Kingdom Hearts Re: Chain of Memories Walkthrough :
This walkthrough for Kingdom Hearts Re: Chain of Memories [Playstation 2] has been posted at 06 Sep 2010 by xdragon12 and is called "Walkthrough". If walkthrough is usable don't forgot thumbs up xdragon12 and share this with your freinds. And most important we have 7 other walkthroughs for Kingdom Hearts Re: Chain of Memories, read them all!
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Walkthrough - Walkthrough____ /\ ____ ___/....\_____ / \ _____/....\___ __/***********\\ \ / \ / //###########\__ _/:::::::::::::::\\ *\ / \ /* //:::::::::::::::\_ _/xxxxxxxxxx///////.\\ *\ / \ /* //.\\\\\\\xxxxxxxxxx\_ /. . . . . . . . . . .\\ * * // . . . . . . . . . . \ //^^^/////////^^^////^^^\\ * * //######################\\ ///////////////////////^^^\\ //::::::::................\\ //vvv///////////vvvvvvvvvvvv\\ //xxxxx:::::::xxxxxxxxxxxxxx\\ ||''///////////''''''''''''''\____________/''''''////////////'''''''''|| || ///////////''''''''''''''' '''''////////////''''''''''|| ||///////////////////////////::::::::::::::''''////////////'''''''''''|| ||:::://////////////////////:::::::::::::::'''////////////''''''''''''|| ||::://////////////////////:::::::::::::::'''////////////'''''''''''''|| ||:://////////////////////*****************'////////////''''''''''''''|| ||:: ///******************' ///'''''''''''''''|| \\'' ///__________________________ /// ''// \\:://////////////////| |////::::::::::::::// \\///////////////////| Kingdom Hearts |////////:::::::::// \\/////////////////'| Re:Chain of Memories |'//////'''''''''// \\///////////////''|__________________________|''////*********// \\\*****//////////''''''''''''''''''''''''''''/////********/// \\\ ////////////// ////////''''/// \\\ ////////////// /////////''''''/// \\ /////////// ////////''''' // \\ '''/////////// ////////''''' // \\ // \\ // \\ // \\ // \\ // \\ // \\ //////''''''''\\\\\\ // \\ // \\ // \\ // '''' \\ // \\\*****//////////***/// \\::://////////:::// \**************/ \############/ \::::::::::/ \\......// \..../ \../ \/ * * ********* * * * * * * * * * ** * * * . < ~~ January 21, 2009: Version 1.95 -The walkthrough for Sora's story is all but finished! The boss guides for all three boss battles with Marluxia have been completed. All that is left is the walkthrough's closure. ~~ January 22, 2009: Version 2.00 -And...it is finished! I changed the format for sleights on the third Marluxia a little bit to make it look nicer, and I wrote the end of it. Now, I just need to decide what section to write next. ~~ January 23, 2009: Version 2.05 -Not much done today. I started work on the attack card lists, and have completed it the best I can right now. I'm waiting for permission before I put the percentages of drops in specific worlds. ~~ February 04, 2009: Version 2.15 -Wow. I wanted a break, but not this long...Blah. Life has been so damn busy lately that I haven't had time to work on this, even though I have really wanted to manyatime. Oh well. I got the entire "Introduction to Riku" section completed, as well as the Hollow Bastion walkthrough. ~~ February 06, 2009: Version 2.20 -Monstro and Vexen completed. Sigh...need to work on guide more....blah! I've been so sick lately that I'm so not up to it. > . < Grrr...soon! ~~ February 19, 2009: Version 2.30 -FINALLY more work done! I swear...no free time to work anymore. e.e At least I got a decent bit done...Traverse Town, Neverland, and Riku I are complete. ~~ February 22, 2009: Version 2.35 -Well, at least the guide hasn't been massively spaced off...even if I didn't get much done. World Card Set II maps have been started on, and Wonderland is next to complete. ~~ October 4, 2009: Version 2.50 -Wow...I haven't touched this guide or this game in ages. I sincerely apologize for ignoring it so long. However, I've started again (very randomly I might add), and I'm going to try very hard to finish it this time! I'm sorry for any differences in writing style or mistakes (as I can't remember everything now :\) in this point from before. -Sometime (probably not long after) my last update, I finished Wonderland and did the VERY beginning of Atlantica. From there is where I started; I did the rest of Atlantica (which was most all of it). -I also made the map for and wrote most of the Olympus Coliseum section. ~~ October 5, 2009: Version 2.60 -I did plan on doing more yesterday, but couldn't as my brother was severely injured awhile back and therefore is sitting in the room with my TV most of the time, keeping it tied up all day. Therefore, I can only write this late at night. -Anyway, Olympus Coliseum was finished (just the Hades strategy). -Did all of Halloween Town, including the map and boss. -Wrote the guide for Lexaeus. That was a huge job by itself; my guide for him is one of the longest boss strategies I've written. I kinda feel guilty as Lexaeus isn't epic enough to deserve such a huge strategy. D: Ah well, at least it's plenty detailed. ~~ October 6, 2009: Version 2.70 -Destiny Islands completed up to Zexion. -I did a lot of testing on Zexion but it was getting too late and I had to go to sleep before being able to write up more than his attacks and sleights. ~~ October 7, 2009: Version 2.85 -Zexion is finished. I do believe it's my longest boss guide so far. The battle was just too....unique, to make it a short guide. It took a lot of work and time to do enough testing and write this up. It's very detailed though, and Zexion, unlike Lexaeus, deserves a hugely detailed walkthrough! Just not more than Marluxia...r.r -After going to bed, I woke up and finished Twilight Town in it's entirety. I'll probably finish up Castle Oblivion of Reverse/Rebirth late tonight, after midnight. ~~ October 8, 2009: Version 3.00 -My first goal was to prove the theory of Diamond Dust and One-Winged Angel being available pre-completion of Reverse/Rebirth. This was successfully accomplished with One-Winged Angel, but the enemies in Castle Oblivion are too annoying and I didn't have enough map cards to keep on testing with Diamond Dust. I am therefore going to assume this is accurate. -It took awhile but I just finished up the guide for Ansem and wrote the last words for Reverse/Rebirth. It's hard to believe, but this guide is actually finished now! I changed the finish date to today to show it's essentially complete. The lists still need finished but I don't feel as pressured to complete those. The main part of the guide is complete. ~~ October 13, 2009: Version 3.40 -Attack card lists finished, as well as all others up to enemy cards. The last few days I was actually working on getting the last few attack cards as well as the Organization XIII enemy cards, so don't go thinking I was just slacking off. D: I cannot do anymore, however, as I am far from having every enemy card myself, so how can I do the list for that?! I've gotten enough done I'm not worrying about it anyway. Getting irritating jotting all that down. ____________________________________________________________________________ | _________________________ | *=======================// \\========================* | | Table of Contents | | *=======================\\_________________________//========================* |____________________________________________________________________________| To the right side of these contents, I have included a code. This code is used for quick searching. Press Ctrl+F, then type in the code. Press enter, and you're there! ---------------------------------------------------------------------------- | Sora's Story | ---------------------------------------------------------------------------- 1. Introduction to Sora 1.1 Battle System-----------------100%-----------------------sbsys 1.2 Room Synthesis----------------100%-----------------------rsynth 1.3 Leveling Sora-----------------100%-----------------------slvl 2. Card Mechanics 2.1 Sleights----------------------100%-----------------------sk1ll 2.2 Card Types--------------------100%-----------------------ctype 3.3 Moogle Shops------------------100%-----------------------mogpwnz 3. Sora's Walkthrough 3.1 Traverse Town-----------------100%-----------------------strtn | --World Card Set I 3.2 Agrabah----------------------100%-----------------------swcsiw1 3.3 Halloween Town---------------100%-----------------------swcsiw2 3.4 Olypmus Coliseum-------------100%-----------------------swcsiw3 3.5 Monstro----------------------100%-----------------------swcsiw4 3.6 Wonderland-------------------100%-----------------------swcsiw5 / --World Card Set II 3.7 Atlantica--------------------100%-----------------------swcsiiw1 3.8 Neverland--------------------100%-----------------------swcsiiw2 3.9 Hollow Bastion---------------100%-----------------------swcsiiw3 3.10 100 Acre Wood---------------100%-----------------------swcsiiw4 / 3.11 Twilight Town----------------100%-----------------------stwltn 3.12 Destiny Islands--------------100%-----------------------sdsnisle 3.13 Castle Oblivion--------------100%-----------------------scstobln 4. Card Lists 4.1 Attack Cards------------------100%-----------------------satkc 4.2 Magic Cards-------------------100%-----------------------smagc 4.3 Summon Cards------------------100%-----------------------ssmnc 4.4 Item Cards--------------------100%-----------------------sitmc 4.5 Friend Cards------------------100%-----------------------sally 4.6 Enemy Cards-------------------??%-----------------------semyc 4.7 Map Cards---------------------??%-----------------------mapcs 5. Sleights-------------------------??%-----------------------skltz 5.1 Attack Sleights---------------??%-----------------------atksl 5.2 Magic Sleights----------------??%-----------------------magsl 5.3 Friend Sleights---------------??%-----------------------fndsl 6. Bosses---------------------------??%-----------------------noobpk ---------------------------------------------------------------------------- | Riku's Story | ---------------------------------------------------------------------------- 1. Introduction to Riku 1.1 Battle Mechanics---------------100%----------------------mchpwn 1.2 Leveling Riku------------------100%----------------------rlvl 2. Riku's Walkthrough 2.1 Hollow Bastion-----------------100%----------------------hlwbtnrx | --World Card Set I 2.2 Agrabah-----------------------100%----------------------rwcsiw1 2.3 Monstro-----------------------100%----------------------rwcsiw2 2.4 Traverse Town-----------------100%----------------------rwcsiw3 2.5 Neverland---------------------100%----------------------rwcsiw4 / --World Card Set II 2.6 Wonderland--------------------100%----------------------rwcsiiw1 2.7 Atlantica---------------------100%----------------------rwcsiiw2 2.8 Olympus Coliseum--------------100%----------------------rwcsiiw3 2.9 Halloween Town----------------100%----------------------rwcsiiw4 / 2.4 Destiny Islands----------------100%----------------------rdsnisle 2.5 Twilight Town------------------100%----------------------rtwltn 2.6 Castle Oblivion----------------100%----------------------rcstobln 3. Card Lists-----------------------??----------------------- 3.1 Battle Cards-------------------??----------------------- 3.2 Enemy Cards--------------------??----------------------- 4. Sleights-------------------------??----------------------- 5. Bosses---------------------------??----------------------- ______________________________________________________________________________ FAQ----------------------------------N/A-----------------------faq4nub Acknowledgements---------------------100%----------------------manythanks Final Statements---------------------100%----------------------theend ______________________________________________________________________________ ____________________________________________________________________________ | _________________________ | *=======================// \\========================* | | Introduction to Sora | | *=======================\\_________________________//========================* |____________________________________________________________________________| Kingdom Hearts: Re:Chain of Memories (the original too, of course) has one major difference from both of the other titles: the card system. This, in my opinion, actually makes the game more enjoyable. It adds much more strategy to the game, and can make Sora a very formidable force. If only it had multiplayer battles like the original had... For those of you whom are not familiar with this system, though...prepare to become familiarized, as I am going to discuss it here, along with a few other basic bits of information you'll need to know. ---------------------------------------------------------------------------- | Battle System sbsys | ---------------------------------------------------------------------------- Ah yes...the heart and soul of Re:CoM. This system is quite easily what makes the game so fun. You're going to get a tutorial of how this system works in the game, of course. But I think it's best I describe it here, too. Along with some other information about it which the game doesn't feel necessary to tell. First and foremost, we need to understand how each battle starts. When you see an enemy on screen (which is any kind of Heartless), and you or it touch, then you'll immediately switch to a new "battle" screen. Note that if you strike the enemy first with your Keyblade, the first group of enemies will be stunned and have a slight bit of HP knocked off. Because of this, you'll want to strike whichever enemies first that you possibly can, for a slight advantage. Anyway, in the lower left hand corner of this screen is where you see your deck, and in the lower right hand corner, you will see the enemy's cards. At the top left corner will be Sora's health, and the top right corner you will see any targeted enemy's health. The game auto-targets to make attacking easier with less failed strikes. In battle, you can press R2 to lock onto a target. The L1 and R1 buttons will cycle through the cards in Sora's deck, but the directional pad can be used to do this also, though it's a bit more annoying and not recommended. Square makes Sora dodge roll. This is basically for avoiding attacks. The X button will immediately use whatever card you have highlighted, and the triangle button will stock whatever card you have highlighted for use in a Sleight -- more information about that later, though. Actually...you probably need to know about the cards themselves now. In Castle Oblivion, Sora immediately forgets all of his attacks, and other abilities (so do Donald and Goofy, but who cares about that). So we therefore have the card system to replace it. Sora is given 3 deck slots, and a CP capacity (which will be discussed more in a bit), along with several cards which will make up his attacks. Each attack -- be it a normal Keyblade strike, aid from Donald, Goofy, or another friend, a magic spell, or anything else, takes a card to use. Therefore, we need to insert cards into our decks for everything. Our card deck is our key for victory. You have 99 slots in your deck, but your CP will never be high enough to let you use all of those. Your CP matters because each card you put into your deck has a CP cost, and, of course, with the more powerful cards is a higher CP cost. If the amount of CP your deck is using is higher than your maximum CP, Then you won't be allowed to use the deck. I'm sure you'll notice the number on each card. That number is it's card value. You see, just as Sora uses cards to battle, so do all the enemies which Sora will fight in Castle Oblivion, and these enemies use cards with card values just the same way Sora does. When you or the enemy uses a card, the card can be "broken" by the enemy or the enemies card by Sora. A card break occurs when you play a card of a higher value while the enemy has a card in play already. This is a very good way of stopping attacks, and getting in your own attacks as this stuns the enemy for a brief period of time. Of course, if you play a card, then the enemy can break yours too with a card of a higher value, and you will be stunned briefly (different Keyblade cards recover quicker, that's discussed later on). And, obviously, if you have a card played and the enemy plays a card of lower value, then the attack is voided, as if the enemy never used it. Remember however that this also applies to Sora when the enemy uses cards. Take careful notice of these examples: ~Sora plays a Kingdom Key card with a value of 2 against a Soldier. ~Soldier plays a 4 attack -- Sora's card is broken and he is stunned, leaving him wide open for the attack. ~Sora plays a Kingdom Key card with a value of 9 against a Shadow. ~Shadow plays a 1 Attack -- Shadow's attack is voided, and Sora's card goes through. On most occasions, the Shadow would be struck by this. The only exception I can think of is if the attack missed. ~Sora plays a Kingdom Key of 4 against a Large Body. ~Large Body also plays a 4 -- both cards have the same value, so they both cancel each other. ~No attack goes through on either side. Understand all of that? Please remember that all examples work vice versa. Meaning, whatever applies to Sora will apply to whatever enemy he's up against, also. Also note that playing a card of lower value against an enemy who has already attacked will void the attack you used, but there will not be any stunning from it. All that happens is that you used your card. And when you and the enemy play two cards of the same value, you will lose your card, and both you and the enemy will be stunned and unable to attack. There is one card which is most useful for breaking though. The 0 card. Anytime a 0 card is played, it is guaranteed to break whatever card has already been used. However, a card of 0 value can also be broken by quite literally anything, also. Therefore, 0 cards are the ultimate defense, but defense only. Having a deck with a few 0 cards is recommended against the bosses so that you can break their Sleights. But in any normal Heartless battle, 0 cards do not have much use. In battle, you can press the select button to switch to your enemy cards. Enemy cards have a wide variety of uses -- some of them being nearly essential, and others having nearly no use at all. Use them to fit your style. Enemy cards can be quite useful, but are almost never necessary. I played through Sora's entire story without using an enemy card even once. An enemy card's effect wears off under different circumstances with each card, so be sure to take note of how it'll wear off before calculating your strategy with it. Friend cards will also drop and bounce around the battlefield for awhile. If you don't pick them up, they'll disappear after a short time. These are the only cards which you don't (and can't) put into your deck during construction, and can only be picked up during battle. At the end of each battle, you lose any friend cards which you didn't use during the battle. A deck can only have so many cards, especially with that CP limit. So what happens when you use up all of your cards in a battle? That is what the reload button is for. That is the black bar with a number in it. Press and hold X to recharge your deck. The first time you recharge, it'll have a recharge counter of 1. The second time, it will have a counter of 2. Any time after that the recharge counter will be 3. Recharging your deck leaves you wide open for attacks, because Sora has to stand still in order to recharge. Therefore, make sure you're in safe distance from attacks before you attempt to recharge. Fortunately, there are Item cards which will reset your deck for you. These items are invaluable and highly recommended whenever possible. There'll be more information on these cards later. Finally, what happens when you kill an enemy? The enemy will drop balls of experience -- what will level you up. There is also a very small chance that it'll drop a Premium bonus (more on this in a bit). When the enemy drops the experience, be sure to run around and collect all of the balls, because they will vanish quite quickly if not collected. In normal enemy battles, the final Heartless will also drop a map card. These map cards are for synthesizing new rooms. I'll explain that more a little later. If you go to the edge of the battle room, an Escape bar will appear. Keep running towards the edge and the bar will load more and more. Once it loads entirely, Sora will escape the battle. Be careful, though. After escaping, the Heartless you escaped from will still be there. Your escape is reset if you are attacked in the middle of the escape. I'll discuss the more advanced details of fighting and deck construction soon enough. For now, we need to learn about... ---------------------------------------------------------------------------- | Room Synthesis rsynth | ---------------------------------------------------------------------------- As with battle, traveling takes cards too. I already mentioned earlier how you get a map card every time you kill the final Heartless in a basic battle. The exception to this is if you have 99 cards, since 99 total map cards is the limit. Each floor on Castle Oblivion has a set of rooms, and in order to gain access into a room, you must open the room using one of your map cards. You progress new floors in Castle Oblivion by using a world card, which you get these as you progress through the story. Note that each floor in the castle uses one world card, and one only. In order to open new worlds, you must beat the current floor you're on, including the boss in the world which you synthesized. Each floor also has a preset map. And yes, it goes by floor, not by world. I'll include a map of the floor with the walkthrough later on. There are three different types of map cards, which are sorted by color. The colors are red, green, blue, and yellow. I will list details on each card later, but here is a brief description of differences: ~Red cards: Effect the Heartless in the room, such as with Almighty Darkness, which makes every Heartless have cards with values two higher than they would be otherwise. ~Green cards: Gives beneficial effects such as Lasting Daze, which makes every Heartless that appears be stunned when you strike them first, instead of just the first set in the battle. ~Blue cards: These affect the entire room in a certain way, usually for obtaining new cards such as with Calm Bounty and Guarded Trove. ~Yellow cards: These are the Key cards. All Key cards are obtained by progressing through the floor, except for the Key to Rewards. These cards are only for the storyline and are not for synthesis. As stated, each floor has a set of rooms which are linked together. The rooms it has are entirely up to you and the map cards you use, but each room in Sora's story is guaranteed to have one of the following: --Key of Beginnings Room --Key of Guidance Room --Key to Truth Room --Key to Rewards Room --Conqueror's Respite The first three listed are the story rooms. The Key of Beginnings is the first story room for the floor, then Guidance as second, and Truth as third. The Key to Rewards room takes a special card called the Key to Rewards. These are dropped in place of normal map cards during battles on the 7th floor and up. These are uncommon drops, but not too rare and you can only have one of these at a time. The Key to Rewards room contains a special treasure which is preset, and then another treasure once you've beaten Reverse/Rebirth (Riku's story). The Conqueror's Respite is the final room in the floor. This room contains a save and is the exit of the floor, where you continue your way up. This room is inaccessible until you beat the entire floor, including the boss and the Key to Truth room. All of the rooms other than these you must synthesize yourself with your own map cards. To synthesize a room, go up to the door and press triangle. (Note that you can re-synthesize a room you've already created by going up to it and pressing triangle instead of going through.) A screen will appear with all of your available map cards. In the center, you will see a door with a number. Just like your battle cards, map cards have a value too. The number you see is the necessary value of the map card you must use. In general, the room can be synthesized with a map card having a value of the number you see on the door, or a higher value. A zero will always work too. For example, a door may show the value 4 on it. If it does, you may use a map card of the value 4-9, or a 0. Anything between 1 and 3 won't work. The main exception is with the Key rooms (Beginnings, Guidance, etc.). These rooms all take a preset card depending on the floor. I will give the necessary cards along with the maps during the walkthrough. Many of the Key rooms however will take a specific color of card, as well as card value, or even multiple cards, all along with the specific Key card. For example, it may take a red card with a value of 5 or higher with a green card having a value of exactly 7. It may also force you to give in so many cards to lower the counter. Such as requiring a value of 15 blue cards altogether, and you need to give in enough blue cards to make that dwindle to 0. Once more, these are preset. What cards they take has already been determined, and I will include them with the maps later. When you synthesize a new room of a certain value, the next rooms you must synthesize from that room will be require a value higher than previous. Examples: ~A room requires you use a map card with a value of 3 or higher, so you use a Calm Bounty with a value of 5. From the Calm Bounty room, you need to synthesize another room. It will require a value of 6 or higher since you used a card with a value of 5. ~A room requires you use a map card with a value of 9 or higher. You therefore use a Teeming Darkness with the value of 9. From that Teeming Darkness room, any room you synthesize from it will require you use a map card of exactly 0. ~A room requires you use a map card with a value of 0. You use a Moment's Reprieve of 0. Any room from that Moment's Reprieve will take a map card of 1 or higher, or 0 of course. As you can tell by the examples, 0 is still the almighty card. You can use a card with a value of 0 for pretty much any room, except for the Key rooms which require an exact value. The counter will also reset back to 1 if you use a 0 on it. Also note that the first room of every floor will start with a requirement of 1 or higher. Remember that, once you leave a floor onto the next one, every room you created on that floor will have to be recreated. I hope that is all you need to know about room synthesizing. As stated, a complete list of map cards will be given later on. ---------------------------------------------------------------------------- | Leveling Sora slvl | ---------------------------------------------------------------------------- As you can guess, Sora takes levels to achieve his perfection, just like in other titles in the Kingdom Hearts series, or like in pretty much every RPG. Every time Sora levels up, you'll have the option of increasing his HP or CP. At certain levels, you'll also have the option of learning a new Sleight. Every time you increase his HP, it'll increase by 15. Choosing to increase his CP increases it by 25. In the original Chain of Memories, you could only max 2 of those 3 stats at level 99. From what I hear, though, in Re:CoM you can max all 3. I have yet to get Sora to level 99, so I am unsure myself. When I do, I'll update with exact information. Either way, the max for Sora's stats is as follows: ~HP: 560 (Starts at 80) ~CP: 1625 (Starts at 275) ~Sleights: 12 (All of these Sleights can be learned by level 57.) From personal experience, I would say that it's most important to level CP, and to get every Sleight you can, and get enough HP to be comfortable. Having HP around 300 survived me the entire game. But it's all about your style. If you prefer more HP and less CP, go right ahead. You don't even have to get all the Sleights, though I highly recommend it. ____________________________________________________________________________ | _________________________ | *=======================// \\========================* | | Card Mechanics | | *=======================\\_________________________//========================* |____________________________________________________________________________| This section will explain in higher detail the cards you use in battle, specifically, your battle "skills", and how to obtain cards. We'll start with your skills, that is... ---------------------------------------------------------------------------- | Sleights sk1ll | ---------------------------------------------------------------------------- If you recall, I mentioned earlier about pressing triangle in battle to stock a highlighted card for use in a sleight. These are your "skills" in battle. A sleight is a combination of two or three different cards. Sleighting specific cards (most of the time in a specific order) will make a special attack. In order to create a sleight, you must stock a total of three cards using the triangle button, then press triangle again to execute it. To execute a sleight that only takes two cards, you'll have to press L1 + R1 simultaneously instead of triangle. ~Cura sleight: Cure + Cure or Cure + Cure + any other card While... ~Curaga sleight: Cure + Cure + Cure Be careful, because every time you use a sleight, you lose the first card of the sleight. When you reload, the card will not come back to you. It's gone until the end of the battle. It is because of this that using too many sleights can be a very bad thing, leaving you with very few cards to do anything with. Item cards such as Hi-Potion and Mega-Potion, however, will restore the first cards you used in sleights also. The values of the cards you use in sleights do add up, and therefore, sleights can only be broken by a card higher than it's total value. An example is using a Sonic Blade sleight with a total value of 22. In order for the enemy to break it, s/he would have to create a sleight having a value of 22 or higher. Of course, 0 cards can be used to break sleights also. In general, there are three different kinds of sleights. Those are attack sleights, magic sleights, and friend sleights. (Complete lists of these are later on in the guide.) Attack sleights require three attack cards of a specific value, such as Ars Arcanum, which requires three attack cards with a total value of 4-6. If you sleighted together three attack cards with a total value of 7, it would not make an Ars Arcanum sleight. If you have gotten Ragnarok, that is instead what it would make. Some attack sleights require three different attack cards too, in order to make the sleight. An example would be Sonic Blade. You could use a Divine Rose with a value of 8, a Kingdom Key with a value of 7, then a Crabclaw with a value of 7, and it would make the Sonic Blade. However, if you used two of the same attack cards in that sleight, such as the Divine Rose and two Kingdom Key, even if it had the values of 8, 7, 7, it would not make the Sonic Blade sleight. As far as I know, it would just make a basic three hit combo with a total value of 22. Obviously using sleights for three hit combos is not recommended, since you lose the first card of the sleight. Also note that there are sleights which take three of the same card type, just the same as Sonic Blade takes three of different card types. Magic sleights are a little more forgiving. From what I know, you can use any total value you want, all that matters is the order of the cards. For example, Lethal Flame takes 1 stop and 2 attack cards. If you sleighted together an attack card, stop, then another attack card, I do believe you would not get a Lethal Flame though. In exchange, they can be of any value. You could use a stop with the value of 9, then two attack cards with a value of 9. Or you could use a 1 stop, then two attack cards with values of 3 and 7. Summon sleights are a variety of magic sleights which use summon cards. They work pretty much the same, but most summon sleights require three of the same card. Such as Omnislash taking three Clouds, any value. There are a very few however which do not. Such as Idyll Romp. This sleight takes one Bambi and two attack cards. The same rule of order applies to these also. Friend sleights are like summon sleights in the fact that they usually take three copies of the same friend card. But just like summon sleights, there are a few exceptions, notably ones involving Donald and Goofy. The total value does not matter with these either, but the order does -- just like with magic sleights. Friend sleights can be quite powerful, especially early in the game, and I recommend saving your friend cards for the use of these sleights. ---------------------------------------------------------------------------- | Card Types ctype | ---------------------------------------------------------------------------- As I'm sure you've observed by now, there are several card types Sora has access to. Five card types, to be exact. They are as follows: Attack, Magic, Item, Friend, and Enemy. Attack cards are the main cards you'll use, most likely. They are your basic Keyblade strikes. This section will more specifically describe them in just a bit. Magic cards are your spells. Unlike attack cards, which gain power with different types of attack cards, each spell only has one type and damage from it. This makes magic cards simpler, but less useful for slaying. Of course, they are quite useful against enemies whom are weak against specific spells. The elements are Fire, Ice, and Lightning. You also have the Aero, Stop, and Gravity cards. You'll find that many enemies absorb one element, but are weak to another. This includes bosses. The other spell - and most useful - Cure is your unique one. It, simply put, restores your HP. Almost every deck should have multiple Cures in it. There are also some enemies which resist an element, some enemies even resist all elements. Pretty much every boss is immune to gravity, also. Summon cards are also a variety of magic cards. They all attack in some random way though, or some such as Tinker Bell will heal you. Item cards restore either all attack or all magic cards - some even restore the attack/magic cards which would normally be unrestorable, such as those used in sleights. A couple item cards even restore both attack and magic cards, and there are a few item cards that even reset the reload counter! Needless to say, item cards are very useful. They are even more potent if used at the right timing - like using an item that reloads normally unreloadable cards after using a bunch of sleights, or using an item that resets the reload counter as well after the reload counter is at 3. You'll usually want one or two items (maybe even more) in any deck. I warn you, if item cards are sleighted together, their effects will stack together and take place one right after the other. The only time this will EVER be useful is if you're using something such as a Potion and Ether together. Otherwise, never do this, as item cards only last one use during the entire battle, and cannot be reloaded - this same thing applies to when they are used during sleights. Therefore, sleight- combos of item cards almost always result in two of the items being wasted. Friend cards are simple. They cannot be obtained except during a battle, and any friend card you have goes away after the battle. Several usually will drop per battle though. A friend card will appear randomly during the battle, bouncing around. You can run up to it and pick it up. It will then appear to the left of all your cards, to the right of the reload bar. Friend cards basically summon a friend to use some attack which varies from friend card to friend card. They can be really useful early and mid game, but late game, their use weakens significantly. There are also some worlds which you will not have access to any friends whatsoever, and most of the friends you have access to are world only. Donald and Goofy are the only exceptions. There is also a special friend card, Pluto. Pluto can appear in any world as well, but he is very rare and only appears when you are very low on cards. He's a neat little thing which will dig up treasures from the ground. Enemy cards are accessed by pressing select in battle. They do not have a value, and they cannot be broken. Enemy cards do a huge variety of different things, from increasing your combo to powering up an element, or letting you use a stocked sleight twice in a row. They have a large variety of effects which can be further explained in the enemy card list. Enemy cards are all obtained by defeating the specific enemy you're attempting to get the card of in battle. It has a low drop rate, and the enemy has to be the last one defeated in the battle for it's card to drop. Remember that enemy cards do not last forever and their effects expire after a specific prerequisite is fulfilled. What causes an enemy card to expire varies between enemy cards as well. Most of these pretty much explain themselves, but attack cards need further elaboration. Attack cards have several different types of Keyblades, some being more powerful than the others. They can also be more powerful than one Keyblade in one way, but worse than another in another way. Attack cards have hidden stats which can be seen when they are looked up in Jiminy's journal. The stats are as follows: ~Attack ~Strike ~Thrust ~Combo Finish ~Element ~Break Recovery ~Required CP These are all rated on a specific scale which goes like this: * > A > B+ > B > C+ > C > D+ > D D is the worst possible, while * is the best possible. Attack is a basic overall rating -- that is, an average of how powerful it is. Strike tells you how powerful the first strike in the basic three hit combo is. Thrust tells you how powerful the second strike in the three hit combo is. If you have the Soldier enemy card activated, it also decides the third. Combo Finish decides how powerful the final hit (which is fourth if the Soldier enemy card is active) in the combo is. Many Keyblades will be more powerful than another Keyblade when first in the combo, but much weaker than the same other Keyblade when second/third. This is where the strategy in deck building comes in. You'll want to create your deck so that it's sorted to have the best possible cards suited when used in the combo. A late game example would be this: Divine Rose (Strike of A)> Lionheart (Thrust of B)> Metal Chocobo (Combo Finish of B+) In it, you'd build your deck to have Divine Rose, then Lionheart, then Metal Chocobo, and repeat that as many times as your CP would allow. However, while I consider those the primary stats to watch out for (since you don't want to use Divine Rose as a second attack with it's Thrust of D+), there are a few others you should take note of. Element is pretty obvious. It'll tell the element the Keyblade is of. The possible elements are Physical (what most Keyblades are), Neutral, Fire, Ice, or Lightning. Element is a crucial factor. Striking an enemy who's affiliation is of the same element as the Keyblade will cause either no damage, or even heal it. As an example, if you hit a Red Nocturne with a Lionheart Keyblade, then you will heal it. Just the same, hitting a Blue Rhapsody with Lionheart will do more damage than normal. Use Keyblades of those three elements at your own risk. Neutral however is best. It will break through all defenses the enemy has; be it elemental or physical. And of course, Keyblades of the Physical element basically have no element. The only thing you have to worry about is the few enemies who have physical resistances. Break Recovery will denote how quickly you'll recover from a card break, should that happen. High break recovery can indeed be an important factor, especially when up against those enemies who use really high value cards. And last, required CP will show how much CP the Keyblade uses, judging by the scale. More powerful Keyblades will always have a worse required CP. Each Keyblade takes a specific amount of CP according to the scale. Here is a list: ~*: 10-19 CP ~A: 15-24 CP ~B: 20-38 CP ~C: 25-43 CP ~D: 30-57 CP * ranked Keyblades start at 10 CP for cards of value 1, and the required CP increases by 1 for each value, ending with 0 at 19 CP. A ranked Keyblades start at 15 CP at 1, then increase by 2 per value, ending with 0 at 24. B in the same fashion starts at 20, increases by 2 per value, and ends with 38 at the 0 card. C is still the same, starting with 25 and increasing by 2 each, then ending with 43 at 0. There is only one D ranked card, and that is Ultima Weapon. It starts with 30 CP at the value of 1, and each value up you go, it increases by 3 CP, which ends at 57 total CP with the 0 card. Remember to take all of that in mind when you build your deck. One final note on card types is the premium card. As far as I know, you can only get Attack or Magic cards as premium cards. What they are is the same exact thing as another card, but in it's premium version. They do not do more damage; actually, all of their stats are exactly the same as the regular version, except for required CP. Premium cards take much less CP than the same exact card which is not a premium. But in exchange for this, they can only be used once. That's right, you use it once, even just as a normal attack, and it is gone for the rest of the battle. For this reason, I don't really use premium cards, and almost always cancel out of premium bonuses. A premium bonus is a special very rare drop in the middle of battle, which, when picked up, will turn a card in your deck into a premium card. Your entire deck spins around like a wheel and you get to time it just right to turn one of your cards into premium. You can press circle to cancel out of this. However, you may have already guessed that premium cards are perfect for one thing. The first card in a sleight. Since you already are going to lose the first card anyway, it's best to use a premium card. It'll take much less CP and it has the same effect, and premium cards will return when you use something such as Hi-Potion just the same. ---------------------------------------------------------------------------- | Moogle Shops mogpwnz | ---------------------------------------------------------------------------- Moogle shops are going to be your main way of acquiring new cards, other than the random card drops which are obtained when you break the random breakable things in the room. Moogle shops can only be accessed by synthesizing a Moogle Room. You won't be able to buy anything without moogle points, however. Moogle points are the red balls which drop when you break the things in rooms. It's for this reason you're going to want to break every single thing you can, and hit everything which is targetable (such as lamps). At the moogle shops, you'll be able to buy packs of cards (meaning you cannot buy single cards, ONLY the packs, and each pack comes with five cards), or you can sell your own cards. Be warned though that the cards you sell generally will not get you as many moogle points as they are worth. Still, if you don't need them, it's an easy way of obtaining moogle points. The shop has four packs of four varieties. The varieties are Attack, Magic (which contains summons too), Item, and Mixed (contains a combo of any of the three). You will only obtain cards in packs which you have already once before obtained a card of. For example, you will never find a Lionheart in a pack until you've gotten a Lionheart from the Rewards Room in Traverse Town. When you buy a pack, it'll say it's sold out. Meaning you have four packs to choose from of each variety, and once you buy all the packs, you'll have to synth another Moogle Room in order to buy anymore packs of that variety. This has it's benefits, however, as each time you synth a Moogle Room, the first time you talk to the moogle there, it'll give you a free pack of cards. Also note that card packs may contain premium cards. I like to sell these premium cards myself, as they sell for more moogle points than the others do. You'll probably notice as you travel higher up in the castle, that when you synthesize a Moogle Room, the packs of cards you see there will be bound by different straps. The straps tell how rare the cards in it are, and therefore cost more moogle points. There are four different types of straps it can be bound by, which are |
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Another Kingdom Hearts Re: Chain of Memories Walkthrough :
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