green pool, levels the field
    Halloween Town   Oogie Boogie       Banishes the railings and stuns him
    Atlantica        Ursula             Stuns her so she keels over
    Hollow Bastion   Dragon Maleficent  Conjures a floating moveable platform
    Destiny Islands  Darkside           Raises climbable rock pillars
    
    Tip! Since gimmick cards are always zero cards, gauge your timing to card break
    the boss AND produce the special effect.
    
    The effect's duration can vary depending on the game mode, longer in Beginner
    Mode and briefer in Proud Mode.
    
    WARNING! Technically missable, and the only thing that can prevent journal
    completion in fact. Gimmick cards are relatively commonplace, but the rare
    exception remains a possibility. Try to obtain a gimmick card before the end of
    the first block of world cards -- the "easiest" bosses, when resetting to "do
    over" a boss fight is the least taxing. Just one gimmick card in any one of the
    above boss fights is all journal completion requires.
    
    
    .: E.1.7 SPECIAL CARDS :.
    
    Appears in Card Index only for Sora, and ONLY once the Card Collection reaches
    100% AND the first special card is obtained.
    
    Note: Although Card Collection displays its Completion as 100%, the Mickey
    icons for Card Collection and Card Index won't appear golden just yet.
    
    To obtain the special cards, synthesize two bounty-type rooms, in any world you
    like. Open the treasure chests to receive the special cards, each of which is
    heralded as a "Clear Bonus". Once both cards are obtained, the Mickey icons
    turn gold.
    
    Special cards shimmer almost like premium cards. On the Edit Deck screen
    they're listed with the enemy cards. Add special cards to Sora's deck and use
    them in battle exactly like enemy cards.
    
    GOLD CARD
        Ability: Premium Guard
          Limit: 5 reloads
             CP: 99
    Description: Allows premium cards to be reloaded.
    
    PLATINUM CARD
        Ability: Invincible
          Limit: 20 attacks
             CP: 99
    Description, Card Index: You will receive no damage.
                 Edit Deck:  Prevents any damage to be received.
    
    
    .: E.2 ASCII WORLD MAPS :......................................................
    
    A compilation of the ASCII world maps appearing in the walkthrough sections.
    
    Each world map is specific to a floor (Sora) or basement floor (Riku) within
    Castle Oblivion, independent of the world synthesized on that floor (with one
    notable exception).
    
    The world cards accepted on a floor are listed, either a single, static
    selection or any one from a block of world cards (A-D). See reference section
    "E.3.8 Event Room Criteria" for floor-by-floor entry criteria.
    
    Note: Field rooms in the following maps are numbered from the top down,
    starting with the left-most column. The numbering has no significance beyond a
    counting; visit field rooms in whatever order you like.
    
    
    .: E.2.1 MAPS - SORA :.
    
    LEGEND - SORA
    Enter, Entrance Hall; Exit, Exit Hall
    UR, Unknown Room; F[n], field room [1-9, a-g]; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
    -, |   pathways
    :, ... pathways disappearing after the connected event room*
    +      pathways appearing after the last storyline event room
    
    * Rewards room pathways vanish only after obtaining both special treasures.
    
    
    . World Map - First Floor .
    
    Static Assignment: Traverse Town
    
                          [E1]   [E2]   [E3]
                           :      :      :
    Enter - [UR] - [F1] - [F2] - [F3] - [F5]
                                         +
                          [E4]...[F4] - [CR] - Exit
    
    
    . World Map - Second Floor .
    
    Block A: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
    
            [E1]   [F1]...[E2]
             :      |
    Enter - [UR] - [F2] - [F3]...[E4]
             :             +
            [E3]          [CR] - Exit
    
    
    . World Map - Third Floor .
    
    Block A: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
    
    Enter - [UR]   [E4]   [E3]
             |      :      :
            [F1] - [F2] - [F3]
             :             |
            [E2]   [E1]...[F4] + [CR] - Exit
    
    
    . World Map - Fourth Floor .
    
    Block A: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
    
                   [F2]...[E4]
                    |
            [E1]...[F3]   [E3]
                    |      :
            [F1] - [F4] - [F5]
             |      :      +
    Enter - [UR]   [E2]   [CR] - Exit
    
    
    . World Map - Fifth Floor .
    
    Block A: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
    
    Enter - [UR] - [F2] - [F5] + [CR] - Exit
             |      |      |
     [E2]...[F1] - [F3]   [F6]...[E3]
                    |
                   [F4]...[E4]
                    :
                   [E1]
    
    
    . World Map - Sixth Floor .
    
    Block A: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
    
    Enter - [UR]   [E1]
             |      :
            [F1] - [F5] - [F6]
             |             |
     [E4]...[F2]   [E2]...[F7]
             |
            [F3]
             |
     [E3]...[F4] + [CR] - Exit
    
    
    . World Map - 100 Acre Wood .
    
    Static Assignment: 100 Acre Wood
    
    Enter - [PB] - [RH] - [HT] - [TP] - [MR] - [FI] - Exit
    
    Enter, Entrance Hall; Exit, Exit Hall
    PB, Pooh Bear's House; RH, Rabbit's House; HT, Hunny Tree
    TP, Tigger's Playground; MR, Muddy Road; FI, Fields
    
    IMPORTANT! Depending on where Pooh's world is assigned, the 100 Acre Wood map
    replaces the floor's usual world map. Only three of the four Block B maps are
    seen in any one game; events and rewards are linked to the world, at any rate,
    not the floor itself.
    
    
    . World Map - Seventh Floor .
    
    Block B: Atlantica, Neverland, Hollow Bastion, (100 Acre Wood)
    
     [E3]...[F3] + [CR] - Exit
             |
     [F1] - [F4] - [F7]
             |
     [E1]   [F5]...[E4]
      :      |
     [F2] - [F6] - [F8]
             |      :
    Enter - [UR]   [E2]
    
    
    . World Map - Eighth Floor .
    
    Block B: Atlantica, Neverland, Hollow Bastion, (100 Acre Wood)
    
    Enter - [UR]   [E4]...[F5]   [CR] - Exit
             |             |      +
     [F1] - [F2] - [F4] - [F6] - [F8]
             |      :      |      :
     [E2]...[F3]   [E1]   [F7]   [E3]
    
    
    . World Map - Ninth Floor .
    
    Block B: Atlantica, Neverland, Hollow Bastion, (100 Acre Wood)
    
                          [E3]          [E1]
                           :             :
    Enter - [UR] - [F2] - [F4] - [F6] - [F8]
                           |
            [F1] - [F3] - [F5] - [F7] - [F9]
             :             +             :
            [E2]          [CR] - Exit   [E4]
    
    
    . World Map - Tenth Floor .
    
    Block B: Atlantica, Neverland, Hollow Bastion, (100 Acre Wood)
    
     [E1]   [F3]...[E4]
      :      |
     [F1] - [F4]   [E3]...[F9]
             |             |
            [F5] - [F7] - [Fa] + [CR] - Exit
             |      :      |
     [F2] - [F6]   [E2]   [Fb]
             |
    Enter - [UR] - [F8]
    
    
    . World Map - Eleventh Floor .
    
    Static Assignment: Twilight Town
    
    Enter - [UR]   [E4]   [E1]
             |      :      :
     [F1] - [F4] - [F5] - [F6]
      |             +
     [F2]          [CR] - Exit
      |
     [F3]
    
    
    . World Map - Twelfth Floor .
    
    Static Assignment: Destiny Islands
    
                                 [CR] - Exit
                                  +
            [F1] - [F2] - [F3] - [F4]
             |      :             |
    Enter - [UR]   [E1]   [E4]...[F5]
                                  |
                                 [F6]
                                  :
                                 [E2]
    
    
    . World Map - Thirteenth Floor .
    
    Static Assignment: Castle Oblivion
    
                          [F5] - [Fa]   [E1]
                           |      |      :
    Enter - [UR]          [F6]   [Fb] - [Fd]
             |             |             |
            [F1]          [F7]          [Fe]
             |             |             |
            [F2]          [F8]          [Ff]
             |             |             +
            [F3] - [F4] - [F9] - [Fc] + [Fg] - [UR] - Exit
                                  :
                                 [E4]
    
    
    .: E.2.2 MAPS - RIKU :.
    
    LEGEND - RIKU
    Enter, Entrance Hall; Exit, Exit Hall
    UR, Unknown Room; F[n], field room [1-9, a-c]; CR, Conqueror's Respite
    E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
    -, |   pathways
    ..., : pathways disappearing after the connected event room
    +      pathways appearing after the last storyline event room
    
    
    . World Map - Twelfth Basement .
    
    Static Assignment: Hollow Bastion
    
                          [E2]
                           :
    Enter - [UR] - [F1] - [F3] - [F5] + [CR] - Exit
                    |      |      :
                   [F2] - [F4]   [E3]
                    :
                   [E1]
    
    
    . World Map - Eleventh Basement .
    
    Block C: Agrabah, Monstro, Neverland, Traverse Town
    
    Enter - [UR] - [F1] - [F3] + [CR] - Exit
                    |      |
                   [F2] - [F4]
                    :
                   [E1]
    
    
    . World Map - Tenth Basement .
    
    Block C: Agrabah, Monstro, Neverland, Traverse Town
    
    Enter - [UR] - [F1] + [CR] - Exit
                    |
                   [F2]
                    |
                   [F3]
                    |
                   [F4]
                    :
                   [E1]
    
    
    . World Map - Ninth Basement .
    
    Block C: Agrabah, Monstro, Neverland, Traverse Town
    
    Enter - [UR] - [F1] - [F4]...[E1]
                    |      |
                   [F2] - [F5]
                    |      |
                   [F3] - [F6] + [CR] - Exit
    
    
    . World Map - Eighth Basement .
    
    Block C: Agrabah, Monstro, Neverland, Traverse Town
    
                   [F1] - [F4] - [F7] + [CR] - Exit
                    |             |
    Enter - [UR] - [F2] - [F5] - [F8]
                    |             |
                   [F3] - [F6] - [F9]...[E1]
    
    
    . World Map - Seventh Basement .
    
    Block D: Atlantica, Olympus Coliseum, Wonderland, Halloween Town
    
                   [F1] - [F4] - [F7] + [CR] - Exit
                    |
    Enter - [UR] - [F2] - [F5] - [F8]
                    |
                   [F3] - [F6] - [F9]...[E1]
    
    
    . World Map - Sixth Basement .
    
    Block D: Atlantica, Olympus Coliseum, Wonderland, Halloween Town
    
    Enter - [UR] - [F1] - [F3]
                    |      |
                   [F2] - [F4] - [F6] + [CR] - Exit
                           |      |
                          [F5] - [F7]
                           :
                          [E1]
    
    
    . World Map - Fifth Basement .
    
    Block D: Atlantica, Olympus Coliseum, Wonderland, Halloween Town
    
                   [F1] - [F5]...[E1]
                    |      |
                   [F2] - [F6] + [CR] - Exit
                    |      |
                   [F3] - [F7]
                    |      |
    Enter - [UR] - [F4] - [F8]
    
    
    . World Map - Fourth Basement .
    
    Block D: Atlantica, Olympus Coliseum, Wonderland, Halloween Town
    
                   [E1]
                    :
                   [F3] - [F7]
                    |      |
            [F1] - [F4] - [F8] - [Fb]
             |                    |
            [F2] - [F5] - [F9] - [Fc] + [CR] - Exit
                    |      |
    Enter - [UR] - [F6] - [Fa]
    
    
    . World Map - Third Basement .
    
    Static Assignment: Destiny Islands
    
                          [E1]
                           :
                   [F1] - [F4] - [F6]
                    |             |
                   [F2]          [F7] + [CR] - Exit
                    |             |
    Enter - [UR] - [F3] - [F5] - [F8]
    
    
    . World Map - Second Basement .
    
    Static Assignment: Twilight Town
    
                   [F1] - [F4] - [F6] - [F8]...[E2]
                    |
    Enter - [UR] - [F2]...[E1]
                    |
                   [F3] - [F5] - [F7] - [F9] + [CR] - Exit
    
    
    . World Map - First Basement .
    
    Static Assignment: Castle Oblivion
    
    Enter - [UR] - [F1] - [F2]...[E1]
    
    
    .: E.3 MISCELLANEA :...........................................................
    
    Calling attention to a few of the game's trivial (or not so trivial) details.
    
    
    .: E.3.1 CONTROLS :.
    
    The soft-reset controller sequence common to many Square games is available in
    KH-ReCOM, too. 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).
    
    WARNING! With a soft-reset, your game is NOT saved and you are immediately
    returned to the title screen.
    
    In Yes-or-No prompts, pressing O is the same as selecting No.
    
    Pressing R3 (depressing the right analog stick) instantly reorients the camera
    toward where Sora or Riku is currently facing.
    
    . BATTLE CONTROLS .
    
    Pressing up-arrow on the D-pad cycles the card revolver to the black-and-white
    reload card sporting a number from one to three.
    
    Pressing down-arrow on the D-pad cycles the card revolver to the card selected
    as that deck's shortcut. Nothing happens if no shortcut is assigned or the
    assigned card isn't currently available; reload as needed.
    
    Holding down L1 or R1 (or L2 or R2, dependent upon Settings) continually spins
    the card revolver in the appropriate direction.
    
    One- or two-card stocks may be played by pressing two shoulder buttons at once,
    either L1+R1 or L2+R2 dependent upon Settings > Battle Controls. Pressing
    triangle only works with a three-card stock.
    
    While holding the target-lock button (either R2 or R1 dependent on your
    Settings), use the right analog stick to change targets. May be disabled during
    execution of sleights, however.
    
    . GAME MANUAL CONTROLS TABLE .
    
    Missing the printed game manual? Following are the controls exactly as
    described in the manual's Controls table (pg. 3), verbatim and without
    alteration. Controls showing "--" appear blank in the manual.
    
    CONTROLS: BATTLE
    L1...................Deck rotates counterclockwise
    L2...................Un-stock a card
    L3...................--
    R1...................Deck rotates clockwise
    R2...................Lock on/off a target
    R3...................Reset the camera behind the character
    Right-Arrow..........Rotate deck clockwise
    Left-Arrow...........Rotate deck counterclockwise
    Up-Arrow.............Reload Deck shortcut
    Down-Arrow...........Shortcut to designated card (see additional info)
    Left Analog Stick....Move
    Right Analog Stick...Move camera
    START................Pause game
    SELECT...............Switch to enemy cards
    Cross (X)............Use Card (hold down to reload cards)
    Triangle.............Stock a card (after stocking 3 cards)
                         Use stocked cards
    Square...............Dodge Roll (Sora)
                         Side Step (Riku)
    Circle (O)...........Jump, High Jump, Glide (hold down)
    
    CONTROLS: FIELD
    L1...................--
    L2...................--
    L3...................--
    R1...................--
    R2...................--
    R3...................Reset the camera behind the character
    Right-Arrow..........--
    Left-Arrow...........--
    Up-Arrow.............--
    Down-Arrow...........--
    Left Analog Stick....Move
    Right Analog Stick...Move camera
    START................Display menu
    SELECT...............Display World Map
    Cross (X)............Swing Keyblade
                         Throw objects (when holding an object)
    Triangle.............Lift objects (when approached)
                         Throw objects (when holding an object)
    Square...............Dodge Roll (Sora)
                         Side Step (Riku)
    Circle (O)...........Jump
    
    CONTROLS: OTHER (Moogle Shops, Room Synthesis, etc.)
    L1...................--
    L2...................--
    L3...................--
    R1...................--
    R2...................--
    R3...................--
    Right-Arrow..........Select a World Card when selecting a world
    Left-Arrow...........Select a World Card when selecting a world
    Up-Arrow.............--
    Down-Arrow...........--
    Left Analog Stick....--
    Right Analog Stick...--
    START................Skip event
    SELECT...............--
    Cross (X)............Confirm
    Triangle.............Zoom in/out of the World Map (while on the World Map)
    Square...............Dodge Roll (Sora)
                         Side Step (Riku)
    Circle (O)...........Jump, High Jump, Glide (hold down)
    
    
    .: E.3.2 SAVE FILES :.
    
    KH-ReCOM requires a minimum of 100 KB available on your PS2 memory card and
    recognizes both memory card slots.
    
    Unlike the other two PS2 titles in the series, KH-ReCOM writes a KH Re:CoM
    System Data file (40 KB) as well as individual game saves (53 KB each).
    
    . THIRD-PARTY MEMORY CARDS .
    
    KH-ReCOM can be picky about third-party (not Sony-brand) memory cards. The game
    may have trouble recognizing the memory card at all or report some sort of
    "insufficient free space" error. To circumvent the problem, instead plug in a
    Sony-brand 8 MB memory card, save, and quit the game. In your console's
    Browser, copy the KH-ReCOM save files -- the saved game AND the System Data
    file -- onto your preferred memory card. Could be right as rain from then on.
    
    . BROWSER .
    
    Game saves are titled as either Sora or Riku. Both feature the same rotating
    icon and show the elapsed time playing. The number in brackets corresponds to
    the in-game save slot. Other characters are added to the save file's name in
    special circumstances.
    
    Beginner Mode ... No star
    Standard Mode ... Open star (o)
    Proud Mode ...... Filled star (*)
    Cleared Game .... Musical note (~)
    
    Here are four examples.
    
    KH Re:CoM [03]    KH Re:CoM [04]    KH Re:CoM [05]    KH Re:CoM [06]
    Riku/ 28:00 o~    Sora/ 43:42 o     Riku/  0:00 *     Sora/  0:05
    
    Trivia! Examples 5-6 reflect minimal times needed to save a new game (skipping
    all events and button-mashing as needed). Without skipping events, Sora needs
    about 21 minutes to reach a save point, while Riku can save in 5 minutes.
    
    Deleting a saved game in the Browser leaves the in-game save slot empty.
    
    . SAVE / LOAD .
    
    On the right, save slots feature:
    Circled number ..... The save slot's number (1-99)
    Golden card icon ... Notes "clear" saved games only; resembles a crown
    World icon ......... Notes the current world or hallway
    
    Note: Castle Oblivion has two icons -- one for saves made in hallways before
    the next world is synthesized, and a different one for saves made from the
    story's top floor.
    
    Clear saves are games saved from the end-game Battle Record screen. Clear saves
    unlock a few special features and extra cards.
    
    Three lines of additional information may appear:
    [Name] LV [n]    [n] MP
    [Mode]
    [Floor] [World]                    [Time]
    
    Name .... Sora or Riku; the background art reflects the playable character
    LV ...... Current level (1-99)
    MP ...... Amount of moogle points Sora holds; omitted for Riku
    Mode .... Blank for Standard Mode, or specifies Beginner Mode or Proud Mode
    Floor ... Current floor number (1F-13F; B12F-B1F)
    World ... Current world or Entrance Hall
    Time .... Elapsed game time
    
    Time elapses continually while a game is loaded. Pausing during battles or
    cutscenes doesn't suspend the game clock.
    
    No in-game facility exists for deleting saved games. Delete unwanted game-saves
    in your console's Browser instead.
    
    . SYSTEM DATA .
    
    The KH Re:CoM System Data file stores the milestones of your progress through
    KH-ReCOM and controls how new (and existing) games behave.
    
    System Data is created the first time you play and gets updated every time a
    game is saved. When a new game is started, System Data "flags" the new game
    with every milestone it knows about and then keeps games updated whenever
    they're saved.
    
    Among the known milestones:
    o Sora has reached the final save point.
      - Two extra attack cards become available.
    o Sora has had clear data saved from Battle Record.
      - Second special treasures plus another clear bonus card are available.
    o Riku has had clear data saved from Battle Record.
      - Sora can pickup the remaining clear bonus cards.
    o All of the above.
      - Sora can pickup two special treasures per world throughout a new game.
      - Remaining clear bonus cards available at the final save point, too.
    
    Note: Accurate in all practicality, but not a technical representation.
    
    When the System Data file is deleted, a fresh new one is created with none of
    its flags set, so KH-ReCOM begins as if for the very first time (Sora's
    artwork, without Theater). If an old game is then loaded and saved, System Data
    "learns" all of the flags known by the old game. It then passes along those
    settings to any other games as they are saved, which can produce some strange
    results.
    
    If something gets set incorrectly, you have two options.
    
    o For a pristine new game, delete the System Data file and then start a new
      game.
    o To recreate a System Data file as it was, open and save each existing saved
      game, starting with the oldest. Make a note of dates and slot numbers in the
      PS2's Browser, as saved date are not displayed in-game.
    
    Tip! When someone wants to borrow your game and play KH-ReCOM for themselves,
    ensure they use their own memory card as well.
    
    TECHNICAL OBSERVATIONS
    
    Warning! Only for bit-heads.
    
    o When created, System Data does not poll the memory card (no recovery-
      check on create).
    o As long as existing saved games are not saved anew, System Data stays
      ignorant of those games' settings (isolated read/write events).
    o Saved games include ALL set flags System Data knew at the file's last
      save, whether used by that game or not (indicates multiflagged
      integration).
    o Perhaps obvious, but confirmed nonetheless, when a new System Data file
      is created, existing save files are unchanged (no auto-update on create).
    
    Curiosity piqued? Here's a specific example.
    1. In a 100% complete Sora game, win the final fight, clear-save the game.
    2. Delete System Data.
    3. New Game, Sora.
    4. Play a while, get to the second world, and obtain a Calm Bounty card.
    5. Warp to Traverse Town and save.
    6. At this point, things can change.
       6a. In Traverse Town, synthesize a Calm Bounty room; obtain a regular
           sort of treasure -- a Kingdom Key, a Cure card, and so on.
       6b. Soft-reset, load the old clear save, and save (updating System
           Data); soft-reset again, load the new game, and save. In Traverse
           Town, synthesize a Calm Bounty room; obtain a Hidden Dragon card.
    
    In a nutshell, System Data can "learn more" but never forgets.
    
    While all this means it's probably safe to delete any and all of your saved
    games, keeping a clear save (or what you deem the "best" save) for Sora and one
    for Riku remains wise. Without them, losing the System Data file leaves you no
    option except starting over from scratch.
    
    
    .: E.3.3 DECK BUILDING :.
    
    KH-ReCOM centers around cards and maintaining Sora's battle decks can be an
    absorbing part of the gameplay. Not surprisingly, as new or better cards appear
    the composition of your decks may be under your constant scrutiny.
    
    Note: This section is not about creating "killer" or elite decks, but rather
    focuses on practical usage.
    
    When new to the game, you have a scant handful of cards (and Card Collection is
    at 6%). You may have enough CP to add every card to your deck. Button mashing
    is pretty typical early on, and growling at hitting a Potion card when you
    wanted the Cure card is a good introduction to deck editing -- reversing the
    position of those two cards stops the growling. (For help using Edit Deck, see
    section "D.2.1 Review Decks".)
    
    Before any sleights are learned, or when no sleight is invoked, stocking three
    cards produces a "combo" attack totalling the combined value. In the Attack
    Cards section of the Journal's Card Index, the first three stats -- Strike,
    Thrust, Combo Finish -- coincide with your stocked cards. The first card
    stocked deals the strike, the second focuses on thrust, and the third card
    provides the finishing move(s). Evaluate each card's strengths. For example,
    Divine Rose's best stat is its strike; Oathkeeper makes an outstanding second
    card; Metal Chocobo is strongest in the finisher position. Keep an eye out for
    cards with better stats -- two cards deal a better strike than Divine Rose, for
    instance, and another one equals it. (A table of stats is included in section
    "E.1.1 Battle Cards - Sora" for easy comparison.)
    
    Tip! Just as attack cards feature a "recovery" stat, so must enemies recover
    after your attacks succeed. A weak attack or card has a far better chance when
    stocked behind an unbroken attack, like a two-card combo. The split-second
    delay can make a world of difference.
    
    Ordering cards in a deck gains another dimension as sleights are learned.
    Rather than grouping cards by, say, tiered values for combos (1, 2, 3), start
    building trios to invoke specific sleights. A deck aimed at boss fights, for
    instance, may center on executing Sonic Blade over and over. The same concepts
    for constructing combos can alter the effectiveness of your sleights, but
    remember to play to your own strengths, too. Be on the lookout for unusual card
    combinations that make a marked difference in the damage you deal. And always
    remember that the first card stocked, whether for a combo or a sleight, becomes
    "unreloadable" (more on that follows, under "Premium Cards"), so plan ahead for
    reloading.
    
    Interspersing Cure cards so they close out a two-card sleight is a good means
    for staying healthy. Or two Cures combined with an item card is great for quick
    reloads with even the least costly low-valued item cards. Another is keeping
    Cure cards in a block and setting the deck's shortcut to one end of the block
    (down-arrow to reach the block, then scroll to the neighboring Cure card). The
    same technique can give quick access to zero cards, or both. Every deck has a
    static shortcut as well (up-arrow to the reload card), both the start and the
    end of your deck.
    
    Overall, consider your style -- when you edit your deck, and under what
    circumstances you switch to another deck; what makes you remove or replace
    cards, and so on. Consider too what sleights you use and when. And what edits
    do you grumble over, forgetting you need this card or that for a certain enemy.
    Is it worth setting up a specialized deck for those enemies so you never need
    bother with it again?
    
    As an example, build a deck solely for battling mushrooms. Black fungi can be
    tough to KO; white mushrooms, even harder when you're farming for its enemy
    card rather than map cards or premium bonuses. Magic is your best weapon until
    you learn the Warp and Warpinator sleight. You may only have a blizzard or fire
    card at first, but resolve to build up the deck over time, adding new and
    better cards as they're unearthed. White mushrooms reward better if you play to
    what they need, so add all sorts of magic cards. Include one attack card, as
    the game requires, or fungi-trouncing sleight trios, perhaps marked as the
    shortcut. Then add as many reloading item cards as you can. And when you learn
    Warpinator or Warp, rearrange your deck to group the same magic cards for the
    sleight. (Section "E.3.5 Battle Spoils" contains lots of details on mushrooms
    and fungi.)
    
    Other deck compositions may include targeting out-of-reach enemies (such as
    Trickmaster, Darkside, gargoyle), breaking tough defenses (large body, fat
    bandit; neutral attack cards), facing a horde of heartless (Shock Impact,
    Magnet Spiral, Mega Flare), or countering magical assaults (Omnislash, Tornado,
    Judgment). Your most-used deck will no doubt include a bit of everything and
    probably see alterations from world to world, with your boss deck constantly
    customized for each boss's elemental affinity. Enemy cards play a vital role in
    your deck building, with some of the cheapest being most useful. Simple Firaga
    sleights take on new dimensions with a Red Nocturne enemy card's Fire Boost
    ability in play -- just ask Hades.
    
    Here are two of the author's favorite one-two-punch sleight combos. In Castle
    Oblivion, try coupling Freeze (damage, plus a full stop; devastating with Demyx
    enemy card) with Judgment (shattering all the icebergs) or Mega Flare (catching
    follow-on waves, too). Or try Magnet Spiral QUICKLY followed by Quake; often
    catches floating magical heartless near enough the ground.
    
    Another neat trick, courtesy of Ken Zhao (a.k.a. Kouli), consists of prefacing
    an easily broken sleight, such as Ars Arcanum or Ragnarok, with Strike Raid.
    Strike Raid can stun your target, long enough to successfully unleash the
    follow-on sleight. A great tactic against Organization members. The Jafar enemy
    card is a good alternative for helping low-valued attack cards find their
    targets. KH-ReCOM arms you with many different tactics -- try 'em all!
    
    . PREMIUM CARDS .
    
    Sora's attack, magic, and summon cards sometime appear to have a "shimmer"
    about them, as if winking in the light, with their values displayed in yellow
    rather than white. These are premium cards and they can add another level of
    strategy to your deck building.
    
    Cards are elevated to premium status by picking up a premium bonus in random
    battle and choosing a card from the selector afterward (common in Premium
    Rooms; see section "E.1.4 Map Cards"). Moogles, too, may include premium cards
    in their card packs. Cards found in field rooms and treasure chests rarely (if
    ever) sport a premium status, however.
    
    Premium cards have a big plus side. The cost of adding a premium card to a deck
    is equal to the CP of a card valued "1" for that type, regardless of the
    premium card's face value. For example, the cost of a premium Cure-6 is 25CP,
    the same as a Cure-1 card and not the usual 35CP needed for a regular Cure-6
    card.
    
    Tip! Premium cards often (but don't always) sell for more MP in moogle shops,
    too. Extra cards valued from one through seven (1-7) are usually a safe bet to
    make premium before selling them off. (For exact data on individual cards, see
    section "E.1.1 Battle Cards - Sora".)
    
    The downside is that premium cards are also classified as "unreloadable" and
    herein lie most of the reasons for concern and confusion over premium cards. In
    truth, premium cards are no more -- or less -- reloadable than a regular card.
    Consider the usual sage advice: 1) Play a premium card as the first card in
    sleights, it's lost anyway; 2) Play a premium card as the second or third card
    and it reloads. And that's no different from a regular card. So why worry over
    premium cards?
    
    Premium cards ARE unreloadable, the black-and-white reload card WON'T reload
    them, and there IS a risk you could get into a situation where your deck is
    suddenly sucked dry. But remember, the better item cards can indeed reload
    otherwise unreloadable cards (their descriptions even say so), and that
    includes premium cards. Develop a knack for playing item cards stocked behind a
    two-card sleight (like Fira) and the possibilities explode.
    
    Play it safe with premium cards while limited to Potion cards. Take care not to
    turn all of your highest cards into premium cards, cards you rely on for card
    breaking your opponents, or any rare cards, like that Cure-6 in the default
    deck. When Hi-Potion cards become available, expand your collection of premium
    attack cards; the same for Mega-Ethers and magic cards. Ensure your item cards
    won't get broken by knowing your opponent and using well-crafted stocks.
    
    Experiment with a deck that relies heavily on premium cards -- it may surprise
    you. Refashion a favorite deck so it makes room for bigger and better item
    cards. Valuable when playing low-CP, no-sleight challenges.
    
    At the high end, the Gold Card (99CP) allows even entry-level item cards like
    Potion to reload premium cards, for five reloads at least. Certainly something
    to consider, especially if your deck runs heavy to one type of card, whether
    attack or magic.
    
    
    .: E.3.4 BOSS LIFEBAR STATS :.
    
    A boss's lifebar is of a fixed length (excluding Guard Armor), with the
    fractional amount displayed first and the full lifebars shown as markers below
    the right end. For instance, a boss with 2.1 lifebars starts battle with a very
    short lifebar plus two markers; a boss with 1.8 lifebars starts with a
    near-full lifebar plus one marker.
    
    Because the lifebar's length may vary by a few pixels between bosses, the
    values following are close approximations, not absolutes, as measured by the
    author's hand-drawn ruler. Caveat emptor.
    
    Note: This is a long-term project that arose late in the first revision cycle.
    More data will be added as it's observed. Some early figures were rounded off
    (x.2 may be x.25), but most have been corrected. What follows should be
    sufficient to convey patterns, however.
    
    Don't let a few low numbers fool you! Some bosses have appendages or bring
    other tricks to the party that more than compensate for a short lifebar.
    
    . SORA - BEGINNER .
    
    Guard Armor    ___
    Axel I         1.5
    
    BLOCK A         2    3    4    5    6
    Jafar-Genie    1.8  2.1  ___  2.6  2.8
    Cloud          1.4  1.6  1.75 ___  2.2
    Hades          1.8  2.1  2.4  ___  2.9
    Trickmaster    2.2  ___  2.8  2.99 3.2
    Parasite Cage  2.2  2.45 2.7  2.99 ___
    Oogie Boogie   2.1  2.25 ___  2.6  2.8
    
    Larxene I      3.4
    
    BLOCK B         7    8    9    10
    Ursula         2.1  2.25 ___  2.5
    Hook           2.7  3.1  3.3  3.5
    Maleficent     3.9  4.1  4.3  4.5
    
    Riku I         4.2
    Riku II        4.2
    Vexen I        4.7
    Vexen II       5.5
    Riku III       4.7
    Darkside       2.4
    Riku IV        5.6
    Larxene II     5.9
    Axel II        5.5
    Marluxia I     6.6
    Marluxia IIa   5.4, 1.2, 1.2, plus petals
    Marluxia IIb   7.3
    
    . SORA - STANDARD & PROUD.
    
    Guard Armor    0.8, 0.5 ea. (feet), 0.4 ea. (hands)
    Axel I         2.1
    
    BLOCK A         2    3    4    5    6
    Jafar-Genie    2.4  2.75 3.1  3.5  3.8
    Cloud          1.8  2.1  2.3  2.6  2.8
    Hades          2.4  2.8  3.1  3.5  3.8
    Spades, ea.    0.4  ___  0.5  ___  ___
    Hearts, ea.    0.5  ___  0.6  ___  ___
    Trickmaster    2.9  3.3  3.75 3.99 4.2
    Parasite Cage  2.9  3.3  3.6  3.99 4.3
    Oogie Boogie   2.7  2.99 3.2  3.5  3.7
    
    Larxene I      4.6
    
    BLOCK B         7    8    9    10
    Ursula         2.8  2.99 3.2  3.4
    Hook           3.75 4.1  4.4  4.7
    Maleficent     5.2  5.4  5.75 6.1
    
    Riku I         5.5
    Riku II        5.5
    Vexen I        6.25
    Vexen II       7.3
    Riku III       6.25
    Darkside       3.2
    Riku IV        7.5
    Larxene II     7.8
    Axel II        7.3
    Marluxia I     8.7
    Marluxia IIa   7.2, 1.6, 1.6, plus petals
    Marluxia IIb   9.7
    
    . RIKU - BEGINNER .
    
    Maleficent     2.3
    Ansem I        1.2
    
    BLOCK C         11   10   9    8
    Jafar-Genie    2.1  ___  ___  ___
    Parasite Cage  2.7  2.9  ___  ___
    Hook           1.9  ___  2.3  ___
    Guard Armor    ___  ___  ___  ___
    
    Vexen          4.1
    Replica I      4.5
    
    BLOCK D         7    6    5    4
    Ursula         2.2  2.3  2.5  ___
    Hades          3.2  3.3  ___  ___
    Trickmaster    3.2  3.4  3.7  4.1
    Oogie Boogie   2.8  ___  ___  ___
    
    Lexaeus        6.9
    Darkside       3.6
    Zexion         4.2
    Replica II     5.1
    Ansem II       6.7
    
    . RIKU - STANDARD & PROUD .
    
    Maleficent     3.0
    Ansem I        1.6
    
    BLOCK C         11   10   9    8
    Jafar-Genie    2.8  3.1  3.3  3.5
    Parasite Cage  3.6  3.9  4.25 4.6
    Hook           2.55 2.8  3.1  ___
    Guard Armor    ___  ___  1.8  1.95
      Foot, ea.    ___  ___  1.1  1.1
      Hand, ea.    ___  ___  0.9  0.9
    
    Vexen          5.45
    Replica I      6.0
    
    BLOCK D         7    6    5    4
    Ursula         2.9  3.1  3.3  3.5
    Hades          4.2  4.45 4.7  4.99
    Trickmaster    4.25 4.6  4.99 5.35
    Oogie Boogie   3.75 3.99 4.2  4.45
    
    Lexaeus        9.3
    Darkside       4.75
    Zexion         5.6
    Replica II     6.75
    Ansem II       8.9
    
    Ursula's tentacles, Oogie Boogie's dice, and Zexion's illusions may display
    short lifebars as well.
    
    Lifebar data is identical between Standard and Proud modes, for Sora and Riku
    both. The "tougher" aspect of Proud Mode lies in the boss's behavior. For
    example, in Proud Mode Jafar's platforms bottom out more frequently and for
    longer periods than in Standard Mode. And by comparison, in Beginner Mode the
    platforms drop far less often. Also expect the duration of a gimmick card's
    effect to vary by mode.
    
    
    .: E.3.5 BATTLE SPOILS :.
    
    Random battles, defeated heartless may drop:
    Blue diamond-shaped crystals, large or small ............... EXP
    Red oblong crystals, large or small ................ greater EXP
    P card, black-and-gold ...... Premium card selector, post-battle
    R card, black-and-silver ... Roulette card selector, post-battle
    
    Boss battles, defeated enemy (or appendages) may drop:
    Blue diamond-shaped crystals, large or small ............... EXP
    Red oblong crystals, large or small ................ greater EXP
    Silver orbs ................................... even greater EXP
    Green HP-replenishing orbs ........ partially fills health meter
    
    Select friend cards may also yield red MP orbs, in any battle. Pluto may dig up
    green HP orbs, red MP orbs, used battle cards, or a juicy bone.
    
    These spoils lie on the battlefield for a short time and must be picked up; if
    left too long, they fade and disappear. However, any spoils on the battlefield
    when the last enemy is defeated are automatically gathered up.
    
    Tip! Bouncywild's Draw ability is invaluable for EXP farming, and lasts a long
    time, too (five whole reloads).
    
    Additionally, the last random enemy defeated drops a map card or, rarely, its
    enemy card, unless an R card was picked up, in which case the roulette selector
    instead appears. (Tip! When farming enemy cards, avoid Roulette Rooms.)
    
    . PREMIUM BONUS .
    
    The black-and-gold "P" card is a rare random drop during battle in any room,
    but a common drop in Premium Rooms. When acquired, the P card is immediately
    played at battle's end. Read about the Premium Room map card in section "E.1.4
    Map Cards" for details on how the card is played.
    
    . ROULETTE BONUS .
    
    The black-and-silver "R" card is a rare random drop during battle in any room,
    but a common drop in Roulette Rooms. When acquired, the R card is immediately
    played at battle's end. Read about the Roulette Room map card in section "E.1.4
    Map Cards" for details on how the card is played.
    
    . BLACK FUNGUS .
    
    Sora: Calm Bounty map card or Black Fungus enemy card; EXP crystals
    Riku: Roulette Room map card; EXP crystals
    
    Until Sora reaches the castle's second floor, black fungi drop any of the
    allowed map cards, with Premium Room map cards slightly more prevalent.
    
    Unlike KH, you receive no Mystery Goo or any extra goodies for landing combo
    finishers.
    
    . WHITE MUSHROOM .
    
    Sora: Map card or White Mushroom enemy card; P card, Premium selector;
          HP orbs; EXP crystals
    
    The first mushroom magically dispatched drops the P card. The map card dropped
    is most often for a bounty-type room, but the Rewards keycard and other map
    cards are possible if less common.
    
    Indiscriminately attacking a white mushroom makes it run from battle, leaving
    no spoils behind.
    
    The Warpinator sleight (Stop + Gravity + Aero) has a good probability of KOing
    a white mushroom. And if the sleight fails the mushroom won't run. Defeated
    this way, mushrooms do not drop HP orbs but the last mushroom to fall may drop
    its enemy card.
    
    The Warp sleight (Stop + Aero + Aero) also works, hitting all mushrooms at once
    with a higher degree of success, but neither HP orbs nor EXP crystals are
    dropped as a result. (Mushrooms pay only small amounts of those spoils anyway.)
    Unconfirmed whether white mushrooms flee if Warp fails.
    
    You may also give the mushroom the magic it's craving, as indicated by its
    behavior. Use the correct magic three times and the mushroom drops its spoils,
    but use the incorrect magic even once and the mushroom runs.
    
    Leans back, fanning itself ............. Blizzard (it's hot; cool it down)
    Crosses arms, hugs itself, shivering ... Fire (c-c-cold; warm it up)
    Droops, head bowed, its light dimmed ... Thunder (weary; give it energy)
    
    Tip! Take care with blizzard and thunder magic. The wider range may
    unintentionally scare off neighboring mushrooms. Walk into a mushroom to
    "nudge" it away from the others, if you like.
    
    Elemental attack cards can substitute for magic cards, such as using a
    Spellbinder card to deliver a dose of lightning. Good in crowds.
    
    Also possible (but never seen in KH-ReCOM by the author)....
    
    Lies flat on the ground ........ Cure
    Floats just above the ground ... Gravity
    Spins like a top ............... Aero
    Freezes in midstep ............. Stop
    
    White mushrooms may also look around distractedly from time to time, which
    requires no response.
    
    Unlike KH, no hurrying is ever needed. White mushrooms may wink off in the
    field room, but they always reappear. In battle, mushrooms that appear stick
    around until placated, defeated, or your actions make them run.
    
    Also differing from KH, supplying the exact same magic three consecutive times
    (Fire, Fire, Fire) gives no better spoils than mixing up the magic (Fire,
    Blizzard, Thunder; Blizzard, Fire, Fire; and so on). More powerful sleights
    (Fira, Firaga), higher card values (Fire-9), and enemy card boosts (Red
    Nocturne) likewise produce no better spoils.
    
    Note: Rare Truffles do not appear in KH-ReCOM, so no juggling for prizes is
    required either.
    
    
    .: E.3.6 BATTLE RECORD SCREENS :.
    
    After the ending credits roll and the final cutscene finishes, your Battle
    Record is displayed, tallying various statistics for the game you just
    completed alongside a piece of artwork.
    
    Depending on the game mode played, the Battle Record screen features different
    artwork, seven pieces all told.
    
    . ARTWORK - SORA .
    
    Beginner: Sora in color with cards & keyblade, plain white background,
              as on the KH-ReCOM disc
    Standard: Sora, same as above, over cross (X) layout, myriad (10+) others
       Proud: Sora, Donald, Goofy in color climbing stairs; monochrome Namine
              sits drawing on another staircase
    
    Extra! Reaching 100% journal completion under Proud Mode displays a special
    picture -- a piece of Battle Record art from KH2.
              Sora in color & KH2 garb, over golden stained-glass platform;
              Donald, Goofy, Kairi, Riku in gold at the four corners
    
    The usual artwork appears with "Journal covered" reaching 100% in Beginner and
    Standard Modes, however.
    
    . ARTWORK - RIKU .
    
    Beginner: Riku in color with cards & weapon, plain white background
    Standard: Sora & Riku, back-to-back, with their weapons
       Proud: Sora, Riku, myriad others in the KH-ReCOM case's backcover art
    
    Trivia! The backcover art was part of the cover of the KH2-FM+ Ultimania, as
    shown at:
      http://www.kingdomhearts3.net/images/
      kingdomheartsiifinalmixultimaniaoutercover.jpg
    
    Remove the line break and extra spaces before copying this long link to your
    browser.
    
    Unlike KH-ReCOM, KH and KH2 both include somewhat meatier bonus content at
    game-end or following the ending credits (more than just the artwork) based on
    the game mode. This added content is often NOT available with "easy" modes, or
    requires arduous 100% completion of Jiminy's Journal with "normal" modes, but
    has been delivered without any extra requirements after playing though on
    "expert" modes.
    
    . BATTLE RECORD TEMPLATES .
    
    Always popular topics on the message boards, feel free to copy the following
    templates (board-acceptable formatting tags included) for posting your end-game
    stats at GameFAQs.com.
    
    Replace all xx's and nn's with your actual stats. Including Sora or Riku's
    level, as well, is usually appreciated by those worried if their level is high
    enough.
    
    . <strong>BATTLE RECORD - SORA</strong> .
    
    <strong>Game level ></strong> xxxx Mode
    <strong>Journal covered ></strong> nnn%
    <strong>Card Collector Rank ></strong> xxxx
    <strong>Enemies defeated ></strong> nnnn
    <strong>Special treasures obtained ></strong> nn/24
    <strong>Card Breaks ></strong> nnnn times
    <strong>Sleight most often used ></strong> xxxx nnnn times
    <strong>Clear time ></strong> nn:nn
    
    . <strong>BATTLE RECORD - RIKU</strong> .
    
    <strong>Game level ></strong> xxxx Mode
    <strong>D Report covered ></strong> nnn%
    <strong>Card Collector Rank ></strong> xxxx
    <strong>Enemies defeated ></strong> nnnn
    <strong>Rapid Breaks ></strong> nnn times
    <strong>Card Duels won ></strong> nn.nn%
    <strong>Dark Mode activiated</strong> (sic) <strong>></strong> nnnn times
    <strong>Clear time ></strong> nn:nn
    
    Note: The same templates without the formatting tags are found in the
    walkthrough sections and are preferred on GameFAQs.com's Answers page.
    
    
    .: E.3.7 GAME MANUAL ERRATA :.
    
    KH-ReCOM's printed manual appears to have gone to press before development (or
    localization, at least) was completed. Errors, vagueness, and inconsistencies
    may prove confusing. (And evinces how a professional writer's attentions might
    have benefited the project, certainly.)
    
    A verbatim reproduction of the manual's controls table is included in section
    "E.3.1 Controls".
    
    In general, this guide defers to what's actually seen on-screen during normal
    gameplay over the manual's contents. A few arbitrary choices were needed as
    well.
    
    "Title screen" is usually preferred over "start menu", even though a menu is
    the predominant feature. Both are used in the manual (pg. 8), but "Return to
    Title" appears with "Continue" after a battle is lost.
    
    HP refers to Health Points. The acronym is undefined in the manual.
    
    CP refers to Card Points, also undefined in the manual except as referring to
    "the cost of a card" (pg. 14). Many KH-COM guides define CP as "capacity
    points", however.
    
    KO, knock out.
    Variants: KOes, knocks out; KOed, knocked out; KOing, knocking out (sometimes
    abbreviated elsewhere, KO's and KO'd).
    
    Proper names of cards are capitalized; heartless species are not.
    
    
    .: E.3.8 EVENT ROOM CRITERIA :.
    
    While room synthesis is normally a progression of one value more than the
    previous door, the criteria for entry into event rooms is static, the same for
    a specific floor regardless of the world or the map cards used up to that
    point.
    
    The following tables list what cards are required, in addition to the keycard,
    to unlock the event room beyond the crown-emblazoned door.
    
    FL, Floor; KoB, Key of Beginnings; KoG, Key of Guidance; KtT, Key to Truth;
    KtR, Key to Rewards; ---, event room absent from floor
    
    [n]+ ... a single card from any color group equal to or greater than [n]
    [n]- ... a single card from any color group equal to or less than [n]
    [n]= ... a single card from any color group equal to [n]
       R ... any single red card, including zero cards
       G ... any single green card, including zero cards
       B ... any single blue card, including zero cards
     [n] ... any number of cards with a sum equal to or exceeding [n]
    R[n] ... any number of red cards with a sum equal to or exceeding [n]
    G[n] ... any number of green cards with a sum equal to or exceeding [n]
    B[n] ... any number of blue cards with a sum equal to or exceeding [n]
    
    Or any combination thereof. For instance, R3- means any red card valued at
    three or less, and a red zero card matches this criteria. Zero cards have no
    wildcard standing with event room doors.
    
    . KEYCARD CRITERIA - SORA .
    
      FL  BEGINNINGS   GUIDANCE     TRUTH        REWARDS
      1F  1+           3+           G            (none)
      2F  G            15           R            B
      3F  5+  7+       G            3-           R0=
      4F  8+           1+           R   G        G9= R9=
      5F  20           R   5-       0=           G15
      6F  3=  4=       6=  7=       R3- G30      R20
      7F  R            G            B            30
      8F  5=           6=           30           B15
      9F  R            9=           1=           B2=
     10F  B   3-       G   7+       R   0=       G3= R7=
     11F  5+  5-  B    ---          ---          B8= R1= G20
     12F  2=  8=       50           ---          B33 R33 G33
     13F  B1= R3= 99   ---          ---          B30 R40 G20
    PLUS: KoB          KoG          KtT          KtR
    
    . KEYCARD CRITERIA - RIKU .
    
      FL  BEGINNINGS   GUIDANCE     TRUTH
    B12F  R            G            5+
    B11F  R3+          ---          ---
    B10F  G5+          ---          ---
     B9F  B            ---          ---
     B8F  R0=          ---          ---
     B7F  B20          ---          ---
     B6F  R   G        ---          ---
     B5F  R30          ---          ---
     B4F  B5-          ---          ---
     B3F  G7+          ---          ---
     B2F  B0=          50           ---
     B1F  13           ---          ---
    PLUS: KoB          KoG          KtT
    
    
    .:| F. FAQ - FREQUENTLY ASKED QUESTIONS |:..................................:.:
    
    Always a toss-up whether these come first or last in a guide. Lumping the Qs in
    broad categories should help those on spoiler-avoidance, as should the spoiler
    warning inserted partway.
    
    
    .: F.1 SERIES & STORYLINE :....................................................
    
    Q: Should I play KH or KH2 before playing KH-ReCOM?
    
    A: KH-ReCOM is advertised as the "bridge" between KH and KH2, so playing
    KH-ReCOM between the two main games in the series is recommended.
    
    Q: What are the differences, if any, between KH-ReCOM and the original KH-COM
    for GameBoy Advance?
    
    A: The author has never played KH-COM, or any other title for any sort of
    GameBoy, so caveat emptor applies. Consensus of opinion is that the improved
    graphics and addition of voice acting alone make KH-ReCOM worth a rental, at
    the very least.
    
    Going by KH-COM's published FAQs and other sources, however, the story is
    mostly unchanged, though a few lines were adjusted. The overall gameplay is
    largely the same, but has undergone several improvements. 100 Acre Wood differs
    markedly and several bosses have been beefed up. KH-ReCOM's Shortcut feature
    isn't mentioned in any of the KH-COM guides. New map cards, particularly Random
    Joker, help with some notorious room synthesis issues, and a few new enemy
    cards may be found.
    
    Sora learns some of his sleights differently, in manner or order; others were
    added, reprogrammed, renamed, or removed. He has several new attack cards, but
    attack card stats display different. For Riku, some of his decks were improved
    and the card duel system was added, along with a batch of duel sleights. He has
    other new battle options, as well. And an additional boss is encountered late
    in Riku's story.
    
    KH-COM included a Link command that's not found in KH-ReCOM.
    
    In a nutshell, if you're deciding between purchasing KH-COM or KH-ReCOM, go
    with KH-ReCOM unless you seek portability and VS competition. If you've already
    played KH-COM, the story is the same with different breaks to squeeze in the
    new boss fight, but the gameplay is much improved.
    
    Q: What are the differences, if any, between KH-ReCOM and the original that was
    released as part of KH2-FM+?
    
    A: The author has never played KH2-FM+, or any other Japanese-language title,
    so again caveat emptor. By the published guides for KH2-FM+, however, the
    on-screen text now appears in U.S. English. Also, the close tie to KH2-FM,
    affecting when clear bonus cards became available, was severed in the North
    American release and the requirements altered.
    
    Q: How much of the KH story does KH-ReCOM retell?
    
    A: Very little, certainly not enough for KH-ReCOM to suffice as a substitute
    for KH. Elements of Disney-world stories rehash the past, but most are couched
    differently or briefly enough not to feel too tired.
    
    Q: Can't I skip KH-ReCOM and go straight to KH2?
    
    A: You can. Many non-GBA gamers did, having no other choice at the time.
    However, KH2 directly builds on the story first told in KH-COM that's now
    available in KH-ReCOM. Some unanswered questions will arise, though they
    shouldn't prove too much of a barrier. Or they may nag at you. While a script
    guide can tell you what was said, it may not convey the story on a par with
    your own experience. Gauge accordingly.
    
    Without giving anything away, here in a nutshell are the major benefits of
    playing KH-ReCOM. Sora's story explains why KH2 opens the way it does. Riku's
    story relates Riku's view of things in KH, albeit in hindsight, and sets up his
    appearance in KH2. Both of the end-credits sequences include morsels that
    further bridge the two other games.
    
    Q: How does [another KH title] affect things in KH-ReCOM?
    
    A: Sorry, the author possesses limited prophetic skills. Only the titles
    mentioned herein were contemplated while writing this guide. KH-ReCOM alludes
    to nothing beyond KH2, but newer titles may fill in more of the gap leading to
    KH2 to greater or lesser degree, and revisions could alter gameplay mechanics.
    Square Enix to date has altered both in nearly every new release.
    
    Search GameFAQs.com for "Kingdom Hearts" to learn more about other titles and
    releases in the series, including rewrites of old or pending new releases.
    
    IMPORTANT! If you play a new game or release featuring the Chain of Memories
    story, turn to that new release's FAQs, message board, and answers pages at
    GameFAQs for assistance with its unique or revised features. KH-COM, KH-FM2+,
    and KH-ReCOM are already distinctively different games, and unfortunately a
    fourth (or fifth) revision is more likely NOT to conform with its predecessors.
    
    Q: If I have KH or KH2 save files on my memory card, is anything special
    unlocked?
    
    A: No, sorry. Square didn't hide any goodies of that sort in KH-ReCOM.
    
    Q: Why is voice acting still missing from the Disney worlds?
    
    A: Just a guess, but probably a matter of economy. New recordings might have
    proven too expensive, or the time required was too costly to the release
    schedule. While Disney voice actors are listed in the credits, the performances
    were clipped from existing sources and mostly consist of in-battle grunts and
    such.
    
    
    .: F.2 CROSS PLATFORM :........................................................
    
    Q: Where can I learn the sleights Gravity Raid, Stop Raid, Homing Fira, and
    Blazing Donald?
    
    A: Many sleights found in KH-COM were either removed from or reprogrammed for
    KH-ReCOM. Gravity Raid was removed, Stop Raid was replaced by Lethal Flame, and
    the other two have functional near-equals under other names. View the complete
    list in section "D.2.5 Status".
    
    How Sora learns several of his sleights also changed. Search this guide for the
    sleight by its name (in KH-ReCOM) to find out how.
    
    Q: What's with the confusion over the "special treasures"?
    
    A: While informative, KH-COM's Special Treasures guide does not apply to
    KH-ReCOM. Only six of its eighteen listed treasures are deemed "special" in
    KH-ReCOM's reckoning. Also, as mentioned, some of KH-COM's sleights were
    removed from or reprogrammed for KH-ReCOM.
    
    Each of KH-ReCOM's twenty-four special treasures is found in a Room of Rewards.
    Twelve Rewards rooms, two special treasures per room.
    
    Q: What about the glitch that was reported regarding Riku's second appearance
    in Sora's story?
    
    A: The glitch was reported for KH-COM, but since 100 Acre Wood is markedly
    different in KH-ReCOM in all likelihood this has been corrected.
    
    If you wish to attempt duplicating the glitch in KH-ReCOM (the author abstains,
    courteously), there's some setup involved regarding 100 Acre Wood, as detailed
    in the FAQ section of Stephen Hsu's KH-COM walkthrough:
      http://www.gamefaqs.com/portable/gbadvance/file/919011/37900
    
    Q: There was a trick with stocking multiple item cards. What about that?
    
    A: Fixed, no more mega-megalixirs. Stocking several item cards now plays them
    in sequence, one right after the other. A better method for ensuring your item
    cards don't suffer card breaks is to stock one last, after a two-card sleight
    or combo (Fire + Fire + Mega-Ether, for example). You can make good use of
    low-valued item cards this way, too, as you can using enemy cards.
    
    Q: Aren't drop rates improved 150% in __________? Doesn't the __________ card
    have a 10% chance of appearing in white card packs?
    
    A: Sound like statistics quoted from an Ultimania guide. A good translation of
    the KH2-FM+ Ultimania is probably accurate enough for KH-ReCOM's North American
    release. The game WAS reprogrammed for the U.S. release, however, and Square
    HAS been known to alter percentages between releases, always something to
    consider, though the risk is pretty low in this case.
    
    Q: What are the differences with KH-ReCOM included in the KH HD 1.5 ReMix
    release?
    
    A: As yet unknown at this writing. (ReMix 1.5 is slated for a Japanese release
    March 14, 2013, with North American and European releases tentatively slated
    for later in the year.) Of the three preexisting releases, each one is
    different whether a little or by a lot; take a guess.
    
    
    WARNING! This ends the "prepurchase" sort of questions. If you're avoiding
    spoilers, turn away now. The remainder of section "F. FAQ" examines game
    mechanics in some detail and presumes a knowledge of the game.
    
    
    .: F.3 JOURNAL & REPORT :......................................................
    
    Q: The journal displays as 100% complete, so why aren't the Mickey icons gold
    for Card Collection and Card Index?
    
    A: Understandably confusing. Your Card Collection has reached 100%, not your
    journal completion. You must pick up two special cards from bounty rooms,
    synthesized on any world, before those icons turn gold and your journal is
    truly complete. See section "E.1.7 Special Cards".
    
    Q: What extras are unlocked for achieving 100% completion of Jiminy's Journal?
    
    A: Most consider the two special cards completion bonuses, though they're for
    Card Collection completion; see section "E.1.7 Special Cards". The maximum cap
    on battle cards is raised to 999. And for Proud Mode games, the artwork on the
    Battle Record screen differs; see reference section "E.3.6 Battle Record
    Screens".
    
    Q: What extras are unlocked for achieving 100% completion of the D Report?
    
    A: Riku's D Report often reaches 100% completion as a matter of course with no
    added effort. No extras were observed.
    
    Q: What does the "D" in D Report stand for?
    
    A: DiZ, presumably. While this is not strictly defined in KH-ReCOM and "Dark"
    may seem as likely a fit, DiZ's role is clarified in KH2.
    
    
    .: F.4 MAPS & MAP CARDS :......................................................
    
    Q: Why don't the ASCII maps include door criteria?
    
    A: The criteria for normal doors is dynamic, based on how you met the criteria
    of the last door. "One more than the last door" is the rule, wrapping around
    from nine to zero. Event room criteria is anchored to the floor and Sora's
    walkthrough warns about two costly doors ahead of time.
    
    Update (v1.1): To learn more, read section "E.3.8 Event Room Criteria", which
    includes complete tables of the door criteria for entry into ALL event rooms.
    Keeping the data separate to preserve some element of surprise for those who
    prefer things that way.
    
    Q: Why is the ASCII map of the tenth floor missing from Sora's walkthrough?
    
    A: A choice was made to let the walkthrough guide the reader on a first journey
    through the game. Intrepid readers will find "World Map - Tenth Floor" included
    in section "E.2 ASCII World Maps".
    
    With most KH-ReCOM guides, a text editor that allows for splitting a window
    into two or more panes might prove helpful. The author highly recommends BBEdit
    (http://www.barebones.com/bbedit/).
    
    Q: Why are no more map cards being dropped after random encounters?
    
    A: You can carry a maximum of 99 map cards. You need to delete some map cards
    before more are dropped at the end of battle.
    
    Also, no map card drops if you've picked up an R card during the battle. The
    roulette selector appears afterward and you may choose a map card from those
    offered. Under these conditions, no enemy card drops either, by the way.
    
    Q: Why aren't any Key to Rewards cards dropping?
    
    A: Three possibilities.
    
    1. The Rewards keycard has zero (or darned near zero) chance of dropping on
    floors 1F-6F. Not once has the author obtained a Key to Rewards map card below
    the seventh floor, so don't drive yourself nuts. Warp up to floors 7F-13F
    instead. The keycard often drops before the enemies in the initial Unknown Room
    are exhausted, on any of those floors.
    
    2. All of the special treasures have already been obtained. No Rewards keycard
    is needed (and none drops) if no Room of Reward is left to open. Compare your
    collections with the keycard's rewards list found in section "E.1.4 Map Cards".
    
    3. You're playing Riku's game. He has no need for a Key to Rewards map card.
    
    
    .: F.5 GENERAL GAMEPLAY :......................................................
    
    Q: I hit a box and got a card, so why doesn't the card appear in Edit Deck?
    
    A: Field room spoils must be picked up, not just freed. With a card, chase it
    down, hear the chime when you catch it, but wait until the "Card obtained!"
    minibanner confirms the card was successfully picked up. If you strike a
    heartless (entering battle) or exit through a door before seeing the banner,
    you won't obtain the card.
    
    Q: I hit a box, got a card, but it sank underground before I could pick it up.
    What can I do?
    
    A: When this happens, hang around. The card is actually bouncing around and
    eventually will run into you. You can try projecting its path and moving to a
    more likely spot, if you like, but beware of disturbing random heartless.
    
    Q: I'm fighting __________ and I'm down to three cards! What happened?
    
    A: Your deck has been depleted. Remember, the first card used in stocks,
    whether for a combo or a sleight, is tagged as unreloadable for the remainder
    of the fight. Most of the better item cards can reload even unreloadable cards
    -- use 'em if you got 'em -- but early in the game when those aren't yet
    available, don't go overboard stocking cards. Instead, use single cards to
    strategically card break your foe as often as possible and stock cards only as
    needed to break a high card or your opponent's sleight. Add a zero card to the
    deck and set the Shortcut so you can "zero in" in a pinch. Pluto may help out
    from time to time, but rarely once you're into the last handful of cards.
    
    Q: Is anything missable in the game?
    
    A: Updated (v1.2). Three things are entirely missable.
    
    1. Every hallway exchange with stationary characters (such as Goofy and Donald)
    is missable. As you climb higher, what they say changes everywhere, even if you
    backtrack or warp to a lower floor.
    
    2. One line of inconsequential dialogue with Namine, as noted in Sora's
    walkthrough.
    
    3. Technically, the gimmick card is also missable, but the card NOT appearing
    is extremely rare. It's the only missable that can prevent 100% completion,
    however.
    
    Tip! If you're aiming at 100% completion, Oogie Boogie is a good boss to replay
    if you're still lacking a gimmick card by then. Save beforehand and then DON'T
    win until you obtain the card. To replay the boss, reset and reload your saved
    game. Or you can lose and choose Continue if you forgot to save beforehand. To
    be clear, resetting is the only option for replaying a boss fight, and gimmick
    cards only appear in boss fights.
    
    While the Pluto friend card may fail to appear before the final save point,
    it's not missable and can still be picked up in a random encounter if your deck
    gets exhausted.
    
    Q: Is there a trick for getting darkball to drop its enemy card for Sora?
    
    A: No. The card never drops for Sora. Darkball's Duel Trigger ability deals up
    card duels exclusively for Riku.
    
    Q: Argh! Why won't the __________ card ever drop for me?
    
    A: Random factors set at load time play into drop rates, and may be playing
    against you. Your best bet is to save, if needed, then reset and reload your
    game. Your results may improve. (True for most Square games, in fact.)
    
    Q: Where's the best place to collect ("farm for") __________?
    
    A: Adjust the following for your progress, as needed.
    
    EXP. For Sora, Monstro's Truth room provides a continual supply of shadow
    heartless as long as a single shadow survives. When time runs out, you're
    conveniently prompted to restart the brawl, too. Otherwise, the warp points are
    your best friends. Warp from one world to another, fight the random encounters
    in the floor's initial Unknown Room, then back out and warp to another floor.
    
    Map cards. Ditto on the warp points, though the world selected affects what map
    cards you may find. For instance, avoid Destiny Islands when seeking green map
    cards for Sora; green map cards never drop for him on the islands. Some
    heartless favor dropping particular map cards, too. If you're seeking a
    specific map card to open an event room, however, synthesizing a Roulette Room
    is the way to go.
    
    MP. Visit Agrabah and exploit Aladdin's Sandstorm sleights. (Neverland and
    Peter Pan are a lesser alternative.) Also, 100 Acre Wood is an excellent warp
    destination for harvesting field-room spoils. Pooh's house has a handful of
    targets, but Rabbit's house next door has a bounty of breakables and no
    battles; leave and return as often as you like. Traverse Town, Halloween Town,
    and Destiny Islands have high numbers of field-room objects, too.
    
    Tip! When MP farming, Premium Room map cards are great for turning excess
    battle cards into cash cows. Premium cards generally sell for the same MP as a
    regular 8-valued card, which means a premium 1-valued card usually sells for
    ten MP more.
    
    Battle cards. Ditto. 100 Acre Wood, Traverse Town, Halloween Town, and Destiny
    Islands are good bets overall for finding cards. Otherwise, moogle rooms are
    the way to go. The warp point serves when seeking a predominant worldly attack
    card, just as the top three floors are best for all sorts of the rarer battle
    cards. Some battle cards are more prevalent in the world where they were
    initially found; for stop magic cards, for instance, Wonderland is choice.
    
    Tip! For a neat farming trick, warp to the floor above Traverse Town, Halloween
    Town, or Destiny Islands. Walk down the stairs and enter your preferred world.
    Clean out Conqueror's Respite, then retrace your steps to the warp point a
    floor above. Since you're switching floors, you can repeat the scavenging trip
    until you keel over.
    
    See also, "Field Room Spoils" in section "E.1.4 Map Cards".
    
    Enemy cards. See "Improve Sora's Chances!" in section "E.1.3 Enemy Cards".
    
    Q: Must I load Sora's clear save to get Ultima Weapon? What's found earlier in
    a new game? Do I need to finish Riku's story first? And how is it different
    after that?
    
    A: Lots of questions surround what's unlocked when. Find where you are on this
    flowchart and that should help.
    
    1. NEW GAME: Sora, first playthrough
       Rewards rooms, first treasure per room
       Reach final save point
         Diamond Dust ....... top three floors ... moogle/bounty/field
         One-Winged Angel ... top three floors ... moogle/bounty/field
       Clear Save
    2. LOAD: Clear Save of Sora's first playthrough
       Rewards rooms, second treasure per room
       Hidden Dragon ........ Traverse Town ...... bounty room
    3. NEW GAME: Riku, first playthrough
       Clear Save
    4. LOAD: Clear Save of Sora's first playthrough
       Ansem ................ Twilight Town ...... bounty room
       Zexion ............... Destiny Islands .... bounty room
       Ultima Weapon ........ Castle Oblivion .... bounty room
       Lexaeus .............. Castle Oblivion .... bounty room
       Card Collection, 100%; Rank, Card Master
         Gold Card .......... any floor .......... bounty room
         Platinum Card ...... any floor .......... bounty room
    5. NEW GAME: Sora, second playthrough
       Rewards rooms, both treasures per room
       Hidden Dragon ........ Traverse Town ...... bounty room
       Reach final save point
         Diamond Dust ....... top three floors ... moogle/bounty/field
         One-Winged Angel ... top three floors ... moogle/bounty/field
         Ansem .............. Twilight Town ...... bounty room
         Zexion ............. Destiny Islands .... bounty room
         Ultima Weapon ...... Castle Oblivion .... bounty room
         Lexaeus ............ Castle Oblivion .... bounty room
       ... And so on, continuing through the game.
    
    Note: These milestones are possibilities, not inevitabilities.
    
    No. 2 and No. 4 are entirely optional (or you can hold off on No. 2 until No.
    4, of course), but the flowchart shows the shortest path to a 100% complete
    game.
    
    As long as a clear save was made for Sora AND a clear save was made for Riku,
    whether from the first or some subsequent playthrough, AND the System Data file
    isn't deleted, Sora's new games progress as in No. 5.
    
    Section "E.3.2 Save Files" contains greater detail on the part System Data
    plays in the sequence of things.
    
    Q: Why don't Diamond Dust and One-Winged Angel display the little "Clear Bonus"
    banner?
    
    A: Because they aren't clear bonuses. However, one thing setting these two
    cards apart is that both represent weapons introduced in KH-FM.
    
    Diamond Dust has a long history in Squaresoft lore. One-Winged Angel is a
    famous theme from FFVII as well as a moniker for Sephiroth, and as such serves
    as his only appearance in KH-ReCOM.
    
    Q: What percentage I can get my first game? Which cards can't I find?
    
    A: Card Collection's percentage doesn't strictly coincide with the number of
    cards found. The percentage reserves space for any new cards you've not yet
    seen, as well. The percentage may at times linger or jump ahead, but is a
    better gauge for a good idea of your progress than an accurate measure.
    
    Nineteen cards won't make an appearance in Sora's very first game prior to a
    clear save made following Sora's final boss. In the order commonly received (as
    in No. 5, above):
    
    CLEAR BONUS       TYPE          WORLD             ROOM
    Hidden Dragon     attack card   Traverse Town     Bounty
    Saix              enemy card    Traverse Town     Rewards
    Luxord            enemy card    Agrabah           Rewards
    Monochrome        attack card   Olympus Coliseum  Rewards
    Xaldin            enemy card    Monstro           Rewards
    Xemnas            enemy card    Wonderland        Rewards
    Bond of Flame     attack card   Halloween Town    Rewards
    Demyx             enemy card    Atlantica         Rewards
    Follow the Wind   attack card   Neverland         Rewards
    Xigbar            enemy card    Hollow Bastion    Rewards
    Roxas             enemy card    Twilight Town     Rewards
    Photon Debugger   attack card   Destiny Islands   Rewards
    Star Seeker       attack card   Castle Oblivion   Rewards
    Ultima Weapon     attack card   Castle Oblivion   Bounty
    Lexaeus           enemy card    Castle Oblivion   Bounty
    Zexion            enemy card    Destiny Islands   Bounty
    Ansem             enemy card    Twilight Town     Bounty
    Gold Card         special card  any floor         Bounty
    Platinum Card     special card  any floor         Bounty
    
    Trivia! These are the only cards to bear the "Clear Bonus" minibanner. Clear
    bonus banners appear on two of the enemy cards Riku also receives, even before
    his game is cleared.
    
    Every other card available to Sora may be found in the first playthrough before
    confronting the final boss sequence. A breakdown of the cards by type starts
    off section "E.1 Cards".
    
    Q: A boss keeps KOing me. What level should I be?
    
    A: Truly one of the most frequently asked questions. And largely immaterial in
    KH-ReCOM. There's no "good" level to strive for with any boss since the boss's
    difficulty changes with the floor and game mode (the difference in HP, if not
    difficulty, is found in section "E.3.4 Boss Lifebar Stats"). And your LV is the
    least significant factor since you can choose a different bonus at every
    level-up. HP, CP, AP, DP, sleights learned (and used) -- are all more important
    than LV.
    
    If a particular fight is giving you fits, Sora's deck is more likely where
    improvement might be found; look for tips in section "E.3.3 Deck Building".
    Riku might benefit from an extra level or two, but how his deck is handled
    remains key. Effective use of card duels and D Mode matter more.
    
    With Sora, leveling is only needed if you're within reach of a particular
    sleight bonus that might make things easier (usually Sonic Blade or Lethal
    Flame); see section "D.2.5 Status".
    
    Q: When and where is power leveling or "grinding" needed?
    
    A: None is needed for the normal course of the game. Seriously. In the author's
    experience (got salt?) the final confrontations are just as challenging at LV92
    as at LV52. Your mileage may vary, of course. (And okay, things go a tad easier
    if you grind ALL the way to LV99.)
    
    Note: "Grinding" is a commonplace term for a repetitive, tedious process, most
    often for gaining experience. Much like milling wheat berries into flour.
    
    Q: How can anyone play a game without maxing every statistic!?
    
    A: Gonna grind anyway, eh? So be it. Only for stat maxers....
    
    In either case, the best place for leveling is the top floor, Castle Oblivion,
    where heartless drop the most EXP.
    
    Sora has a number of good sleights for quickly clearing the battlefield, most
    notably Trinity Limit, though others serve nearly as well. But if you're maxing
    Sora's stats, you might as well go for 100% completion while you're at it.
    Hunting down enemy cards can carry you a good chunk of the way toward LV99.
    
    Riku, however, has no enemy cards to hunt down and his report's complete almost
    by rote. And a normal game finishes at a much lower level. So be prepared for a
    very long, boring grind to LV99. Strong Initiative map cards can be a huge help
    (along with Holy Burst). Lasting Daze is a good second choice. You may see more
    EXP in other rooms, but the battles can drag on and on, too. The Lexaeus enemy
    card can save your sanity, but card duels hold what you need. Riku's only great
    killer moves, really, are his duel sleights. Get to D Mode when you can, but
    don't skip any chance to duel.
    
    Q: What good are premium cards if they're unreloadable?
    
    A: Premium cards show their benefits as you progress in the game. At the
    beginning, when you have nothing better than Potion and Ether cards, you may
    want to consider canceling the premium selector by pressing O.
    
    But using "unreloadables" is just another level of strategy in the game. Pretty
    soon the Hi-Potion item card becomes available, which CAN reload unreloadable
    attack cards. So can Mega-Potion cards, and Mega-Ether cards do the same for
    magic cards. Elixir cards reload everything. (Mega-Potion and Megalixir have
    another benefit to justify their cost: They reset the black-and-white reload
    card in the revolver back to one. Very helpful in boss decks, positioned for
    the second or third reload.)
    
    Once the mechanics are down pat, a deck can be inexpensively composed of some
    otherwise costly cards, balanced by the hit needed by the better item cards to
    get all those premium cards back. There's a risk, putting that much faith in
    playing an item card while avoiding a card break, but you do have that choice.
    And you'll soon notice that premium cards are no more unreloadable than any
    other card.
    
    For more on playing premium cards, see section "E.3.3 Deck Building".
    
    Tip! A premium 1-valued card usually sells for an extra ten MP, making premium
    selectors great tools when farming for MP. Keep one or more low-valued cards
    (1-7) that you want to sell in the equipped deck, and then make them premium
    when an opportunity arises.
    
    Q: What's this leveling hotspot in Monstro?
    
    A: Monstro's Belly Brawl is a good spot for gaining a few extra levels early in
    a game. The brawl can also serve up an "impossible" challenge for those who
    like such things.
    
    Preparation: For the best results, synthesize Monstro on 2F. (The Room of Truth
    is connected to Unknown Room and near the save point in Entrance Hall.) Also,
    as soon as you obtain a Calm Bounty map card, use it in Monstro to obtain the
    Fire Raid sleight. Prepare a deck to make use of Fire Raid and Blizzard
    sleights, padding the deck with cards valued four or higher (shadows play
    threes here, in Monstro on 2F), along with one or two potion cards. Include
    Guard Armor if you can. Simba can wipe out the entire battlefield in one roar;
    too risky.
    
    How-To: Proceed as usual with opening the Room of Truth and playing through the
    minigame once, EXCEPT take care to leave one or (preferably) a few heartless on
    the battlefield when time runs out. You're after EXP crystals, not kills, so
    don't cut it too close.
    
    Press Start and then Skip Event (optional). Dismiss Goofy's line. Choose
    whichever you need. "Let's wait a while" returns you to Unknown Room, where you
    can exit to the hallway and save (recommended the first time, and regularly
    thereafter, so you can soft-reset if needed). When finished, return and reenter
    the Truth room. At that point, or if you instead choose "Let's do it again",
    the brawl begins anew. (Either way, the Rules are displayed again. There's no
    avoiding that.)
    
    Dismiss the Rules. Press Select and play Guard Armor. Take careful aim -- you
    wants lots of heartless hit, but not all -- and fire off a Fire Raid. Gather up
    the EXP crystals and then repeat. Sleight Goofy with an attack card to take out
    small clumps. Donald's Magic LV3 may be too much. Whittle away at the remaining
    heartless, taking time to gather up the EXP and letting a few shadows
    regenerate. Keep an eye on the timer.
    
    When time runs out, press Start, choose Skip Event, and so on, repeating
    everything.
    
    Results: Expect to go through three reloads and obtain 200-300 EXP per round.
    Takes two rounds to go from LV8 to LV9, but about four rounds to advance from
    LV15 to LV16.
    
    Q: Any other viable options for grinding out a few levels or farming spoils?
    
    A: Yes, something else has turned up. The game harbors a great Escape exploit.
    Warp to any world you like. Enter its Unknown Room and walk over to where an
    enemy either oozes from the floor or pops into existence. Get into battle with
    that heartless and defeat all but one enemy. Escape from the battlefield by
    running at either apparent exit. Once you're back in the field room, move away,
    because the heartless triggering the encounter respawns in the very same spot.
    The next encounter with the same heartless may even yield different enemy
    groupings, handy if you're hunting enemy cards from a map card in short supply.
    
    Note: Heartless already visible in the field room, such as the soldier pacing
    back and forth in Traverse Town's Unknown Room, don't respawn after escaping.
    
    Any floor will do, but the higher the floor the better the spoils. Gauging the
    number of enemies and waves may take some practice on higher floors, however,
    or if using a particular map card rather than the initial Unknown Room.
    
    Q: During a battle, why do the numbers on cards sometimes appear in blue?
    
    A: Blue numbers mean the card values have been increased or decreased, either
    by the map card used to synthesize the room or by an enemy card currently in
    play.
    
    Q: Why can't Sora obtain any more battle cards? The game says I've reached the
    maximum, but I don't have 999 battle cards in Inventory.
    
    An allowance is made for any battle cards you could unlock but may not have
    obtained yet. So in addition to the "total" counts visible in Edit Deck or a
    moogle shop, add in any cards still listed in Journal's Card Index as question
    marks. (Then add two more; learn why in section "E.1.7 Special Cards".)
    
    Technically, the warning may appear with as few as 886 battle cards, but seeing
    a first warning around 960 or so battle cards is more typical.
    
    
    .: F.6 CHALLENGES :............................................................
    
    Q: Is KH-ReCOM well-suited for ODiNS games?
    
    A: Sure. Riku's a piece of cake, but Sora may present a fun, if small,
    challenge for those who enjoy one-day, no-save gameplay. The two together would
    be challenging, indeed.
    
    Tip! Any card awarded full-screen (like the Traverse Town world card or any
    post-battle map card) can be dismissed immediately, paring down your time.
    
    Q: What other challenges present themselves?
    
    A: No-HP is a (very) satisfying challenge. No-Sleights or No-CP, or both
    together, are other possible "bonus" challenges. For any of them simply eschew
    the particular bonus when one is offered at level-up, and maybe regulate how
    much CP or which sleights you allow yourself.
    
    One idea for a challenge involves adhering to random factors wherever possible;
    collect and abuse Black Fungus and Sea Neon enemy cards, as well as Random
    Joker and Mingling Worlds map cards. Another centers around using an
    All-Premium-Cards deck, with item cards [un]restricted or limited.
    
    The hardest challenge, however, may be a No-AP game. Playing as Riku and trying
    to beat the game while taking no Attack Bonuses at level-up may not be
    possible. With only 10 AP, you might feel the pain even before advancing beyond
    B12F. (For what it's worth, the author got past B12F Exit Hall, but weighed the
    difficulty and took it no further.)
    
    Q: Too easy. How about an insane challenge?
    
    A: Like KH and KH2, KH-ReCOM includes an opportunity to max-out Sora's level at
    an impossibly early stage. Synthesize Monstro on 2F (earliest possible) and
    repeatedly engage Monstro's Belly Brawl, as detailed in the preceding section.
    You want insanity? Try raising Sora to LV99 before winning the brawl.
    
    No bragging rights -- leveling outside the brawl instead is too easy -- so the
    accomplishment would be for your gratification alone.
    
    Q: Oh, and what about speed runs?
    
    A: Sure, why not? The completion time is even included in the Battle Record.
    The biggest challenge may be in the random distribution of battle cards, which
    prohibits planning a set path. Working out level-up strategies should prove
    plenty interesting.
    
    A few other issues of note. While all cutscenes can be skipped (including the
    opening credits), world-entry "intros" and tutorials cannot. Mashing X doesn't
    speed-fill text balloons. Cards obtained "full screen" (after random battles,
    for instance) can be dismissed immediately, however.
    
    KH-ReCOM can become painfully slow with SAVE or LOAD screens, hesitating after
    a memory card is selected. Usual tip -- use a blank memory card -- may lessen
    the effect somewhat, but the game's save mechanics may limit the improvement.
    See section "E.3.2 Save Files" earlier for other observations.
    
    To get you started, the author's fastest game as Sora clocked in at 18:42.
    
    
    .: F.7 CHEAT DEVICES :.........................................................
    
    Q: Where can I find Action Replay cheat codes?
    
    A: At last check, over three hundred codes were listed at CodeJunkies.com,
    Datel's official site. Their links change too often to include here, but their
    site has a handy search feature.
    
    Q: But I have a GameShark. What about codes for that?
    
    A: Sorry, but none were listed at GameShark.com. That can change, however, so
    visit their site regularly, and request a code if they offer the option.
    
    Q: Anything for Codebreaker?
    
    A: So far, none are listed at CodeTwink.com, the official CodeBreaker site, but
    try searching their forums.
    
    However, Codebreaker codes for KH-ReCOM were spotted at Neoseeker:
      http://www.neoseeker.com/Games/Products/PS2/
      kingdom_hearts_re_chain_of_memories/code_breaker.html
    
    Remove the line break and extra spaces before copying this long link to your
    browser.
    
    Q: Isn't there anywhere else to look for codes?
    
    A: Searching kh-vids.net is widely recommended. But try your favorite search
    site, too, such as Google or AltaVista.
    
    Be sure to search topics and questions posted on GameFAQs' KH-ReCOM message
    board and answers pages.
    
    
    .: F.8 KNOWN PROBLEMS :........................................................
    
    IMPORTANT! None of these problem reports were experienced first-hand or
    stress-tested by the author. The resolutions are reported as-is in the hopes
    they assist with your own investigation. Caveat emptor.
    
    Q: Why was I told my memory card has "insufficient space"?
    
    A: KH-ReCOM requires 100 KB free on your memory card the first time you save.
    
    Q: I checked and there's more than 100 KB free on the card. What's wrong?
    
    A: KH-ReCOM may not recognize some third-party memory cards. Try saving to an 8
    MB memory card for PS2, one made by Sony. If that works, you may be able to
    copy the save files -- game saves, plus the System Data file -- onto the "fat"
    memory card and continue from there.
    
    Q: I tried, but I still can't save. What else can I try?
    
    A: While the SAVE screen is displayed, try (carefully) unplugging your
    DualShock 2 controller and plugging it back in. It's a last-ditch effort,
    possibly more prevalent on "slim" PS2 models, and no help if you use another
    brand of controller.
    
    To learn more, read "Appendix A: Controller Issue" of Maltzsan's Game Mechanics
    FAQ for Final Fantasy XII:
      http://www.gamefaqs.com/console/ps2/file/459841/45900
    
    Reformatting or replacing the memory card may be the only remaining option.
    
    Q: Is KH-ReCOM compatible with my PS3?
    
    A: KH-ReCOM is compatible with U.S. PlayStation 3 models that support
    backward-compatibility (BC) with PlayStation 2 games. To learn more about your
    particular model, visit PlayStation.com.
    
    Q: Can I get KH-ReCOM to work on my non-U.S. PS3 BC model?
    
    A: Sorry, but as of this writing, no.
    
    The main issue is KH-ReCOM's Region 1 encoding. PS3 games are coded region-free
    (so far), but all models respect region coding for PS1 and PS2 games. If you
    import KH-ReCOM, you may also need a software go-between, such as SwapMagic3
    once did for PS2 consoles.
      Swamp Magic3, official site, http://www.swapmagic3.com
      Wikipedia, http://en.wikipedia.org/wiki/Swap_Magic
    
    To date, however, no PS3 equivalent of SwapMagic is known to exist. Write to
    Disney and Square Enix to request the game for your region. Let them know you
    want it!
    
    Other technical issues may also pose problems with using an NTSC U/C game, of
    course.
    
    By the by, if a solution becomes available and you go so far as importing,
    investigating KH2-FM+ may be worth your time and consideration.
    
    Q: Wait, I was told my PS3 model (40 GB, Slim, and so on) could be made
    backward compatible. What do I need to do?
    
    A: Your source of information was mistaken. To verify PS and PS2 game
    compatibility with your model, visit PlayStation.com.
    
    Q: I got as far as Sora's tutorials and the game froze. What gives?
    
    A: You ran into a firmware glitch. The problem only manifests on PS3 80 GB
    models still using old firmware. Check your PS3 and verify the firmware is
    v2.60 (circa January 2009) or more recent.
    
    If not, you have two choices: 1) Upgrade the firmware, or 2) download a saved
    game. The latter may be preferred by those who don't want to risk the former,
    but the firmware upgrade doubtless solves more than this bug alone.
    
    WARNING! Firmware upgrades always involve some level of risk. Learn all you can
    before deciding. Check with a parent or guardian, as needed, seriously.
    
    Q: Okay, how do I upgrade my PS3's firmware?
    
    A: Talk to the good folks at Sony by visiting PlayStation.com.
    
    Q: If I don't want to risk it (bricking scares me), how do I download?
    
    A: An "80GB PS3 FAQ" was posted and may help if you choose to download.
      http://www.gamefaqs.com/boards/genmessage.php?board=954016&topic=47155461
    
    Otherwise, refer to your PS3 documentation, contact Sony, or search the web for
    a "PSV transfer how-to" more to your liking.
    
    Q: The cutscenes seem...fuzzy compared to KH. Do I need to adjust my display?
    
    A: No. That's normal. The difference in rendering quality is most noticeable
    when the games are played back to back. Do not adjust your set.
    
    Q: Can you help with my __________ brand of __________?
    
    A: Sorry, no. The issues here relate directly to KH-ReCOM and have been the
    source of numerous questions. For any other hardware issue, contact the
    manufacturer or search the hardware boards.
    
    
    .: F.9 TRIVIA & FAVORITES :....................................................
    
    Q: Why does Riku need a Castle Oblivion world card when Sora didn't?
    
    A: Excellent question, a real puzzler. Play KH2 to find out. And if you already
    have, here are two words to ponder: Betwixt & Between. (Saying anything more
    constitutes a pretty substantial spoiler.)
    
    Q: Why are Namine and Saix's names misspelled?
    
    A: The diacritic marks were excused to preserve the guide's ASCII format.
    Apologies to any philologists and phonetists reading along.
    
    Q: Wasn't Riku a girl in Final Fantasy X (and FFX-2)?
    
    A: No, that's Rikku. She makes an appearance in KH2.
    
    Q: Hey, I heard the maximum level was LV100. Is that true?
    
    A: No, sorry. In the original KH Sora and company topped out at LV100, true
    enough, but in KH2 and KH-ReCOM the maximum level is LV99.
    
    Q: Isn't Lethal Flame really called Lethal Frame?
    
    A: No, the name has always appeared as Lethal Flame in the North American
    release. Deviating from literal translations is common practice during
    localization, when the translation lacks oomph, for instance, or results in an
    off-color phrase or a racial slur, as pigeon-English is classified.
    
    Q: What are your favorite sleights?
    
    A: Sonic Blade, most Organization members crumble before it, and Dark Break is
    just too much fun. Mega Flare and Trinity Limit are favored for quickly
    clearing the arena; Holy disappoints in comparison. Reference section "E.3.3
    Deck Building" puts a few more in context.
    
    Warp recently earned new respect for hunting down enemy cards, as well.
    
    Q: What are your favorite enemy cards?
    
    A: Xigbar, especially with a deck based on Firaga and various Raid sleights.
    Demyx, in conjunction with Freeze and Aqua Splash. Bouncywild is invaluable
    when farming for EXP or any other battlefield spoils, including friend cards.
    When going for completion, Black Fungus's Random Flush can cure boredom. For
    Riku, Lexaeus, bar none when grinding.
    
    Q: What are your favorite bits during the end-credits sequences?
    
    A: In Sora's story, Leon shaking his head over the other antics, Cloud
    unimpressed with Herc, and Axel recruiting the replica. And yes, Roxas's
    semi-appearance was poignant. For Riku's story, the battle posturing amused,
    but Axel's reaction to sea salt ice cream was most memorable (is he surprised
    at the taste, surprised he likes the taste, or surprised that he can taste or
    like the taste at all?). And even knowing what happens in KH2, the almost-seen
    silver-haired someone at the end still elicited growls for being cut short.
    
    
    .:| G. TRANSCRIPTS |:.......................................................:.:
    
    YOU ARE NOW ENTERING SPOILER TERRITORY. Exact and with every string
    double-checked, herein are all of the in-game recordings as displayed in LV99
    100% complete games.
    
    Unlike KH and KH2, the texts do not change as the story progresses.
    
    Note: Provided for your convenient access to the in-game texts, as a refresher
    to the story, not as a reproduction of the on-screen layouts. Blank lines may
    have been removed for brevity or clarity's sake.
    
    
    .: G.1 JOURNAL TRANSCRIPT :....................................................
    
    A record of everything found in Sora's Journal that's not already covered
    elsewhere. The writing is from Jiminy Cricket's perspective at all times and
    may not account for stories unfolding beyond his knowledge.
    
    
    .: G.1.1 STORY TRANSCRIPTS :.
    
    Worlds are listed in the Journal in a set order, regardless of the order in
    which the worlds were synthesized.
    
    
    SORA'S TALE I
    
    Our friends may be here... It was that thought that led us to Castle Oblivion,
    where cards rule over all.
    
    A mysterious man gave Sora a card, and using it took us to Traverse Town -- of
    all places!
    
    It turned out the town was just a figment of our own remembrances, the first
    world of many that lie in Sora's heart.
    
    And so our journey through these worlds begins.
    
    
    SORA'S TALE II
    
    It seems we're slowly losing our memories of what happened before the castle.
    And all my notes about the last journey have vanished!
    
    But in exchange, Sora is remembering other things he must have forgotten until
    now -- like a girl he knew when he was little.
    
    While fighting Larxene, Sora finally remembered the girl's name...
    
    Namine.
    
    
    SORA'S TALE III
    
    Sora pressed on in his search for Namine, and can you believe it? He found
    Riku, his best friend whom we thought was lost.
    
    Sora was so happy, but Riku attacked him just like that, saying, "I'll protect
    Namine!"
    
    What could he mean? Will something happen if Sora finds Namine?
    
    Sora is chasing after Riku...and the answers.
    
    
    SORA'S TALE IV
    
    So Sora's memories of Namine were false...
    
    Marluxia wanted Sora's heart and the strength within, so he used Namine to
    create fake memories and place them in Sora's heart.
    
    Larxene is gone, so we're going to the top floor to finish Marluxia. We want
    our memories back.
    
    And Sora -- he wants to keep the promise he remembers. Namine may not be his
    friend, but in his heart, protecting her is the only choice.
    
    
    TRAVERSE TOWN
    
    The card the hooded man gave us took us to Traverse Town, where we were
    reunited with Leon, Yuffie, and our other friends.
    
    Leon acted like he'd forgotten Sora, but for whatever reason still knew his
    name. I guess his memory got mixed up somehow.
    
    Aerith sensed that the town and everyone there was a product of Sora's
    memories. It may sound crazy, but I think she was right.
    
    
    WONDERLAND
    
    When we chased after the White Rabbit, we stumbled upon a trial in progress.
    
    The Queen of Hearts accused Alice of stealing her memory and sentenced her to
    death!
    
    Angered by the shoddy trial, Sora freed Alice and hunted down the real culprit.
    
    But even after we bested the Trickmaster, the Queen refused to believe that
    Alice was innocent.
    
    Fortunately, Alice's quick thinking pacified the Queen and no one had to lose
    their head.
    
    
    OLYMPUS COLISEUM
    
    Sora wanted to take on Hercules, so we all decided to compete in the games.
    
    Hades, frantic to dispose of Hercules, hired Cloud to take him out. Cloud
    cooperated, thinking he would get his lost memories back.
    
    But not even Cloud could beat Hercules. Hades stepped in to finish the job, but
    we put his plans on ice.
    
    
    AGRABAH
    
    Aladdin brought the magic lamp back from the Cave of Wonders, hoping for a
    chance to meet Jasmine, Princess of Agrabah.
    
    Inside the lamp was Genie, who would grant three wishes to the lamp's bearer.
    
    Aladdin hoped to become a prince so he could see Jasmine whenever he wanted.
    But he used two wishes battling the Heartless, and then Jafar stole the lamp.
    
    Jafar turned into a genie, but we defeated him and Aladdin got the lamp back.
    
    Instead of becoming a prince, Aladdin used his last wish to set Genie free, and
    decided he wanted Jasmine to know him as he really is.
    
    
    HALLOWEEN TOWN
    
    Dr. Finkelstein invented a potion that restores true memories, but it drew the
    Heartless to Halloween Town.
    
    Intrigued, Sora went with Jack to look for Sally, who had nabbed the potion
    because she was scared of what it could do.
    
    Oogie Boogie swiped the potion and downed it in a single gulp. But his true
    memories drove him mad with fear.
    
    What if true memories do that to everyone's heart? Scary.
    
    
    MONSTRO
    
    Geppetto went out looking for Pinocchio and was swallowed up by the whale
    Monstro. But finding Pinocchio inside filled him with joy.
    
    But Pinocchio felt bad about running away from home and putting his father in
    danger, so he set off to find a way out of Monstro.
    
    After a run-in with a big Heartless, Pinocchio had a great idea! Why not make a
    commotion and get Monstro to spit us out?
    
    With our help, the plan worked, and Pinocchio and Geppetto escaped safely.
    
    
    ATLANTICA
    
    Ariel, Princess of Atlantica, was worried about her little friend Flounder, who
    was nowhere to be found.
    
    The sea witch Ursula told Ariel that Flounder was on the surface world,
    trapped, and King Triton's trident was the only way to save him.
    
    Ariel was so worried, she stole the trident for Ursula, but it was all a trick
    -- Ursula had Flounder all along.
    
    With the trident's power Ursula became a giant, but we stopped her and Ariel
    resolved to apologize to her father, the king.
    
    
    NEVERLAND
    
    Peter Pan stowed away on Captain Hook's ship to save the kidnapped Wendy.
    
    But no sooner had she been saved than Wendy told Peter she wanted to go home to
    London.
    
    Would Wendy grow up and forget about him and Neverland? Peter didn't like that
    one bit, and left in a huff.
    
    Meanwhile, we were just trying to get off the ship. Hook caught us on the deck,
    but Peter came back and bailed us out.
    
    In the end, Peter and Wendy said their farewells, but promised to meet again
    one day.
    
    
    HOLLOW BASTION
    
    The Beast came to rescue Belle from Maleficent's clutches, but to his dismay,
    Belle acted coldly and would not go with him.
    
    We felt bad for him, so we went to see Belle. It turned out she was only
    pretending to be cruel, to keep her heart and the love within safe from
    Maleficent.
    
    But faced with a choice, Belle couldn't hide how she felt for the Beast, and
    Maleficent stole her heart.
    
    Together with the Beast, we took care of Maleficent and restored Belle's heart.
    
    
    100 ACRE WOOD
    
    Pooh seemed to have lost his friends, so Sora stopped to help him look.
    
    Maybe Sora saw something of himself in Pooh, since he's looking for friends
    too.
    
    
    TWILIGHT TOWN
    
    The card Vexen gave us led to a town none of use remembered.
    
    But Sora held fast to his promise to Namine, and we pressed on.
    
    Speaking of which, Vexen seemed ready to say something about that, but Axel
    showed up, and... Well, we won't be seeing Vexen again.
    
    
    DESTINY ISLANDS
    
    The last card led to the place where Sora grew up.
    
    Sora wandered the islet that was once his playground, wading through his
    memories to find the girl he cared for.
    
    But when he found Namine, she told him the bitter truth -- nothing he
    remembered of her ever happened.
    
    
    CASTLE OBLIVION
    
    Well, we've made it to the top, and many of our memories are gone. Sora can't
    even recall the name of the person he cares for most.
    
    But we've made a promise. No distance can separate us, and we'll be friends
    even if we can't remember it to be so.
    
    Axel is out of the way. We just have to stop Marluxia. He ordered Namine to
    wipe Sora's memory, but it doesn't matter.
    
    Sora knows that promises don't fade as easily as memories.
    
    
    .: G.1.2 CARD COLLECTION TRANSCRIPT .
    
    Nothing to transcribe. See section "D.2.6 Journal".
    
    
    .: G.1.3 CARD INDEX TRANSCRIPT :.
    
    ATTACK CARDS
    
    See "Attack Cards" in section "E.1.1 Battle Cards - Sora".
    
    MAGIC CARDS
    
    See "Magic Cards" in section "E.1.1 Battle Cards - Sora".
    
    SUMMON CARDS
    
    See "Summon Cards" in section "E.1.1 Battle Cards - Sora".
    
    ITEM CARDS
    
    See "Item Cards" in section "E.1.1 Battle Cards - Sora".
    
    FRIEND CARDS
    
    Donald
    Donald randomly casts two spells from Fire, Blizzard, Thunder, or Cure. Stock
    more than one to power up Donald's magic.
    
    Goofy
    Goofy attacks the enemy as he spins around Sora. Stock more than one for more
    power and duration.
    
    Aladdin
    Aladdin runs around while swinging his sword, producing Moogle Point orbs.
    Stock more than one to stun enemies and produce more Moogle Point orbs.
    
    Ariel
    Ariel whirls across the field, striking many enemies. Stock more than one for
    multiple strikes.
    
    Jack
    Jack casts Fire, Blizzard, Thunder, or Gravity. Stock more than one and Jack
    will cast multiple, more powerful spells.
    
    Peter Pan
    Peter Pan attacks with his dagger. Quick taps on [triangle] speed up attacks
    and produce Moogle Point orbs. Stock more than one for more power and duration.
    
    The Beast
    The Beast knocks enemies towards Sora. Sora can then knock the enemies back to
    the Beast. Stock more than one for multiple strikes.
    
    Pluto
    Pluto digs up cards and orbs from the ground. Stock more than one for better
    items.
    
    ENEMY CARDS
    
    See section "E.1.3 Enemy Cards".
    
    MAP CARDS
    
    See section "E.1.4 Map Cards".
    
    WORLD CARDS
    
    Traverse Town
    Allows you to visit Traverse Town. Can be used on the first floor.
    
    Agrabah
    Allows you to visit Agrabah. Can be used on floors 2 through 6.
    
    Olympus Coliseum
    Allows you to visit Olympus Coliseum. Can be used on floors 2 through 6.
    
    Wonderland
    Allows you to visit Wonderland. Can be used on floors 2 through 6.
    
    Monstro
    Allows you to visit Monstro. Can be used on floors 2 through 6.
    
    Halloween Town
    Allows you to visit Halloween Town. Can be used on floors 2 through 6.
    
    Atlantica
    Allows you to visit Atlantica. Can be used on floors 7 through 10.
    
    Neverland
    Allows you to visit Neverland. Can be used on floors 7 through 10.
    
    Hollow Bastion
    Allows you to visit Hollow Bastion. Can be used on floors 7 through 10.
    
    100 Acre Wood
    Allows you to visit 100 Acre Wood. Can be used on floors 7 through 10.
    
    Twilight Town
    Allows you to visit Twilight Town. Can be used on the 11th floor.
    
    Destiny Islands
    Allows you to visit Destiny Islands. Can be used on the 12th floor.
    
    GIMMICK CARDS
    
    Obtained under certain conditions during boss battles. Use the card to generate
    effects that can give you the upper hand.
    
    SPECIAL CARDS
    
    See section "E.1.7 Special Cards".
    
    
    .: G.1.4 CHARACTERS TRANSCRIPT :.
    
    CHARACTERS I
    
    Sora
    A bright and spirited boy chosen by the Keyblade to battle the Heartless. It
    was Sora who defeated Ansem, ending his plans to shroud all worlds in darkness.
    However, Sora continues his journey, seeking the friends he lost during the
    struggle.
    
    Donald Duck                              "The Wise Little Hen" (1934), etc.
    Court wizard at Disney Castle who set out with Goofy after the king's
    disappearance. His short temper sometimes gets him into trouble, but he is very
    brave. Donald is currently seeking clues to what happened to the king after he
    was locked behind the door to darkness.
    
    Goofy                                     "Two Weeks Vacation" (1952), etc.
    Captain of the Disney Castle Royal Knights. He set out with Donald after the
    king's disappearance. He is cheerful and calm, and no one is more loyal to the
    king. Goofy and Sora are especially good friends.
    
    Jiminy Cricket                                           "Pinocchio" (1940)
    That's right, me again. I'm keeping a journal of everyone's adventures. I also
    act as Pinocchio's conscience, so he'll know right from wrong.
    
    Pluto                                         "The Chain Gang" (1930), etc.
    The king's faithful dog. The strength of their bond goes beyond that of master
    and pet. He had left Disney Castle with Donald and Goofy, but is now on his
    own. His keen sense of smell might lead us to secrets yet uncovered.
    
    Riku
    Sora's childhood friend. Baited by the darkness and used by Maleficent and
    Ansem, Riku once fought against Sora. In order to seal the door to darkness,
    Riku stayed with the king on the other side. His current whereabouts are
    unknown. Sora journeys in hopes of finding Riku.
    
    Kairi
    Sora's childhood friend. Sora's journey began as a search for Kairi, who
    disappeared when their island home was swallowed by darkness. Kairi was held
    captive by the Heartless, but thanks to Sora, she and the islands were saved.
    She waits there for Sora and Riku's return.
    
    CHARACTERS II
    
    Namine
    A young witch who, under orders from Marluxia, rewrote much of Sora's memory.
    Because Namine based the false memories on Sora's feelings toward Kairi, Sora
    believed he and Namine had been friends since childhood. But truth be told, the
    two had never met before Castle Oblivion.
    
    Riku Replica
    A replica of Riku created by Vexen from the real Riku's data. Through Namine's
    power he was infused with false memories and made to believe he was the real
    Riku. The truth has wounded him deeply.
    
    Vexen
    A man absorbed in his dubious research in Castle Oblivion. Vexen tried to
    destroy Sora by controlling Riku and pitting the two against each other. When
    this plan failed, he confronted Sora personally.
    
    Axel
    A mysterious figure who stands in Sora's path. Hard to read, half the time Axel
    seems to just be messing around...but for all we know, he's done more thinking
    than everyone else put together.
    
    Marluxia
    Lord of Castle Oblivion and a member of the Organization. In a move to bring
    the group under his control, Marluxia used Namine to manipulate Sora's memory
    and tried to claim the power of the Keyblade.
    
    Larxene
    A member of the Organization that controls Castle Oblivion. Larxene is
    unfeeling and loves nothing more than to bring other people down. She is on
    good terms with Axel but still mocks everyone and trusts no one.
    
    OTHERS
    
    Simba                                                "The Lion King" (1994)
    Successor to his father as ruler of the Pride Lands. Sora need only call and
    Simba will appear and lend his strength.
    
    Dumbo                                                        "Dumbo" (1941)
    A small elephant born in a circus. The other animals laughed at his big ears,
    but the courage to fly made Dumbo the star of the circus. If Sora calls, Dumbo
    will come to the rescue.
    
    Bambi                                                        "Bambi" (1942)
    A young deer prince whose father is king of the Forest. Sora can call on Bambi
    for help anytime.
    
    Mushu                                                        "Mulan" (1998)
    Once a guardian dragon of a Chinese family. Due to past mistakes, he lost much
    of his former power. If Sora calls, Mushu will come to our aid.
    
    The Moogles                                       "FINAL FANTASY III", etc.
    A strange race that seems to pop up just about anywhere. In Castle Oblivion,
    the moogles run shops where Sora can trade in unwanted cards.
    
    TRAVERSE TOWN
    
    Leon                                                   "FINAL FANTASY VIII"
    A cool and collected swordsman who wields a gunblade. His real name: Squall
    Leonhart. Leon once fought with Sora against the Heartless, but the Leon we met
    in Castle Oblivion is a product of Sora's memory, so he can't remember much of
    what happened before.
    
    Yuffie                                                  "FINAL FANTASY VII"
    A girl whose cheerful personality belies her painful memories. When she was
    still young the Heartless robbed her of her home. Never one to sweat the small
    stuff, Yuffie seems unfazed by her fuddled memory.
    
    Aerith                                                  "FINAL FANTASY VII"
    A young woman who fought the Heartless. Her calm demeanor hides an unbreakable
    will. Aerith also has a mysterious sense of truth, and is aware that Traverse
    Town and its inhabitants are a figment of Sora's memory.
    
    Cid                                                     "FINAL FANTASY VII"
    A gifted pilot who saved Leon and the others from the Heartless when they were
    just children. Cid lives in Traverse Town now.
    
    WONDERLAND
    
    Alice                                          "Alice in Wonderland" (1951)
    A curious girl who fell down the rabbit hole into Wonderland. Alice was falsely
    accused of stealing the Queen of Hearts's memory and put on trial, but we
    intervened and helped her clear her name.
    
    The Queen of Hearts                            "Alice in Wonderland" (1951)
    A selfish ruler who commands an army of card soldiers. A Heartless stole the
    Queen's memory, but she accused Alice and put her on trial.
    
    The White Rabbit                               "Alice in Wonderland" (1951)
    A loyal retainer of the Queen of Hearts. He always carries out the Queen's
    orders, no matter what they may be.
    
    Card of Hearts                                 "Alice in Wonderland" (1951)
    A guard in the service of the Queen of Hearts. The card fears her temper and
    will do anything she orders.
    
    Card of Spades                                 "Alice in Wonderland" (1951)
    A guard in the service of the Queen of Hearts. The card fears her temper and
    will do anything she orders.
    
    The Cheshire Cat                               "Alice in Wonderland" (1951)
    A mysterious, grinning cat who always talks in riddles. He appears when you
    least expect it, and disappears whenever he pleases.
    
    OLYMPUS COLISEUM
    
    Hercules                                                  "Hercules" (1997)
    Son of the gods Zeus and Hera, but not a god himself. With godlike strength and
    a gentle heart, Hercules is a true hero. He has never lost at the Coliseum
    games.
    
    Philoctetes                                               "Hercules" (1997)
    Trainer of countless heroes, including Hercules. Nowadays Phil runs the
    Coliseum and manages the games.
    
    Hades                                                     "Hercules" (1997)
    Ruler of the Underworld. Hades can't stand Hercules. He tricked Cloud into
    challenging Hercules to the death, but we put an end to his plotting.
    
    Cloud                                                   "FINAL FANTASY VII"
    A swordsman hired by Hades to take out Hercules. Cloud seeks the true memories
    he has lost. Were they memories of someone dear to him, or memories of his own
    hazy past?
    
    AGRABAH
    
    Aladdin                                                    "Aladdin" (1992)
    A young man who lives in Agrabah and dreams of meeting Princess Jasmine.
    Aladdin became Genie's master when he found the magic lamp. At first Aladdin
    wanted to become a prince and impress Jasmine, but in the end he gave Genie his
    freedom and decided to show Jasmine his true self.
    
    Genie                                                      "Aladdin" (1992)
    Captive of the magic lamp. Genie must grant the lamp's holder three wishes. He
    longs for freedom, but can only get it if someone uses a wish to set him free.
    
    Jasmine                                                    "Aladdin" (1992)
    Princess of Agrabah. Jasmine feels cooped up in the palace and longs for the
    freedom outside its walls.
    
    Iago                                                       "Aladdin" (1992)
    A cunning and chatty parrot. Iago flies about Agrabah, serving as the evil
    Jafar's eyes and ears.
    
    Jafar                                                      "Aladdin" (1992)
    A sorcerer and Agrabah's royal vizier. Jafar stole the magic lamp from Aladdin
    and, with Genie's power, schemed to become ruler of Agrabah.
    
    Jafar-Genie                                                "Aladdin" (1992)
    Jafar's genie form. After taking the magic lamp from Aladdin, Jafar wished for
    the powers of a genie and tried to do us in.
    
    HALLOWEEN TOWN
    
    Sora
    A bright and spirited boy chosen by the Keyblade to battle the Heartless. It
    was Sora who defeated Ansem, ending his plans to shroud all worlds in darkness.
    However, Sora continues his journey, seeking the friends he lost during the
    struggle.
    
    Donald Duck                              "The Wise Little Hen" (1934), etc.
    Court wizard at Disney Castle who set out with Goofy after the king's
    disappearance. His short temper sometimes gets him into trouble, but he is very
    brave. Donald is currently seeking clues to what happened to the king after he
    was locked behind the door to darkness.
    
    Goofy                                     "Two Weeks Vacation" (1952), etc.
    Captain of the Disney Castle Royal Knights. He set out with Donald after the
    king's disappearance. He is cheerful and calm, and no one is more loyal to the
    king. Goofy and Sora are especially good friends.
    
    Jack                                "The Nightmare Before Christmas" (1993)
    Halloween Town's master of the macabre. Jack is always looking for new ways to
    bring the spooks and shivers of Halloween to all.
    
    Sally                               "The Nightmare Before Christmas" (1993)
    Dr. Finkelstein's helper at the lab. He created her from various odds and ends.
    Sally is secretly in love with Jack.
    
    Dr. Finkelstein                     "The Nightmare Before Christmas" (1993)
    The mad scientist of Halloween Town. He's always immersed in his odd
    experiments. This time Dr. Finkelstein came up with a potion to restore true
    memories, only to have it guzzled by Oogie Boogie.
    
    Oogie Boogie                        "The Nightmare Before Christmas" (1993)
    A villain who's always plotting against Jack. Oogie Boogie stole Dr.
    Finkelstein's potion thinking it would make him stronger, but it drove him mad
    with fear instead.
    
    MONSTRO
    
    Pinocchio                                                "Pinocchio" (1940)
    A wooden puppet Geppetto made, brought to life by the Blue Fairy. To become a
    real boy, Pinocchio has to learn bravery, kindness, and honesty. He and
    Geppetto were swallowed by Monstro, but they escaped with a little help from
    us.
    
    Geppetto                                                 "Pinocchio" (1940)
    A gentle and earnest clockmaker who carved Pinocchio from a block of wood.
    Geppetto was swallowed by Monstro, boat and all, while searching for Pinocchio.
    The two were reunited inside the giant whale, and escaped with our help.
    
    ATLANTICA
    
    Ariel                                           "The Little Mermaid" (1989)
    The daughter of King Triton who longs to see the surface world. Worried by
    Flounder's disappearance, Ariel was cajoled by Ursula into forking over the
    king's trident. We helped Ariel save Flounder and recover the trident, and she
    resolved to tell her father the truth.
    
    Sebastian                                       "The Little Mermaid" (1989)
    Triton's music director and Ariel's guardian. Sebastian is constantly scolding
    Ariel for her escapades, but only because he worries for her safety.
    
    Flounder                                        "The Little Mermaid" (1989)
    A young fish. He's not exactly brave, but Flounder is Ariel's most loyal
    friend. Ursula kidnapped Flounder as part of her plan to trick Ariel and steal
    the trident.
    
    Ursula                                          "The Little Mermaid" (1989)
    The sea witch. She once lived in the palace, but was banished for her scheming.
    Ursula deceived Ariel and stole the trident in an attempt to rule all
    Atlantica.
    
    NEVERLAND
    
    Peter Pan                                                "Peter Pan" (1953)
    A boy who lives in Neverland, where no one ever grows up. Peter can be
    stubborn, but deep down he's brave and just. He was upset that Wendy wanted to
    return to London, but in the end he wished her well.
    
    Tinker Bell                                              "Peter Pan" (1953)
    A fairy with a jealous streak, especially when Peter pays attention to other
    girls.
    
    Wendy                                                    "Peter Pan" (1953)
    A dreamy English girl. Peter showed her the way to Neverland. Wendy really
    likes Peter, but decided to return home to London.
    
    Hook                                                     "Peter Pan" (1953)
    A pirate who holds a grudge against Peter Pan. Hook kidnapped Wendy to lure
    Peter out. Normally proud, Hook falls to pieces the moment the crocodile that
    took his hand shows up.
    
    HOLLOW BASTION
    
    The Beast                                     "Beauty and the Beast" (1991)
    A prince transformed into a beast because of his selfishness. Meeting Belle
    restored humanity to his heart. Though stunned by Belle's cold behavior, his
    faith in their love never wavered.
    
    Belle                                         "Beauty and the Beast" (1991)
    A young woman who saw kindness behind the Beast's gruff exterior. Realizing
    Maleficent sought her heart, Belle acted coldly toward the Beast to keep her
    heart beyond the witch's reach.
    
    Maleficent                                         "Sleeping Beauty" (1959)
    A witch who commands the darkness. Sora faced Maleficent and her Heartless once
    before. She stole Belle's heart to perfect her dark powers, though Belle had
    seen through her plan.
    
    Dragon Maleficent                                  "Sleeping Beauty" (1959)
    Maleficent's dragon form. Her own sorcery mingled with the vast powers of
    darkness made Maleficent a fearful opponent.
    
    100 ACRE WOOD
    
    Winnie the Pooh           "Winnie the Pooh and the Honey Tree" (1966), etc.
    A bear who lives in the base of a tree in the 100 Acre Wood. Pooh loves to eat
    -- especially honey. He's gentle and easygoing, but a little absent-minded.
    
    Piglet                  "Winnie the Pooh and the Blustery Day" (1968), etc.
    Pooh's closest friend. Piglet is very shy, and when he's surprised, he covers
    his eyes with his floppy ears.
    
    Owl                       "Winnie the Pooh and the Honey Tree" (1966), etc.
    The wisest animal in the 100 Acre Wood. Sometimes he talks so much his friends
    fall asleep.
    
    Roo                       "Winnie the Pooh and the Honey Tree" (1966), etc.
    A feisty kangaroo who's full of energy. Little Roo wants to learn to bounce as
    high as Tigger.
    
    Eeyore                    "Winnie the Pooh and the Honey Tree" (1966), etc.
    A gloomy donkey whose tail keeps falling off and getting lost. Eeyore is timid
    and always a little down, and likes to take things slow.
    
    Tigger                    "Winnie the Pooh and the Honey Tree" (1966), etc.
    The one and only. Cheerful Tigger loves to bounce all day long. Sometimes his
    energy is too much for the others, but he always means well.
    
    Rabbit                    "Winnie the Pooh and the Honey Tree" (1966), etc.
    A diligent gardener who's always busy with his vegetables. Sometimes Rabbit is
    a bit short-tempered, especially when Tigger bounces around in his garden.
    
    DESTINY ISLANDS
    
    Tidus                                                     "FINAL FANTASY X"
    A young boy from Sora's islands with a sunny personality and lots of energy.
    Tidus has no shortage of confidence either, and considers himself a champ at
    everything.
    
    Wakka                                                     "FINAL FANTASY X"
    A boy from Sora's islands. Despite being the oldest, Wakka is modest and takes
    good care of his friends.
    
    Selphie                                                "FINAL FANTASY VIII"
    A perky girl from Sora's islands. Selphie is assertive and tends to leap before
    she looks, and she also has a romantic side.
    
    THE HEARTLESS
    
    See section "G.3 Annotated Bestiary".
    
    
    .: G.1.5 MINIGAMES TRANSCRIPT :.
    
    Nothing to transcribe. See section "D.2.6 Journal".
    
    
    .: G.2 D REPORT TRANSCRIPT :...................................................
    
    A record of everything found in Riku's D Report not already covered elsewhere.
    As with Sora's Journal, all texts are recorded from a certain viewpoint and may
    not account for storyline events unfolding elsewhere.
    
    
    .: G.2.1 STORY TRANSCRIPTS :.
    
    RIKU'S TALE I
    
    Bored with his secluded island life, Riku dreamt of seeing other worlds.
    
    He got his wish when darkness devoured Destiny Islands and he was thrust into
    the outside world.
    
    While looking for his lost friend Kairi, he met Maleficent, and accepted her
    help.
    
    But Maleficent had her eyes on Riku's strength and was working to make him her
    underling. She gave Riku the power of darkness, but as he used it, it gained
    power over him.
    
    This is why Riku fought his best friend, Sora, and how his heart fell to Ansem,
    pursuer of darkness.
    
    But Riku's heart was freed by Sora's light. Riku, Sora, and the king worked
    together to close the door to darkness, but Riku was trapped inside, in the
    realm of darkness.
    
    Will he see the realm of light again?
    
    
    RIKU'S TALE II
    
    Led by a mysterious voice, Riku made his way through the card-worlds, but met
    only dark beings within.
    
    Riku was told that because he rejected the other things in his life to claim
    darkness, his heart is now devoid of anything but the darkness he sought.
    
    Unable to accept this, Riku encountered Ansem, who tried yet again to conquer
    him.
    
    The king intervened to save Riku, but Ansem had not let go of his heart.
    
    And so Riku must fight the darkness within.
    
    
    RIKU'S TALE III
    
    Embattled with the darkness in his heart, Riku met someone who looked just like
    him, a replica crafted by Vexen, a member of the Organization.
    
    The replica commanded darkness freely, and called Riku cowardly for shunning
    the dark.
    
    Meanwhile, agents of the Organization laid their rivalry bare. Sora and Riku
    seem to be the reason they control the castle -- but why?
    
    
    RIKU'S TALE IV
    
    Vexen took his replica of Riku and headed for the surface, but finally fell at
    Sora's hands.
    
    Lexaeus confronted Riku, intending to bring him to submission using all force
    necessary.
    
    It was then that the powerful darkness in Riku's heart awakened. The darkness
    defeated Lexaeus, then dragged Riku into the realm of darkness.
    
    There, Ansem's shadow loomed large, but Riku was again saved by the king's
    light.
    
    
    RIKU'S TALE V
    
    One by one, members of the Organization fell at Riku and Sora's hands -- even
    Marluxia, lord of the castle.
    
    Zexion, hoping to avoid a similar fate, tried to use memories of Riku's island
    home against him.
    
    Ignored by his friends and even attacked by Sora -- it seemed Riku would be
    washed away by the light, but Kairi's voice gave him curage.
    
    No longer afraid of the darkness, Riku saw through the fake Sora and thwarted
    Zexion's trap.
    
    
    RIKU'S TALE VI
    
    By embracing his inner darkness, Riku gained a great power, but so did Ansem.
    
    Guided by the enigmatic DiZ, Riku made his way through Twilight Town, defeating
    his copy and locating Namine.
    
    When he found her, he also found Sora and friends in a deep slumber, waiting to
    get their lost memories back.
    
    Namine told Riku he could seal Ansem away forever by giving up his memories,
    but Riku refused to forget his friends.
    
    Riku chose to fight with his own strength. With the king at his side, he now
    makes ready for the final battle with Ansem.
    
    Will his choice take him to the realm of light...or darkness?
    
    
    .: G.2.2 CARD COLLECTION TRANSCRIPT .
    
    Nothing to transcribe. See section "D.3.6 D Report".
    
    
    .: G.2.3 CARD INDEX TRANSCRIPT :.
    
    BATTLE CARDS
    
    Soul Eater
    Reacts to dark power. Riku's strength is greater when he wields darkness in
    battle.
    
    Potion
    Quickly reloads attack cards with no charge time required. It does not work on
    cards that cannot be reloaded.
    
    Hi-Potion
    Quickly reloads attack cards with no charge time required. Even normally
    unreloadable cards are restored.
    
    The King
    The king restores HP, stuns and deals damage to all enemies, and reloads cards.
    
    Gimmick Cards
    Obtained under certain conditions during boss battles. Use the card to generate
    effects that can give you the upper hand.
    
    ENEMY CARDS
    
    See section "E.1.3 Enemy Cards".
    
    MAP CARDS
    
    See section "E.1.4 Map Cards".
    
    Note: Despite map card descriptions to the contrary, NO random foes drop enemy
    cards for Riku.
    
    WORLD CARDS
    
    Traverse Town
    Allows you to visit Traverse Town. Can be used on basement floors 11 through 8.
    
    Agrabah
    Allows you to visit Agrabah. Can be used on basement floors 11 through 8.
    
    Olympus Coliseum
    Allows you to visit Olympus Coliseum. Can be used on basement floors 7 through
    4.
    
    Wonderland
    Allows you to visit Wonderland. Can be used on basement floors 7 through 4.
    
    Monstro
    Allows you to visit Monstro. Can be used on basement floors 11 through 8.
    
    Halloween Town
    Allows you to visit Halloween Town. Can be used on basement floors 7 through 4.
    
    Atlantica
    Allows you to visit Atlantica. Can be used on basement floors 7 through 4.
    
    Neverland
    Allows you to visit Neverland. Can be used on basement floors 11 through 8.
    
    Hollow Bastion
    Allows you to visit Hollow Bastion. Can be used on basement floor 12.
    
    Twilight Town
    Allows you to visit Twilight Town. Can be used on basement floor 2.
    
    Destiny Islands
    Allows you to visit Destiny Islands. Can be used on basement floor 3.
    
    Castle Oblivion
    Allows you to visit 100 Acre Wood. Can be used on basement floor 1.
    
    
    .: G.2.4 CHARACTERS TRANSCRIPT :.
    
    CHARACTERS I
    
    Riku
    A boy who was born and raised on a small group of islands. Riku dreamt of
    seeing other worlds, and so he forsook the islands -- only to be seduced by the
    power of darkness. Enslaved by Ansem, pursuer of darkness, Riku clashed with
    his childhood friend Sora. But in the end he was able to regain himself and,
    together with Sora, close the door to darkness. Still, the dark wounds in
    Riku's heart have yet to mend.
    
    Riku (Halloween Town)
    A boy who was born and raised on a small group of islands. Riku dreamt of
    seeing other worlds, and so he forsook the islands -- only to be seduced by the
    power of darkness. Enslaved by Ansem, pursuer of darkness, Riku clashed with
    his childhood friend Sora. But in the end he was able to regain himself and,
    together with Sora, close the door to darkness. Still, the dark wounds in
    Riku's heart have yet to mend.
    
    The King                                     "Steamboat Willy" (1928), etc.
    The king who reigns over Disney Castle. He set off alone to protect his world
    and all worlds from the dominion of the dark. When Riku fell into the realm of
    darkness, the king showed him the way, but the two were separated when the door
    to darkness was closed.
    
    The King (Halloween Town)                    "Steamboat Willy" (1928), etc.
    The king who reigns over Disney Castle. He set off alone to protect his world
    and all worlds from the dominion of the dark. When Riku fell into the realm of
    darkness, the king showed him the way, but the two were separated when the door
    to darkness was closed.
    
    Sora
    Riku's boyhood friend, and the hero of light chosen by the Keyblade to stand
    against the darkness. While Riku was bridled by the darkness, he fought Sora,
    but their friendship proved stronger, and they ultimately worked together to
    close the door to darkness.
    
    Kairi
    Riku and Sora's friend growing up. Kairi vanished when their home islands were
    devoured by darkness. Riku and Sora both journeyed to find her. Kairi was held
    captive by the Heartless, but thanks to Sora, she and the islands were saved.
    She waits there for Sora and Riku's return.
    
    Namine
    A young witch who can manipulate memories. As Kairi's shadow, Namine altered
    Sora's memory under orders from the Organization. But the forgiveness in Sora's
    heart moved her to disobey those orders. Now she watches over Sora until the
    reconstruction of his memories is complete.
    
    Riku Replica
    A replica of Riku created by Vexen from the real Riku's data. Unlike the real
    Riku, he wields darkness freely, but is burdened by the fact he is an
    imitation.
    
    DiZ
    Truly an enigma. DiZ appeared before Riku in the guise of Ansem, presenting him
    with choices regarding the darkness within his heart. It is said he and the
    king have met.
    
    Ansem
    Pursuer of darkness. To open the door to darkness, Ansem used the Heartless to
    steal countless hearts. He enslaved Riku, but met his demise at Sora's hand.
    Nonetheless, Ansem's shadow lives on in the depths of Riku's heart.
    
    Vexen
    No. 4 in the Organization. He, Lexaeus, and Zexion have been in the group since
    its inception, and there is no love lost between them and neophytes like
    Marluxia. After battling Riku, Vexen turned to events unfolding aboveground,
    but successive failures led to his termination by Axel.
    
    Lexaeus
    No. 5 in the Organization. A born warrior, Lexaeus effortlessly brandishes a
    gigantic tomahawk. To counterbalance his rival Marluxia's bid for Sora's power,
    Lexaeus tried to conquer Riku, but was defeated by Riku's dark powers.
    
    Zexion
    No. 6 in the Organization. Zexion generally avoids dirtying his own hands when
    there are deeds to be done. However, with the destruction of Vexen and Lexaeus,
    he was forced into action. Disguised as Sora, Zexion confronted Riku. But Riku
    no longer feared the dark, and victory was beyond Zexion's reach.
    
    Axel
    No. 8 in the Organization. He is a Nobody whose intentions and secrets are
    hidden from all. Axel has no qualms about exploiting others to suit his needs.
    He used Sora and Namine to silence Marluxia and halt his plot against the
    Organization. Axel claims that he and Sora have something in common, but that
    connection is unclear.
    
    Marluxia
    No. 11 in the Organization. Marluxia lured Sora to Castle Oblivion in hopes of
    using his power to seize the Organization. He ordered Namine to alter Sora's
    memories, and fooled Vexen into challenging him. All was going according to
    plan, but Marluxia's scheme dissolved when Axel set Namine free. Marluxia was
    ultimately destroyed by Sora.
    
    Larxene
    No. 12 in the Organization. Larxene conspired with Marluxia to take over the
    Organization, and intended to pull Axel in as well. However, her abrasive,
    unfeeling personality proved her downfall -- provoking Sora's anger was a fatal
    error.
    
    CHARACTERS II
    
    Maleficent                                         "Sleeping Beauty" (1959)
    A witch who commands the darkness. Maleficent's charms won over Riku, and she
    empowered him with darkness. In Castle Oblivion she stood before Riku again,
    this time as a token of the indelible darkness in his heart.
    
    Jafar-Genie                                                "Aladdin" (1992)
    A sorcerer and also Agrabah's royal vizier, transformed by magic. Jafar
    appeared before Riku as a token of the indelible darkness in his heart.
    
    Ursula                                          "The Little Mermaid" (1989)
    The sea witch who plotted to rule all of the undersea kingdom Atlantica. Ursula
    appeared before Riku as a token of the indelible darkness in his heart.
    
    Hades                                                     "Hercules" (1997)
    God of the Underworld who seeks to rule over all. Hades appeared before Riku as
    a token of the indelible darkness in his heart.
    
    Oogie Boogie                        "The Nightmare Before Christmas" (1993)
    A villain who's always causing trouble in Halloween Town. Oogie Boogie appeared
    before Riku as a token of the indelible darkness in his heart.
    
    Hook                                                     "Peter Pan" (1953)
    A pirate of Neverland. Hook appeared before Riku as a token of the indelible
    darkness in his heart.
    
    THE HEARTLESS
    
    Detailed in the next section, "Annotated Bestiary".
    
    
    .: G.3 ANNOTATED BESTIARY :....................................................
    
    Everything recorded in both bestiaries, and a little bit more.
    
    . COMMON CHARACTERISTICS .
    
    Heartless may (or may not) exhibit a number of elemental affinities or
    weaknesses.
    
    Stunned ... becomes disoriented briefly
    Weak ...... takes additional damage; may also stun
    Resists ... avoids damage, always or sometimes; "Resists" appears
    Immune .... takes no damage at all
    Absorbs ... is healed by this attack; "Recover" appears
    
    Some weaknesses may also apply to physical attacks (by attack cards and attack
    sleights) and special attacks (by all sleights).
    
    Airborne foes can require special handling. A good general tactic is to card
    break their attacks until you can reach them.
    
         -> high .... yellow opera, gargoyle, air pirate, wyvern
      O  -> mid ..... red nocturne, green requiem, wizard
     /|\ -> low ..... blue rhapsody, aquatank
     / \ -> hover ... air soldier, search ghost, darkball, screwdiver
    
    All may be caught near ground level. Either wait for them to attack first and
    card break their attack, or use a sleight, such as Magnet Spiral, to knock them
    out of the air. Aero is effective against most, as is thunder if to a lesser
    extent.
    
    The higher the flyer, the greater the likelihood a ground-level attack will
    fail. Without entrapment, hovering foes are still too high for Sonic Blade and
    the elemental Raid sleights. High flyers may elude Blitz or fire magic at the
    pinnacle of their climb. Blizzard can hit flyers by first jumping to their
    height. Jumping does not help with Raid sleights, however.
    
    
    .: G.3.1 RANDOM HEARTLESS :.
    
    No random heartless uses sleights or zero cards, displays a card revolver, or
    plays an enemy card. For Riku, random heartless typically engage in three-card
    duels, though a few prefer five-card duels.
    
    Many enemy descriptions were taken directly from the original KH, or show only
    minor editing. Some effects are toned down or absent in KH-ReCOM.
    
    Descriptions of random heartless are identical for both Sora and Riku.
    
    Enemy groupings (or "mobs") vary by world and floor. A random heartless's
    inclusion in those groupings also depends on the map card used to synthesize
    the field room.
    
    Tip! When a particular enemy proves elusive, try a different map card, perhaps
    one from another color group. And if the encounter doesn't include the enemy
    you seek, Escape from battle and let the heartless respawn to try for a
    different grouping.
    
    
    AIR PIRATE --------------------------------------------------------------------
    Sightings: Neverland
    
    A winged Heartless that mostly sticks to Neverland. It's not armed, but it
    doesn't need to be. The Air Pirate deals a brutal punch right after its fist
    flashes.
    
    o Airborne, high flyer
    o Dangerous in swarms
    o Enemy card's Item Bracer ensures item cards aren't broken
    o Dueling, 3 card breaks
    
    AIR SOLDIER -------------------------------------------------------------------
    Sightings: Agrabah, Monstro, Twilight Town
    
    A winged Heartless. It swoops down onto its opponent's head, or slams into them
    when they let their guard down. The Air Soldier is swift, resilient, and not
    easy to ground.
    
    o Airborne, hovers, low flier; ground-level attacks may miss
    o Dueling, 3 card breaks
    
    AQUATANK ----------------------------------------------------------------------
    Sightings: Atlantica
    
    A fish-like Heartless that lazily wanders the sea. The Aquatank attacks with
    Thunder or by whirling its sizable body about.
    
    o Not so lazy as it was in the original KH
    o Airborne; size makes it less likely for ground-level attacks to miss
    o Avoid thunder-based attacks, such as Spellbinder and Thunder Raid
    o Dueling, 5 card breaks
    
    BANDIT ------------------------------------------------------------------------
    Sightings: Agrabah
    
    A Heartless that mainly appears in Agrabah. The Bandit deftly wields the
    scimitar it carries, and should be approached cautiously.
    
    o Only appears in Agrabah, despite the description
    o Aural cue; dodge roll can sidestep its attacks
    o Dueling, 3 card breaks
    
    BARREL SPIDER -----------------------------------------------------------------
    Sightings: Agrabah, Olympus Coliseum, Monstro, Neverland, Twilight Town,
               Destiny Islands
    
    A gunpowder-packed barrel transformed by the darkness into a Heartless. The
    Barrel Spider sets upon anyone foolish enough to think it's an ordinary barrel.
    
    o Any field-room barrel can hide a barrel spider
    o Most common in Agrabah, Monstro, and Olympus Coliseum
    o Self-destructs, after an audible "scampering"
    o No card is dropped if the last barrel spider self-destructs
    o Dueling, 3 card breaks
    
    BLACK FUNGUS ------------------------------------------------------------------
    Sightings: Every world
    
    An aggressive, poisonous Heartless, not to be confused with the White Mushroom.
    The Black Fungus likes to paralyze its enemies and toy with them. It's tough to
    beat, but victory doesn't go unrewarded...
    
    o Favors playing a seven (7) card
    o Immune to damage when it resembles statuary
    o Resists confusion (Idyll Romp)
    o Emits damaging fog that stuns, long enough to get hit again
    o Dueling, 3 card breaks
    
    Section "E.3.5 Battle Spoils" explains what to expect from black fungi.
    
    BLUE RHAPSODY -----------------------------------------------------------------
    Sightings: Traverse Town, Olympus Coliseum, Castle Oblivion
    
    A magic-wielding Heartless that drifts through the air. The Blue Rhapsody
    attacks with Blizzard once it's close enough, and absorbs ice damage.
    
    o Airborne, low flier; ground-level attacks may miss
    o Quick, bounces around; target-lock recommended
    o Avoid ice-based attacks, such as Blizzard Raid, Dumbo, and Aqua Splash
    o Excellent enemy card against fiery foes like Hades or Axel
    o Dueling, 3 card breaks
    
    BOUNCYWILD --------------------------------------------------------------------
    Sightings: Olympus Coliseum
    
    A simian Heartless. It teases its enemies and throws banana peels from far
    away. Be careful not to slip!
    
    o Slipping on the banana peel may scatter Sora's MP; lost if not picked up
    o Excellent enemy card for Sora; Draw collects EXP and friends from afar
    o Dueling, 3 card breaks
    
    CREEPER PLANT -----------------------------------------------------------------
    Sightings: Wonderland, Halloween Town, Destiny Islands
    
    A flower-like Heartless. It's rooted in one place, but staying far away isn't
    enough, since it can spit seeds or attack from below with its sharp roots.
    
    o Stationary, at ground level
    o Roots can poke up at you from anywhere; nowhere is safe
    o Spaced out, but close enough for Sonic Blade to slide from one to another
    o Blizzard and Raid sleights can also hit two, if lined up well
    o Never appears in a field room
    o Enemy card's Leaf Bracer ensures cure cards aren't broken in a pinch
    o Dueling, 3 card breaks
    
    CRESCENDO ---------------------------------------------------------------------
    Sightings: Wonderland, Neverland, Destiny Islands
    
    A hopping, horn-like Heartless. It's a bothersome foe that can honk and call
    other Heartless.
    
    o Easier to isolate in Wonderland than Destiny Islands
    o Its call is not as effective as in KH2; one extra foe may appear
    o Enemy card is a must-have for summon-heavy decks
    o Dueling, 3 card breaks
    
    DARKBALL ----------------------------------------------------------------------
    Sightings: Atlantica, Neverland, Hollow Bastion, Destiny Islands,
               Castle Oblivion
    
    A Heartless made from the very shadows of darkness. The Darkball mostly just
    bobs through the air, but its random weaving and biting are a nuisance.
    
    o Airborne; low to mid range
    o With Sonic Blade and Raid sleights, wait until it "chatters" toward you
    o Never drops its enemy card for Sora
    o Dueling, 5 card breaks
    
    DEFENDER ----------------------------------------------------------------------
    Sightings: Hollow Bastion, Castle Oblivion
    
    A Heartless that primarily resides in Hollow Bastion. Its shield stops head-on
    physical and magical attacks, and can launch fireballs. The Defender is also a
    skilled card user, and will break the cards of unprepared opponents.
    
    o Heaviest of the regular heartless; resists Magnet Spiral
    o Neutral attack cards can defeat its shield
    o Deflects most Raid sleights, but Judgment breaks through
    o Within Castle Oblivion, more likely with green map cards
    o Dueling, 5 card breaks
    
    FAT BANDIT --------------------------------------------------------------------
    Sightings: Agrabah
    
    A Heartless that mainly appears in Agrabah. The Fat Bandit repels frontal
    attacks with its jiggly belly and spits fireballs.
    
    o Only appears in Agrabah, despite the description
    o Deflects frontal attacks, including most Raid sleights
    o Neutral attack cards can connect from the front
    o Not immune to fire
    o Dueling, 5 card breaks
    
    GARGOYLE ----------------------------------------------------------------------
    Sightings: Halloween Town
    
    A winged Heartless that mainly appears in Halloween Town. It pelts its stunned
    opponents with fireballs.
    
    o Blue fireballs, that is
    o Airborne, high flyer
    o Swarms; extremely dangerous at low levels
    o Only appears in Halloween Town, despite the description
    o Dueling, 3 card breaks
    
    GREEN REQUIEM -----------------------------------------------------------------
    Sightings: Agrabah, Monstro, Castle Oblivion
    
    A magic-wielding Heartless that drifts through the air. It doesn't attack, but
    it can cast Cure to heal other Heartless. The Green Requiem is slow, but is
    healed by basic elemental magic, making it tough to squash.
    
    o Never attacks
    o Airborne, full range; ground-level attacks may miss
    o Semi-susceptible to Freeze; bergs, but takes no damage
    o Healed by fire, ice, thunder, and elemental attack cards
    o Dueling, 3 card breaks
    
    LARGE BODY --------------------------------------------------------------------
    Sightings: Olympus Coliseum, Wonderland, Monstro
    
    A rotund Heartless. The Large Body repels frontal attacks with its jiggly
    belly. Sometimes it throws its weight around and shakes the ground, so jumping
    is key.
    
    o Deflects frontal attacks, including most Raid sleights
    o Neutral attack cards can connect from the front
    o Jumps and creates a concussion wave; move far away or jump to avoid
    o Fairly dangerous before High Jump is learned
    o Dueling, 5 card breaks
    
    NEOSHADOW ---------------------------------------------------------------------
    Sightings: Castle Oblivion
    
    An extremely agile Heartless. It dives into shadows before it pops up in front
    of its enemy and delivers a rolling attack. The Neoshadow moves in the shadows,
    making it a difficult opponent to fight.
    
    o Can survive Trinity Limit if it dives underground
    o Dueling, 5 card breaks
    
    PIRATE ------------------------------------------------------------------------
    Sightings: Neverland
    
    A Heartless that mostly sticks to Neverland. A skilled swordsman, the Pirate
    can knock its enemies out cold and then finish them off with a vicious combo.
    If its sword flashes, watch out!
    
    o Only appears in Neverland, despite the description
    o Swarms can pose big threats
    o Dueling, 3 card breaks
    
    POWERWILD ---------------------------------------------------------------------
    Sightings: Olympus Coliseum
    
    A simian Heartless that excels at jumping. It has destructive instincts and
    attacks with punches and sliding kicks.
    
    o Relentless
    o Double attack less effective than in KH
    o Dangerous at early stages
    o Dueling, 3 card breaks
    
    RED NOCTURNE ------------------------------------------------------------------
    Sightings: Traverse Town, Wonderland, Castle Oblivion
    
    A magic-wielding Heartless that drifts through the air. It's flighty and hard
    to hit. The Red Nocturne attacks with Fire from a distance, and absorbs fire
    damage.
    
    o Airborne, low to mid range; ground-level attacks (Quake) can miss
    o Favors playing a particular card; Sora, Traverse Town: four (4)
    o Avoid fire-based attacks, such as Mega Flare, Mushu, and Fire Raid
    o Invaluable enemy card against any foe, but Vexen in particular
    o Dueling, 3 card breaks
    
    SCREWDIVER --------------------------------------------------------------------
    Sightings: Atlantica
    
    A Heartless that likes to team up with the Aquatank. It attacks with a spear or
    charges its enemies.
    
    o Not as chummy with the aquatank as in KH
    o Flyer, hovers; ground-level attacks sometimes miss
    o Avoid thunder-based attacks, such as Spellbinder and Thunder Raid
    o Swarms; very dangerous at low levels
    o Dueling, 3 card breaks
    
    SEA NEON ----------------------------------------------------------------------
    Sightings: Atlantica
    
    A jellyfish-like Heartless. It might look laid back, but the Sea Neon's long
    tentacles can propel it toward enemies for a ferocious attack.
    
    o Usually appears in the first wave; difficult to isolate
    o Dueling, 3 card breaks
    
    SEARCH GHOST ------------------------------------------------------------------
    Sightings: Monstro, Halloween Town, Atlantica
    
    A spooky Heartless. The Search Ghost can warp out of harm's way and absorb its
    enemies' HP, making it a tough opponent.
    
    o Doesn't actually warp in KH-ReCOM, but can still drain HP
    o Slightly easier to isolate in Atlantica than in Halloween Town
    o Flyer, hovers; ground-level attacks may miss
    o Dueling, 3 card breaks
    
    SHADOW ------------------------------------------------------------------------
    Sightings: Every world
    
    A Heartless that pops up in all kinds of places. The Shadow ambles around and
    attacks without warning. It is completely untouchable while hiding within the
    darkness.
    
    o Appears in Atlantica only in Bottomless Darkness rooms
    o Favors playing a particular card; Sora, Traverse Town: two (2)
    o In Castle Oblivion, most common in green map card rooms
    o Can survive Trinity Limit if it slips belowground
    o Dueling, 3 card breaks
    
    SOLDIER -----------------------------------------------------------------------
    Sightings: Traverse Town, Wonderland, Twilight Town
    
    A swift-moving Heartless that attacks its prey with a spin kick. Its whimsical
    nature makes the Soldier a less than tenacious foe.
    
    o Spinning attack tracks; hard to dodge roll or out-distance
    o Dueling, 3 card breaks
    
    TORNADO STEP ------------------------------------------------------------------
    Sightings: Monstro, Hollow Bastion, Destiny Islands
    
    A Heartless that flies about using its arms like propeller blades. Whether
    moving or attacking, it's always spin, spin, spinning -- but never seems to get
    dizzy.
    
    o NOT airborne, despite its description
    o Slightly easier to isolate in Monstro or Hollow Bastion
    o Dueling, 3 card breaks
    
    WHITE MUSHROOM ----------------------------------------------------------------
    Sightings: Every world
    
    A Heartless with an unusual affinity for people. The white Mushroom never
    attacks, and may even reward someone who comes to its aid.
    
    o Never attacks
    o Can be placated (but not defeated) with the proper magic
    o Elemental attack cards and Raid sleights can deliver correct magic
    o Otherwise, flees if attacked or hit with incorrect magic
    o Only way to defeat one by KO is with the Warp or Warpinator sleights
    o Won't flee if Warpinator fails
    o Try its enemy card in friend-added worlds or alongside Trinity Limit
    o No dueling; sole heartless Riku can never face.
    
    Section "E.3.5 Battle Spoils" goes into great detail on how best to benefit
    from white mushrooms.
    
    WIGHT KNIGHT ------------------------------------------------------------------
    Sightings: Halloween Town
    
    A Heartless that calls Halloween Town its main haunt. The Wight Knight's long
    appendages make it dangerous to approach.
    
    o Windmill attack not so effective as in KH
    o Still devastating in hordes at early levels
    o Dueling, 3 card breaks; may need to trigger the duel with the King
    
    WIZARD ------------------------------------------------------------------------
    Sightings: Hollow Bastion, Castle Oblivion
    
    A Heartless proficient in magic. The Wizard is a formidable opponent that
    attacks with high-level Fire, Blizzard, and Thunder spells.
    
    o Airborne; falls prey to Magnet Spiral immediately followed by Quake
    o Susceptible to Aero
    o Avoid fire, ice, and thunder-based attacks
    o Elemental attack cards may bleed through with some sleights
    o Its enemy card greatly bolsters magic-heavy decks
    o Dueling, 3 card breaks
    
    WYVERN ------------------------------------------------------------------------
    Sightings: Hollow Bastion, Castle Oblivion
    
    An enormous Heartless that hunts its enemies from the skies. The Wyvern is
    agile despite its size. Upon sighting its prey, it rushes forward and attacks
    with a flurry of kicks.
    
    o Airborne, high flyer; can fly too high for Blitz
    o Stays aloft long, but attacks bring it down to ground level
    o Susceptible to Magnet Spiral, but resistant to Quake
    o Found within Castle Oblivion; more likely with green map cards
    o Dueling, 5 card breaks
    
    YELLOW OPERA ------------------------------------------------------------------
    Sightings: Agrabah, Monstro, Neverland, Castle Oblivion
    
    A magic-wielding Heartless that drifts through the air. The Yellow Opera hurls
    itself at enemies or attacks with Thunder.
    
    o Airborne, higher than three near-kin; ground-level attacks likely to miss
    o Kamikaze-style beeline attack; susceptible to ground-level attacks after
    o Avoid thunder-elemental attacks, such as Spellbinder and Thunder Raid
    o Its enemy card greatly bolsters thunder-heavy decks
    o Dueling, 3 card breaks
    
    
    .: G.3.2 HEARTLESS BOSSES :.
    
    SPOILERS! Descriptions may reveal critical plot and story developments.
    
    Strategies for defeating bosses are found in the appropriate walkthrough
    sections.
    
    DARKSIDE ----------------------------------------------------------------------
    Sora: The Heartless that attacked Sora's home, Destiny Islands.
          Sora fought valiantly to protect the islands and his memories there.
    Riku: The Heartless Riku attracted when he was seduced by darkness.
          It destroyed Destiny Islands.
          Zexion called Darkside in order to subdue Riku.
    
    o Great enemy card in boss fights
    o "Steals" a boss's own enemy card abilities, including resistances
    o Dueling, 7 card breaks, more than any other heartless
    
    GUARD ARMOR -------------------------------------------------------------------
    Sora: A Heartless that haunts Traverse Town.
          It appears when the bells ring to wreak havoc on the town.
    Riku: A Heartless that haunts Traverse Town. It appeared before Riku as
          a token of the indelible darkness in his heart.
    
    o Enemy card invaluable for reaching distant foes, especially early on
    
    PARASITE CAGE -----------------------------------------------------------------
    Sora: A Heartless that dwelled inside Monstro.
          The Parasite Cage is quite the gourmand and eats anything in its
          path. Pinocchio figured out how to escape Monstro after getting
          gobbled up by it.
    Riku: A Heartless that dwelled inside Monstro. It appeared before Riku as
          a token of the indelible darkness in his heart.
    
    o Enemy card cancels a boss's enemy card
    o Essential tool in Riku's game
    o Dueling, 5 card breaks
    
    TRICKMASTER -------------------------------------------------------------------
    Sora: The Heartless in Wonderland that stole the Queen of Hearts's memory.
          Victims of memory theft don't even remember what it is they forgot.
    Riku: The Heartless that threw Wonderland into chaos. It appeared before
          Riku as a token of the indelible darkness in his heart.
    
    o Try its enemy card in value-reliant situations, like facing Riku's Dark Aura
    o Dueling, 5 card breaks
    
    
    .:| H. ABOUT THIS GUIDE |:..................................................:.:
    
    When writing began, only one walkthrough was available for KH-ReCOM. Another
    POV is always valuable, especially for half-blind button mashers, so why not?
    
    All data has been observed first-hand by the author. Except where noted,
    anything learned in another guide has been reverified through actual gameplay.
    Where data remains missing either the data has not yet been observed and
    recorded, or the author decided only later to include the info. For some
    issues, the author may not possess the hardware needed to duplicate the report.
    
    
    .: H.1 LEGAL INFO :............................................................
    
    Copyright (c) 2009-2015, by Falconesque.
    ASCII title art (c) 2010, by Falconesque.
    Governed by International and U.S. Copyright Law (www.copyright.gov).
    Permission granted for posting as-is to GameFAQs.com, for the personal,
    noncommercial use of the site's members; all other rights reserved.
    
    Unauthorized reproduction of this document, in whole or in part, in any medium,
    is subject to civil and criminal penalties.
    
    Other guides found at GameFAQs.com and referenced herein are the sole property
    of their respective authors.
    
    KINGDOM HEARTS Re:CHAIN OF MEMORIES is copyright (c) 2004, by Disney. Developed
    by Square Enix, Inc.
    
    Brand and product names may be the trademarks or registered trademarks of their
    respective companies.
    
    
    .: H.2 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. Kingdom Hearts'
    Missable Guide and Statistics Guide are likewise the author's work. The author
    contributed to two Kingdom Hearts II FAQs (most notably Ultimaterializer X's
    Bestiary/Synthesis Guide) and penned a similar synthesis cribsheet for the
    original Kingdom Hearts. The Weapons Guide for Secret Agent Clank can be laid
    at the author's feet, as well.
    
    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 .
    
    Stuck? Don't wait for e-mail! For mid-game help, the KH-ReCOM pages at
    GameFAQs.com can provide the fastest response possible, often in mere minutes.
    Using the search features, the answer may already await you!
    
    KH-ReCOM message board:
      http://www.gamefaqs.com/boards/gentopic.php?board=954016
    The Search Topics field is located below the topic list.
    
    KH-ReCOM Answers page:
      http://www.gamefaqs.com/console/ps2/qna/954016.html
    You can Search Questions from right at the top.
    
    But feel free to write if you prefer or you're not in a rush. The author
    welcomes comments, corrections, and feedback about this guide. Send your
    message to falconesque [dot] gfaqs [at] gmail [dot] com. Please include
    "KH-ReCOM" (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.
    
    IMPORTANT! Disclaimer. This guide is designed for playing KH-ReCOM's original
    North American (NTSC U/C) release. All three Chain of Memories releases up to
    this writing are unique games, each one distinctive. If a new release has
    surfaced, turn to its board for help playing until new guides likewise have a
    chance to surface. Such as:
    
      Kingdom Hearts HD 1.5 ReMIX
      http://www.gamefaqs.com/684080/answers
      http://www.gamefaqs.com/684080/board
      http://www.gamefaqs.com/684080/faqs (cyclical link, currently)
    
    Requests for permission to repost this guide are not being entertained at this
    time.
    
    
    .: H.3 REVISION HISTORY :......................................................
    
    Version 1.0
    Inception: Wednesday, February 11, 2009
    Revised and confirmed against multiple complete playthroughs
      Sora ... Standard Mode x3; Beginner Mode; Proud Mode; Journal 100% x2
      Riku ... Standard Mode; Proud Mode; Beginner Mode
    Completed: Monday, June 29, 2009
    
    Version 1.1
    Inception: Sunday, July 19, 2009
    Revised against three speed runs (Sora: Beginner, Proud; Riku: Standard).
    Played a No-HP-Bonuses challenge, too, what the hey; fun.
      Corrected Block B world maps in B. WALKTHROUGH & E.2.1 MAPS - SORA.
      Reverified Clear Bonus availability; minor changes to both walkthroughs.
      Added World Warp to D.1.4 WORLD CARDS.
      Added partial EXP table to D.1.5 STATUS.
      Added new-game stats to D.2.5 STATUS and D.3.5 STATUS.
      Added inaccessibility note to D.3.4 WORLD CARDS.
      Added missable warning to Friend Cards in E.1.1 BATTLE CARDS - SORA.
      Added data to E.3.4 BOSS LIFEBAR STATS.
      Added E.3.8 EVENT ROOM CRITERIA; updated Gold section of E.1.4 MAP CARDS.
      Added several Qs to F. FAQ; regrouped Qs, added headings.
      Updated criteria Q in F. FAQ.
      Updated e-mail address.
      Several small refinements, minor boss tips, and general apple-polishing.
    Completed: Tuesday, July 28, 2009
    
    Version 1.2
    Inception: Thursday, August 13, 2009
    Revised against three full runs (Sora, Beginner x2; Riku, Proud).
      Corrected errors in About D Mode in C.1 HOLLOW BASTION.
      Corrected errors with Pluto friend card in E.1.1 BATTLE CARDS - SORA.
      Corrected errors in E.1.7 SPECIAL CARDS.
      Removed PC names from walkthrough headings in CONTENTS; too spoilerish.
      Added F. FAQ subheadings to CONTENTS.
      Added PS3, third-party memory card, Shortcut to B.1 TRAVERSE TOWN.
      Added Start Menu to top of D. MENUS; included LINK note here & elsewhere.
      Added max stats and level-up data to D.2.5 STATUS (impetus for this rev).
      Added max stats and level-up data to D.3.5 STATUS.
      Added how-found data to subsections of E.1.1 BATTLE CARDS - SORA.
      Added power-up note on Soul Eater to E.1.2 BATTLE CARDS - RIKU.
      Added another barrel spider sighting to E.1.3 ENEMY CARDS.
      Added Ultima Weapon to Calm Bounty in E.1.4 MAP CARDS. Doh.
      Added duration & missable notes to E.1.6 GIMMICK CARDS.
      Added third-party memory card & elapsed time issues to E.3.2 SAVE FILES.
      Added Premium Cards to E.3.3 DECK BUILDING; pointers elsewhere.
      Added Sora-Beginner & Riku-Proud data to E.3.4 BOSS LIFEBAR STATS.
      Added Rare Truffle no-show note to E.3.5 BATTLE SPOILS.
      Added skip-it & future-title Qs to F.1 SERIES & STORYLINE.
      Added missing sleights Q to F.2 CROSS PLATFORM.
      Added missed-card, leveling, & grinding Qs to F.5 GENERAL GAMEPLAY.
      Added Riku/No-AP to F.6 CHALLENGES.
      Added F.7 CHEAT DEVICES (two Qs); renumbered following subheads.
      Added max-level Q to F.8 TRIVIA.
      Reworded importance of clear game-saves prior to C. WALKTHROUGH, PART II.
      Reworded journal-complete effect on E.3.6 BATTLE RECORD SCREENS.
      Expanded EXP table in D.1.5 STATUS; now complete.
      Expanded max battle cards in D.2.1 REVIEW DECKS; similar notes elsewhere.
      Expanded Minigames in D.2.6 JOURNAL; added Pause/Help to B.5 MONSTRO.
      Expanded a tiny bit on Shortcuts in D.3.1 REVIEW DECKS.
      Expanded KH-COM & KH2-FM+ Qs in F.1 SERIES & STORYLINE.
      Expanded missable Q in F.5 GENERAL GAMEPLAY & all other missable refs.
      Expanded MP-farming Q in F.5 GENERAL GAMEPLAY.
      Several small refinements, minor boss tips, and general apple-polishing.
    Completed: Friday, September 18, 2009
    
    Version 1.3
    Inception: Friday, October 9, 2009
    A brief update in comparison, mainly filling a hole in prior versions.
      Added friend card's aural cue to Tutorials in B.1 TRAVERSE TOWN.
      Added Card Breaks & Stocking Cards to B.1 TRAVERSE TOWN.
      Added premium note to Card Breaks et al in B.1 TRAVERSE TOWN.
      Added depleted-deck Q near the top of F.5 GENERAL GAMEPLAY.
      Expanded on Leon's tutorial & Guard Armor in B.1 TRAVERSE TOWN.
      Very few other minor tweaks to the text.
    Completed: Friday, October 9, 2009
    
    Version 2.0
    Inception: Thursday, November 26, 2009
    Impetus: Cataloguing everything about System Data, how it works & breaks.
    Revised against three full runs (Sora, Standard x2; Riku, Standard) and several
    partial runs. Includes significant additions and corrections (*).
      Added a reminder about hard-wrapping to SEARCH TIPS.
      Removed section numbers from some cross-references in both WALKTHROUGHs.
      Added PS3 COMPATIBILITY to A.2 EXPECTATIONS.
      Reworded PS3 warning in B.1 TRAVERSE TOWN.
      Added note about sleight use to MENUS in B.1 TRAVERSE TOWN.
      Added green map card tip to B.11 TWILIGHT TOWN.
      Added item card tip to B.12 DESTINY ISLANDS.
      Added Super Glide note to B.13 CASTLE OBLIVION.
     *Added more about new clear bonus cards to Sora's end-game.
      Added Side Step (a.k.a. Riku's Dodge Roll) to C. WALKTHROUGH.
      Added a tiny bit more on Rapid Breaks to Exit Hall (B12F).
      Added D Mode tip to C.2 AGRABAH.
     *Rewrote CLEAR BONUS! portion of Riku's end-game.
      Added knowing sleights bits to D.1.5 STATUS, D.2.5 STATUS, D.3.5 STATUS.
      Added controls-table refs to D.1.7 SETTINGS, E.3.7 GAME MANUAL ERRATA.
      Added no-green-cards bit to D.2.3 MAP CARDS; noted in E.1.4 MAP CARDS.
      Added descriptions to E.1.1 BATTLE CARDS - SORA; reworked layouts to fit.
      Added USING ENEMY CARDS and USAGE TIPS to E.1.3 ENEMY CARDS.
      Added descriptions to E.1.4 MAP CARDS; brushed up entire section.
     *Added FIELD ROOM SPOILS to E.1.4 MAP CARDS; still incomplete.
      Added a spin-revolver Battle Control to E.3.1 CONTROLS.
     *Reproduced manual's Controls table (verbatim) in E.3.1 CONTROLS.
     *Added THIRD-PARTY MEMORY CARDS and SYSTEM DATA to E.3.2 SAVE FILES.
      Added Sora-Standard, Riku-Standard data to E.3.4 BOSS LIFEBAR STATS.
     *Added Warp note to WHITE MUSHROOM subsection of E.3.5 BATTLE SPOILS.
      Added 2 Qs to F.1 SERIES & STORYLINE & 1 Q to F.2 CROSS PLATFORM.
      Fixed KH2-FM+ Q in F.1 SERIES & STORYLINE.
      Added 2 Qs & 2 premium-sale tips to F.5 GENERAL GAMEPLAY.
     *Fixed flowchart in F.5 GENERAL GAMEPLAY.
      Added 2 Qs to F.6 CHALLENGES.
      Added 1 Q each to F.7 CHEAT DEVICES & F.8 TRIVIA.
      Added F.8 KNOWN PROBLEMS; moved TRIVIA into F.9 TRIVIA & FAVORITES.
     *Added section G. TRANSCRIPTS.
     *Added a few annotations to G.3 ANNOTATED BESTIARY.
      Relabeled follow-on section to H. ABOUT THIS GUIDE.
     *Fixed clear bonus, warp sleight errors, "keyblade" refs throughout.
      A few other tweaks & fixes to the text; a full read-through proofing.
    Completed: Wednesday, March 10, 2010
    
    Version 2.1
    Minor clean-up, including a bad wrap and two typoes, one previously fixed.
      Fixed a few residual clear bonus gaffs in E.1 CARDS.
      Added Monochrome-0 CP and Sell stats in E.1.1 BATTLE CARDS - SORA.
      Added a note about Premium Guard to E.1.3 ENEMY CARDS.
      Added a spoiler warning before F.3 JOURNAL & REPORT.
      Slipped Sephiroth's name into F.5 GENERAL GAMEPLAY.
      Added Contributor page link to H.2 ABOUT THE AUTHOR.
      Added a few links to related KH2-FM+ Ultimania content.
      Partial proofing run of the addenda; a bit of general apple polishing.
    Completed: Wednesday, April 21, 2010
    
    Version 2.2
    Minor update. Another bad wrap and two typoes fixed.
      Added ASCII title art.
      Added supposition on max battle cards to D.2.1 REVIEW DECKS.
      Added subtotals for battle cards to the card tally in E.1 CARDS.
      Differentiated "maximum" from "ALL" in E.1.1 BATTLE CARDS - SORA.
      Added a word on world frequency below how-found table, same section.
      Added note on special cards to USING ENEMY CARDS in E.1.3 ENEMY CARDS.
      Added bit on passive limits to USAGE TIPS, same section.
      Added "never obtained" flags to ALL ENEMY CARDS, same section.
      Added "any room" and "required" to IMPROVE SORA'S CHANCES!, same section.
      Added "nutshell" summary on COM v. ReCOM to F.1 SERIES & STORYLINE.
      Added a few observations to G.3 ANNOTATED BESTIARY.
      Added FIGlet info to H.4 ACKNOWLEDGEMENTS.
      Links to GameFAQs purposely NOT updated; new verbose links are too long.
      Just a touch of general apple polishing.
    Completed: Friday, June 11, 2010
    
    Version 2.3
    Inception: Friday, February 2, 2013, in earnest.
    Revisitation time, using the working copy fiddled with since 2010. Fixed a few
    nagging complaints. Tried to reread and revise anything that yet felt too thin.
    Four typoes fixed.
    Revised against two full runs (Sora, Proud; Riku, Standard).
      Added sections G.3.1 RANDOM HEARTLESS, G.3.2 HEARTLESS BOSSES to CONTENTS.
      Reworked A.2 EXPECTATIONS; consolidated RECOMMENDATIONS; added PS3 REGION.
      Noted "no secret endings" to both game mode YOU DECIDE! intell.
      Added Sonic Blade, Lethal Flame tip to B. WALKTHROUGH, 6F.
      Added IMPORTANT save warning to top of C. WALKTHROUGH.
      Fixed intro to world-specific random enemy cards in C.1 HOLLOW BASTION.
      Added "3" to Elixir in E.1.1 BATTLE CARDS - SORA.
      Removed darkball from Enemy Card Locations in E.1.3 ENEMY CARDS; added note.
      Added Escape tip to IMPROVE SORA'S CHANCES! in E.1.3 ENEMY CARDS.
      Completed FIELD ROOM SPOILS in E.1.4 MAP CARDS.
      Reworded missable prevention in E.1.6 GIMMICK CARDS, F.5 GENERAL GAMEPLAY.
      Added data to E.3.4 BOSS LIFEBAR STATS; still incomplete.
      Removed series game list from F.1 SERIES & STORYLINE.
      Added IMPORTANT disclaimer (KH 1.5 ReMix pending) to F.1 SERIES & STORYLINE.
      Added 1 question to F.2 CROSS PLATFORM; 3 questions to F.5 GENERAL GAMEPLAY;
        and 1 question to F.8 KNOWN PROBLEMS.
      Added enemy groupings, tip to G.3 ANNOTATED BESTIARY.
      Added card duel requirements per enemy to G.3 ANNOTATED BESTIARY
      Added IMPORTANT disclaimer to Contact Info in H.2 ABOUT THE AUTHOR.
      Pulled all PlayStation.com links; dead, abandoned by Sony.
      Augmented some boss strategies; Trickmaster still befuddles good folk.
      Minor format changes to improve readability and skimming.
    Completed: Tuesday, March 12, 2013
    
    Version 2.3.1
    Minor update. One fix, one addition.
      Fixed World Map - First Floor in B.1 TRAVERSE TOWN and E.2.1 MAPS - SORA.
      Added "Head's Up!" warning for ReMixers at the top.
    Completed: Friday, July 10, 2015
    
    Seeking the latest version of this guide? In order, try:
      http://www.esque.com/slr/gamefaqs/
      http://www.gamefaqs.com/console/ps2/game/954016.html
      http://www.gamefaqs.com/console/ps2/file/954016/56913
     *http://db.gamefaqs.com/console/ps2/file/kingdom_hearts_re_com_b.txt
    
    * Login at GameFAQs.com before trying this link.
    
    
    .: H.4 ACKNOWLEDGEMENTS :......................................................
    
    Thanks go to John & Toria for their infectious exuberance over KH way back
    when. And to Jen for the gift of KH-ReCOM.
    
    Thanks to Cody Trombley and Stephen Hsu (KH-COM), and to Ken Zhao (KH2-FM+) for
    their well-written guides that provided inspiration, insight, and food for
    thought. And to the KH-ReCOM message board and QNA irregulars, for many posts
    that looked at things in a different way and gave rise to several refinements.
    
    Thanks to Akanesasusora for noticing targets may be cycled. And to EchoPhoenix
    for spotting an item card omission. To DV97, grazie for spotting tornado step
    in Martial Waking inside Monstro and for the great Escape exploit. To Zak6009
    for pointing out a glaring darkball enemy card oversight. To shishiomakoto for
    a gimmick card missability issue. To shadowfreak1101 for ReMix 1.5 card specs.
    
    ASCII title art is the author's work and was derived from the "italic" and
    "stampatello" fonts (the work of Bas Meijer, Ryan Youck, and Marco Bodrato)
    courtesy of FIGTree, a FIGlet distribution from INFX Productions. Thanks for
    FIGlet go to Glenn Chappell and Ian Chai.
      http://www.figlet.org
    
    Thanks, as well, to all who tirelessly slave over GameFAQs.com. And to CJayC
    wherever you are, for memories forgotten but not lost.
    
    
    :.:......................................................................:| FIN