Kingdom Hearts II:Final Mix+ Walkthrough :
This walkthrough for Kingdom Hearts II:Final Mix+ [Playstation 2] has been posted at 01 Oct 2010 by lilgangster321 and is called "Level 1 Challenge Guide". If walkthrough is usable don't forgot thumbs up lilgangster321 and share this with your freinds. And most important we have 7 other walkthroughs for Kingdom Hearts II:Final Mix+, read them all!
|
lilgangster3 21 |
Walkthrough - Level 1 Challenge Guide++==================================++ +++==================================+++ ||| ||| ||| KINGDOM HEARTS 2 FINAL MIX ||| ||| LEVEL 1 IN-DEPTH GUIDE ||| ||| ||| ||| version 1.1 ||| +++==================================+++ ++==================================++ +=========================================+ | TABLE OF CONTENTS: | | | | 0. About this guide | | 1. Tips on the game mechanics | | 1.1. Guard and Counterguard | | 1.2. Magics | | 1.3. Summons | | 1.4. Drive Forms | | 1.5. Sora's abilities | | 2. The Guide | | 3. To Be Included | | 4. Version Control | | 5. Credits, Contact, etc | +=========================================+ =================== 0. ABOUT THIS GUIDE =================== Welcome to my Guide! Although not my first attempt, this is the first time I actually finish and submit a Guide, ever. Kingdom Hearts 2 Final Mix is a release with many extras over the original Kingdom Hearts 2 (hereafter referred as KH2), available only in Japan. In order to play this, you need a Japanese PS2, Japanese PS3 or use certain tools on your Playstation 2, like Swap Magic, or even modding it. I won't discuss any of these methods: please refer to other Guides or the boards to obtain all the info you need. Don't bother emailing me with questions regarding this, either. Due to its origins, many people hesitate on obtaining this, not only to the importing trouble and cost, but also due to the language barrier: everything except for the Voice Acting is in Japanese (the VA being English). Even though it looks scary at first, you'll handle with few menus and items, as KH2 is much more action than RPG oriented: if you still have difficulties to memorize some of them, you can always refer to the amazing Translation FAQ by starrk. This Guide will help you out to get through a new challenge available in KH2FM: the Level 1 run. The new difficult level Critical Mode gives you extra initial abilities, EXP Zero among them. So, as soon as you can equip abilities on Day 3 you can use it and avoid any EXP whatsoever, keeping your characters at Level 1 for the whole game. The game mechanics are such that you'll still do damage enough to beat everything, but also makes you die way easily, as you'll lack the main survival abilities, Once More and Second Chance. Due to this, a Level 1 run is suggested to be tried after playing the game at least once on Critical Mode. Thus, I won't discuss basic aspects of the game: this is an oriented Guide. So, I assume you know how to cast magic, use the shorcuts, and has beaten the game before and knows where to go. Please don't ask me on how to progress with the story, as my point is to cover what this challenge is about: the battles. Sure, I will add some info on the mechanics, but you should know what I mean already. Well, enjoy! Contact me with suggestions, errors you spot, anything that's not spam, at rflmag /at gmail \dot com. ++=================================++ +++=================================+++ ||| ||| ||| 1. TIPS ON THE GAME MECHANICS ||| ||| ||| +++=================================+++ ++=================================++ =========================== 1.1. GUARD AND COUNTERGUARD =========================== If you never used them on your original KH2 runs, you'll learn to love them now, more than ever before. Guard is used by pressing Square while standing still (if none of Dodge Roll or Quick Run is equipped, moving Sora won't affect this). It's not part of a combo so you must use it with Sora not attacking. This will cause Sora to hold the Keyblade diagonally in front of him, as a shield. Limit Form allows you to use Guard even in mid-combo. Compared to the original KH2, Guard's area of effect is improved now, meaning that side or even attacks from above might connect to any part of the Keyblade and count as a successfull Guard. Usually only physical and projectiles attacks can be Guarded. When you succeed on it, Sora may or may not go into a Guarding Stance, where he holds the Keyblade horizontally in front of him with both hands. If he goes into this stance or not, usually depend on the attack nature, too: most projectiles won't force the Guard Stance, but some will. Most, if not all, physical attacks, when Guarded, will cause the Guarding Stance. It's possible, actually, to go into a Guarding Stance by attacking: there are few enemies attacks that allow this, as most of the time the Keyblade will connect to the enemies body and count as a hit, instead of a colision of attacks. However, if the Keyblade connect to an attack that doesn't count as the enemy's body, it's possible to get into the Guarding Stance. This can be achieved with any physical and regular ground attack with the Keyblade. What's so good about it, you ask? Simple, the Guarding Stance offers i-frames, meaning you won't get hit. Also, the invincible frames will last around one more second, so even as Sora recovers back to his Fighting Stance, you still will avoid incoming attacks and have the time to add in another Guard. This is VERY useful for some bosses, and even some regular enemies. Which leaves us Counterguard: Counterguard is used only when Sora is on a Guarding Stance, by attacking. This is a skill that Sora opens his arms wide, causing the Keyblade to form an energy wave arond him. Although rather weak as a damaging source, Counterguard has a very strong stun property: it acts like a regular attack on how it stuns the enemy, but it bypasses almost everything: seems like only if the enemy/boss is invincible during whatever it is using, or else it'll forcibly stop and stun him. This gives you a free combo chance. Do take note that Counterguard counts as a hit of a combo, like a regular attack would. If you have Fenrir and Combo Minus, you can still use it even though Sora would normally throw only finishers. =========== 1.2. MAGICS =========== KH2 has few magics compared to the first game, yet they do the job quite well. Cure now uses up all your MP, forcing a MP Charge (with cheats, you can have 255 MP, which is the actual in-game cost of this spell, allowing you to cast it twice.... just a random curiosity). As it improves, it will heal more HP and also cover a larger area. When used from the shortcut, it'll always automatically target Sora, but if chosen from the menu, it'll prompt you to choose someone. I can't tell for sure if the amount healed for those in the surroundings is lower or equal than the original target. Fire is a "hit the ones around me" kind of attack, rather effective against small enemies (like Shadows :p), as it hits multiple times and keep them stunned. The finisher Fire will send enemies away on its last hit. This spell was powered up compared to the original game quite significantly. It has a very short reach, though, even as Firaga. Under Wisdom, it'll keep Sora on the move, making it perfect to clear crowds. In Master is forces Sora in a straight line and quite far, losing its effectiveness, I think. And under Final... now, THAT is some fire pillar protection: the range and damage increases A LOT, but also eats up your Drive Gauge as fast as you kill enemies. Casting it on the air takes way too long, and you'll probably miss most of its hits. Blizzard is similar to what Fire was in KH1, with some differences though. In this game, Blizzard shoots a block of ice that travels straight forward, damaging enemies on the way. It's a good choice if you can line up enemies so it can hit them all, has great reach, can finish bosses like other magics... but it goes straight forward only. It takes forever to cast in the air, too. Under forms in general, is regains somewhat its "shotgun" property from KH1, but it loses power quite significantly, too, not to mention it is awkward to use under Master and Final due to Sora being moved a lot by casting it. Thunder is your overall saving grace: hits enemy wherever it is as long as you locked on it, it hits nearby enemies (area increases as you improve it), and it also launches your enemies up, leaving them unable to do a thing for a while. Not only it's powerful, but it's also useful to halt bosses movements, but it's MP costy, more than never. Wisdom makes the casting much faster, Master will drop multiple bolts in a small circular area, and Final makes extra bolts around the target. Everyone uses Thunder. :p Reflect is one weird magic. If any attack touches its bubble, it'll explode in damage. You can cast it multiple times, however it'll explode into damage only under certain conditions (read "Reflect chain" as the as many Reflects you cast before stopping, and "connected" as if an attack touched the bubble): - the Reflect chain of regular Reflects stops and any of them connected - the Reflect Finisher connected, or if it's the first Reflect finisher, any of the Reflect chain prior to it connected. So, if your chain was the following: (* meaning an attack touched the bubble) R - R* - R - RF - RF* - RF Once you use the first Reflect Finisher, it'll explode regardless if it connected or not, because the second Reflect on the chain prior to itconnected. The second RF will explode, because it connected, and the last RF will not explode, because the second RF "reseted" the "connection counter" when it exploded. Confusing? Yeah I know. Also, a Reflect spell can only be followed by another magic (regardless of "connection"), unless you equip the Combo Master ability, which'll allow you to add regular attacks after casting Reflect, also regardless of "connection". Once you think you had enough, we reach the Magnet spell: it creates a force field that deals damage and sucks enemies into it. It was weakened in the damage sector, compared to the original game, but it still is a very useful ability. The cool thing about it is that Magnet is always considered a finisher in a combo chain, which can be used to your advantage, too, like casting Thunder right after it: after a Magnet, which's a finisher, only other finisher attack may proceed, so if you have Finishing Plus, you can cast a Finisher Thunder spell in a helpless group of enemies. Every magic, when cast in the air, will end the aerial combo chain, meaning you cannot cast them more than once in a row. Also, their aerial animation and effects are always the same, so there is no Finisher (and thus stronger) version for them, even if you use them in the place of a finisher. ============ 1.3. SUMMONS ============ That feature you always denied when you first played KH2. Summons can be nice things, you know. You don't need two active party members to use them, but they must be in battle, KO'd or not. So it can be a life saver as it also will get your partners brought back to life once you dismiss the summon. And they also only cost 3 Drive Gauges. Chicken Little looks bland, but later on the game it just gets better as you'll have more abilities: he's almost a walking Magnet spell with his whistle. With enemies stunned and grouped together, imagine the mess you won't do to them. He also throws sparkling eggs that damages and stuns enemies. And while you has him on the field, every hit with the Keyblade will heal Sora, not to mention that he'll use a Potion on you if you get on Critical HP. The Little's Limit isn't all that good, as it ends fast and deals not much damage. Genie just stays there for you to use his Limits, and use Potions on you if your HP goes below 25%. He varies his Form based on the Drive Forms you have (it would have been cool if they added Limit Genie, hehe). Valor Genie was way underpowered compared to the original, so due to the few hits it's not too good anymore. Wisdom Genie is a good choice, as it uses only one Summon Gauge, hit multiple times hacking up good damage, and you can spam another one before the i-frames are over. Master Genie is a mix, so is Final Genie: both are powerful on their own way, but they use more Gauges. Stitch is the defensive summon: Stitch will just stay away from the battle, shooting anything that tries to hit you. He's not perfect and not everything is stopped by his lasers, but he can still be of great help. He might also randomly lick your MP Gauge and restore it completely (the lower the MP, the higher are the chances, it seems), and play his Ohana: it seems he'll forcibly play it if you get below 50% health, or so I heard. Ohana will makes enemies on the screen get stunned and drop HP Orbs. The Limit allows a mix of this and shots to damage the enemies on the screen. Finally, Peter Pan, a partner in KH1 now as summon, opposite to Simba. Peter brings Tinker Bell with him: Peter will attack along with you, making enemies drop MP Orbs, while Tink will heal you in fixed intervals. If you die, Tink can revive you once, but then she'll be gone. The Limit costs a lot (good for training purposes), but although isn't all that damaging, it gives a rather large i-frame window, and every attack drops either HP or MP Orbs (depending on which input you use). I usually use him for fun, as you won't very often need the MP Orbs he drops, and he has trouble causing damage. You still think they aren't all that good? You'll see. ================ 1.4. DRIVE FORMS ================ One addition in KH2 that pleased many players is the Drive Forms: with the new Drive Gauge, costing up from 3 to 5 bars from it, you will "sacrifice" one or two live party members (or none, with the new Limit Form) to give Sora a new list of Action Abilities and overall new behaviour. The Forms can be leveled up (regardless of the EXP Zero ability, as they have their own set of EXP), and offer new movement abilities to be used under normal Sora as you train them, along with other Support Abilities to equip at anytime. Valor Form is the first one you will obtain, just as Sora obtain his new clothes from the Fairies. With the aid of Goofy, Sora now focus in physical attacks only: magic is not accessable under this form. Valor also moves very fast, and gives the High Jump Growth Ability: as the name implies, your jump'll get higher and higher as you train it. Sora will also move faster under Valor, and gains Combo Pluses as the alternate Support Abilities to use, affecting his regular "form" or any other he Drives into. Valor has a nice feature of allowing you to perform a finisher at anytime during a combo chain (after the initial attack) by pressing the Square button: this is very helpful with you need to stun enemies or finish bosses. As it comes with built-in one Combo and Air Combo Pluses abilities, this is an even greater bonus so you won't be downsided for your longer combo chain. Over The Horizon is the Square attack you can use to start a combo, working like a substitute to Slide Dash in a way, as it covers a distance. Valor obtains EXP by hitting enemies: as simple as that. This makes it an easy Form to train, as simply using and fighting will work (as you cannot use magic, anyway). After your first visit in Agrabah, you may use Mushroom V as a training ground for this, as you probably won't be able to kill it with only regular hits from it. Wisdom Form is next, obtained after you finish Disney's Castle. Opposite to Valor Form, you use Donald to become a magic expert. Magic is now stronger (although I believe Blizzard gets terribly downgraded), cast them faster and may also move while doing any action. However, you no longer attack with the Keyblade, but instead use it to send magic bullets with the Shoot command that replaces Attack: this is usually weak but the finisher adds many hits in and deals good damage. Aerial Shoot works like casting magic in the air with normal Sora: it will always end a chain and cannot be repeated right away, nor has a finisher form to be used in the air. Thanks to Wisdom mobility and long range characteristics, it is a very useful Form to deal with dangerous bosses when up close, and also helps a lot to clear some of the Mushrooms, as Shoot hits from far and keeps you on the move. Magics change their behaviour here somewhat, but the most important mention would be Fire, which now covers a way larger area thanks to the movement, and the balls are also bigger increasing it even more. As a mobility focused Form, it gives Quick Run as Growth Ability, which makes Sora dash toward the direction pressed on the Analog Stick, with some i-frames in the middle of it. And from the magic focus of it, it gives MP Rage and MP Haste as alternate abilities for Sora. Wisdom obtains 1 EXP by each Heartless killed by Sora under it. This makes it a little annoying to train, as Shoot itself isn't all that good, as it hits only one target at a time, and if you rely solely on Magic you'll be on MP Charge soon and will have to rely on Shoot or spend Ethers. The trick is to train it against the weakest Heartless you can find. Limit Form, a new addition to Final Mix, gives Sora his movelist from KH1: this is usually cool, and quite the fan service. Some of them is also present in KH2 so they are re-used, namely Slide Dash, SlapShot and Aerial Sweep. Limit has its own finishers, all from the KH1 Final Mix version: Zantetsuken and Stun Impact for ground finishers, and Hurricane Period in the air. Zantetsuken is simply the strongest single hit in the game. Dodge Roll is its Growth Ability, making a very nice return from KH1, and it offers even more i-frames as you level it up, and it also offers an extra Draw and Lucky Lucky abilities as the alternate bonuses as you level it. Limit Form is also magic-less, but it has a nice substitute: the KH1 Limits! They will be replaced in the Magic menu, and also they will be on the shortcuts if there is a magic there instead: Sonic Rave (Circle), Strike Raid (Square), Ars Arcanum (Triangle) and Ragnarok (X). To perform successful hits for the Limits, you use RCs with the Triangle button: REMEMBER TO LET GO OF L1 if you activated the Limit from the shortcut, as just like any other RC on the game, you cannot use while holding the shortcut button. The nice thing about using Limits, although they are very costy in the MP department, is that every hit that connects while using them will heal some HP, just like it'll eat up more of the Drive Gauge as they connect. This makes it easier to train if you're levelling up normally: Limit Form gains 1 EXP each time you perform a Limit successfully, this means using Finisher, Judgement, The End or GigaImpact RCs respectively. As they use MP, hitting with them heals HP, and getting hit with MP Rages on will restore MP (and Limit has one extra built-in MP Rage), you can somewhat use Limits infinitively. Before you wonder, those RCs are pretty much the last RC for each Limit, so by mashing Triangle you should have no problem when using Sonic Rave, Strike Raid and Ars Arcanum. Ragnarok, however, requires some timing: the RCs it shows are, in order, Shoot, Impact, GigaImpact and Shoot again. The Impact RCs show very rapidly, and I can succeed 95% of the time when I react my finger to press the Triangle button when the Impact (first change on RC) comes, so by the time I input the command, it changed to GigaImpact. Master Form, obtained before you effectively visit Space Paranoids for the first time, and as a gift from King Mickey, uses 4 Drive Gauges and need both party members alive: world-specific characters are no different, there is no specific need for Goofy nor Donald. It is totally aerial oriented (just like Your Majesty), so even if you start a combo in the ground, Sora will jump into the air. Overall movement speed is also increased. Being able to use both physical and magical attacks, Master Form changes the way you use magic as they have finishers no more, and you can cast them non stop as much as you want, pretty much extending your combo chain infinitively, or better yet as long as your MP lasts. Thunder spamming here is a nice way to concentrate damage, as it is cast many times and Sora will spin around the locked target while doing so. Its Keyblade attacks all have great reach, so unless you're facing enemies that resist stun too much, it should be great to clear crowds of enemies with whatever you use. Master, as aerial as it can get, offers the Aerial Dodge Growth Ability, which's usually used as a double jump, but it also offers i-frames and the way Sora spins and holds the Keyblade when using it can actually hit enemies, too. It's annoying to level up as it gains EXP by grabbing Drive Orbs (1 EXP for the small Orbs, and 3 EXP for the larger Orbs). Although enemies overall drop less Drive Orbs, Final Mix now has the Drive Converter ability, which'll turn 50% of the Munny drops from enemies into Drive Orbs: by equipping two of them (one obtaining via regular levelling, another from the Sweet Memories keychain... funny how Lucky Lucky was replaced by it in both level and keychain abilities), you'll have 100% of Munny turned into Drive Orbs. This makes is so using the Gambler's RC a cheap way to obtain many of them. And guess what? The aerial Form gives Air Combo Pluses as the alternate levelling abilities. Final Form to wrap things up: also using two party members, but now 5 Gauges, this Form can be awakened after the Roxas battle when you reach The World That Never Was: everytime the game would turn you into Anti Form will trigger a chance to become Final, as long as you meet the Anti criteria AND has at least 5 Drive Gauges when you do so. The more you turn Anti, the greater chances you will have to become Final the next time you try. The kaychain obtained against Roxas will force Anti Form, and it also increases the Final chances, making it perfect to obtain it quickly. Final is just strong, and allows movement while attacking, which is actually awkward when you fighting, as it moves a lot and doesn't always has the best reach for so much movement. Its aerial play seems easier to control, but it also jumps very high so hold yourself. Its finishers are very destructive and offer i-frames, so watch things turning to ashes as you use them. Magic is also absurdly powerful, mainly Thunder and Fire. Magnet changes its behaviour a little bit as Sora focus during its casting, and the force field disappears once Sora regains control for other actions. Glide is the Growth Ability for this Form, and Auto-Assault will make Gliding under Final a fun thing to do. Great for movement and reaching many Puzzle Pieces for the last puzzles, it'll be troublesome to obtain as Final will gain 1 EXP per Nobody killed under it, and Nobodies are high-HP enemies: due to its powerful attacks, Drive Gauge will get drained very fast. Things will get easier as you train it as it offers Form Boosts as the alternate abilities as it levels up. ===================== 1.5. SORA'S ABILITIES ===================== It's not like there is much you don't already know, but it's nice to remember. Guard and Counterguard are abilities you want to always have equipped. Some bosses you might not need Counterguard, so consider removing it to have more AP for other abilities, but try to keep it equipped as much as you can. Certain two Action Abilities you'll want to keep equipped forever once you equip them are Slide Dash and Flash Step: they are the ones that'll bring you up closer to the enemy you are targeting. Flash Step is a new addition to FM, and it acts like a shorter Slide Dash, but its hit also bypass defenses. This isn't usually good for combos, as the next attack you use will hit the armor it bypassed before, but this is good as Sora won't get stunned as he gets closer, if coming near was your sole purpose. Slapshot and Dodge Slash are somewhat opposite: Slapshot is a very fast upward hit with short range, with the purpose of helping reaching finishers faster than usual. Dodge Slash is a long and slow 3-hits spinning combo that cannot be interrupted, but due to its hit, it'll make Combo Boost make the finisher stronger than usual. Upper Slash and Finishing Leap are the launching skills, used with the Square button: Upper Slash is used midcombo (but it makes Sora to remain on ground), and Finishing Leap is used as a finisher (also putting Sora in the air along with the enemy). This is helpful to extend your combo on a helpless enemy. Upper Slash gets overshadowed by the Leap, as the Leap uses only one extra AP compared to it, it puts Sora in the air and gives nice i-frames, while Upper Slash doesn't have i-frames and is also quite slow to perform, not to mention the absurd range that the Leap has. Aerial Recovery and Retaliating Slash are the "recovery from being hit and sent in the air" abilities: the beginning of their animation are i-frames, so timing them well will help escaping incoming attacks. Aerial Recovery simply makes Sora regains balance, while Retaliating Slash adds a counter with the Keyblade: watch out as the counter moves Sora significantly forward, so plan beforehand or else you will go past the enemy and not hit it at all, depending on the distance between you (or maybe not even reach it, ha!). In the Aerial department we have the Spiral (works like a Slide Dash as it is meant to cover distances, but it also used by Sora even at shorter distances), Sweep and Dive (both bring Sora from the ground into the air, with the new Dive being used to reach enemies in the air not close to Sora), and Finisher and Magnet Splash to end your combos: Finisher is multihit and powerful, but takes a while and leaves Sora vulnerable, while Magnet Splash is commonly used if the enemy is distant or many enemies are around. Horizontal Slash is the Square attack option, performing 4 slashes and hacking up good damage. The Square attacks (Upper Slash, Finishing Leap and Horizontal Slash) are also considered "boss killer" attacks, unlike regular comboing attacks. Upper Slash (during Finishing Leap's abscense) and Horizontal Slash can be used in the place of a finisher if no other finisher was performed before, yet they won't reduce the number of finishers you can perform: so if you have no Combo Pluses and one Finishing Plus equipped, you can perform two normal attacks, a Square attack, then two finishers. This is a good way to extend your combo and deal more damage per chain. Take note that this only works for the first finisher: Sora won't perform another Square attack after it replaces the finisher, nor use them if you already used a finisher. Trinity Limit is a Limit that can be used with Donald and Goofy, or solo: Solo Trinity can only be used, though, if Sora is fighting alone or if the third party member is absent (the final battles are a good example of this). If Goofy or Donald are on the team, you can only perform the trio version, and the Limit will not be accessable if either is KO'd. The Solo Trinity is just a sequence of attacks with a finisher. The actual Trinity Limit requires three inputs, focusing on each of the SDG trio speciality: each input will not deal damage, but the end of the combo will add all the hits that connected during them all, and perform a finisher that gets stronger as more hits are sum'd up. ============ 2. THE GUIDE ============ ===== TWILIGHT TOWN - DAY 1 ===== There's nothing of much importance to do at Day 1. If you plan on going for 100% Journal Completition, though, choose the Staff before fighting Seifer: you'll need some Magic boost to deal with some of the Mushroooms later on. It's the Struggle weapon by the left, with a star on it. If you're going for No Damage, Seifer is simple enough: just combo him once, then wait for him to attack, and use the opening. The "romantic" move is best avoided by walking in a spiral (to the side and toward Seifer). For the Dusk by the mansion, don't do a finisher until you get the Keyblade. After that, you can just do two attacks - Reversal till you kill it. ===== TWILIGHT TOWN - DAY 2 ===== Time to work your.... off, if you wanna go to the beach! I rather do the first job, the letter delivery one. You can complete it just by going straight forward, mashing Triangle, then doing a jump using the ledge for the pigeon, and moving back to the last person before the Sandlot exitb. I personally do it until I get 1200 Munny, for the max bonus (+2AP). Seriously, you can never have enough. In less than 10 minutes you're done with it. ===== TWILIGHT TOWN - DAY 3 ===== Wakey wakey! Deal with the Dusk just like before: two hits, evade. In the Station of Awakening, it doesn't matter what you choose, as these would only determine the order of abilities obtained through Leveling Up, which you won't be doing anyway. Unless you're using this Guide for a regular run, then feel free to choose whatever you want: some people go for the Shield because it gives the Once More and Second Chance abilities sooner. For the 3 Dusks, avoid finishers until you kill at least one: sometimes Reversal won't stun all of them, and Roxas takes a while to recover. Once you are done with them, you can equip ablities: just go to the menu and equip all of them. Unless you have some strong reason to not equip some of them. 0_o You may fight some Dusks for some Munny and Potions, if you want. +++ Boss: TWILIGHT THORN +++ Bonus Level: (Roxas) Guard, HP +2 Your first boss fight. And it can be a toughie to get No Damage on if this is your first attempt. Also, who's the guy in the black coat that appears before the boss? Reaction Commands to start the fight. After the long sequence, you can combo the boss some. Remember you have two finishers. Air combos are faster, but it is difficult to perform two aerial finishers on it, as Roxas reaches the ground way too quickly. Just do whatever you prefer. NOTE: I recall being able to use 2 ground combos with 2 finishers on it in time, so just go for that. Once Thorn recovers from the RCs, it'll do a sweep around: jump to evade it. Right after it, he will fix itself on the ground and send twilight waves: get away from them, and deal with the Creepers instead. Even if you do the RC non stop, you might still get hit. After Thorn stops this attacks, it'll curl all around, sending more waves: use the RC to reach its face, but attack only after it stops sending them. A ball will form on its neck each time it sends a wave. From here on it might become a little random. It might, eventually, curl in the middle of the arena: it'll take a long time till it attacks, and you should be able to combo it to death by then. It usually does it after the second wave of RCs (like the ones that started the fight). If you still can't kill it in time (or backed off because you chose not to risk comboing more), your best bet is to back off and dodge its attacks, until it does another curling + twilight waves, so you can use the RC to reach it, and eventually another full RC sequence from the beginning You get Guard from this battle, don't forget to equip it later! +++ +++ ===== TWILIGHT TOWN DAY 4 ===== Let's Struggle! Oh, did you equip Guard? Hayner is a pushover. Run around him, let him do the 2 hits combo, and strike back. You can perform two finishers without much worry. Vivi is about the same. Run around, let him attack, strike back. Avoid a second finisher, even if you get him against the wall (or else you wouldn't hit him anyway). When he uses his mega combo, you should be somewhat far away, so just Guard it after he starts it. Guard's after effect will protect you from the last thrust. Dusks. Yawn. One or two hits, Reversal. Repeat. And tell Roxas I want the Keyblade if he doesn't want it. u_u +++++ BOSS: Axel 1 +++++ Bonus Level: (Roxas) Scan Axel is simple. You can attack him after he hops to the sides, or when he lays down. He does either after doing the double swing attack. You may do the second finisher without much worries, if the wall holds him close. It's rare, but he might use the "Burn!" attack after you combo him, so watch out for that. You can avoid it by Guarding: Roxas never seems to run fast enough to evade it normally with me. The Desperate Move is best evaded by simply running away. +++ +++ Setzer can be annoying to get a No Damage on, as you must reset the PS2 manually if you fail, as you can't really "die" on it. Only do regular combos, Guard when he comes at you, and watch out after he gets less than 50 balls: he'll almost always counter with a Vortex move. Guard it, but TIME your Guard! Sometimes he'll be swift, others he'll take a while. The Million Stab move (DMC, anyone?) can be Guarded as well. He is overall easy, just annoying. ===== TWILIGHT TOWN - DAY 5 ===== Boring day. There are 2 Potions, 1 Hi Potion and an Ability Ring in the Sunset Terrace. Shouldn't be too hard to find them out. They don't count toward journal completition, so there's no need to worry much about them. ===== TWILIGHT TOWN - Day 6 ===== Some powerful wood stick. Day starts with 2 Dusks and an Assassin. No big deal. When the Assassin appears, Guard its initial attack. After that, don't do 2 finishers on it, unless it's against a wall. Don't give it time to recover or it'll do the suicide attack, and that can be a OHKO at this level. On your way to the mansion, you can avoid every battle if you want: all you'll get from them is some Munny and possibly a Potion or Hi Potion. You can use some training, though, specially against the Assassins: learn to Guard them as they appear, and as they prepare to attack, after lifting both "wings" out of the ground. And how to not let them recover. This will be useful soon. If it gets completely out of the ground, it'll either suicide or do a swift slash: a quick air combo should intercept it (you won't do a finisher in time with a ground combo). More on the Assassins, you might consider attacking their wings as they prepare to attack while underground: I find it tougher to connect than to time a Guard, some find it easier. As I said, make use of this time to train some. Oh, and to avoid the suicide attack (it uses after getting out of the ground on its own will), run away and jump to the side as it gets near: it'll try to jump and grab you, so jumping toward/over it might be dangerous. In the Mansion, get the Elven Bandanna on the Dining Room. Nothing else of much importance around. Creepers are a good source of HP Balls if you get hit a lot. For the Nobodies fight before Axel, never lock on the Dusks. Keep them all in sight, and avoid finishers. If one of them escapes the Reversal stun, it'll come for an attack: just Reversal when it comes near, and you should be okay. Once only one Dusk is left, two Assassins will come. It's wise to spread your damage, so you can kill the remaning Dusk in a blink. Try to keep the Assassins apart from each other, letting you deal with one at a time without having to stop to evade the other attacks: this will likely tempt the one you were attacking to go for a suicide. Well, as long as you can escape it, it's fine! Remember that they might go for the suicide anytime as long as it is not at full health. +++++ BOSS: AXEL 2 +++++ Bonus Level: (Roxas) HP +2 Axel next, a big pushover. Don't go closer as the battle starts. Evade his first attack, which should be a double swing, then go for a combo. RC him when he gets launched, do another full combo (aerial included). He'll withdraw, and you should be able to do another RC on him, which will leave him near death. Finish him off, and you just killed a boss after evading two attacks only. :p Was this supposed to be a joke? Because you're not laughing, are you? 0_o If, say, you miss a chance to combo Axel: you'll have to do a "provoke and run" strategy. Well, you can wait for Axel to attack, too, evade his attack, and counterattack back: but getting near him might help on get this done faster. I admit I need to review his behaviour and add more info here, but this battle is SO simple... >_> +++ +++ ===== TWILIGHT TOWN - VISIT 1 ===== You can search for the treasure chests yourself, right? :p There are 7 on the Tram Common, 3 in the forest, 2 by the Mansion entrance, and 3 on the Station. You can buy new weapons for Goofy and Donald even before they get to fight any enemy. There's also a +1 Def + 20% Dark accessory to buy (dunno its name). The forced Nobody fight doesn't need to be won. Sora's still feeling sleepy so he can't Reversal to handle the Dusks, either. However, Donald will do such a great job on cleaning the enemies. Play carefully if you wanna get no damage, and that should be it, but don't bother resetting if you get hit. The Heartless around Yen Sid's tower are simple enough. Use Cyclone on the Soldiers when possible. Get the chests. Bla bla bla. Tell me where the second Keyblade on Valor comes from. Press Z to do a Barrel Roll, and reach your first world: Hollow Bastion! ===== HOLLOW BASTION - VISIT 1 ===== Welcome to the completely remodeled Hollow Bastion. Right after you come, there is 1 Puzzle Piece to obtain easily. You can't reach the one above the Moogle yet, but fear not. A Nobody fight awaits you, but you can lose it, too. Then again, I wouldn't bother resetting to get No Damage on it. Just watch out for the Samurai once it joins in. You can obtain another Puzzle Piece by walking the wall by the stairs in the screen with the houses. Get into Merlin's House and tell the guys how comfy your sleeping chamber was. Don't forget another Puzzle Piece, and set Blizzard to your preferred shortcut (I use X). On your way to the Bailey, you might consider driving into Valor after climbing the stairs to get some EXP for it. However, keep in mind that if you reach the Bailey while in Valor, you'll get a free recharge. However, if you're doing No Damage, you want to head straight up, because you'll be retrying some... +++++ EVENT BATTLE: Protect the city gate! +++++ Bonus Level: (Sora) Fire Element This battle can be tough, as Sora's still pretty limited. You start with a wave of 4 Dusks. After that, 4 (or was it 5?) Creepers along with 2 Samurais. Finish either kind of Nobody, and two more Samurais come, and finally 4 (or 5? :p) Dusks to finish it off. The Dusks are easy to deal, however they seem to escape Reversal's stun easier. Watch out, as even though they aim for the gate, they might hit you. Once the Creepers and Samurai comes, start using Blizzard: it deals way more damage than the Keyblade right now. Leon should keep the Samurais busy, so kill some Creepers first, but not all of them! They like to stay together, so aim some nice Blizzards. Careful when approaching them with the Keyblade, as once they start attacking in the sword form, you can't interrupt, and you will likely get hit. After leaving one or two Creepers alive, go help Leon. If you still have MP, Blizzard them. It's likely that while Leon's busy with one, the other Samurai is "sleeping", standing there doing nothing. Get near and it'll come for ya: Guard it to trigger the RC, which deals absurd damage. Avoid comboing them as much as possible, as it deals little damage and they resist the Keyblade quite a lot, go for Blizzard and RCs as possible. More Samurais will now appear. Let Leon go first, and play defensive with magic and Guards. Soon, more Dusks will come, and you should be on your way home by now. Leon uses fire balls. You learn the fire spell here. W00t, it matches! +++ +++ *** Revisiting Hollow Bastion *** You should come back and head again to the Bailey: there's a Puzzle Piece down the stairs. You can train Valor if you wish. Consider putting Donald into Sora Attack, so you can dish damage yourself and get more EXP this way. Use the Drive trick (go back to the World Map while in Drive) to help you out, but restoring 3 Gauges shouldn't be much of a hassle. If you train Valor, you can use its High Jump Lvl2 to reach the Puzzle Piece over the house (use an aerial attack to increase your reach), and the one above the shop, near the Moogle. Update: I'll remember you of them in the right time. Farm 'em! - Dark Shard (Shadows, Soldiers) - Bright Shard (Soldiers) ===== THE LAND OF DRAGONS - VISIT 1 ===== Goofy is actually the thinking head of the group. Now please, stop fighting! :p 4 new armors to buy, and that's some 700 munny going. The first heartless battle is easy. You might consider going Valor once the Nightwalkers come in if they prove difficult. Remember that, if they ever get hit, they'll counter with the spinning attack once they recover, so either avoid stopping your combo, or prepare to jump over it or Guard it. You can wait for them to come and Guard them, or reach them in the air before they have a chance: do what fits best the situation. Now, we have 3 missions for the Captain. Mission 1: you start with 2 Nightwalkers. Bring Donald in: his Thunder attack deals good damage, and might keep one of them busy: you don't want to handle 2 of them at the same time. Remember, they counter whoever attacked them. They are immune to Blizzard, and you might not have good opportunities to Fire them, so use the Keyblade and aerial combos. More of them will come: once again focus on one at a time, and hope that your friends will keep the other busy. For the Shadows, use Fire, run around and let your friends do some damage, as they always target Sora anyway. Mission 2: keep Goofy for this one. Start by Firing the Shadows. After the first wave, 2 Nightwalkers to annoy you. Go Valor and kill them ASAP, as a third one will join the party really soon. You might use the Drive Explosion as a way to stun ONE of them: if you get both, they'll stay on your feet. A Rider will join right after: Guard, counter with an aerial combo. Repeat. If it jumps, you can try to catch it in the air for another combo. Just move away if it charges the explosion (when it rises on two feet, spinning the lance). At lower health, it'll keep on charging at you: just Guard it, then do a combo as it stops. It's pretty easy when it's lonely. Finally, 2 Walkers and a Rider: catch one of the Walkers quickly, moving away from the Rider. Finish the other one with patience, then go after the lonely Rider. Mission 3: I hate this hide-and-seek game. Donald helps a lot more here. Go in a counterclock-wise sweep around the place. As most enemies come lonely, should be easy to handle. Feeling better yet? There's much more to come! Let's go for some hiking. Mountain Trial: boy I hate this. You're going for No Damage? You have guts. First wave has a Walker and 2 Soldiers. Stay put, Guard the Walker first move, then go hack away at it. Watch for the Soldiers' Cyclone RC: use it! Keep your eye on the Walker after using it, as you might hit it along and it WILL counter if anything scratches it. I like having Goofy, as he can render one enemy helpless for a while with his attack. Second wave brings two Walkers, and a third appears as you kill one. Lady Luck at your side? Go between them and use Fire. I dislike using the finisher Fire here, so I stop and use it again. Hopefully they won't escape, your partners will help out, and you'll have one dead and another near death when the third one joins in: leave the weakened one for your partners and hack the new guy to death. I like keeping Donald here now, as his Thunder does great damage, and you need it fast. Now you can either climb the stairs to the right or follow the path. I prefer the path. Hug the right wall, so you won't trigger 2 Walkers. After the second turn, you'll trigger a Walker and 2 Soldiers. Focus on the Walker, you now have more space. After this, just go for the final rock, where you'll trigger one Assault Rider (and unluckily a second one, after you kill the first). Just Guard his lance swipes/thrusts, then go for an air combo. After 40% or so health, it'll start doing the charges: just Guard and combo back. They're easy when lonely, remember? As long as you do only one aerial combo on it each time, you probably won't get caught offguard. Before entering the Cave, there are 2 Puzzle Pieces by the Village: one behind the houses to the right, and one above the houses, to the left. You can't reach the one above the.... Moogle, yet. +++++ EVENT BATTLE: Heartless at the cave +++++ Bonus Level: (Sora) Slide Dash (Ping) HP +15, Hyper Healing So many Shadows. Just keep running so they won't reach you. Go for the Rider first. Get near it to Guard an attack: watch out not to aim at a Shadow behind you and miss the Guard! Then kill it the normal way. Now you got plenty of Shadows to deal with. It's usually no big deal, but if you're doing No Damage, you'll need to be careful with your Fires (yes!): just do a Finisher Fire if you can't see a Shadow coming out of the ground below you. It happened to me that he got an attack in while Sora was spinning around. Once your MP runs out... you run around. It's NOT safe to deal with this many with the Keyblade if you're doing No Damage. Once you get rid of them, 2 Riders will say hello. Since they are slow, take your time: focus on one, Guarding BOTH as needed. Use Blizzard to weaken your first prey. Once you weaken if enough, by comboing when you are FAR from the other, and occasional magic, it will start doing the charges: Guard and Counter 'em as possible. Once you kill one... you're home free. Oh, yeah, there's another one to kill before that. :p +++ +++ After this, you have to survive the Heartless for a minute. A Bolt Tower will be around. I run in circles around it, using the Thrusters' RC to damage it. You can use the Keyblade, but it's not very accurate against them. 30 secs left, and many Bolt Towers join in. If you're going No Damage, I say just run around in a big circle, and watch for their "stomp": jump if they're too close. Now you can use Mulan's Limit, and she'll do decent attacks now. Enjoy your killing down the mountain, and get the treasure chests you probably left behind while climbing it up. :p At the Courtyard, start up with Mulan's Limit. Auto Limit will help preventing you from getting hit from the Walkers surrounding you, but you can play safe and simply Guard as soon as the battle begins: really. It should kill all but the 2 Bolt Towers, which are now weakened. You can let Mulan and Goofy kill them, or try to provoke a RC and use it to kill the other one and stun your attacker. If you're not using Limits AND wanna do it No Damage... let me know. Seriously, I wanna see how masochist people can be. :p +++++ BOSS BATTLE: Shan Yu +++++ Bonus Level: (Sora) HP +2, Aerial Sweep (Donald) HP +1 (Goofy) Goofy Turbo (Mulan) HP +20 This can be easy, but doing No Damage is tough. The Nightwalkers will go for the door, and you likely shouldn't worry about it, as your partners should kill them for you. You may start with Mulan's Limit to clean the first wave, as they may bother your fight with Shan Yu. Collect the Orbs, though! Try to make a quick trip to the door for the Orbs (and to somewhat have your friends killing the Walkers) every time you finish comboing Shan Yu. You might consider setting your friends to attack enemies other than Sora's. I like keeping Donald as his Thunder will deal great damage to the Walkers, and I also rather remove his Cure: he might use it on himself, and he won't last much anyway, so might as well use his MP for Thunders. Your method of damage should be Guarding a slash from Yu, triggering the RC. I like using the combo "2 hits + 1 finisher" twice (don't you love Slide Dash), adding a Blizzard finisher after the second one: this way, Shan Yu will counter with his upward Vortex. You can easily provoke him into attacking by getting near, just watch his arm as he lifts his sword. Or you simply wait for him. Watch out after comboing Shan Yu: his bird might glow purple, which means it'll try to grab Sora. I don't recall the grab doing damage, but it leaves you open. I have bad luck evading it, so I just Guard it, but you can also simply jump over it. It may also randomly dive, so try not to stay still. When he almost reaches one bar left of HP, he'll go berserk: watch out and stay away if you don't wanna get damaged. After this, he's more likely to do a |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Kingdom Hearts II:Final Mix+ Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

