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!
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