=----------------------=
=- Table of Contents: -=
=----------------------=
I.
|
Introduction & Copyright
|
[int]
|
II.
|
Tips & Tricks
|
[tnt]
|
i.
|
Escaping Certain Death
|
[ecd]
|
a.
b.
c.
d.
e.
f. g.
|
Twilight Thorn
Demyx (2nd Encounter)
Storm Rider
Xaldin
Grim Reaper (2nd Encounter)
Xigbar
Xemnas (Final Battle)
|
[ntt]
[dem]
[hsr]
[xal]
[hgr]
[xig] [xfb]
|
ii.
|
Drive Forms
|
[drf]
|
a.
b.
c. d.
|
Form Leveling Tips
The Anti Form Process
Recommended Keyblades
Drive Gauge Tricks
|
[flt]
[ant]
[rkb] [dgt]
|
iii.
|
When Item Hunting
|
[wih]
|
a.
b.
c.
d.
e.
f. g.
|
Dense & Twilight Materials
Mythril Materials
Energy Materials
The Element Materials
Item Drop Rate
Practical Items
Final Note
|
[dtm]
[myt]
[erg]
[tem]
[idr]
[pit] [fin]
|
iv.
|
Bulky Vendor
|
[hbv]
|
a.
|
Worldwide Tour
|
[wwt]
|
v.
|
Munny Short?
|
[mun]
|
a.
b.
c. d.
|
Munny Spots
Gambling with the Gamblers
Endless Gamble
Jackpot Process
|
[dot]
[gam]
[end] [jpr]
|
vi.
|
Olympus Coliseum Missions
|
[ocm]
|
a. b.
|
Phil's Training
Underdrome Cups
|
[ptt] [udc]
|
vii.
|
Level Up Trick
|
[lut]
|
viii.
|
Gummi Ship Mission X
|
[gum]
|
a. b.
|
Preparation
Defeating Hunter X
|
[pre] [dhx]
|
ix.
|
Useful Links
|
[url]
|
a.
b.
c.
d. e.
|
Sephiroth Videos
Specific Boss Battle Videos
Gameplay Videos
Gummi Ship Videos
Miscellany Videos
|
[sev]
[sbv]
[gpv]
[gsv] [miv]
|
III.
|
Credits
|
[crd]
|
IV.
|
Final Words
|
[fwd]
|
=-----------------------------=
=- Introduction & Copyright: -=
=-----------------------------=
Ctrl+F (F3): [inc]
Initially, this was a "How to Beat Sephiroth" guide that I decided to write given that a lot of "Help with Sephiroth" topics
were flooding the Kingdom Hearts II GameFAQs message boards. I wrote it fairly fast, and it was also brought about due to
two friends of mine (more on this covered at the How to Beat Sephiroth section), but, at the same time I uploaded the FAQ
for evaluation, two were added to the Kingdom Hearts II FAQ page. I, stubbornly, kept trying my luck, but after four tries,
it always ended up being rejected. I decided to follow megafierce's advice of expanding this guide to something more than
simply Sephiroth: a tips and tricks guide.
So, in conclusion, this guide was done mainly out of my free will and time, not to make profit out of it. It's content herein
is copyright (©) of its author, PsychoZeke. This document is to be used strictly and only by the public itself and cannot
be sold. This FAQ is for the sole purpose of being accessible to the web community and cannot be reproduced, retransmitted,
rewritten in any other form unless acknowledged by its author; it cannot be edited by anyone else but the author, PsychoZeke.
As any other form of literature, this is a brainchild, which is to be respected by any who has access to it.
As of now, this FAQ is only available to:
CheatHappens.com
1UP.com
Neoseeker.com
NOTE: I think it goes without saying that this guide may contain some SPOILERS.
=--------------------=
=- Tips and Tricks: -=
=--------------------=
Ctrl+F (F3): [tnt]
In this section you'll find specific hints regarding various elements of the game, such as Bosses, Sora's Forms, Bulky
Vendors, particular Item information, among other things. Their aim is to facilitate you, the gamer, a vast understanding
on how to completely take advantage and grasp the full potential of the various elements detailed herein. These are merely
suggestions of course.
-----------------------.
Escaping Certain Death: \_
Ctrl+F (F3): [ecd]
Here you'll find detailed strategies of some selected bosses that could be considered difficult. As a side note, most
of these bosses have been chosen due to constant topics created at the Kingdom Hearts II message board by members that have
asked for help or have expressed, in any manner, their frustration towards these bosses level of difficulty. They have also
been taken to consideration after personally asking the members of the aforementioned message board.
The strategies will be in the order you actually would fight these bosses, as well as they will be as concise and detailed
as possible. Each boss entry will have a "Stats" appendage where HP (how many life bars the boss has will be enclosed
in a parenthesis), Strength, and Defense will be detailed, as well as what attacks are most effective and a list of the bosses
moves/attacks.
=-------------------=
=- Twilight Thorn: -=
=-------------------=
Ctrl+F (F3): [ntt]
This might be of a surprise to some, but Twilight Thorn has been a famous boss among the Kingdom Hearts II message boards,
where many have expressed how difficult he is on Proud Mode. Now, personally, I find this giant pasty Nobody easy, both Standard
and Proud Mode-wise. But, I can't dismiss this or play the sarcastic card and mock those that face some level of difficulty
against this boss.
------.
Stats: \_
=--------------------------------------------=
=- HP: 300 (2LB) | Strength: 5 | Defense: 2 -=
=--------------------------------------------=
---------------.
Most Effective: \_
=-------------------=
=- Standard Weapon -=
=-------------------=
NOTE: Magic at this point in the game is unavailable, so is pointless to address what type of magic is the most effective
and which isn't. Either way, all magic damage dealt to Twilight Thorn would be halved.
--------.
Attacks: \_
- Combo Punch: A grab maneuver; Roxas is attacked 3 times consecutively.
- Toss Up: Twilight Thorn bats Roxas to the air and then concludes by slamming him to the floor.
- Light Ball: An energy ball where if Roxas falls into, damage is dealt.
- Thorn Beam: An energy-based move where beams are released from each thorn.
- One-Handed Sweep: A sidespin accompanied by a left-hand swipe that is deflectable.
- Two-Handed Sweep: A clothesline follow-up that is deflectable.
- Luminescence: Energy-based move that attacks through the floor.
- Ultimate Beam: A succession of multiple Thorn Beams followed up by an explosion.
------------------.
Reaction Commands: \_
- Key Counter: If performed correctly, will counter Combo Punch.
- Lunarsault: A follow-up in which Roxas counterattacks during the Toss Up phase.
- Break Raid: This is another follow-up where Roxas throws the Keyblade to destroy the Light Ball attack.
- Reversal: If timed right, Roxas will air-dodge and literally ride through the air to reach Twilight Thorn's head. This
Reaction Command is continuous.
----------------------.
Victory "Get Bonuses": \_
- HP +5
- Action Ability: Guard
-------------.
Mickey Saves: \_
N/A
---------.
Strategy: \_
Twilight Thorn is in reality a pushover and shouldn't be considered hard at all. However, some of the attacks that compose
his arsenal could be quite damaging and lethal if you can't manage to dodge them or miss any Reaction Commands. Essentially,
the way to win this battle is to perform each Reaction Command as soon as prompted.
Once the battle begins, Twilight Thorn will attack Roxas, imprisoning him in a set of Reaction Commands that are as straightforward
as the battle itself. Time the Reaction Commands correctly and you'll easily avoid Combo Punch and Toss Up, which will be
followed up by Light Ball, where another Reaction Command (Break Raid) will appear. This one will completely deflect the energy-based
attack and stun Twilight Thorn in the process; once you land, lock-on to Twilight Thorn's head and do as much damage as possible.
That is Twilight Thorn's weakness, his head - strike it every time he bents it low and starts swinging his hands violently.
Reversal is another important Reaction Command that will be prompted whenever the giant towers Roxas, where beam-like
currents will start to manifest alongside floating rings. Time Reversal correctly and you'll reach Twilight Thorn's head,
after which it will egress from its "ring" form releasing an explosion onto the center of the stage.
Watch out for Twilight Thorn whenever he tries to use his hands to strike Roxas, mostly whenever he back flips to the
other side of the arena leaving his hands outstretched. These attacks are set patterns, and after Twilight Thorn ends swimming
through the stage, he'll lower his head near floor-level, his limbs enclosed in a dark current. Perform each Reaction Command
accordingly trying to land in a few strikes. In this particular phase, Nobodies known as Creepers will start manifesting,
which serve as a great way to recoup your health if its low, as well as they provide experience.
After a while, Twilight Thorn will revert to its first few attacks, repeating the initial Reaction Commands (these will
be repeated throughout the whole fight if you take too long to beat him as well). Use Potions when necessary and remember
that Creepers are a good way to replenish health.
NOTE: Twilight Thorn's difficulty varies with the weapon you choose prior to the actual confrontation at the Station of
Serenity.
=--------------------------=
=- Demyx (2nd Encounter): -=
=--------------------------=
Ctrl+F (F3): [dem]
The second time you encounter Demyx, this time in Hollow Bastion's Castle Gates, he seems to still be the same feeble
punk as before, though this time around he spits out his newfound "bravado". There have been numerous topics created
at the Kingdom Hearts II message board asking tips on how to defeat him, as well as it has been accepted as one of Organization
XIII's hard-to-beat members, though not at the Xaldin or Xigbar level. Aside from still being pretty much Demyx, he proves
to be a better fighter in this battle.
------.
Stats: \_
=-----------------------------------------------=
=- HP: 1005 (6LB) | Strength: 29 | Defense: 16 -=
=-----------------------------------------------=
---------------.
Most Effective: \_
=--------------------------=
=- Standard Weapon | Fire -=
=--------------------------=
NOTE: Blizzard spells are ineffective, and any damage inflicted by any other spells will be halved.
--------.
Attacks: \_
- Water Dance: Demyx creates several water forms/clones for you to destroy in 40 seconds in the first round and 10 seconds
for the next.
- Water Column: Blizzard-based attack that creates water columns in three different patterns: horizontally, vertically,
and diagonally.
- Water Wall: Demyx encloses himself in a literal water wall, and attacks close targets with his sitar.
- Water Column Dance: Demyx swings his sitar around to create water pillars.
- Water Ball: Blizzard-based attack in which consist of exploding balls of water.
- Rapid Water Ball: Demyx summons exploding water balls overhead the arena.
- Rave: An attack in which Demyx runs up to Sora and lashes out with his sitar; this attack can't be deflected.
------------------.
Reaction Commands: \_
- Wild Dance: Only prompted when Demyx does Water Dance, where Sora grabs one of the water forms/clones and swings it
around 3 times.
- Show Stealer: Sora interrupts Demyx's Rave attack to knock him away.
----------------------.
Victory "Get Bonuses": \_
- Armor Slot, Spell Upgrade: Blizzara (Sora)
- Support Ability: Blizzard Boost (Donald)
- HP +5 (Goofy)
-------------.
Mickey Saves: \_
No
---------.
Strategy: \_
The beginning of this battle is identical to the one against Demyx in the Underworld, where you'll need to destroy several
Water Forms summoned by him. This time around, though, you'll have to destroy 50 of them in 40 seconds. For this, obviously,
use the Reaction Command Wild Dance to dispose of these nuisances by approaching a group and swinging away. Don't expend time
trying to defeat them one-by-one with the Keyblade because odds are you'll fail and lose the battle unnecessarily. One good
way to defeat these Forms is to stay in the center of the arena, where you'll be able to easily defeat them.
Water Forms aren't your main concern here, though, since after you defeat Demyx's army, he'll start using a pattern of
attacks that can easily confuse you and take away a good chunk of health. He'll slide across the ground, leaving a row of
geysers as he goes; these can be easily avoided, but can still be a bother to fully dodge. But the way to understand Demyx's
next move is to listen closely to his taunts. "Dance water, dance!" is an indication that he'll summon 10 new Water
Forms for you to defeat in exactly 10 seconds (for this follow the same strategy used for the beginning of the battle). When
he yells, "Come on. Kick to the beat!" a series of geysers will erupt all around him creating a Water Wall and the
follow-up Water Column Dance. Be prudent in this phase, as you'll need to remain in and out, preventing any physical contact
by jumping around Demyx (or you could resort to remain as far away as possible if you wish). Finally, "Water!" signals
Demyx will begin his Water Ball and Rapid Water Ball assault, which preferably you must dodge since these aren't deflectable.
Try to use Goofy's Knocksmash Limit whenever Demyx remains idle or he lines up close to Sora. It's recommendable to avoid
using Trinity Limit, as this move is best suited for cluster of enemies. If you have good button-smashing skills, start a
combo by casting Fira and continuing from there whenever Demyx is open for a combo. Don't waste time casting magic, though,
as it is critically pointless. Either Valor or Master Form is very helpful in this battle, mostly because Forms allow for
an instant HP/MP restoration ability. This battle is relatively easy if you follow Demyx's moves and don't waste MP and time.
=----------------=
=- Storm Rider: -=
=----------------=
Ctrl+F (F3): [hsr]
Upon revisiting the Land of Dragons, you'll encounter this massive enemy outside the Throne Room at the Imperial Square.
It has been labeled as a tricky boss fight by some, mostly due to the fact it is a primordial ground-to-air confrontation;
Reaction Commands are a necessity in this one.
------.
Stats: \_
=-----------------------------------------------=
=- HP: 1216 (7LB) | Strength: 34 | Defense: 19 -=
=-----------------------------------------------=
---------------.
Most Effective: \_
=-------------------=
=- Standard Weapon -=
=-------------------=
NOTE: Thunder spells are ineffective, and any damage inflicted by any other spells will be halved.
--------.
Attacks: \_
- Carpet Bomb: Storm Rider will swim through the air while releasing numerous bombs.
- Thunder Bomb: While perched in the air, Storm Rider will release lighting blasts from his wings up the sky, which can
be deflected or dodged.
- Thunder: Standard Thunder spell.
- Thunder Beam: Storm Rider charges up lighting-based energy to be released whenever aground, or if cornered.
- Lightning Wall: Linked attack that occurs while Storm Rider performs Thunder Beam to limit characters' movement field.
- Roar: A standard bellow that creates a shockwave, tossing any enemies back.
- Low Charge: Storm Rider swoops down low along the ground.
------------------.
Reaction Commands: \_
- Hang On: When mounted on the Storm Rider's back, this Reaction Command will be prompted the moment it begins to flip-and-swirl
to toss Sora and Company off.
- Let Go: Release and let go.
- Slide: During Low Charge, Sora will slide under Storm Rider.
- Vertigo Toss: Following Slide, Sora will strike Storm Rider from below, stunning the creature in the process.
----------------------.
Victory "Get Bonuses": \_
- Spell Upgrade: Thundara (Sora)
- HP +4 (Donald)
- Action Ability: Tornado Fusion (Goofy)
- HP +25 (Mulan)
-------------.
Mickey Saves: \_
Yes
---------.
Strategy: \_
As previously stated, this is a ground-to-air battle, so be sure to equip all of your aerial abilities before entering
the fight.
When the battle begins, you might believe the contrary since Storm Rider remains all the time perched up high - here's
where your aerial maneuvers are put to test. The effective way here is to look for any of the whirlwind funnels that are scattered
around the arena, hop into one and soar high into the air. While airborne, lock-on to any of the creature's horns and direct
yourself towards it, paying strict attention to it alone. Once you're on Storm Rider's back, swing your Keyblade until you're
prompted with a Reaction Command that allows Sora to hang on to a spine along its back.
When on the ground, the Heartless will try a couple of times to swoop in and take Sora with him, in which case two new
Reaction Commands will appear: Slide, followed up by Vertical Toss; do these two in order to stun the creature, giving you
time to attack liberally. Once it recovers it will start to fly around, discharging electrical waves wherever Sora is located,
so stay on the move to avoid these. Other times it will blast lasers at Sora, in which case you can avoid as well, or even
better, use Reflect for solid protection. After Storm Rider gets bored of his light and beam spectacle, he'll dart horizontally
releasing a copious rain of bombs. These are easy to dodge by staying outside his bombing range or hopping into any of the
whirlwinds that swarm the stage.
During certain moments in the battle, Storm Rider will set himself on the bridge in front of the palace, leaving himself
open for attack. This specific move happens whenever two of his life-bars are depleted or whenever cornered. In either situation,
take advantage of your Limits to take away as much health as possible - Mulan's Dragonblaze is a perfect choice in this scenario.
Don't feel too comfortable, though; this brief moment of inactiveness from the creature isn't all to your advantage as he's
prepping his Thunder Beam attack, alongside the hindering Lightning Wall. When the attack is launched, dodge by simply sticking
to the sides as the beam scours through the center.
If you time right each Reaction Command, use the wind funnels to your advantage, keep dodging all electrical discharges
and using Reflect accordingly, you'll make a relatively long battle into a short one. As always use your MP and Limits wisely,
and don't be afraid to use your Drive Forms; Master Form is actually a great choice for this brawl.
=-----------=
=- Xaldin: -=
=-----------=
Ctrl+F (F3): [xal]
Ah yes, Organization XIII's third member, Xaldin, who appears the second time you visit Beast's Castle.
Xaldin is quite a difficult boss if you have the tendency of button-smashing or simply dishing out too much damage in
order to do your own. Like the Dragoon Nobodies, Xaldin has the Learn and Jump Reaction Commands, which will make this battle
a whole lot easier. This battle requires good evasive tactics and, above all, patience.
------.
Stats: \_
=-----------------------------------------------=
=- HP: 1155 (6LB) | Strength: 34 | Defense: 19 -=
=-----------------------------------------------=
---------------.
Most Effective: \_
=-------------------=
=- Standard Weapon -=
=-------------------=
NOTE: All damage done by magic spells will be halved.
--------.
Attacks: \_
- Thrust: Forward spear jab, which usually leads to the Learn Reaction Command; can be completely interrupted.
- Sweep Away: Up to 7 spear gyrations that can be deflected but not interrupted.
- Jump: Xaldin warps high dropping up to 5 spears ending in a body drop attack. The spears can be dodged or deflected,
but the finisher (being the body drop) can't be parried.
- Wild Spear Dance: A straightforward, but deflectable, javelin combo.
- Protective Wind: Xaldin casts an Aero-like spell, shielding its body with wind gusts.
- Manipulative Wind: Usually done while Protective Wind is activated, Xaldin will release wind-based homing bombs at Sora
and company, which can be deflected.
- Wind of Despair: Xaldin's spears become an azure dragon moving out of harms way outside the bridge's reach where he
preps and fires a wind-based blast.
------------------.
Reaction Commands: \_
- Learn: While Xaldin performs his Thrust move, Learn will become available, which can be stocked up to 9 times.
- Jump: Not a direct Reaction Command, but an attack following Learn. The Attack command will become Jump, which will
do weapon-type damage, while the shockwave does other-type damage.
----------------------.
Victory "Get Bonuses": \_
- HP +5, Spell Upgrade: Reflega (Sora)
- Support Ability: Auto Healing (Donald)
- HP +5 (Goofy)
- HP +25 (Beast)
-------------.
Mickey Saves: \_
Yes
---------.
Strategy: \_
The sheer complexity of this battle can only be measured by Sora's current level due to the fact that most battles have
a certain technicality where strength basically becomes obsolete and your resourcefulness is put up to test. That being said,
this is one of those fights where you need to appease and forget about button-smashing an enemy to death, because Xaldin is
no pushover.
It's a good idea to have your Drive Forms leveled up considerably, at least Level 3 where you obtain each of their Level
1 Growth Abilities, which are as helpful as the Learn Reaction Command is. As soon as the battle starts, lock-on to Xaldin
and peel your eyes open, and accustom yourself to Xaldin's speed. Xaldin's moves are solely long-reach, making them foreseeable
to some degree and reasonably easy to block, mostly the Thrusts, which are the best way to stock up Learn Reaction Commands.
Since it can be difficult to get in close quarters against Xaldin, stocking as much Learns as possible will help towards that
goal.
The Learn Reaction Command becomes available every now and then when Xaldin attacks, but is mostly available when he jabs
his spears forward creating a Thrust. By stocking these, your Attack command changes to Jump, which will be accompanied by
the amount stocked up so far (up to 9). Typically, you'll need to perform all the Jumps available in order to attack accordingly,
but a good tactic is to Guard whenever Xaldin attacks to save the Jump for Xaldin's strongest moves. After these are unloaded,
Xaldin will be knocked out of his stance, practically open for an aerial assault, so take full advantage of your abilities
and aerial finisher.
Quick Run becomes a necessity whenever Xaldin enters his berserk-like stage, where he glows green and his speed and strength
increases considerably. If you don't watch out your movements, you'll get caught up in a corner where Xaldin will most likely
spear you to death. While in this stage, Xaldin will sometimes move outside the bridge and transform his spears into a dragon
where he'll scour the bridge horizontally releasing a wind-based energy blast. When this happens, move to the end of the bridge
to completely avoid this attack.
All in all, stocking up as much Learn Reaction Commands and knowing when to use Jump will make the difference between
victory and defeat. Limits are a great choice to inflict damage, mostly Beast's Howling Moon, whenever Xaldin is caught off-guard
or Goofy's Teamwork. Drive Forms can help whenever Sora's HP and/or MP are critically low; Valor Form's extreme offensiveness
could also help to inflict damage right after performing Jump. Know to keep your distance whenever Xaldin goes berserk and
avoid any suicidal stunts, unless you have enough Jump commands available, and don't force Sora into tight spots. Remember,
Learn equals victory.
=--------------------------------=
=- Grim Reaper (2nd Encounter): -=
=--------------------------------=
Ctrl+F (F3): [hgr]
Contrary to the first encounter in the Black Pearl, the fracas that stirs up at the Harbor can be a bit frustrating. This
time around the Grim Reaper has become a ghoul thanks to the medallions, and the only possible way to win the battle is by
using magic. Patience, as always, can be your best ally.
------.
Stats: \_
=----------------------------------------------=
=- HP: 790 (4LB) | Strength: 35 | Defense: 20 -=
=----------------------------------------------=
---------------.
Most Effective: \_
=-------------------=
=- Standard Weapon -=
=-------------------=
NOTE: All magic spells will do a third of the usual damage.
--------.
Attacks: \_
- Sweep Away: Swings the scythe sideways - standard attack that can be completely interrupted.
- Warp: A spinning attack combined with teleportation that can be deflected.
- Evil Spirit: A standard swing of the scythe that can be deflected and interrupted, followed by a spirit attack that
can only be deflected.
- Dance of the Dead: An attack where spirits bop around; this move cannot be deflected.
- Absorb Medallions: Grim Reaper releases some spirits to suck medallions from the chest. Deflecting their attacks, however,
could halt momentarily the move.
- Tornado: A whirlwind used primarily to gather in medallions scattered on the ground; it can be deflected.
- Spirit Counter: Evil spirits are once again released, but only after performing the Loot Launch Reaction Command.
------------------.
Reaction Commands: \_
- Replace: Deposits medallions in the chest.
- Hinder: Thwarts the Grim Reaper from collecting medallions.
- Loot Launch: Followed by Hinder, Sora will grab Grim Reaper and send it flying to make it spill medallions.
----------------------.
Victory "Get Bonuses": \_
- Spell Upgrade: Magnera (Sora)
- Action Ability: Flare Force (Donald)
- HP +5 (Goofy)
- HP +15 (Jack Sparrow)
-------------.
Mickey Saves: \_
No
---------.
Strategy: \_
Different to other fights, say Xaldin's for example, this particular bout with the Grim Reaper isn't that difficult, though
it can be tricky.
The strategy for this battle is straightforward with magic as the key. Since the cursed medallions protect the Grim Reaper
from physical harm, you must use magic spells in order for it to drop these medallions, pick them up and return them to the
chest. Knowing that be sure to have Donald as part of your party customized to Technic Attack, which will make the battle
easier in the spell-casting front. When all the medallions are returned properly to the chest, the Grim Reaper will be vulnerable
to physical blows, so be ready to button-smash away.
Whenever the Grim Reaper approaches the chest, get close to it to activate two Reaction Commands that will thwart its
moves and allow you to return any coins it might've sucked in. As far as its attacks go, they are as straightforward as the
battle itself and aren't that difficult to deflect and/or dodge. Ordinarily, Limits are a great damage-inflicting source,
but the Master Form could prove as beneficial.
Remember, as long as one medallion is missing from the chest, the Grim Reaper will retain its ghoul aspect, prohibiting
all sort of weapon-type attacks. Maintain the spell casting strong and try to follow the Reaction Commands when prompted to
make the battle as short as the first one was.
=-----------=
=- Xigbar: -=
=-----------=
Ctrl+F (F3): [xig]
The first boss you fight during your first visit to The Castle That Never Was, Xigbar shares the same level of difficulty
of Xaldin, but has fewer attack patterns that are easier to deflect and/or dodge. The difficulty of the battle, though, falls
in Xigbar's dexterity and ability to change the arena to his own advantage, not to forget his Ultima Shot attack. Again, patience
is key.
------.
Stats: \_
=-----------------------------------------------=
=- HP: 1300 (7LB) | Strength: 45 | Defense: 26 -=
=-----------------------------------------------=
---------------.
Most Effective: \_
=-------------------=
=- Standard Weapon -=
=-------------------=
NOTE: All magic spells will do a quarter of the usual damage.
--------.
Attacks: \_
- Aim: Xigbar retracts to a balcony where he snipes down below.
- Shot: 4 standard shots that are completely deflectable.
- Downward Shot: 4 standard shots from an overhead position that are completely deflectable.
- Warp Shot: 4 standard shots from two parallel warp holes that are completely deflectable.
- Teleport: Xigbar teleports around the stage, breaking your lock-on.
- Charge Shot: A charged-up version of a Sniper's Light-Arrow attack, which can be deflected if timed right other than
the Warp Snipe Reaction Command.
- Stage Change: Xigbar changes the shape of the arena.
- Ultima Shot: Massive bullet rain from different angles.
------------------.
Reaction Commands: \_
- Break: Thwarts Xigbar's Aim attack.
- Warp Snipe: Same as with Sniper Nobodies, Warp Snipe teleports Sora to shoot light-arrows back at Xigbar.
----------------------.
Victory "Get Bonuses": \_
- Spell Upgrade: Magnega (Sora)
- Item Slot (Donald)
- HP +5 (Goofy)
-------------.
Mickey Saves: \_
No
---------.
Strategy: \_
Being the sniper he is, Xigbar initiates his turn in battle by teleporting high atop a balcony-like platform to attack
Sora and company with his special Aim move. Use the Break Reaction Command as soon as prompted followed by Warp Snipe, which
annuls the move and inflicts damage at the same time. Subsequently, Xigbar will return to the stage where he'll commence his
shot barrage - four normal laser-like bullets at a time. During this phase, Xigbar will constantly teleport around the stage
breaking your lock-on; it's crucial that you lock-on to him as soon as he reappears.
Since Xigbar's main tactic is to shoot laser-like bullets at Sora, bounce them back at him with the use of Reflect magic.
Now, regarding the Shot attack, it has three distinct patterns that you need to be aware of. The first pattern consists of
the standard shot, which he constantly performs while he teleports around; the second one is a downward shot where he appears
directly overhead Sora; and the third one consisting of two portals where light-arrows home in at Sora. All of these moves
can be deflected back at Xigbar with the use of Reflect magic, except for Warp Shot.
After two or three turns, Xigbar will retract to a safe place and reload his rifles; he'll announce this particular process
by saying, "R for reload!" Lock-on to him and attack him before he teleports away to restart his Shot patterns.
Xigbar will also alternate in between attacks to shoot charged-up light-arrows that will recoil around for brief amounts of
time, which can be bounced back at Xigbar by using the Warp Snipe Reaction Command. However, you can stand in front of Xigbar
while he's charging up and use Reflect magic before he releases them, bouncing them all back at him.
As for the stage changes go, they aren't too drastic in a sense, but they can be a bit confusing. The changes vary greatly:
sometimes the arena becomes a linear one, Xigbar at the end shooting double the rounds he would normally, other times a square-like
labyrinth arena with Xigbar at the center. Even though these stage changes alter the perspective of battle, the battle doesn't
change at all. However, when the stage becomes a small square, drastic is an overstatement; this time Xigbar means business,
becoming temporarily invincible, prepping his Ultima Shot attack. During this phase, Xigbar will teleport to the sides shooting
quick bursts that are best dodged by never stop moving. When these quick bursts end, more will be fired from all angles overhead
the small arena. During this period, avoid the massive rain of bullets by running counterclockwise to where they began, never
jumping or even stopping - Glide works extremely well here. Other strategy during this attack is to use Reflect as fast as
you possibly can. However, it's essential to reiterate to NEVER jump during the burst barrage.
In summation, keep Xigbar locked-on, reflecting all shots he fires back at him. Take advantage of all the Reaction Commands
as soon as these are prompted; Limits could be a good source to inflict damage as well, but due to Xigbar's constant teleportation
it will be a bit tricky to maintain them, unless he's reloading his rifles where he is entirely open for an attack. Drive
Forms are extremely useful in this particular battle as well, and if you happen to have Final Form, you'll surely deplete
at least three to four of Xigbar's life bars if you button-smash with good precision.
=--------------------------=
=- Xemnas (Final Battle): -=
=--------------------------=
Ctrl+F (F3): [xfb]
Xemnas' last confrontation requires lots of patience, mostly if you haven't leveled up Sora accordingly. Before entering
Kingdom Hearts in order to reach Xemnas, equip good armor and accessories, as well as a well-rounded Keyblade, not forgetting
Hi-Potions and the like just in case. Button-smashing definitely isn't a good option, so concentrate on maintaining Xemnas
locked-on, as well as evading his countless laser shots.
This fight could be tough, could be easy - it all depends on how well you deliver each hit.
------.
Stats: \_
=-----------------------------------------------=
=- HP: 1500 (8LB) | Strength: 45 | Defense: 26 -=
=-----------------------------------------------=
NOTE: Xemnas' strength and defense level are relative to Sora's level (if it is higher than Xemnas').
---------------.
Most Effective: \_
=-------------------=
=- Standard Weapon -=
=-------------------=
NOTE: All damage done by magic spells will be halved.
--------.
Attacks: \_
- Thorn Beam: Energy-based attack that activates the Reversal Reaction Command. (This attack is much like Twilight Thorn's
own Thorn Beam attack.)
- Blade Attack: Xemnas' standard blade combo attack, which usually are 3 blade cuts or a 4-set maxi-combo.
- Weapon Drop: Usually done during or after the Thorn Beam scenario, Xemnas knocks Sora's Keyblade off his hands in order
to attack, leading to the Block Reaction Command.
- Kick: Performed while doing the blade combo, Xemnas does a Roundhouse, a Foot-sweep and a Somersault.
- Shot: Much like Xigbar's Shot attack, with the lone exception that this version fires more than 4 lasers. This attack
has two particular patterns: single Shot attack of 3 lasers or numerous homing lasers
- Spark Bomb: Xemnas positions himself near Sora to release 2 exploding energy balls. This is a dark-type attack.
- Spark Wall: Xemnas raises a reflective wall that inflicts damage if approached.
- Bind Attack: A special move in which Xemnas traps Sora dealing continuous damage. This move activates the Rescue Reaction
Command scenario where you control Riku.
- Multi-Shot: Xemnas' "last resort" move where Sora and Riku are enclosed in a dome-like field in which countless
lasers are released, leading to the Reflect Reaction Command.
------------------.
Reaction Commands: \_
- Reversal: If timed right, Sora and Riku will dodge Xemnas' Thorn Beam by sliding around it.
- Block: Riku steps in to defend Sora, blocking Xemnas' attack while returning Sora his Keyblade.
- Rescue: During the Bind Attack scenario, you'll take control of Riku in order to rescue Sora.
- Reflect: During the Multi-Shot sequence, Sora and Riku deflect each laser aimed at them; you must press Triangle and
X for Riku and Sora respectively.
----------------------.
Victory "Get Bonuses": \_
N/A
-------------.
Mickey Saves: \_
N/A
---------.
Strategy: \_
Xemnas commences his turn in battle by grabbing Sora and throwing him into the air, initiating his Thorn Beam attack.
Use the Reversal Reaction Command as soon as this occurs to avoid this attack. You can, however, connect a few hits to Xemnas
while airborne, but be cautious while doing this since this could lead to the Weapon Drop sequence. Though the Weapon Drop
sequence leaves Xemnas open if done accordingly.
The whole fight with Xemnas is quite hectic due to his ability to warp around, which hinders you to connect successive
hits. He tends to duplicate himself every now and again, so watch out not to strike the fake Xemnas because it sometimes leads
to a Spark Bomb; you can tell, however, the fake Xemnas from the real one because the fake one looks closely to a hologram.
And speaking of Spark Bomb, watch out for this attack as it can push Sora back, though Riku's Dark Shield Reaction Command
becomes available, which serves as an extension to the Reflect spell.
Fighting Xemnas on the ground will become even more strenuous when he initiates his Shot barrage, where he releases countless
lasers at Sora and Riku. You have several options here: Air Dodge, Reflect, and Dark Shield. When Xemnas shoots exactly three
lasers, time your jump with an Air Dodge to deflect them; when Xemnas releases fourteen lasers that surround Sora and Riku,
you could either jump and maintain Sora airborne while pressing the Square button and air dodging as soon as the lasers spurt
towards Sora or you can time a Reflect spell; and, lastly, when Xemnas retracts, carefully wait for him to shoot numerous
lasers straightly at Sora, and either use Riku's Dark Shield or several, carefully timed Reflect spells. Avoiding the laser
barrage is essential to keeping Sora's health at high numbers, so if you intent to glide around to dodge the lasers, be sure
that you're at considerable distance because you could end up cornered within the stage's invisible walls. Lastly, avoid using
Limits during this "laser phase".
After the laser mayhem, Xemnas will start to leap and warp around anew, as well as he'll start to attack with his blades.
Use Guard whenever possible followed by a Counterguard to have a clear shot at Xemnas, which you could even further with either
Eternal Session or Trinity Limit. Xemnas will also use Thorn Beams, where if you follow each Reversal Reaction Command accordingly,
you'll slide behind him.
When Xemnas has taken significant damage, or in other words has about two to two-and-a-half life bars (or three), he'll
capture Sora, applying his special Bind attack. While Sora's captured, you'll play as Riku where you must work your way to
Xemnas in order to free Sora. Thing is that Xemnas will not make it easy attacking Riku with a clone of his; in this particular
pickle you need to either use Dark Aura to push Xemnas' clone back or attack it to make it disappear, though another will
materialize. This particularity is a thing of tastes, but sometimes attacking the clones' head-on works better. After you
successfully rescue Sora, Riku will attack Xemnas, leaving him susceptible to any attack - if you have enough MP, use a Limit.
Once you have depleted almost all of Xemnas' life bars, he'll use his "last resort" move, unleashing a salvo
of lasers at Sora and Riku. This is basically the battle's most spectacular sequence where you'll have to deflect all lasers
by rapidly tapping Triangle and X - any similarities to Star Wars is mere coincidence. After successfully finishing the Multi-Shot
scenario, all there is to do is finishing off Xemnas.
All in all, maintain Sora's HP at high levels and avoid button-smashing. Use Reflect and Guard whenever needed, and don't
be shy to use the Weapon Drop sequence as a means to inflict damage to Xemnas after properly avoiding the subsequent attack.
During the laser barrage concentrate on dodging them and avoid using Limits. The rest is a straightforward battle; so follow
each Reversal Reaction Command accordingly whenever prompted, and once Riku rescues Sora, take full advantage of Xemnas' susceptibility.
If your health is low, retract and use a Hi-Potion, or allow Riku to heal you.
------------.
Drive Forms: \_
Ctrl+F (F3): [drf]
Surely you know how each Form works, mostly if you use them constantly. Each Form has its unique advantage, be it fast-paced
attacks (Valor), strong frenzied magic usage (Wisdom), a mix of the last two with strong aerial force (Master), or just everything
and then some (Final)...or the occasional black sheep (Anti), which isn't half bad if used right. The purpose of this section
is to help you to develop these Forms' full potential, inside and outside of battle.
NOTE: These tips are being based by two factors: 1) you're in the final stages of the game, or 2) you've completed all
episodes in each world (or at least those that will be covered here).
-------------------
Form Leveling Tips:
Ctrl+F (F3): [flt]
- Valor Form: This Form basically is the trickiest to level up, mostly to those that lack patience. C'mon, it's true!
Still, it turns reasonably easy if you use weak Keyblades (i.e. Kingdom Key and Sweet Memories). Since Valor Form's experience
is tallied by one (1) for each successful hit to the enemy, Assault Riders and Morning Stars are the perfect choice. Choosing
which opponent to level this Form is up to you, of course; but Assault Riders are by far the best opponents for this task.
Best way is to go to the Land of Dragons, and start the world from the Throne Room, move from there to the Antechamber,
dispose of the seven (7) Assault Riders that spawn there continuing all the way to the Mountain Trail. Now, you can choose
either to continue uphill or regress to the Throne Room - since you've traveled three (3) screens away after you originally
left the Antechamber, all the enemies will spawn anew. The great thing about Land of Dragons is that it offers a considerable
amount of Heartless where you can easily level up Valor Form without any worries or mishaps, even more since most Heartless
will drop Drive Orbs after being slain (most notably the Assault Riders) that will help your Drive Gauge be at high levels.
If you prefer another world to level up Valor Form, then Hollow Bastion/Radiant Garden would seem feasible; Morning Stars
abound there in healthy numbers and you'll find around ten (10+) of them throughout the different screens (Borough, Restoration
Site, Ravine Trail, and Dark Depths). Morning Stars also leave behind Drive Orbs when slain, which will keep your Drive Gauge
kicking. Overall, you can always have some Drive Recoveries at hand just in case; and don't forget to have Sora equipped with
the Draw Support Ability and the Draw Ring, as well as you could omit using the Kingdom Key to use Follow the Wind instead
(for third times the vacuum power).
- Wisdom Form: Contrary to Valor, Wisdom Form could be considered the second easiest Form to level up: for each heartless
slain, one (1) point of experience is gained. Still, rounding up Heartless to level up this Form could be a bit frustrating
if you dislike casting spells, even more if you've accustomed yourself to button-smashing every enemy insight. Wisdom is all
about spell casting, balancing each spell to your advantage; this Form's purpose is entirely derived towards magic and long-reach
tactics.
To level up this Form suitably, there are two places where a vast number of Heartless can be found: Timeless River and
Land of Dragons.
Timeless River is the preferred spot for most people as it offers an easy enough number of Heartless to take down, ranging
from Shadows, Aeroplanes, Large Bodies, Hot Rods, and Soldiers. In total, there are around sixty (60+) Heartless that inhabit
Timeless River, this of course counting the four (4) separate windows. It is a great place to begin the leveling up process,
and it's a fairly easy world to navigate. However, there's also Land of Dragons, offering about a hundred (100+) Heartless
alone. The difference between the two worlds derives from the stage progression, Timeless River being the shorter of the two.
Even so, Wisdom Form could be leveled up right in Land of Dragons seeing as most enemies there drop lots of Drive Orbs and
all you'll be doing is casting spells to easily gain experience - Magnet and Thunder magic for the win.
Whichever world you choose, be sure to have a couple of Ethers and Drive Recoveries in your inventory; equip a Keyblade
with decent magical attributes, such as Photon Debugger to up Thunder-based attacks, or even better, Ultima Weapon. The best
tactic to level up this Form is by using Magnet and Thunder magic, and equipping Sora with the Draw Support Ability and the
Draw Ring.
- Master Form: Master Form, my personal favorite of the five! This one is by far the easiest Form to level up, which you
do by collecting Drive Orbs: for each small orb you'll gain one (1) point of experience and three (3) points for every big
orb collected. This being the essential leveling system, most people prefer to level up this Form by going to the Land of
Dragons and destroying the carts in the Checkpoint area, returning to either previous screen, and going back to the Checkpoint
to destroy the same carts. These carts give exactly seven (7) orbs without Jackpot equipped, giving one (1) big orb and six
(6) small ones; it doubles if Sora has both Jackpot and Wishing Lamp equipped to exactly twelve (12), two (2) big orbs and
ten (10) small ones. By doing this, you'll gain around fifty (50+) experience points. This is of course an easy route to leveling
up Master Form, but there are more efficient ways to level this Form.
Like with the other two Forms, Land of Dragons continues to be the best place to level up Master Form. The same strategy
used for Valor Form's level up process applies to Master's: entering the world through the Throne Room, dispose of the seven
(7) Assault Rider's that spawn in the Antechamber, continue outside the Palace Gates where eight (8) new enemies will appear:
five (5) Nightwalkers and three (3) Assault Riders. After defeating the enemies in the Palace Gates, proceed to the Imperial
Square where a batch of Heartless awaits, where you'll gain as much Drive Orbs as you did in the last two screens. You can
easily continue towards the Village, enter the Village Cave and regress afterwards towards the Antechamber, or the Throne
Room if you need to recharge your MP. If you follow this technique without missing a beat, you can level up entirely this
Form.
Another great place to level up Master Form is Beast's Castle, where big Drive Orbs abound - exactly 148 orbs. And that's
without any Jackpot ability equipped! Certainly, equipping all the Jackpot abilities will make leveling this Form a breeze.
To take full advantage of the Drive Gauge, start at the Parlor, head all the way to the Bridge and transform there, defeating
the four (4) Crimson Jazzes that will appear. Move from the Bridge towards the Entrance Hall where two (2) new Crimson Jazzes
and four (4) Morning Stars await, entering the Ballroom once these six enemies are defeated. The Ballroom holds a set of three
heavy hitting trios: one (1) Crimson Jazz and two (2) Large Bodies, followed by one (1) Large Body and two (2) Morning Stars
ending with a (1) Crimson Jazz and two (2) new Morning Stars. Once they're disposed of, move to The West Hall where you'll
encounter nine (9) Crimson Jazzes and three (3) Morning Stars, heading afterwards to The West Wing where three (3) more Crimson
Jazzes will spawn. Regress to The West Hall and enter the Secret Passage, home of three (3) Large Bodies; follow the passage
towards the Undercroft continuing to the Dungeon to restore any lost HP and/or MP as well as to make the Heartless in The
West Hall appear anew. Don't ignore the Gargoyle Heartless as they offer a reasonable amount of small Drive Orbs. Keep going
back and forth and you'll surely level Master Form in a whim.
As always, have some Ethers and Drive Recoveries at hand, and keep in mind that Drive Recoveries are a blessing when leveling
up forms. Since you can equip two Keyblades when using Master Form, be sure to have Follow the Wind and Wishing Lamp, alongside
the Draw Ring, the Draw Support Ability, and the Jackpot Support Ability respectively. Magnet and Thunder magic are always
a great choice.
- Final Form: This one is a bit tricky to level up, but not as tricky as leveling Valor Form is. To level up Final Form
you need to defeat Nobodies, which are a scarce breed. The best places to level up this Form are: Twilight Town: Underground
Concourse, Yen Sid's Tower, and The World That Never Was. The Underground Concourse is a great place to start the leveling
process since it's a basic place to rummage around that has a considerable amount of Nobodies. Yen Sid's Tower is the place
to continue once Final Form has reached a couple of levels, where you can find a good batch of Nobodies as you ascend the
stairs. However, The World That Never Was is practically the best place to level up Final Form, not only because it's home
of the Nobodies, but because you can zip through less screens in order to level the Form respectively.
Start the world directly from Twilight's View (the room with the Moogle Shop), ascending the stairs towards The Hall of
Empty Melodies, where you'll face Snipers. From there, proceed to Naught's Skyway and proceed to the next room while you defeat
all the Nobodies. This is the best place to level up Final Form due to the vast number of Creeper Nobodies, and the easy MP
Balls that you'll get by facing Samurais and Berserkers. After disposing of all the enemies, head to the next room, defeat
the Assassins and Snipers, and head to the room called Proof of Existence to replenish any lost HP and/or MP. To make the
Nobodies at Naught's Skyway reappear, simply, while you're in Proof of Existence, head towards the Havoc's Divide door (where
you fought Luxord), either defeat the Nobodies there or exit the room as soon as you enter. Or you could use the Drive/Save
Point glitch: before your Drive Gauge expires, go to any save point and exit the world, return to it and your Drive Gauge
will be at max.
The downside of leveling Final Form is that Nobodies only leave MP Balls when defeated, and the only way to help extend
this Form's time is by equipping Oathkeeper, which has the Added Ability, Form Boost, as well as the Damage Drive Support
Ability (if you're willing to let a Berserker or two hit you several times). Either way, Drive Recoveries are always there
to help you out or the Drive glitch as mentioned above.
Recapping: Having as much Draws as possible helps to prolong each Forms' time by gathering Drive Orbs; Jackpot helps to
make more of them appear. Since you'll be casting spells to make short work of each enemy (not counting Valor Form), Drive
Boost is a nice addition, as well as Damage Drive, both Support Abilities. Equipping certain Keyblades and Accessories also
help whenever leveling a Form, like Oathkeeper when leveling up Final Form for example. Drive Recoveries are undervalued items
that really make Form leveling a reasonably easy task.
----------------------
The Anti Form Process:
Ctrl+F (F3): [ant]
Anti Form is quite simple to estimate, though it could be unpredictable if you miss a number or two.
Simply put, the more Sora turns into Valor, Wisdom or Master Form, there will be a chance he'll turn into Anti Form. These
odds are dictated by an unseen equation called "Anti Points" that amounts each time Sora turns into either of the
aforementioned Forms. These points are also affected by actions done by Sora and the situations under which he changes Form.
And is also safe to note that this Form is not voluntary, and it isn't affected by the amount of damage sustained by Heartless
enemies, as well that Sora doesn't learn any Growth Abilities from this Form.
Disadvantages: Although this Form grants Sora with double speed and extremely fast-paced attacks with insane combinations,
it also has its downside. For instance, attacks sustained during this Form are increased by 50%; Sora can't pick up HP Orbs
while Drive Orbs decrease the Drive Gauge points. As an added side effect, Sora won't receive experience from slain enemies,
and can't perform Reaction Commands. Also, the Drive Gauge will revert to zero (0) whenever you enter a new area.
Anti Form Probability:
0-4 = 0% chance of turning into Anti Form
5-9 = 10% chance of turning into Anti Form
10 = 25% chance of turning into Anti Form
+10 = +25% chance of turning into Anti Form
Anti Point Calculation:
Change to Valor, Wisdom or Master Form = +1
Change Form when an ally is stunned....= 0
Change to Anti Form....................= -4
Change to Final Form...................= -10
Obtain a new Form......................Drops to 0
Odd Modifiers:
Scripted Battle........................= x2
Versus Organization XIII Members.......= x4
Versus Armored Xemnas..................= x10
Non-Party Coop Battles.................= x0
----------------------
Recommended Keyblades:
Ctrl+F (F3): [rkb]
For Valor Form: Rumbling Rose, Guardian Soul, Decisive Pumpkin or Fenrir
For Wisdom Form: Photon Debugger, Bond of Flame or Ultima Weapon
For Master Form: Fatal Crest, Sleeping Lion, Oblivion or Ultima Weapon
For Final Form: Oathkeeper, Fatal Crest, Ultima Weapon or Fenrir
NOTE: Oathkeeper works well with either Form, as well as Circle of Life. Oblivion is a great choice whenever leveling
Forms, though at higher levels. Both, Follow the Wind and Wishing Lamp, are a great choice when leveling up all Forms.
-------------------
Drive Gauge Tricks:
Ctrl+F (F3): [dgt]
Quick Refill: Go to Olympus Coliseum: Underworld Entrance and enter either the Pain & Panic Cup, Cerberus Cup, Titan
Cup or Goddess of Fate Cup, quit it and you'll have your Drive Gauge refilled.
Glitch: This is a perfect trick whenever you're leveling up Forms and your Drive Gauge is running low. Go to the nearest
Save Point before your Drive Gauge depletes, exit the world through it and your Drive Gauge will be at its maximum again.
This is also true with in-world gates, like the door to Timeless River located at Disney Castle and the 100 Acre Wood book
at Merlin's House.
Final Form Trick: When you complete the event at Memory Skyscraper, where Sora confronts Roxas, you'll gain the ability
to turn into Final Form, but at randomly like Anti Form. To ease the random effect, go to Olympus Coliseum: Underworld Entrance,
enter the Cerberus Cup and use either Form, and if Sora isn't wearing silvery garbs, press Start and Retry. Rinse and repeat
this process until you acquire Final Form.
------------------.
When Item Hunting: \_
Ctrl+F (F3): [wih]
Item hunting becomes a necessity when trying to synthesize some of the products listed in the Moogle creation lists, mostly
when trying to complete Jiminy's Journal. The purpose of this section is to illustrate easy routes and ways to get certain
materials to synthesize items like the Stat Boosts, Mythril ingredients and the Drive Recovery items, among others.
To make item hunting fairly easy and a factor more towards your side, equip Sora, Donald, and Goofy with Lucky Lucky,
as well as have either of them wear the Lucky Ring and their respective Lucky Lucky weapon (Sweet Memories for Sora, Meteor
Staff for Donald, and Genji Shield for Goofy). Luck's factor will be altered this way, and you'll acquire rare materials like
crystals with fair ease.
NOTE: Just as a polite reminder, this isn't a complete list of all the synthesis materials, just the rare ingredients
which purpose of being listed has been explained thoroughly. If you're missing certain shards, stones and/or gems, I recommend
megafierce's Synthesis Guide for every one of those.
-----------------------------
Dense & Twilight Materials:
Ctrl+F (F3): [dtm]
First in the list are the Dense and Twilight materials, which indirectly are essential ingredients for the Stat Boosts
and Drive Recoveries. These are solely gained from certain Nobodies, and obviously, the best place to hunt for these materials
is the castle over at The World That Never Was; and either you could start the world straight from The Brink of Despair or
The Altar of Naught. Whichever you chose, it'll still bear equal results.
- Dense Shard: This ingredient can be obtained by defeating Creepers and Dragoons, and once you have thirty (30) of them,
they will be available at every Moogle Shop for 200 Munny. Its best going to Naught's Skyway and defeat the horde of Creepers
that appear there, and afterwards buy the shards whenever needed.
- Dense Stone: You'll only receive Dense Stones by defeating Snipers, which are somewhat scarce inside The Castle That
Never Was. Overall, there are around ten (10+) Snipers roaming inside the castle - specifically in: Nothing's Call, Hall of
Empty Melodies (both), and Ruin and Creation's Passage. Once you've acquired twenty-five (25) of these stones, they will be
available at every Moogle Shop for 400 Munny. A good tactic when hunting for these stones is to head towards Ruin and Creation's
Passage, defeat all the Snipers spawned there, head back to Proof of Existence and from there to the following room, Hall
of Empty Melodies. Once you finish the two Snipers there, head back to Ruin and Creation's Passage and continue to go back
and forth until you get enough stones.
- Dense Gem: Gained by defeating Samurais, Dense Gems are a bit tricky to obtain due to the Samurais' dispersed appearances
throughout the castle, appearing in: Crooked Ascension (via Twilight's View), Naught's Skyway, and Naught's Approach. Once
you collect twenty (20) of these gems, they can be bought at every Moogle Shop for 800 Munny. The best way to collect them
is by going to Naught's Skyway, defeat the seven (7) Samurais that can be found there, go all the way to Naught's Approach
where you'll fight three (3) more and from there regress to Naught's Skyway. Keep going back and forth until you get enough
gems.
- Dense Crystal: Berserkers drop these rare materials, but they are actually easy to obtain. Contrary to the last three
materials, you can't buy crystals in Moogle Shops, though if you could, you'll end up broke at 1600 Munny apiece. Naught's
Skyway, Addled Impasse, and Naught's Approach is where Berserkers are, twelve (12) in total. The strategy here is to start
in Naught's Skyway, go to Addled Impasse then head towards Naught's Approach where you'll collect a good amount of Dense Crystals.
I personally don't leave the place until I have at least fifty (50) of these crystals.
- Twilight Shard: Collecting this material is relatively easy, which you obtain whenever you slain a Dusk or a Gambler.
It's better visiting the Mansion in Twilight Town for this one since a large amount of Dusks habituate there, as well as a
considerable number of Gamblers. After you collect thirty (30) of these shards, they will become purchasable items at every
Moogle Shop for 200 Munny.
- Twilight Stone: Dancers drop these materials, but since they appear in small groups and they are one of the rarest Nobodies
in the game, it's preferable to visit the Mansion in Twilight Town and keep your feet put in the Basement Corridor. It could
take a while to gather enough of these stones, but once you collect twenty-five (25), you'll be able to buy them at any Moogle
Shop for 400 Munny each.
- Twilight Gem: If you had trouble getting Twilight Stones, then these gems will surely give you an ulcer. Assassins drop
these materials, but there are only four of them in the whole game, in the Hall of Melodies specifically. Typically there
would be a strategy for gathering as much of these materials as possible, but the best way to amass Twilight Gems is just
as you go by collecting Dense and Twilight materials. A good example is while you go back and forth collecting Dense Crystals
or Dense Stones. Most materials are best when acquired unintentionally, and Twilight Gems are the case. Once you gather twenty
(20) of these gems, they will be available at Moogle Shops for 800 Munny.
(I've always wondered why Assassins don't appear in Betwixt and Between - seems rather obvious and justifiable.)
- Twilight Crystals: A la Dense Crystals, you can't collect a certain amount of these crystals for later purchase at Moogle
Shops. Sorcerers drop these materials, and The Castle That Never Was is where you'll find them, exclusively at Nothing's Call
and Ruin and Creation's Passage. Only four (4) appear in Nothing's Call, while eight (8) of them spawn in Ruin and Creation's
Passage. You can follow the same strategy for the Dense Stones and you'll get a good amount of these crystals; inadvertently
you will collect some of these when going back and forth collecting Dense Stones. As with Dense Crystals, I don't leave until
I get at least fifty (50) of these.
You could also try to gather some of these materials in Twilight Town's Underground Concourse and the Mansion as well
or over at Yen Sid's Tower. Either way, here's a list of the number of each specific Nobody that appear in each of these places:
NOTE: All Nobodies are listed in order of appearance.
-------------------------------------
Twilight Town: Underground Concourse:
Dusk......= 9 + 4*
Gambler...= 6
Dragoon*..= 3
.............Total = 22
* These are found in the Tunnelway.
-----------------------
Twilight Town: Mansion:
Gambler...= 12
Dusk......= 21
Dragoon...= 3
Dancer....= 6
............Total = 42
----------------
Yen Sid's Tower:
Sniper....= 8
Dusk......= 12
Samurai...= 4
Dragoon...= 5
Dancer....= 5
Gambler...= 4
Berserker = 5
..............Total = 43
--------------------------
The Castle That Never Was:
Sniper....= 13
Sorcerer..= 12
Dragoon...= 3
Samurai...= 13
Creeper...= 32
Berserker = 12
Assassin = 4
Dusk......= 7
Gambler...= 4
Dancer....= 4
..............Total = 104
------------------
Mythril Materials:
Ctrl+F (F3): [myt]
These materials can't be purchased but synthesized, and it is quite a chore at first, but turns out to be fun afterwards.
There are a set amount of these materials as you play the game: thirty-seven (37) shards, twenty-six (26) stones, twelve (12)
gems, and fourteen (14) crystals. You'll most likely end up needing solely gems and crystals if you aim to max-out Sora's
stats, in which case the following list serves as a blueprint alongside the above Dense and Twilight Materials section.
- Mythril Shard: To synthesize these shards, you'll need Dense Stone (1), Dense Shard (3), Twilight Stone (1), and Twilight
Shard (3). Once the Moogle achieves level 5, all Rank C materials will be cut by half when synthesized, which gives Dense
Stone (1), Dense Shard (2), Twilight Stone (1), and Twilight Shard (2). To further cut the materials needed in half, use an
Energy Shard and all you'll need is one (1) of each material.
Mythril Shards are found in: Twilight Town (Tram Common (2), Central Station, Sunset Terrace, The Woods, The Old Mansion,
and Tower Entryway), Hollow Bastion/Radiant Garden (Borough), Land of Dragons (Bamboo Grove, Checkpoint, and Mountain Trail),
Beast's Castle (Belle's Room, West Hall (2), West Wing, Secret Passage, and Courtyard), Olympus Coliseum (Cave of the Dead:
Passage, Cave of the Dead: Inner Chamber, Underworld Caverns: Entrance, Underworld Caverns: Lost Road (2), and The Lock),
Disney Castle (Courtyard (2)), Timeless River (Pier), Port Royal (Town, Isla de Muerta: Cave Mouth, and Isla de Muerta: Moonlight
Nook), Agrabah (Agrabah (2), Bazaar, Cave of Wonders: Entrance, and Cave of Wonders: Valley of Stone), Halloween Town (Graveyard),
Pride Lands (Elephant Graveyard and Wastelands)
- Mythril Stone: For this one you'll need a Serenity Shard, alongside the same materials needed for the Mythril Shard:
Dense Stone (1), Dense Shard (3), Twilight Stone (1), and Twilight Shard (3). The materials needed will be cut by half once
the Moogle's level is 5 and with the use of an Energy Shard.
Mythril Stones are found in: Twilight Town (Mansion: Foyer, Mansion: Dining Room, and Tower Wardrobe), Hollow Bastion/Radiant
Garden (Corridors), 100 Acre Wood (Pooh Bear's House), Olympus Coliseum (Cave of the Dead: Passageway and Underworld Caverns:
Lost Road), Disney Castle (Courtyard), Timeless River (Waterway), Port Royal (Rampart), Agrabah (Agrabah, Palace Walls, and
Cave of Wonders: Valley of Stone), Halloween Town (Halloween Town Square, Hinterlands, and Candy Cane Lane), Pride Lands (Gorge,
Elephant Graveyard, Pride Rock, Wildebeest Valley, Wastelands, and Jungle), Space Paranoids (Canyon), The World That Never
Was (Fragment Crossing, Memory's Skyscraper, and Ruin and Creation's Passage)
- Mythril Gem: Once you have twenty (20) types of materials, you'll earn Free Development 2 items, which include the ability
to produce these gems. All you will need is Dense Crystal (1), Dense Gem (3), Twilight Crystal (1), and Twilight Gem (3).
When the Moogle reaches level 6, all Rank B materials will be cut by half when synthesized, which gives Dense Crystal (1),
Dense Gem (2), Twilight Crystal (1), and Twilight Gem (2). To use only one (1) of each material for these gems, use an Energy
Stone alongside the materials needed.
Mythril Gems are found in: Twilight Town (Undergrounds Concourse), Hollow Bastion/Radiant Garden (Postern and Corridors),
100 Acre Woods (Piglet's House and The Spooky Cave), Port Royal (Town), Agrabah (Bazaar), Halloween Town (Candy Cane Lane),
Pride Lands (Wildebeest Valley), Space Paranoids (Canyon), The World That Never Was (Nothing's Call and Naught's Skyway)
- Mythril Crystal: Serenity Stones are required to produce these crystals along with the materials used for Mythril Gems:
Dense Crystal (1), Dense Gem (3), Twilight Crystal (1), and Twilight Gem (3). The materials will be halved once the Moogle
reaches level 6, as well as they can be further halved with the use of an Energy Stone.
Mythril Crystals are found in: Twilight Town (Underground Concourse, Tunnelway, Sunset Terrace, Mansion: Foyer, and Mansion:
Dining Room), 100 Acre Wood (Rabbit's House and The Spooky Cave), Space Paranoids (Pit Cell), Land of Dragons (Throne Room),
Port Royal (Ship Graveyard: Seadrift Row), The World That Never Was (Fragment Crossing, Memory's Skyscraper, Naught's Skyway,
and Ruin and Creation's Passage)
-----------------
Energy Materials:
Ctrl+F (F3): [erg]
The Energy materials serve as special modifiers when synthesizing by reducing the cost of materials by half. They really
come in handy when trying to save up materials such as gems. The following is a list of each Energy ingredient, where to find
them and their use.
- Energy Shard: These will help when synthesizing Mythril Shards and Stones, as well as Drive and High Drive Recoveries,
and can only be obtained by defeating Bolt Towers, Nightwalkers, Gargoyle Knights, and Gargoyle Warriors. I usually "hunt"
for these shards unintentionally whenever I'm short on munny or while I'm hunting for Energy Stones. Land of Dragons has the
majority of Nightwalkers and a good number of Bolt Towers, while Beast's Castle has the majority of Gargoyle Heartless. You
can easily get around fifty (50) of these shards in Beast's Castle if you rummage the place enough times over an extended
period of time.
- Energy Stone: Energy Stones come in handy when synthesizing Mythril Gems and Crystals. These are a bit tedious to come
by since out of the three enemies that drop them, Hammer Frames are basically the best to look for - Trick Ghosts (Halloween
Town) and Lance Soldiers (Port Royal) also drop these, but they're few in the game. Beast's Castle provides thirteen (13)
Hammer Frames, found at the Entrance Hall (3), West Wing (4), and Secret Passage (6). With a 4% drop rate, collecting Energy
Stones (and any other Energy ingredient for the matter) tends to be a tad tiresome, even when the drop rate augments to 25%
when the luck modifiers are equipped. The bright side of hunting for these in Beast's Castle is the munny that Hammer Frames
leave behind.
- Energy Gem: If you aim to synthesize lots of Elixirs, Ribbons, and Star Charms, Energy Gems will surely be a blessing.
Emerald Blues (Land of Dragons and Agrabah) and Fortunetellers (Agrabah) leave these gems behind when slain. Personally, I
prefer Land of Dragons when it comes to Energy Gems, where you can find twelve (12) Emerald Blues, found at: Encampment (4),
Mountain Trail (6), and Village Cave (2). But of course you may prefer Agrabah; it's a thing of preferences as with everything.
Either way, you can find nine (9) Emerald Blues and around fifteen (+15) Fortunetellers throughout Agrabah.
- Energy Crystal: These materials are the greatest supplements when it comes to synthesizing the different Stat Boosts
at the Moogle Shops. Bookmasters (Hollow Bastion/Radiant Garden and Space Paranoids) and Shamans (Pride Lands) drop these
crystals. Both are rather simple to find, mostly Bookmasters since ten (10) of them are right outside Merlin's House, while
ten (10) Shamans roam the Pride Lands. The best place to look for these crystals is the Borough in Hollow Bastion/Radiant
Garden by defeating the Bookmasters that appear there, heading to the Bailey afterwards all the way to the Postern, then regressing
to the Borough to make more Bookmasters appear. By doing this "back and forth" technique, you will collect enough
Energy Crystals.
----------------------
The Element Materials:
Ctrl+F (F3): [tem]
Aside from the Dense, Twilight and Mythril materials, there are other ingredients needed to synthesize the aforesaid items.
These materials range from Blazing, Frost, Lightning, Lucid, Power, and Dark, and are a big requirement mostly for the Stat
Boost items. What follows is a succinct list of where these materials can be found with strategies of how to gather them in
an orderly manner.
- Blazing Crystal: Dropped by Crescendos and Crimson Jazzes when slain, these crystals are a must for Defense and Power
Boosts. The safest way to hunt for Blazing Crystals is by visiting Beast's Castle where you can find around ten (10+) Crimson
Jazzes equally scattered. One good way to gather the crystals is when hunting for Energy Stones or munny since most materials
are best collected involuntarily. Crimson Jazzes also appear in Olympus Coliseum and Agrabah, so it wouldn't hurt to ride
the Carpet a time or two when visiting the latter.
- Frost Crystal: Living Bones drop these crystals, which are exclusively found throughout the Pride Lands. Living Bones
can be found in various places, but they mostly appear in the Elephant Graveyard, though it is actually a good idea to wander
the whole world due to the good amounts of munny you can earn. The best way to collect Frost Crystals is by beginning Pride
Lands from the Gorge, continue from there to the Elephant Graveyard to the Savannah where you'll find three (3) Living Bones,
and from there head towards the Wastelands where you'll encounter four (4) new Living Bones. To make the Living Bones appear
anew in the aforementioned places, go all the way to the Oasis, and from the Oasis to the Gorge again. Keep repeating this
route until you get enough Frost Crystals.
- Lightning Crystal: Space Paranoids is the only place where Lightning Crystals can be sought for, dropped by Devastators
and Strafers. In truth, it is a relatively straightforward hunt given that Space Paranoids' an epigrammatic world. Starting
at the Canyon and moving to the Dataspace room, you'll encounter six (6) Devastators and eight (8) Strafers. To make them
reappear, go to the Simulation Hangar, enter the Solar Sailer then leave it, regressing to the Canyon and the Dataspace room.
You could also ride the Solar Sailer and defeat the five (5) Devastators and seven (7) Strafers that spawn in it - whichever
works for you best. Just keep going back and forth to gather as much crystals as possible.
- Lucid Crystal: Exclusively dropped by Neoshadows, Lucid Crystals are one of those special materials that you'll definitely
collect unintentionally while scavenging the game for other materials. Neoshadows are far and between, easily found in every
world. A good option if you need some of these crystals is to visit the Pride Lands where there are twenty Neoshadows, and
using the same strategy described for the Frost Crystals.
- Power Crystal: Another exclusive material solely dropped by Morning Stars, these can mostly be found in Hollow Bastion/Radiant
Garden, as well as in Beast's Castle, Port Royal, and Olympus Coliseum. Power Crystals are another of those materials that
you'll find when hunting for other materials, mostly in the first two of the abovementioned worlds. Whenever you need these
crystals, though, zipping throughout Hollow Bastion/Radiant Garden for a while will surely amount you a nice number. More
precisely, Morning Stars can be found in: Borough (3), Restoration Site (4), Castle Gate (1), Ravine Trail (5), and Dark Depths
(3). Keep doing the "back and forth" technique to amass these crystals.
- Dark Crystal: Yet, another exclusive ingredient that is only found whenever Air Pirates are slain. The catch is that
there are only eight of them in the whole game, in Land of Dragons specifically. Since Land of Dragons is a very versatile
world, you'll find yourself coming here quite often, mostly if leveling Forms, so you ought to gather some Dark Crystals.
However, the best way to collect these, if that's what you only need, is to start the world either at the Village or Bamboo
Grove. Starting from the Village head to the Village Cave, exiting it after defeating the enemies there towards the Checkpoint
and then the Encampment; and vice-versa if you start in the Bamboo Grove. It will take some time, but you will collect a healthy
number of Dark Crystals if you keep at it for a good while. Sometimes I wonder why Air Pirates don't appear in Port Royal,
besides the first visit.
---------------
Item Drop Rate:
Ctrl+F (F3): [idr]
I would like to know the exact formula behind the item drop rate when it gets modified with the seven luck modifiers,
but it wouldn't be kosher of me to write some faulty theories or incorrect assumptions. However, as I've played through the
game I've kind of gotten the "rhythm" behind each time I receive an item from an enemy with and without the Lucky
Lucky abilities.
The following list collects the drop ratios with and without the luck altering abilities, each deduced after meticulously
playing through each level and paying close attention to how many times a slain enemy left an item behind. For example, there
are thirteen Hammer Heads in Beast's Castle; after going back and forth defeating them with and without the luck modifiers,
I saw a difference regarding the drop rate of Energy Stones: 1/13 without any set Lucky Lucky ability and 7/13 with the seven
luck altering abilities. Meaning that out of the thirteen (13) Hammer Heads in the whole castle, I only received one (1) stone
without any luck modifiers equipped, and seven (7) with them equipped. The list basically is conferred using that formula
- if it could be considered as such.
Common IDR:
|
Altered IDR:
|
1%
|
5%-6%
|
3%
|
7%-16%
|
4%
|
17%-22%
|
5%
|
23%-27%
|
6%
|
28%-33%
|
8%
|
34%-44%
|
10%
|
45%-56%
|
12%
|
57%-66%
|
16%
|
67%-88%
|
18%
|
89%-99%
|
* IDR: Item Drop Rate.
----------------
Practical Items:
Ctrl+F (F3): [pit]
What you have read thus far will serve to concoct the following items. As a note, when visiting worlds hunting for items,
avoid using Forms as it reduces the Lucky Lucky abilities by one (1) depending on the Form used, which is also true for the
Jackpot abilities.
NOTE: Remember that the required materials needed to synthesize these items will be reduced once the Moogle levels up,
as well as by the use of certain Energy materials.
-------------
Multipurpose:
Drive Recovery: Can only be synthesized when you give the Moogle the Recovery Recipe; afterwards it can be synthesized
whenever the materials needed are available. When the Moogle reaches level 5 the materials will be halved, as well as an Energy
Shard will further reduce the number of materials.
* The Recovery Recipe can be found when you visit for the first time the Land of Dragons: Mountain Trail.
Items Needed:
|
Quantity:
|
Halved:
|
Recovery Recipe
|
|
|
Mythril Shard
|
3
|
2/1
|
Dark Shard
|
3
|
2/1
|
Frost Shard
|
1
|
|
Lightning Shard
|
1
|
|
High Drive Recovery: Can only be synthesized when you give the Moogle the Recovery Recipe; afterwards it can be synthesized
whenever the materials needed are available alongside a Serenity Shard. When the Moogle reaches level 5, the materials will
be halved, as well as an Energy Shard will further reduce the number of materials.
Items Needed:
|
Quantity:
|
Halved:
|
Recovery Recipe
|
|
|
Mythril Shard
|
3
|
2/1
|
Dark Shard
|
3
|
2/1
|
Frost Shard
|
1
|
|
Lightning Shard
|
1
|
|
Serenity Shard
|
1
|
|
Elixir: With the Star Recipe, you can synthesize Elixirs, which are quite handy. Once the Moogle reaches level 7, the materials
will be cut in two, while an Energy Gem will further reduce the cost.
* The Star Recipe is located in Disney Castle's Courtyard, at the very top of the building leading to the Gummi Hangar.
There is a 5% chance that Devastators (Space Paranoids) and Living Bones (Pride Lands) will drop Elixirs when slain.
Items Needed:
|
Quantity:
|
Halved:
|
Star Recipe
|
|
|
Mythril Stone
|
3
|
2/1
|
Power Stone
|
1
|
|
Dark Stone
|
1
|
|
------------
Stat Boosts:
Defense Boost: The Guard Recipe permits the synthesizing of this special item. Being a Rank S item, the Moogle must be
at level 9 in order for the required materials to be cut in half, as well as an Energy Crystal to lessen the cost even more.
* The Guard Recipe is part of the Spooky Cave inside the 100 Acre Wood book; you must play The Expotition mini-game in
order to get it. The Torn Page that lets you visit the Spooky Cave is found inside the Throne Room the second time you visit
Land of Dragons.
Items Needed:
|
Quantity:
|
Halved:
|
Guard Recipe
|
|
|
Mythril Crystal
|
1
|
|
Blazing Crystal
|
3
|
2/1
|
Lightning Crystal
|
3
|
2/1
|
Lucid Crystal
|
3
|
2/1
|
Power Boost: The Guard Recipe permits the synthesizing of this special item. Being a Rank S item, the Moogle must be at level
9 in order for the required materials to be cut in half, as well as an Energy Crystal to lessen the cost even more. Serenity
Crystals are also needed to produce Power Boosts.
Items Needed:
|
Quantity:
|
Halved:
|
Guard Recipe
|
|
|
Mythril Crystal
|
1
|
|
Blazing Crystal
|
3
|
2/1
|
Lightning Crystal
|
3
|
2/1
|
Lucid Crystal
|
3
|
2/1
|
Serenity Crystal
|
1
|
|
AP Boost: The Skill Recipe allows the synthesizing of this unique item. Being a Rank S item, the Moogle must be at level 9
in order for the required materials to be cut in half, as well as an Energy Crystal to lessen the cost even more.
* The Skill Recipe can be found in Ansem's Study during Hollow Bastion's third visit, precisely when you visit Space Paranoids
for the first time.
Items Needed:
|
Quantity:
|
Halved:
|
Skill Recipe
|
|
|
Mythril Crystal
|
1
|
|
Power Crystal
|
3
|
2/1
|
Dark Crystal
|
3
|
2/1
|
Frost Crystal
|
3
|
2/1
|
Magic Boost: The Skill Recipe allows the synthesizing of this unique item. Being a Rank S item, the Moogle must be at level
9 in order for the required materials to be cut in half, as well as an Energy Crystal to lessen the cost even more. As with
Power Boosts, you'll need Serenity Crystals to properly synthesize this item.
Items Needed:
|
Quantity:
|
Halved:
|
Skill Recipe
|
|
|
Mythril Crystal
|
1
|
|
Power Crystal
|
3
|
2/1
|
Dark Crystal
|
3
|
2/1
|
Frost Crystal
|
3
|
2/1
|
Serenity Crystal
|
1
|
|
----------
Equipment:
Ribbon: A tremendously helpful armor equipment, Ribbons can be synthesized with the Style Recipe, and once you've synthesized
a Petit Ribbon from it. It gives the wearer a 20% resistance to all elemental attacks, as well as a +4 defense boost.
* The Style Recipe is found in the 100 Acre Wood's Starry Hill. The Torn Page for this place is found in Agrabah, during
your second visit.
Items Needed:
|
Quantity:
|
Halved:
|
Style Recipe
|
|
|
Orichalcum
|
1
|
|
Mythril Crystal
|
3
|
2/1
|
Dense Stone
|
1
|
|
Dense Shard
|
1
|
|
Serenity Gem
|
1
|
|
Star Charm: The second strongest accessory in the game, Star Charms can be synthesized after acquiring the Moon Recipe, and
once you've synthesized a Moon Amulet. It adds +5 AP, +2 strength, and +2 magic.
* The Moon Recipe can be found at Hollow Bastion's Restoration Site, specifically when Hollow Bastion is under Heartless
siege and gets renamed to Radiant Garden.
Items Needed:
|
Quantity:
|
Halved:
|
Moon Recipe
|
|
|
Orichalcum
|
3
|
2/1
|
Mythril Crystal
|
1
|
|
Twilight Stone
|
1
|
|
Twilight Shard
|
1
|
|
Serenity Gem
|
1
|
|
-----------
Final Note:
Ctrl+F (F3): [fin]
Have in mind that some synthesis items listed here can be obtained a bit earlier during certain visits to some worlds,
namely Twilight Town before Axel's demise. During this particular visit, Dusks, Creepers, Dancers, Dragoons, Snipers, Gamblers,
and Samurais roam liberally everywhere; and since by then it's probable you'll have all Lucky Lucky abilities, you could take
some time to gather some of the Dense and Twilight materials (particularly Twilight Stones).
The following chart lists where and how to obtain all the Lucky Lucky abilities and the accessories with said ability
imbued in them.
Item:
|
Obtain:
|
Lucky Lucky (Sora's)
|
Level 41 (Roxas chose Sword)
Level 53 (Roxas chose Shield)
Level 99 (Roxas chose Staff)
|
Lucky Lucky (Donald's)
|
Obtained after beating the Heartless that appear outside the Old Mansion in Twilight Town.
|
Lucky Lucky (Goofy's)
|
Won after defeating the Hyenas in the King's Den during your first visit to the Pride Lands.
|
Lucky Ring
|
Reward after completing the Pain & Panic Cup.
|
Sweet Memories
|
Prize for completing the Spooky Cave mini-game (100 Acre Wood).
|
Genji Shield
|
Reward for completing the Titan Cup.
|
Meteor Staff
|
Found inside a chest at the Ship Graveyard: Seadrift Keep during your second visit to Port Royal.
|
Happy hunting!
-------------.
Bulky Vendor: \_
Ctrl+F (F3): [hbv]
During the course of the game, while you're visiting certain worlds, you will encounter a special kind of Heartless that
likes to play hide-n-seek and is impervious to all types of attacks. These are known as the Bulky Vendors, who can solely
be defeated by the use of four separate Reaction Commands. The curious aspect of these little critters is that, while they
are totally resistant to damage, their HP depletes at considerable rates while they hop and bop around. With the proper use
of the Reaction Commands they leave behind lots of different orbs, munny and a specific Bright material, and in rare occasions,
an Orichalcum. Being the rare Heartless they are, though, Bulky Vendors appear scarcely and once they do they won't appear
in the same area for a certain period of time. However, you can keep netting prizes by continuously visiting the worlds they
do appear in.
NOTE: Bulky Vendors start to appear during the late stage of the game where you revisit each world.
---------------
Worldwide Tour:
Ctrl+F (F3): [wwt]
Bulky Vendor encounter chart:
World:
|
Area:
|
Quantity:
|
Reappears by:
|
Land of Dragons
Beast's Castle
Olympus Coliseum
Agrabah
Halloween Town
|
Checkpoint
The West Hall
Cave of the Dead
Bazaar
Candy Cane Lane
|
1
1
2
2-1* 2
|
Destroy carts
Destroy statues
Destroy candleholders
Destroy stands
Spin carousel
|
Reaction Commands:
|
Remaining HP:
|
Prizes:
|
|
Capsule Prize
|
100%-75%
|
Bright Shard (100%)
Orichalcum (10%)
HP Orbs: 1(3), 5(1)
|
|
Rare Capsule
|
74%-50%
|
Bright Stone (100%)
Orichalcum (12%)
HP Orbs: 1(3), 5(1)
MP Orbs: 1(3), 3(1)
|
|
Limited Capsule
|
49%-25%
|
Bright Gem (100%)
Orichalcum (16%)
HP Orbs: 1(3), 5(1)
MP Orbs: 1(3), 3(1)
Drive Orbs: 1(3), 3(1)
|
|
Prime Capsule
|
24%-1%
|
Bright Crystal (100%)
Orichalcum (18%)
HP Orbs: 1(6), 5(2)
MP Orbs: 1(6), 3(2)
Drive Orbs: 1(6), 3(2)
Munny: 1(6), 5(4), 10(2)
|
|
* Two Bulky Vendors appear in Agrabah, but one disappears.
NOTE: Before starting to tour these worlds in search for the Bulky Vendors, be sure to have all seven Lucky Lucky abilities
equipped to increase the Orichalcum's drop rate (because it never hurts to have an extra few).
Searching for Bulky Vendors is pretty simple and can be done by going to the worlds in the same order listed in the chart;
however, the order will get randomized after that and you'll have to guess where to go. Most of the time, though, one of the
five worlds' Bulky Vendor rate will drop to zero, while the other four won't suffer any reduction; I have experienced that
most of the time either Land of Dragons or Olympus Coliseum suffer from this reduction.
Overall, there are eight Bulky Vendors in the whole game, but in truth there are seven since one of the two that appear
in Agrabah's Bazaar area disappears as soon as you destroy the stands. I have tried to decipher how to prevent it from disappearing,
but I still yet to find a way. Of course, if you know of a way, send me an email (credit shall be given).
Finally, a strategy for the Bulky Vendors would involve the lock-on feature, which helps you to keep the camera angle
at level with the Heartless and you. It's a good tactic to attack the Bulky Vendor to maintain Sora close to it, as well as
it is a good idea to have Donald and Goofy customized to Sora Attack to keep them from obstructing your view, though this
time is not as bad as it was with the White Mushrooms in Kingdom Hearts. Keep following it and keep and eye on its HP bars
and wait for the perfect moment to grab it, since the less HP it has the higher the chances of netting an Orichalcum. They
start to jump higher when their HP is low making them outright evasive, so try to corner them against a nearby wall or exit,
mostly when there are two of them at the same time.
-------------.
Munny Short?: \_
Ctrl+F (F3): [mun]
I remember while playing Kingdom Hearts, I kept collecting munny without even actually having any use for it. This time
around, though, munny actually has a purpose. The catch is that contrary to Kingdom Hearts, munny doesn't come in oodles.
There are, however, certain places and tricks to gather as much munny as needed, and this section is dedicated to such endeavor.
The following section lists exact munny spots, as well as the amount you'll gather in each specific area with the Jackpot
Support Ability equipped to the whole party (Jackpotx3) and with Sora's Wishing Lamp Keyblade, which has Jackpot as an added
ability (Jackpotx4).
------------
Munny Spots:
Ctrl+F (F3): [dot]
Land of Dragons: Ah, yet again Land of Dragons proves to be as versatile as ever. Land of Dragons is actually the place
with the largest amount of munny in the whole game, which makes it the number one munny spot when that's all you're after.
Like with everything else in this game, you'll gather enough munny unintentionally while searching for synthesis materials.
Area:
|
Jackpotx3:
|
Jackpotx4:
|
Encampment
Checkpoint
Imperial Square
Palace Gate
Mountain Trail
Village Cave
Ridge
Summit
|
325
75
600
250
675
235
200 25
|
390
90
720
300
810
282
240 30
|
Total:
|
2385
|
2862
|
Beast's Castle: Doesn't strike as a surprise seeing as wealthy people own the place, right? Still, Beast's Castle is a great
place to gather munny whenever needed, and what's great about it is that you'll collect it unintentionally while hunting for
synthesis materials. Overall you'll earn a good amount of munny while zipping throughout these areas; so, whether you're item
hunting or actually short on munny, you'll definitely fill your pockets if you stay for a good while.
Area:
|
Jackpotx3:
|
Jackpotx4:
|
Entrance Hall
Courtyard
Bridge
The East Wing
The West Wing
Secret Passage
Undercroft
|
250
425
75
300
400
300 350
|
300
510
90
360
480
360 420
|
Total:
|
2100
|
2520
|
Pride Lands: The second best place to look for munny, Pride Lands has two of the greatest enemies that give considerable amounts
of munny when slain: Living Bones and Shamans. Starting from the Gorge and going all the way to the Jungle will earn you loads
of munny to purchase those pricey gems. Of course, hunting for Frost Crystals and the like will ultimately earn you plenty
of munny.
Area:
|
Jackpotx3:
|
Jackpotx4:
|
Elephant Graveyard
Savannah
Wildebeest Valley
Wastelands
Jungle
|
450
625
400
610 175
|
540
750
480
732 210
|
Total:
|
2260
|
2712
|
---------------------------
Gambling with the Gamblers:
Ctrl+F (F3): [gam]
If you don't feel like going to the three abovementioned worlds to collect munny, just because maybe you're not in the
mood of whacking and smacking enemies around, Gamblers will become your new best friends. Be forewarned though, playing with
the Gamblers kind of becomes an addiction... Take my word for it.
Even though you'll encounter Gamblers in different areas within some worlds, the best places to look for them when aiming
to get some munny are: Mansion: Dining Room and Yen Sid's Tower: Moon Chamber, and in some occasions Havoc's Divide in The
Castle That Never Was. Either way you'll collect copious amounts of munny while continuously playing any of the two games
the Gambler has.
Gamblers have two particular Reaction Commands that initiate two singular games: Begin Game and Stop Dice. Begin Game
is a card-based gamble that turns your menu command into a slot-like machine that spins three Xs and an O downwardly, where
to win you must get the "O" before the menu stops. The best way to win is to rest the cursor on the second menu
command, where Magic and the Summon command normally are, and wait for it to slow down a bit and press upon the fourth or
fifth spin. The Stop Dice gamble is quite possibly the easier and the quicker of the two, which involves stopping a dice with
the Triangle button by getting an "O". To know when a Gambler is going to perform either game, look for two distinctive
traits: when the Gambler jumps around it signals the Begin Game gamble, while a Gambler using its cards to float overhead
indicates the Stop Dice game. When either of these two games is won, you'll earn 100 munny for each Gambler onscreen. However,
for this to happen either the accompanying Gamblers have to be idle (moping around) or in the midst of doing the same gamble
the Gambler you're targeting is.
---------------
Endless Gamble:
Ctrl+F (F3): [end]
Doing the gambling games will surely substitute visiting worlds for munny. As such, the best place to gamble with the
Gamblers is at Yen Sid's Tower: Moon Chamber where you'll encounter four Gamblers. To take full advantage of this, have Donald
and Goofy customized to Sora Attack with their Action Abilities unequipped. Equip everyone's Jackpot ability as well as Sora's
Wishing Lamp Keyblade, and for precaution methods, equip Goofy with the weakest shield since he tends to inflict damage whenever
he stumbles with any enemy. Finally, to ensure you collect each munny piece, make sure Sora has the Draw ability equipped,
as well as the Draw Ring.
When you enter the Moon Chamber, and the four Gamblers materialize, don't lock-on to any and let them mope around while
you adjust the camera to keep them onscreen. Focus on whichever is prepping either game and follow it, forcing him to stay
with the group so that you can gather the released munny with ease. A good way to ensure loads of munny is by having the four
Gamblers hover around when you enter the room since the Stop Dice gamble is much quicker than Begin Game and allows you to
keep the room's floor draped with munny heaps. (Exit the room and reenter it if they aren't signaling the Stop Dice Reaction
Command; this is of course an optional strategy.) With four Gamblers in the same room, things could get a bit frenzied, mostly
when trying to keep track on a single Gambler and the rest are ambling about readying their Spin Attack; and even though it's
not something to worry about, it sometimes breaks a chance for a Reaction Command, so Guard when needed.
In short, gambling isn't that hard if you keep on the move and maintain each Gambler close to each other or in the middle
of the room. Never lock-on to any, focusing on one and then moving to another, while eyeing the others around to block a Spin
Attack. If a Gambler is far away and you miss either of its game 1) Quick Run out of its reach to avoid its Card attack or
2) dodge his Dice attack, never reflecting it back, although sometimes Goofy might if he's too close to you. If, however,
you lose any of the Gambler's two games, exit the room and reenter it, or you could have both Form Boost abilities unequipped
and wait till Sora reverts back. If you accidentally eliminate the Gamblers, simply head all the way to the Wardrobe room
regressing to the Moon Chamber to make the Gamblers spawn anew.
Finally, here's a chart listing the amounts of munny you can collect from Gamblers with and without Jackpot:
Gamblers:
|
Jackpotx3:
|
Jackpotx4:
|
1 = 100
2 = 200
3 = 300
4 = 400
|
50(3)
50(3)
50(3) 50(3)
|
50(4)
50(4)
50(4) 50(4)
|
NOTE: Whenever you play Begin Game or Stop Dice, your chances of getting a Twilight Shard and a Nobody Guard increase depending
on the number of Gamblers and the number of games you play successfully.
----------------
Jackpot Process:
Ctrl+F (F3): [jpr]
The following section contains a chart detailing the process behind the Jackpot ability:
Munny Quantity:
|
Jackpot (x3/x4) Addition:
|
1(2)
1(4)
5(2)
5(4)
10(2) 10(10)
|
+1 for each enemy
+2 for each enemy
+5 for each enemy
+10 for each enemy
+10 for each enemy +50 for each enemy
|
Following the chart, let's assume we're in Beast's Castle, in the Courtyard specifically, where there are eight (8) Gargoyle
Heartless and one (1) Neoshadow. The mathematical process behind the munny they give when slain would be 10(2) for each Gargoyle
Heartless defeated and 5(2) for the Neoshadow.
In other words:
We take the 10(2) and multiply it 8 times, the former being the quantity of munny the Gargoyles leave behind and the latter
the number of Gargoyles, which will confer a 160, adding up 5(2) for the additional Neoshadow, giving us a total of 170. By
having the Jackpotx3 ability, then it will add +10 for each Gargoyle slain, giving us 10(8) x 3, 10 being the munny a lone
Gargoyle drops and the 8 the number of Gargoyles, while the 3 is the number of Jackpots equipped, which grants us a 240, summing
the prior 170 totaling to a 410, and a +15 for the Neoshadow since 5 x 3 = 15, ending the equation in a grand total of 15
+ 410 = 425. If the additional Jackpot is equipped, then an additional 85 is added, which breaks up as 10 for each Gargoyle
and a +5 for the Neoshadow, giving us a total of 510 munny.
Jackpotx3: 10(2) x 8 + 5(2) + 10(8) x 3 + 15 = 425
Jackpotx4: 10(2) x 8 + 5(2) + 10(8) x 4 + 20 = 510
NOTE: This process is also true for HP, MP, and Drive Orbs.
--------------------------.
Olympus Coliseum Missions: \_
Ctrl+F (F3): [ocm]
This section, though not as detailed as the rest, will respectfully give specific pointers in regards of each of the missions
that encompass Jiminy's Journal Olympus Coliseum entry.
----------------
Phil's Training:
Ctrl+F (F3): [ptt]
Maniac Mode seems quite impossible, but actually it isn't. The 1,000 points score truly is daunting, but if you equip
Sora with the correct abilities and equipment, you can easily score a punctuation of 2,000 and even more.
The best strategy for this mission is to have all aerial Action Abilities, as well as all Combo and Air Combo pluses unequipped.
Have both, Guard Break and Explosion equipped, as well as Negative Combo, and in that vein, equip Sora with Fenrir. Lastly,
to gather as much orbs as possible, equip the Draw ability alongside the Draw Ring.
Overall, be sure to have the following:
- Aerial Sweep, Aerial Spiral, and Aerial Finisher unequipped
- Combo Plus and Air Combo Plus unequipped
- Guard Break equipped
- Explosion equipped
- Negative Combo equipped
- Fenrir Keyblade equipped
- Draw equipped
- Draw Ring equipped
With the abovementioned setup, you will gather enough orbs. Best tactic is to destroy lone urns with Explosion, while
pushing the big urns into the group of smaller urns with Guard Break to make bigger orbs appear.
----------------
Underdrome Cups:
Ctrl+F (F3): [udc]
Again, gathering the required orbs may seem daunting, but it can be achieved by taking full advantage of Magic spells
and Summons.
This section will cover both, the Underdrome Cups as well as the Paradox Battles.
Pain & Panic Cup: The required scores are 2,000 for the Underdrome and 2,500 for the Paradox version. To ensure this
cup, equip Sora with a strong Keyblade, while customizing Donald and Goofy to Sora Attack. Best way to gather orbs is by connecting
the best combos you have, so make sure you have all combo abilities equipped - extending as much combos as you possibly can
will activate the Double-Score Mode. Using Magnega is also a great way to gather orbs, specifically during Match 8. Also,
this cup has Heartless that have Reaction Commands, so make sure to use them when prompted since this, not only confers more
orbs, it could also activate Double-Score Mode.
Cerberus Cup: The required scores are 1,000 for the Underdrome and 1,300 for the Paradox version. Gathering orbs in this
cup is a bit tricky, so the best tactic is to use whichever Form you're more accustomed to use, and use their abilities accordingly.
Activating the Double-Score Mode is a great method; so try to connect magic spells with a few Keyblade strikes. A good strategy,
if you have good button-smashing skills, is to use Final Form from the get-go and balance your attacks with strength and magic.
Here's an optional strategy, provided by darkeden53:
This one works for both, the Underdrome Cerberus Cup and the Paradox Cerberus Cup, but it helps even more during the Paradox
version due to the 1300 orb score requirement.
Begin each match casting Magnet magic (Magnega preferably), followed by Thunder magic to take out any remaining enemies.
You'll run out of MP for sure, so instead of Driving-up to replenish MP, be sure to have Ethers equipped; most likely you
will need to recharge your MP during Round 5-6 (mostly 6).
If you follow this particular strategy, I assure you will you get 1300+ orbs in both Cup categories.
Titan Cup: The required scores are 5,000 for the Underdrome and 10,000 for the Paradox version. Here you have it won from
the beginning since you can use Summons. To get the required scores, use Stitch when there are weak enemies and Peter Pan
when there are strong enemies. Accordingly, use Ukulele while using Stitch and continuously use Tiny Fairy (tap X) when with
Peter Pan. Assassins give lots of orbs when they're underground, so be sure to hit them with Tiny Fairy as much as you possibly
can. Your Drive Gauge will be at its maximum at the start of every round, so summoning will be available in every turn.
Goddess of Fate Cup: This cup is only part of the Underdrome matches, and the required score is 3,000. Before entering
this cup, equip all the abilities you can because this cup is basically a free-for-all. Using Summons is best done when there
are strong enemies, while the best tactic to collect orbs is to connect good combos to activate the Double-Score Mode. This
time around there are candleholders around the arena, so try to break those to collect orbs; using Magnega will sometimes
break all at once. It's best to avoid using Limits to save MP for tougher Heartless, as well as for the eighth match where
Rapid Thrusters appear in clusters. Also, like with the Pain & Panic Cup, take advantage of the Reaction Commands some
Heartless will activate.
Hades Paradox Cup: This cup is only part of the Paradox Matches, which required score is 15,000. The score seems daunting,
yes; but with 50 rounds, collecting orbs will be a breeze. Follow the same tactics detailed for each Cup. However, to collect
as much orbs as possible, using Stitch and Peter Pan whenever you can is the way to go, but, during the twenty-ninth round,
you can gamble with two Gamblers and collect 60 orbs with each successful game. If you have patience, you could easily collect,
at least, 2,000+ orbs. Round 35 and 45 are the best to gather orbs since you can simply waste Magnega and replenish your MP
with Ethers to continue the magnetic salvo. Be cautious, though, this Cup could become extremely exhausting.
NOTE: As far as the Double-Score Mode goes, it is activated in very different and particular instances. For once, it's
mostly activated when you defeat or damage a certain amount of enemies at the same time. Another way it's activated is when
you connect successive combos, be it with magic, normal attacks or a combination of both. Triggering this mode with Summons
is quite tricky, but it's possible.
---------------.
Level Up Trick: \_
Ctrl+F (F3): [lut]
This trick becomes available when you visit the Pride Lands for the second time, though it is recommendable that you defeat
the Groundshaker to avoid unnecessary run-ins with Scar's phantom.
Basically what you need to do is lower Sora's health until its beeping, equipping him with the Gull Wing Keyblade and
the Experience Boost ability, while customizing Donald and Goofy to Sora Attack without any Potions and Hi-Potions equipped
(you can equip Ethers, though). Head to the Pride Rock and go all the way to the Peak where you'll encounter a swarm of Rapid
Thrusters. Cast and keep casting Magnet spells until all Thrusters are defeated, and don't worry about MP since Thrusters
drop 1 MP Ball, and 4 if you equip Jackpot to the whole party. Leave and return the Peak and defeat the new Rapid Thruster
cluster - rinse and repeat until you have reached the level you want.
Overall, be sure to have the following:
- Sora's health at 25-30%
- Experience Boost equipped
- Gull Wing Keyblade equipped
- Donald and Goofy customized to Sora Attack
- Potions and Hi-Potions removed
- Jackpot ability equipped
- Magnet spell available
NOTE: It's preferable to have Magnega since it's five times stronger than a normal Magnet spell.
---------------------.
Gummi Ship Mission X: \_
Ctrl+F (F3): [gum]
In this section you'll find a brief strategy on how to beat Hunter X during the Assault of the Dreadnought, Mission 3. Have
in mind that that's all you'll find here! If you have any other queries regarding Gummi missions, I suggest visiting The Wall Doughnut website, which has some nice strategies for everything Gummi-related.
------------
Preparation:
Ctrl+F (F3): [pre]
Assault of the Dreadnought's third mission is quite a hectic ride to say the least, and a frustrating one too if you don't
have a decent ship. You know the mechanics of these third missions: watch the ALERT! warning popup on the screen, rotate the
camera angle and shoot, rinse and repeat. It's a very nauseating trek just for the sheer laser siege you'll be under, but
thankfully barrel roll (Circle) takes care of that feeling. And pressing the Circle button is what you'll be doing when the
time to beat Hunter X comes...that is, if you want to survive.
First off, be sure to make a good, all-around ship that can handle the trudge around Dreadnought's space - if it survives
that, it will for sure Hunter X. Now, don't go all fancy-like and create a "ship", forget about cockpits, blocks
and all that, just stick to raw power...and emphasize "raw". Since this isn't like Kingdom Hearts, ships don't need
cockpits to actually fly. Hell, your ship could be just a weapon Gummi! So, knowing that, construct your ship using (at least)
two (2) of the following weapon Gummies:
Firaga
Blizzaga
Graviga
Meteor
With two of the abovementioned weapons, you can easily win any mission, as well as achieve Rank S+10. So to take full
advantage of their power, distribute each weapon accordingly so that each shot hits something, keeping the Graviga weapons
in the center of the Gummi ship for better exposition.
After you add your preferred weapons, add all the neon orb and sticks you have - and I mean all of them. You could go
stylish if you wish to and do some sort of form or design for your Gummi: here's when the Cost Converters come in handy, the
least you'll need are Teeny Ships anyway. Once all neon items are in place, use the remaining cost points to add HP to your
ship by adding square blocks to it or Gummi Lumps, if you can afford any. I've built countless Gummi ships to beat Hunter
X and 50+ HP has been enough.
Once you've completely built the ship, you must assign some abilities, because they're the ones that will help you get
through this mission in one piece. The best abilities for this particular mission are:
Draw
Heal Upgrade
Auto-Life
Auto-Regen
Auto-Counter
Cost Converter
Draw will be a blessing whenever HP orbs are a bit out of reach, while Heal Upgrade boosts the effect of those orbs. Auto-Life
comes in handy during the Hunter X fight, while Auto-Regen and Auto-Counter work their magic. Cost Converters are a must if
you want the ship at its full potential.
-------------------
Defeating Hunter X:
Ctrl+F (F3): [dhx]
Once the Hunter X encounter begins, aim, fire and never let go. Barrel roll throughout the whole skirmish, dodging all
lasers thrown your way: mostly the whopping barrage that tends to swathe the whole screen. Translucent cannon shots will roundup
around the ship where you must keep its balance, mostly when they're accompanied by lasers. A pause means that Hunter X is
prepping his big lasers, which will outshine the rest. Hug the outside reach of the laser in an 'X' pattern, while hugging
the upper or lower corner of the laser in the shape of a '+'. These bursts are quite deadly if not dodged correctly. Keep
using barrel roll to dodge as many lasers as possible and never seize fire. Let the Auto abilities do their work and Hunter
X will be a breeze.
Finally, I'd like to share a blueprint of one of my ships, which I have used to destroy Hunter X:
Paint: Heartless Color Scheme
Material Gummies: 6 Bevelled Gummies
Weapon Gummies: 2 Firagas, 2 Blizzagas, 2 Gravigas, and 1 Meteor
Optional Gummies: 18 Neon Orbs and 18 Neon Sticks
Abilities: 1 Draw, 1 Heal Upgrade, 1 Auto-Life, 3 Auto-Regens, 1 Auto-Counter, and 2 Cost Conveners
Stats: HP 55; Offense 660; Power 288; Mobility 0; Speed 0
-------------.
Useful Links: \_
Ctrl+F (F3): [url]
This is just a little something I decided to throw in at the last minute - a little section with cool links regarding
Kingdom Hearts as a whole.
You'll find links to YouTube.com regarding fan-made videos of Sephiroth's encounter and some other stuff. So, if you have
your own, or wish to collaborate with some links you've found, feel free to email them to me.
-----------------
Sephiroth Videos:
Ctrl+F (F3): [sev]
Here's a fan-made video by fernandez0151 of Sephiroth being beaten in less than 2 minutes.
Here's another fan-made video by Cerberiga of Sephiroth being beaten at level 44, in Proud Mode without the use of healing
items and/or spells.
Here's, yet, another fan-made, no hit-video by ubermeister30 of Sephiroth.
----------------------------
Specific Boss Battle Videos:
Ctrl+F (F3): [sbv]
Fan-made video by Cerberiga of Xaldin being beaten at level 35 in Proud Mode without the use of healing items and/or spells
or Mickey.
Another bonus fan-made video by Cerberiga of Xemnas, the Memory Skyscraper battle, defeated at level 45 in Proud Mode without
the use of healing items or spells.
In the "no heal" video vein, here's the final Xemnas battle by Cerberiga.
----------------
Gameplay Videos:
Ctrl+F (F3): [gpv]
A video by darksol1 showing one of the many possible routes to accomplish the Poster Duty mini-game.
Following the Poster Duty videos, here's one by chris123g showing another route, completing it in 24 seconds.
A video by azul86 detailing the Bulky Vendor hunting process.
------------------
Gummi Ship Videos:
Ctrl+F (F3): [gsv]
A fan-made video by Lorax86 completing Asteroid Sweep, Mission 3 with an S+10 rank.
A fan-made video by nunuu completing Stardust Sweep, Mission 3 with an S+10 rank (Japanese).
A fan-made video by nunuu completing Phantom Storm, Mission 3 with an S+10 rank (Japanese).
A fan-made video by nunuu completing Floating Island, Mission 3 with an S+10 rank (Japanese).
A fan-made video by azul86 completing Ancient Highway, Mission 3 with an S+10 rank.
A fan-made video by Lorax86 completing Sunlight Storm, Mission 3 with an S+10 rank.
A fan-made video by azul86 completing Assault of the Dreadnought, Mission 3 with an S+10 rank.
------------------
Miscellany Videos:
Ctrl+F (F3): [miv]
Kingdom Hearts II opening movie (in English).
As an added bonus, a video compilation of Kingdom Hearts: Chain of Memories' complete story.
The Deep Dive video.
The scene, including the fight, with the Enigmatic Man (Xemnas), from Kingdom Hearts: Final Mix (Japan release only).
And, a very special treat - Cloud vs. Sephiroth, Showdown of Fate I, straight from Kingdom Hearts: Final Mix (Japan release
only). It's subtitled.
Here's the beta trailer for Kingdom Hearts.
=------------=
=- Credits: -=
=------------=
Ctrl+F (F3): [crd]
Not many people to credit, outside of Disney, Buena Vista Games, Square Enix, and Tetsuya Nomura for concocting this great
game.
- The BradyGames Kingdom Hearts II Strategy Guide, which served as resource material for several sections.
- I would also like to thank Guerrero_Son for pointing out a nice tactic concerning the Slapshot ability.
- megafierce, for the shared idea behind this guide's overhaul. And don't forget go check out his Synthesis Guide FAQ.
megafierce's Synthesis Guide can be found here, in the "In-Depth Guide" section.
- uchihasasuke555 for pointing out King Mickey's save appearance in the Storm Rider's battle. The info was provided thanks
to KH-Vids.net and Pazuzu.
- sillyshahid for clarifying if King Mickey saved Sora (when knocked out) during Demyx's 2nd Encounter in Hollow Bastion.
- You, of course, for reading and supporting this guide, which is always much appreciated.
- Chibi Sari and Maxen, whom basically are the two driving forces behind the creation of this guide. Next time, though,
be a bit more tactful and call me at a reasonable hour. Capiscé? =D
- All the good natured and civilized people over at the Kingdom Hearts II GameFAQs message boards - you know who you are.
=)
=----------------=
=- Final Words: -=
=----------------=
Ctrl+F (F3): [fwd]
Well, this concludes this guide, brought to you by yours truly, PsychoZeke. If you would like to host this guide in your
site, all you have to do is send me an email. Also, if you would like to contribute to this guide, in any respect, again,
all you need to do is send me an email. That said, this is the first and final version of this guide, but it is still open
for changes, editing and/or supplementation.
Email: zekeunbound18@yahoo.com
Now, if you have reached this particular part of the guide, and are still reading, you truly deserve a flawless victory
against Sephiroth. Thanks for playing Kingdom Hearts II, and here's for another great installment coming the next.
Thanks for reading.
Copyright (©) 2006 Ezekiel Lonewalker (PsychoZeke)
|