Kingdom Hearts 2 Walkthroughs
[ PS2 ]Kingdom Hearts 2 Walkthrough :
|
Xatdoln |
Walkthrough - MinigameTwilight Town ------------- Bumble-Buster The key to defeating all of the bees within the set time is bringing them together with the magnet spell. The more powerful the spell, the more likely any bees at a distance will be drawn in. Follow this up with a combo or jump amongst them with a fire spell. Junk Sweep There are two tricks to scoring as few hits as possible. Begin by equipping any ability and/or weapon you have with a negative combo. Use the fact that you can push the piles of junk to your advantage. Try placing them in corners and at set distances from where a combo begins to increase others that you hit. Hayner Hayner's attacks consist of a two-hit combo and a short thrusting attack, but both attacks leave him wide open. Keep a safe distance and don't stop moving; wait for Hayner to make the first move. Get a feel for the attack speed, and move in before he has a chance to recover. One tactic to use to acquire lots of Hayner's orbs is to employ constant pressure. Lead him toward a corner and race around him to reverse positions. Continue this assault until Hayner is nearing the last of orbs, then retreat to collect any orbs that bounce away. Setzer The key to defeating Setzer is to catch him when he is standing casually or crouched down. Be cautious however, as hitting his sword when he is crouching will trigger a brutal counter. At the onset, the easiest way to cause Setzer to drop battle orbs is to attack with a frenzy. After knocking some orbs from him, back away to maintain the lead. His most powerful attacks include multiple thrusts and a backward jump into the air, followed by a spinning dive foward. Both attacks cover a considerable distance and are difficult to avoid. Seifer Begin the battle by locking onto Seifer. His confidence is his weakness, so take advantage of his taunting by hitting him in the back. Seifer's most devastating attack is a lunge move from above. To counter this, simply move to the side and strike where he lands. Because Seifer takes so long to recover after getting hit, press the X button repeatedly to unleash a full combo. SB Street Rave Skateboarding in Twilight Town is a blast. The goal is to accumulate 1000 points in 5 attempts. All points scored per attempt are cumulative, meaning you only have to score 200 points per try. begin by going up the ramp to gain some height. Don't jump, as each will cost an attempt. Running into a wall will also count as a trick. When you are ready, jump over the edge and preform as many tricks as possible before hitting the ground. Mail Delivery The trick to completing this mission quickly is to waste as little time as possible on the second dove. One of the best ways to drop off this letter is to circle wide and jump from behind. Don't miss the delivery reaction near the peak of this jump. Align the jump so that it sends you in the direction of the final delivery. Cargo Climb Finishing up a combo is essential to sending the cargo up the steep hill. Equip the negative combo ability and any weapons that further decrease your combo. When the cargo is knocked into the air, follow it up with a quick strike while locked onto it. Try to stay as centered as possible to prevent running into the sidewalk. Grandstander Equip a long weapon prior to doing this task. This increases your range, thus minimizing your chances of missing. Combo plus abilities are useful, but do not equip a finisher technique. If the technique takes too long to preform, a ball that is hit far away may hit the ground before you can approach it. Poster Duty The faster and more agile Sora is, the easier this mission becomes. Use the high jump ability (obtained from increasing Valor Form's abilities) and the glide ability (learned from Final Form). Rather than trying this mission repeatedly, map out a route beforehand. Hollow Bastion -------------- SB Freestyle Accomplishing 200 points in this Freestyle run is a breeze. There is no time limit, only a point counter. There are several ways to accomplish this goal, but it is the most fun to try several approaches. Start a combo with a grind, then leap off and do tricks until you hit the ground. Watch out for buildings. If you bump one while building a combo, your points return to 0. Olympus Coliseum ---------------- Phil's Training Acquiring 1000 points may seem like a daunting task. Practice mode lets you get the feel for the various pots and their spawning. Watch for batches of urns to spawn every so often. When an urn is smashed, orbs are thrown about. Watch for the larger urns to appear, as these drop the most valuable orbs. Knocking the large urns into groups of smaller ones further increases the value of the dropped orbs. Manic mode is a time trial in which you have 1:30 to collect as many orbs as possible. The key is to have the right weapon and abilities equipped. The draw ability is essential; equip the draw ring to further the effect. The very last swing of a combo is the one that shatters the urns. To compensate for wasted hits, equip the negative combo ability. The Fenrir keyblade is also of great use, but can be difficult to obtain. (You must first defeat Sephiroth.) Fenrir decreases your max combo by 1 and has great range. Pain and Panic The Pain and Panic Cup is perhaps the easiest of all the cups. Sora, Donald, and Goofy are in the tournament but the Drive Gauge isn't available. To compensate for this disadvantage, Limits consume less MP than usual. Defeat all the enemy sets as they appear over the course of 10 rounds. Round 8 is a special round during which you have 60 seconds to fight off a swarm of rapid thrusters all alone. Defeat as many Rapid Thrusters as possible, using the Magnet spell to bring them together. In round 10, you encounter Leon and Yuffie. Cerberus Each cup becomes more difficult as you move down the latter. Likewise, each battle becomes more difficult. There are 10 rounds once again, but this time Sora must fight alone and finish within a set time limit. The clock does not reset, but 15 seconds are earned at the end of each round. Fight diligently, using your Magic and Forms to quickly finish each round. The Drive Gauge fills faster than usual, and Sora can now use Drives. The last 3 rounds are fought in the dark, while round 10 takes place against Cerberus. Titan This tournament introduces the Damage-Point Gauge. Sora must fight alone and has only 500 points of damage. This is another 10-round tournament that ends against Hercules. Summoning is permitted, but drive forms are not. Use Potions wisely, but remember that nothing restores Damage-Points. Use Sora's magic to attack from a distance and utilize Reaction Commands to counter enemy attacks. Once Sora's HP or Damage-Points reach 0, the tournament ends. Goddess of Fate The Goddess of Fate Cup brings together all the rules you have encountered thus far. Each of the 10 rounds has it's own rules. Round 8 is a timed encounter with Rapid Thrusters, similar to the Pain and Panic Cup. Pay attention to the rules while making use of Magic, Limits, and Drives. A good time to use a Drive Form is just before entering Round 8. If you make it to the Rapid Thruster battle while in a Form, you will automatically revert and have your Drive Gauge refilled. Paradox P&P Cup The Drive Gauge isn't available but Limits consume less MP than usual. The Paradox Cups are a lot like their precursors, only much more difficult. Donald and Goofy fight along with Sora, thus enabling various limits. Use magic appropriately and remember to keep an eye on your HP. Don't underestimate these foes. Many of them look the same, but they possess more HP and strength this time around. Paradox C Cup This is another solo cup for Sora. The Drive Gauge fills faster than usual and you can use various forms alone. You have 5:00 to complete the cup, plus an additional 15 seconds are added at the end of each round. Several of this tournament's rounds consist of countless small heartless. A good option to use when trying tofight them is Magnega (the powered-up Magnet spell). Don't rely on it too heavily, however, as it consumes a large amount of MP and is ineffective against Trick Ghosts. Paradox T Cup This is another solo cup. Sora cannot use Drives, but he can use summons. You start with 500 Damage-Points and the fight ends when the points reach 0. 1 approach to use is to attack with ranged shots as often as possible. Use Magnega to pull enemies together and follow it up with Thunderga or Trinity Limit to finish them off. Also, remember to equip the Final Form's Glide ability to get away quickly. Use it to circle the arena while waiting for Sora's MP to recover. Use Genie to assist in these battles makes winning a whole lot easier. Paradox H Cup Clear all other tournaments to unlock the Hades Paradox Cup. This is unlike any other tournament, plus it is extremely difficult even at level 99! There are 50 stages, broken down into sets of 10. Each set has its own rules and boss. When entering a round where time is not an issue, use the Glide ability to escape from foes. Use trinity Limit to attack, then wait for your MP to regenerate. This is a valuable tactic to master that is essential to completing the Jimminy Objective. Port Royal ---------- SB Time Attack There are 23 crystals that appear in sequential order. Collecting all of them within 40 seconds isn't difficult, as long as you know where you are going. When nearing an arch that leads to a different area, watch for crystals 8,7, and 6 in the air to the left. Don't make a wrong turn for crystal 4; rather than turning left, jump over the boxes to the right. Agrabah ------- SB Sand Slider The objective in this skateboarding exercise is to collect as many crystals as possible. Unfortunately, the crystals appear in a set order. After collecting the first 1, the 2nd 1 shows up, and so on. To collect the 1st 10, move forward and jump out towards the second one. Make this long jump to collect the 3rd and 4th crystals as well. Spin right and jump up the small ledge to collect the 5th and 6th crystals. grind along the ledge's right side to collect the 7th and 8th crystals. jump to the left before the grind ends to acquire the 9th and 10th crystals. As long as you are patient, it's not too hard to collect 10 crystals. Watch carefully for the crystals to appear and don't move on to the next one unless you are certain you have the first one. Magic Carpet After escaping the Ruined Chamber, the Magic Carpet ride opens up as an independent mini-game. Try your best to defeat as many enemies as possible. The number of hits it takes to defeat an enemy is dependent on the enemy and your attack. A combo finisher is most effective against Fortunetellers and Crimson Jazz foes. On the other hand, it only takes a single hit to dispose of smaller enemies (such as Hook Bats and Rapid Thrusters). Use a combo's initial hits to knock away the Hook Bats and Rapid Thrusters. As the combo nears its end, jump over to the more difficult enemies. During this time, watch out for falling buildings. Bouncing into these while preforming a combo is a surefire way to waste time. An enemy that doesn't take any damage will fly away after a set amount of time. Halloween Town -------------- SB Workshop Rave The trick attack lasts 30 seconds and builds upon a single score. Grinding is not very effective given the circumstances: instead, jump off ledges while cycling though other tricks. The area in which this mini-game takes place in the same room where you fought Oogie Boogie. Gift Wrapping This is not just a race against time, bust also a battle against Lock, Shock, and Barrel. Press the X button to shoot toys at boxes. Larger boxes are worth more points and take more toys to fill than smaller ones. Try aiming for larger boxes whenever possible, but don't let your guard down. Lock, Shock, and Barrel like to cause mischief. If it looks like they are headed for a box, blast them. This knocks them unconscious, but only briefly. If they get their hands on a box, it is knocked away and worth 0 points. You have 60 seconds to wrap presents and your toy gun holds 30 rounds. Focus your firing on specific targets to lesson the number of times you need to reload. Press ^ button to reload when there are five or fewer rounds left. The best time to do this is when refocusing on a new area. Space Paranoids --------------- Light Cycle The first encounter with the Light Cycle mini-game occurs during the Space Paranoids chapter. Return to the terminal anytime afterward to play it again. There are 3 ways to eliminate the other cycles. Much like Rock-Paper-Scissors, the 3 attacks each have a weakness and strength. A Charge ([] button) breaks a guard, it's also the easiest way to kill a heartless. A X button Attack is useful against charges, best used when you have plenty of space. A Guard (O) blocks enemy Attacks, use it when surrounded by lots of enemies.<table class="table_ch"></table> |



