Kingdom Hearts FAQ
Written by James Williamson
E-mail: dugan62us@yahoo.com 

Sections
I.	Version History
II.	Basics
III.	Awakening/Destiny Islands
IV.	Traverse Town, 1st Visit
V.	Wonderland
VI.	Olympus Coliseum, Preliminaries
VII.	Deep Jungle
VIII.	Traverse Town,  2nd Visit
IX.	Olympus Coliseum, Phil Cup
X.	Agrabah
XI.	Traverse Town, 3rd District
XII.	Monstro
XIII.	Halloween Town
XIV.	Traverse Town, 4th Visit
XV.	Olympus Coliseum, Pegasus Cup
XVI.	Atlantica
XVII.	Neverland
XVIII.	Traverse Town, 5th Visit
XIX.	Olympus Coliseum, Hercules Cup
XX.	Hollow Bastion, 1st Visit
XXI.	Traverse Town, 6th Visit
XXII.	Hollow Bastion, 2nd Visit
XXIII.	End of the World
XXIV.	100 Acre Wood
XXV.	Weapons/Abilities/Accessories/ Items/Magic
XXVI.	Synthesis Shop
XXVII.	Bestiary
XXVIII.	Trinity Marks
XXIX.	Postcards
XXX.	Torn Pages
XXXI.	Dalmatians
XXXII.	Special Coliseum Modes
XXXIII.	Hades Cup
XXXIV.	Mushroom Hunting Tips
XXXV.	Phantom
XXXVI.	Kurt Zisa
XXXVII.	Ice Titan
XXXVIII.	Sephiroth
XXXIX.	Credits/Thanks







I.	Version History


Version 1   (November 26, 2002)    finished version history and part 
of the basics 

Version 1.2   (November 28, 2002)    finished rest of basics, 
completed Awakening and Destiny Islands, added some items 

Version 1.3    (December 4, 2002)     added more items, completed 
Traverse Town, 1st Visit, and part of Wonderland.  Added entries to 
bestiary 

Version 1.5   (December 7, 2002)   added more items, some 
accessories, completed Wonderland and Deep Jungle, added more 
entries to Bestiary

Version 1.6   (December 11, 2002)   added more items, accessories, 
started on weapons.  Completed Preliminaries, and Traverse Town 2nd 
visit.  Started on Dalmatians and Trinity Marks.  

Version 1.8   (December 18, 2002)    Completed Agrabah, Phil Cup, 
and Traverse Town 3rd Visit.   Added accessories and weapons.  Found 
more Dalmatians, and put more entries in Bestiary.   Added magic 
chart.  

Version 2.1   (January 6, 2003)   Completed Monstro, Pegasus Cup, 
and Atlantica.  Added more accessories, magic, Trinity Marks, and 
Dalmatians.  

Version 2.3   (January 11, 2003)   Completed Traverse Town, 4th Visit 
and Neverland.  Added accessories, magic, and expanded Bestiary.  
Started on characters.

Version 2.5   (January 20, 2003)   Beat the game.  Added more 
characters, magic, and all items.  Started on 100 Acre Wood.  

Version 2.6   (January 28, 2003)   Added Hades Cup, all accessories, 
and strategies for Phantom and Ice Titan.  Completed Synthesis Shop 
and added all weapons and magic.  

Version 2.8 (February 7, 2003)  Finished 100 Acre Wood, Trinity 
Marks, and Dalmatians.  Added strategies for Kurt Zisa and 
Sephiroth.  

Version 3  Final  (February 10, 2003)    Finished Bestiary, and 
added the Credits/Thanks section.  

February 12, 2003   Accidentally sent an incomplete version to 
www.gamefaqs.com.  Oops!!  



II.	Basics

Controls 
===============================================================

Start Button - Pause (during battles and cutscenes)/Display main 
menu/Display special menus during mini-games

Select Button - Toggle first-person view on and off

Circle Button - Cancel/Jump/Let go/Swim fast/ascend when flying or 
swimming

Square Button - Use special abilities/descend when flying or 
swimming/Press while holding L1 to cast assigned spell

Triangle Button - Command party members to attack a locked 
target/press while holding L1 to cast assigned spell

X Button - Confirm/Press while holding L1 to cast assigned spell

L1 Button - Displays magic shortcut menu

L2 Button - Rotate camera counterclockwise/Press simultaneously with 
the R2 Button to revert the camera to default frontal view/Cycle 
through available targets while locked on

R1 Button - Engage or disengage target lock

R2 Button - Rotate camera clockwise/Press simultaneously with L2 
Button to revert the camera to default frontal view/Cycle through 
available targets while locked on

R3 Button - Confirm

Left Analog Stick - Move character/Move cursor in menu screen

Right Analog Stick - Move cursor in menu screen
===============================================================

Game Screen
===============================================================

Field Icon - appears when Sora gets near objects or people that he 
can interact with.  

HP Gauge - displays Hit Points, which you lose as you take damage 
from enemy attacks - Sora's is displayed in the lower-right corner 
of the screen - the HP Gauge of other party members is displayed in 
the upper-right corner of the screen

MP Gauge - displays Magic Points, which you lose after you cast a 
magic spell or after you use a special ability - each block 
represents 1 MP.  The MP Gauge is the blue gauge above the HP Gauge.  

Charge Gauge - a yellow gauge that appears at the top of the MP 
Gauge - when it fills up to a certain point, it is converted to MP.  
Spells with low MP cost draw from the Charge Gauge first.

Targeting and Command Changes - Sora can automatically target 
enemies, people he can talk to, and objects that he can pick up or 
examine, such as crates and paintings.  Certain commands may change 
into new ones when something is targeted.  Turn automatic targeting 
on and off in the CONFIG menu.  An Auto Lock occurs when you get 
near something.  Press R1 to lock the target so you don't lose sight 
of it.  This is especially true of enemies.  
===============================================================

Battle System
===============================================================
All battles in 'Kingdom Hearts' occur in real-time, meaning that 
Sora will take damage even while selecting items and spells.  The 
command menu turns red during battle.  

While attacking, press the X Button at the right time to trigger a 
combo attack.  Besides the basic three-hit combo, there are 
combinations that deal even more blows. 

The game automatically controls your other party members.  However, 
you can adjust each member's fighting style in the CUSTOMIZE menu.  
Press the Triangle Button to call your friends for help in battle.  
This feature only works in certain situations.  

As in all RPGS, you earn experience points by fighting and defeating 
your enemies.  You can also earn Tech Points, which result from the 
successful blocking of an enemy attack.  The regular foes that you 
encounter will almost always leave behind something valuable.  

HP Balls - these restore your HP, but not very much.

Munny - can be used to purchase items

Bubbles - refill the Charge Gauge

Treasure Chests - contain various items, and come in different 
colors. 
===============================================================

General Information
===============================================================
There are two types of Save Points.  The only difference between 
them is that the second type doesn't always let you return to your 
Gummi Ship.  As far as I know, this is only the case in the Olympus 
Coliseum Lobby. 

There are three types of Treasure Chests.  Red ones are the most 
common, and contain a variety of items.  Blue ones have a tiny 
Keyhole on them, and usually contain either Puppies or Gummi pieces.
Green ones are the rarest, and contain a variety of items.

Trinity Marks are found in every world, and come in one of five 
colors: Blue, Red, White, Green, and Yellow.  You will acquire them 
as you progress through the game.  When you get near one of these 
marks, the Trinity command will appear.  Use it and you will uncover 
secret areas or receive important items.  Trinity Marks can only be 
activated when your party consists of Sora, Donald, and Goofy.  


You can learn new spells by clearing stages or completing certain 
tasks.  Learned spells can be viewed by selecting the MAGIC command.  
They are upgraded in the same manner.  You can create a magic 
shortcut menu by choosing CUSTOMIZE from the main menu.  You will 
assign a spell to a button, and then by holding L1 and pressing that 
button, you can cast a spell quickly and easily.  

There are a total of six summon spells.  Two of them will be learned 
automatically.  The other four are found in summon gems, and can be 
released by the Fairy Godmother.  To call a summoned character, 
select the MAGIC command, and then choose SUMMON.  That character 
will enter the battle and say there until it's MP runs out.  Summon 
spells can only be used when Sora's allies are conscious.  

Abilities are learned as you gain levels, or by clearing stages and 
defeating certain enemies.  In order to equip an Ability, you need 
AP.  Obviously, you can't equip every Ability that you have.  Only 
equip the ones that would be most helpful.  

The Gummi Ship, which is used to fly to other worlds, can be 
augmented through a rather tedious process that I have never fully 
explored.  You have to acquire a blueprint, and then some parts, and 
then you can build yourself a new Gummi Ship.  You don't need to do 
this at all, but some people like it.  I find it to be confusing and 
stupid.  
===============================================================


Walkthrough 
===============================================================

III.	Awakening/Destiny Islands

Watch the opening cutscene.  After it's over, you get control of 
Sora, the main character.  He is standing on a stained glass motif 
of Snow White.  Three pedestals appear in front of you.  You are 
asked to make a choice.  Your first selection will be your strongest 
attribute.  Your second choice will be your weakest.  Here are the 
options:

The Sword: This is the gift of attack.  It might be the obvious 
choice, and for first time players, it is recommended.  Choosing it 
will make offense your top priority.  Your Strength stat will be 
leveled up faster than any other.  If the Sword is your second 
choice, then Strength will be leveled up less frequently than the 
other stats.  Some people like power, but it can be used foolishly.  
Remember that.

The Shield: The power of defense.  If the Shield is your first 
choice, your HP and Defense stats will be leveled up more frequently 
than the other stats.  You will begin the game with higher Defense, 
which is helpful when fighting your friends on Destiny Islands.  If 
the Shield is your second choice, HP and Defense will be leveled up 
less frequently than the other stats.  This can be bothersome when 
you approach the later stages of the game.

The Rod: Power of the Mystic.  If the Rod is your first choice, your 
AP and MP will level up more frequently than other stats.  You will 
start the game with higher amounts of AP and MP.  If the Rod is your 
second choice, your AP and MP will level up less frequently that 
other stats. 

My favorite combination is Sword, then Rod.  This makes Sora a 
strong fighter, and gives him a fair balance of HP and Defense.  You 
will always have enough AP when you need it, and your MP can be 
restored easily by a couple of great abilities.  After you have made 
your decisions, the floor will fall away and you will end up in the 
Cinderella Room.  You will do battle with a Shadow, your first 
enemy.  Follow the instructions and defeat the Shadows (they are 
worth 1 EXP a piece).  After your victory, you will fall to the next 
room.  This one has a Heart motif.  There is a door here.  Examine 
it and follow the instructions.  You have to open a chest, push and 
smash a crate, and lock-on to a barrel.  This is intended to teach 
you some fundamental skills.  After you have accomplished these 
tasks, the door will open.  Proceed forward.

Next, you will see three children.  Talk to each of them and you 
will be asked a question.  Your answers will influence how quickly 
you level up during the course of the game.  

      Selphie 
      What's most important to you?
1.	Being number one
2.	Friendship
3.	My prize possessions

Wakka 
What do you want out of life?
1.	To see rare sights
2.	To broaden my horizons
3.	To be strong

Tidus 
What are you afraid of?
1.	Getting old
2.	Being different
3.	Being indecisive 

After making your choices, you will be transported to the next 
room, which has a motif of Aurora, from 'Sleeping Beauty'.  
You will do battle with 8 Shadows.  You should gain a level at 
some point during this fight.  Afterwards, use the Save Point, 
and then follow the staircase to the final room, which has a 
motif of Belle.  Here, you will confront your first Boss.
==============================================================
Boss: Darkside
Difficulty: Easy
HP: not sure
EXP: 18p
Rewards: None

Don't be fooled by this thing's size. It is a pushover.  You 
can target either one of its hands.  Stay with it and hack 
away, using jump and slash combos to do as much damage as 
possible.  When it plunges its fist into the ground, it will 
spawn 4 Shadows.  Take them out and collect the HP orbs they 
leave behind.  You can definitely gain a  level for defeating 
Darkside, but you can gain another by fighting repeated groups 
of Shadows.  The other attack that Darkside uses is when he 
starts drawing energy into his glowing heart.  After a few 
moments, he will release some lasers.  Dodge these as best you 
can.  If you take damage, just wait for the next batch of 
Shadows. 
==============================================================

Destiny Islands

Watch the cutscene to find out that what just happened was 
probably a dream. Afterwards, talk to Kairi.  She wants you to 
gather some materials to make the raft.  You have to collect 2 
LOGS, a CLOTH, and a ROPE.  Before you do this, however, scour 
the island and talk to your friends.  Each one will challenge 
you to a fight.  Be sure to accept, because you can gain 
experience and be introduced to a variety of attack patterns 
that tougher enemies will use later on.  The first person you 
meet is Wakka.
==============================================================
Boss: Wakka 
Difficulty: Easy
HP: not sure
EXP: 1p
Rewards: None

Wakka is, of course, from Final Fantasy X. He is armed with a 
ball, which he throws at you.  You can use your sword to hit 
it back at him.  Be sure that your timing is fairly precise, 
or else you will miss and take damage.  If you are successful, 
Wakka may be stunned for a few seconds.  Run up and attack 
him.  If he doesn't get stunned, don't worry.  He will 
eventually.  The more reckless approach is to chase after him 
and hit him right after he has tossed his ball.  You can jump 
over it when it comes your way.  You might earn Tech Points 
for deflecting the ball.
==============================================================
After you beat Wakka, go to the dock to find Selphie. 
==============================================================
Boss: Selphie
Difficulty: Easy
HP: not sure
EXP: 1p
Rewards: None

Selphie, from Final Fantasy VIII, uses a whip, which gives her 
a long reach.  Her attacks can be dodged most effectively by 
jumping.  Hit her just as you are about to land.  You may earn 
a Tech Point for doing this.  You can usually corner her near 
where you met Wakka.  If this happens, you can slash at her 
until she is defeated, and she won't counterattack. 
==============================================================
The next challenger is Tidus, from Final Fantasy X.  You can 
find him on an elevated platform near the back of the island.  
It was the same one where you answered questions to determine 
how quickly you would gain experience.  
==============================================================
Boss: Tidus
Difficulty: Easy
HP: not sure
EXP: 2p
Rewards: None

You have to tackle Tidus with a little more discretion than 
Selphie and Wakka.  He fights with the same weapon as Sora, 
and tends to stay close to you.  He likes to charge, so jump 
over him, and attack him from behind.  You will probably take 
quite a bit of damage in this fight.  If so, you should have 
the POTION that you got at the beginning of the game.  
==============================================================
Now, go the Save Point in the Seaside Shack.  Go up the nearby 
stairs.  You will find the Bridge.  Riku is sitting on a tree 
in this area.  He is the reigning champ of the island, so 
beating him is a real accomplishment.
==============================================================
Boss: Riku
Difficulty: Medium
HP: not sure
EXP: 5p
Rewards: Potion 

Riku can take you by surprise if you're unprepared.  He moves 
quickly, and is able to dodge a lot of your attacks.  After 
you hit him about 4 times, he will fall down, and then he will 
spring back to his feet, damaging you in the process.  Be sure 
that you don't fall off the side of the platform.  If you do, 
you lose automatically.  Basically, try to stay behind and hit 
him when possible.  This battle could take several minutes, so 
just be patient.  You'll notice that if you are victorious, 
Sora keeps a mental note of who is ahead.  It seems that he 
and Riku are involved in a little friendly competition.  If 
you lose more than once, you may consider restarting, because 
this can seriously hinder your chances of beating Riku in an 
upcoming race.  The cost of failure: you lose the right to 
name the raft.
==============================================================
After you beat Riku, you can start doing what Kairi asked you 
to do.  

Log #1: near the water to the left of where Kairi is standing.  
You can't miss it.  It is directly under the Bridge.  

Log #2: On the ground near Riku

Cloth: head past Wakka and when you get to the fork in the 
path, go up the stairs to the right.  You will come to a Tree 
House.  The CLOTH is hanging on the wall of the Tree House.

Rope: on the same platform as Tidus

After you have all of these items, take them back to Kairi and 
get a HI-POTION.  You won't get this if she had to give you 
any clues.  When Kairi asks you if you want to rest, say yes.

The next day, you can go to the Cove, which lies beyond the 
door Kairi was previously standing in front of.  Before you 
enter this new area, however, you can re-challenge Wakka, 
Selphie, and Tidus, who have moved from their original 
positions.  Tidus is now in the same place Riku was before.  
Talk to him, and you will have the option to face all three of 
them simultaneously. 
==============================================================
Boss: Tidus, Wakka, Selphie
Difficulty: Medium
HP: not sure
EXP: 4p
Rewards: Potion

Individually, Tidus, Wakka, and Selphie, weren't much of a 
problem.  That has changed, however.  There is power in 
numbers, and, together, they make a hell of a team.  I like to 
take out Selphie first, because she is the easiest.  You can 
corner her like you did the first time.  She can be a real 
nuisance if you leave her 'til last.  Once she is down, work 
on Wakka.  He can hit you from behind.  Try to isolate him, 
too, and don't waste time deflecting his ball tosses.  Be 
aggressive!!!  Finally, there is Tidus, who is clearly the 
most skilled of the three.  Fight him like you did before, 
jumping over him and slashing his backside.  You can earn 
several Tech Points by blocking his blows.  Selphie and Tidus 
tend to stay pretty close to one another, so you might find 
that to be advantageous.
==============================================================
In the Cove, you will see Riku standing by the door.  Talk to 
him, and he will tell you what he wants to name the raft.  He 
wants to call it the Highwind.  Sora thinks that it should 
have a better name.  His choice is Excalibur, but you can pick 
any name you want.  This will also be the name of your Gummi 
Ship later on.  To resolve the argument, you are going to race 
Riku.  You have to pass through an obstacle course, touch a 
Paopu tree, and then head back to your starting point.  The 
race is not about speed.  First of all, drop below the wooden 
platforms and run through the water.  It is quicker because 
you don't have to jump over the gaps.  Run past the raft and 
up the small cliffs.  Touch the tree and then drop back down 
to the ground, following the same path.  DO NOT GO THROUGH THE 
CAVE.  This is a guaranteed loss.  When you win the race, Sora 
will name the raft, and you will get a PRETTY STONE.  You can 
race Riku as many times as you want after your initial victory 
and each consecutive win will earn you a PRETTY STONE.  They 
aren't essential items, however.  

Here is what Kairi wants you to bring her: 3 MUSHROOMS, a 
SEAGULL EGG, 2 COCONUTS, 3 FISH, and a bottle of DRINKING 
WATER.  Before you star collecting these things, however, head 
back to the stairs that you used during the race.  You should 
see a crate near the stairs.  Push the crate against the wall 
under the cave, and then enter the cave to get a PROTECT 
CHAIN.  Equip it immediately.  Now on to your quest. 

Mushrooms #1: in the cave blocked by the boulder. Push the big 
rock to the right and enter the cave.

Mushroom #2: found at the base of the wooden tower, where the 
gliding mechanism is.  

Mushroom #3: in the Secret Place.  When you pick it up, watch 
the flashback with Sora and Kairi.   Sora will then meet a 
mysterious individual who appears from behind the door.  He is 
obviously from another world, but how did he get to the 
Destiny Islands?  You will find out the truth in time. 

Coconuts: walk around the Bridge area and whack all of the 
trees.  Coconuts will fall to the ground.  You only want the 
yellow ones. 

Seagull Egg: sitting on top of a tree on the Bridge.  Use the 
nearby pole to get it.

Fish: swim around in the water near the dock where Selphie is 
sitting and will find the Fish.

Drinking Water: the waterfall near Wakka

Save your progress and head back to the Cove.

Once you hand the items over to Kairi, she will give you 
another HI-POTION, granted that you didn't need her help.  
Watch the next couple of cutscenes.  In one of them, you will 
see Donald and Goofy, who meet Jiminy Cricket as they prepare 
for their journey to find the King.  Next, you'll see Sora in 
his room.  A storm approaches.  He looks out of his window and 
notices that Riku's and Kairi's boats are gone.  When he 
returns to the Beach, he finds that it has been overrun by 
Shadows.  Your toy sword deals no damage, so don't bother 
attacking.  Instead, head to the Seaside Shack (saving if you 
so desire) and head to the Bridge, where you fought Riku.  You 
will receive the Keyblade.  Now it is time to punish the 
Shadows.  They are infinite, so you can fight them you your 
heart's content.  This is a great place to gain a couple of 
levels before moving on.  Head to the strange door and enter.  
You will be in the Secret Place.  After your meeting with 
Kairi, you will be whisked into another encounter with 
Darkside.  
==============================================================
Boss: Darkside
Difficulty: Easy
HP: 300
EXP: 60p
Rewards: None

This battle is no harder than the first one you had.  However, 
two new moves have been added to the Boss's repertoire.  The 
first of them occurs when Darkside puts his fist in the 
ground, causing an earthquake.  You can jump to avoid any 
serious damage.  Right after this, he will pull his fist out, 
and he will be holding an orb.  Smaller orbs will fall from 
the sky.  They aren't that dangerous, however.  Lock onto 
either his hands or his head when he kneels, and start 
slashing away.  He should fall in just a few rounds.  If your 
HP gets low, use POTIONS, or just wait for Shadows to be 
summoned.
==============================================================
After another cutscene, you will find yourself in Traverse 
Town.   


IV.	Traverse Town, 1st Visit

Sora wakes up in an alley, with Pluto in his face.  Donald and Goofy 
are here somewhere, and you need to find them.  Head into the 
building on your right.  This is the Accessory Shop.  

Inside, you will meet Cid, the pilot from Final Fantasy VII.  There 
is a Save Point here, as well, and a MYTHRIL SHARD in the chest on 
the cupboard.  You won't be able to buy anything just yet, because 
you won't have any Munny.  Exit the shop and head right, up the 
stairs and through the double doors into the Second District.  

Once you reach the Second District, you will see a man get his heart 
stolen by a Shadow, who then turns into a Soldier. Fight off the 
enemies, and go back to the First District.  Here, walk around and 
slay the Heartless.  Search thoroughly to find them all.  Once you 
have defeated them, enter the Accessory Shop and save.  Exit back to 
the First District and you will meet a guy named Leon, who is 
actually Squall from Final Fantasy VIII.  He wants the Keyblade, but 
Sora refuses to hand it over.
====================================================================
Boss: Leon
Difficulty: Easy
HP: 120
EXP: 30p
Rewards: None

You don't have to win this fight to proceed.  However, the 
experience you can gain from it is extremely valuable, and far 
outweighs other liabilities.  Leon will hurl fireballs at you, and 
then approach you with his sword.  His attacks are slow and 
predictable.  Hit Leon either right before or immediately after he 
uses a fireball.  Leon has a tendency to evade the jump and slash 
technique, so don't bother employing it.  If your HP gets low, use a 
POTION.  Try not to use your HI-POTIONS so early in the game.  
====================================================================
Whatever the outcome of the battle, you will meet Yuffie (from Final 
Fantasy VII), who escorts you and Leon to the Hotel.  Once inside, 
Leon will explain the purpose of the Keyblade, and also tell you 
about the Heartless.  Meanwhile, Donald and Goofy meet up with 
Aerith (from Final Fantasy VII), who tells them what she thinks 
about the King's disappearance.  After the cutscenes, talk to 
Yuffie, and then open the chest for an ELIXIR.  Save your game, and 
then talk to Leon to signal for more action.

You can follow Leon if you wish, but it is better to stay behind and 
fight off the Heartless.  Soldiers are tougher than Shadows, but not 
by much.  You are in the Alleyway.  To the left of the big stack of 
crates is chest with a POTION.  Collect it and go back to the Second 
District.  Take the only other door (around a corner) to the Third 
District.  Here, go forward and you will meet Donald and Goofy.  
Take out the Heartless and then get ready for another Boss.
====================================================================
Boss: Guard Armor
Difficulty: Easy
HP: 700
EXP: 110p
Rewards: Brave Warrior

The Guard Armor is comprised of several parts: Legs, Arms, Torso, 
and Head.  Start by attacking the Legs and the Arms.  After you have 
done a certain amount of damage, the parts will scatter and attack 
individually.  They will reform after several minutes.  The Arms and 
Legs yield HP orbs when defeated.  Use these to stay healthy.  Of 
the orbs don't restore an adequate amount of energy, then use 
POTIONS, but you should try to keep them for later.  Once the Arms 
and Legs are out of the way, focus on the Torso.  Watch out for the 
Boss's spin attack.  Don't worry about Donald and Goofy.  They will 
heal themselves automatically.
====================================================================
After the battle, Donald and Goofy become your permanent allies.  
You will also receive 100 Munny and an ELIXIR from Leon, Yuffie, and 
Aerith.  Your new teammates will give you the FIRE spell, the DODGE 
ROLL ability, and BLUE TRINITY.  You now have a full party.  Watch 
the cutscene.  Now, you can explore Traverse Town, or you can head 
straight to Wonderland by boarding the Gummi Ship from either the 
World Exit or a Save Point.  Fight some more Heartless if you want 
extra EXP.  The best place to do this is the Gizmo Shop in the 
Second District.  In the First District, you will find 2 Blue 
Trinity Marks.  The one near the World Exit has several Munny orbs.  
Head back to the Third District, and unlock the door that leads to 
the First District.  In a small alley, you will find another door, 
with a flame insignia.  Use FIRE to open it.  Inside, jump across 
the floating rocks and approach the odd house.  Find the side 
entrance.  You will meet Merlin.  Once he unpacks, talk to him.  He 
will let you practice your magic.  You ca also talk to the Fairy 
Godmother.  Use the Save Point and warp to the Gummi Ship.

Note: if you are looking for the other POSTCARDS, check the 
appendices at the end of this guide. 

The Gummi Ship

Watch the tutorial.  This small, colorful vessel is able to 
transport you to other worlds.  You only have one available 
destination.  As you fly through the air, you will pass other ships.  
Shoot them and you will collect some augmentative equipment for the 
Gummi Ship.  This will be useless unless you ever want to do some 
remodeling.  After several screens, you will arrive at Wonderland.


V.	Wonderland

After landing, you will meet the White Rabbit.  He is late for a 
very important date.  Follow him.  You will arrive in the Bizarre 
Room.  Watch the cutscene.  Talk to the doorknob.  He will tell you 
that you are too big.  On the table, you will see 2 drinks.  One of 
them will make you small, and the other one will return you to 
normal size.  Push the bed to your left before examining the drink. 
Once you are tiny, you will fight some Heartless, one of which is 
new: the Red Nocturne.  FIRE magic will heal it.  Remember the Green 
Trinity Mark in the fireplace.  Head through the opening that was 
hidden behind the bed.  

Watch the cutscene, and then the Queen will tell you to collect four 
pieces of evidence that can be used to prove that Alice is not 
guilty.  Before you start this new quest, use the Save Point near 
the entrance to the Bizarre Room, and then take the door to the left 
of the Queen's Throne, near the red Card sentry.  

You are now in Lotus Forest.  A cutscene will introduce you to the 
Cheshire Cat.  The flowers in the Forest will drop hints if you give 
them what they want.  The yellow flowers ask for POTIONS, and the 
red flowers ask for ETHERS.  A couple of flowers might ask for 
ELIXIRS.  

Footprints: Head to the first opening on the right.  This leads to a 
small alcove with a Blue Trinity Mark.  The Footprints are found 
near the mark, in the pink box.  

Antenna: At the back of the Forest, you will see three toadstool 
pedestals.  Jump onto the shortest one, and then jump to the right, 
onto the leaf pad. 

Stench: From the shortest of the three toadstool pedestals, jump to 
the left, and onto the leaf pad.  There is another pad you need to 
leap to.  The gap may look daunting, but you can cross it without 
much effort.  Keep in mind that Sora can grip the edges of most any 
surface if he doesn't quite make it. Head to the platform with the 
large red fruit (opening the chest along the way for PUPPIES), and 
jump to the next leaf pad.  Go left to find a door.  This takes you 
back to the Bizarre Room, but you fall from the ceiling onto the 
fireplace, where the next box resides.  

Claw Marks: Go back to the Forest entrance.  Approach the yellow 
flower on your left.  Give it a POTION, and it will make you big. 
Step on the wooden platform behind you.  This makes a new leaf pad 
appear.  Now, remember the red fruit we passed earlier?  Well, it 
can make you small again.  Lock-on to the big tree. Pick the fruit 
and eat it.  Now, head to the back of the Forest, where the three 
toadstool pedestals are.  Jump onto the smallest ones and then head 
to the left, across the gap, past the fruit, and onto the next leaf 
pad.  However, this time, instead of going left, head right.  The 
new pad completes a path to another door.  Enter to fall onto the 
faucet in the Bizarre Room.  From here, you can jump to the last 
box.  

Once you have all of the evidence, the Cheshire Cat shows up and 
gives you the BLIZZARD spell.  Head back to the Castle and save you 
game.  Then, talk to one of the two Card sentries standing in front 
of the Throne to present your evidence.  The Queen will ask you to 
pick a box.  The game seems to work in your favor, as there is a 
fifth box that appears.  Choosing it will bring out a Heartless, 
thus clearing Alice's name.  However, the Queen still doesn't 
believe you for some reason, and orders her guards to take you out. 
====================================================================
Boss: Card Guards/Tower
Difficulty: Easy/Medium
HP: not sure
EXP: 100p
Rewards: none

As you can see, I have 2 difficulties listed for this battle.  If 
you pick the second box, Donald and Goofy will be imprisoned during 
the fight, which makes things a tad more difficult.  However, with 
their assistance, you don't have to worry about the cards that much.  
If you knock out the Queen, the Cards won't be as aggressive.  Your 
main target is the Tower, which operates the chains that hold 
Alice's cage.  Lock-on to one of the wheels and start attacking.  
Destroy all three wheels to win the fight.  You can't actually 
defeat the Cards, but you can stun them if they get too close. 
Alice has vanished.  Apparently, she has been kidnapped.  Save and 
then go back to Lotus Forest.  You will meet the Cheshire Cat again.  
He tells you about some impending danger.  After the cutscene, you 
will encounter some Heartless, one of which is a new enemy called a 
Large Body.  These guys can take a lot of damage, and they can dish 
it out, too.  Attack them from behind, and stay away when they pat 
their stomachs.  You might try to strike their heads, as well.  Head 
to the back of the Forest, to find that the boulder is gone.  Go 
through the door to the Tea Party Garden.  If you get big again (by 
giving a POTION to the yellow flower), you can push the boulder the 
Cheshire cat was sitting on.  This will raise two new pedestals, 
allowing you to reach a hidden area with a Blue Trinity Mark.  

The Tea Party Garden has a picture of the Mad Hatter and the Hare.  
There is also a sign that says "Very Merry Unbirthday to you". Sit 
in all of the chairs for some new items.  Some chairs will force you 
to fight Heartless. If the table disappears, exit the Garden and 
come back.  Enter the house to find an inverted version of the 
Bizarre Room.  Kill the Heartless, and activate the two table lamps 
by touching them.  Now, go back over to the door with the latch.  
Release the latch and enter the Queen's Castle.  Open the chest for 
PUPPIES, and then use the Save Point, and go through the nearby door 
to the first Bizarre Room.  In here, the Cheshire Cat will make his 
final appearance.  
====================================================================
Boss: Trickmaster 
Difficulty: Easy
HP: 600
EXP: 150p
Rewards: Ifrit's Horn

This gangly Boss looks big and tough, but it goes down pretty 
easily.  It will walk around the room, swinging its arms at anything 
that gets close.  Stay away from it and let Donald and Goody do all 
the work.  They will wear it down considerably.  Once they knock it 
out, collect the Munny and HP balls, and then attack its head.  
Alternately, you can stand on the table and use magic spells.  
However, if you are on the table for too long, the Trickmaster will 
hit the table into the ground.  
====================================================================
After the battle, you will be able to seal your first Keyhole.  You 
also receive a NAVIGATION GUMMI.  If you want, you can go back to 
Traverse Town and stock up on items.  From Traverse Town, you can go 
to Olympus Coliseum.


VI.	Olympus Coliseum, Preliminaries

At Olympus Coliseum, head across the courtyard and enter the double 
doors to the Lobby.  Here, you will meet Phil, who asks you to help 
him clean up.  Start by pushing against the large stone.  You can't 
move it.  Talk to Phil a second time.  He tells you how weak you 
are, but, he gives you a chance to become heroes. 

Two trials

For both trials, you have a certain amount of time to destroy a 
series of strategically placed barrels.  

Trial 1
20 barrels in 30 seconds

Take out all of the barrel groups, and then use magic spells to 
break the remaining, individual ones.

Trial 2
25 Barrels in 1 minute

From the start, drop to the lower section on the right, and head 
around to the left, smashing all of the barrels along the path.  
Then, take out the large groups, by targeting the barrel closest to 
the center.  Finally, use magic to break any solitary barrels, 
especially the one on the platform.  You can waste a lot of time if 
you miss the jump.

You get the THUNDER spell, but the stubborn Phil won't let you enter 
the games.  Exit the Lobby.  Outside, you will meet Hades, who hands 
over an ENTRY PASS. Take it to Phil. He reluctantly lets you sign up 
for the tournament. 

The Preliminaries

Match 1: Shadow Scout
Soldier x4
Blue Rhapsody x3

Watch the cutscene.  You'll meet Cloud Strife from Final Fantasy 
VII.  

Match 2: Sinisters 
Blue Rhapsody x3
Shadow x10

Match 3: Heat & Freeze
Red Nocturne x5
Blue Rhapsody x5

Watch the cutscene.  Phil will mention Hercules, who is away 
visiting his father.  

Match 4: Shadow Platoon
Red Nocturne x3
Blue Rhapsody x3
Shadow x2
Soldier x2

Match 5: Blue Revenge
Blue Rhapsody x9

Watch the cutscene.  It seems that Hades has cut a deal with Cloud. 

Match 6: Big One
Large Body 
Red Nocturne x4
Blue Rhapsody x4

Final Match: Cloud
====================================================================
Boss: Cloud
Difficulty: Medium
HP: 300
EXP: 80p
Rewards: None

As was the case with Leon, you don't have to win this fight to 
proceed.  However, the experience makes it well worth the effort.  
Cloud has two major attacks.  First of all, he will yell, and then 
slide across the arena with his sword.  Use the Dodge Roll to avoid 
damage, and hit him just after he has finished his dash.  Sometimes, 
he will use a series of dashes, which makes things a little more 
complicated.  Secondly, he jumps into the air, and slams his sword 
into the ground, damaging everything in the immediate vicinity.  Use 
the Dodge Roll to avoid this, as well.  Rely on Donald and Goofy to 
keep you healthy, and if they are knocked out, dive into your POTION 
supply.  If you are at level 10 or higher, this battle should be 
more than manageable.  
====================================================================
When Cloud is defeated, Hades sends Cerberus in to finish the job.  
Hercules shows up and carries Cloud out of the Coliseum. Save your 
progress, and then go and fight Cerberus. 
====================================================================
Boss: Cerberus
Difficulty: Medium
HP: 600
EXP: 200p
Rewards: Inferno Band

Cerberus is a very challenging Boss.  He has three heads, and you 
can target each of them individually.  Lock-on to one of the outer 
heads, as it will be easier to attack.  Donald and Goofy will get 
wiped out pretty quickly in this battle (at least it seems that 
way), so try not to rely on them.  Use POTIONS or HI-POTIONS (you 
might have bought some more in Traverse Town) to keep your HP up, 
and attack the beast whenever possible.  When you are close to 
Cerberus, he will try to bite you.  He will spit fireballs at you, 
which you can avoid with the Dodge Roll.  The worst attack is where 
he spews black liquid, which then follows you around the arena in 
small puddles.  Just keep running to stay out of harm's way.  There 
are instances where you can actually jump onto Cerberus' back.  Wait 
until its back leg is stretched out, and then climb on.  From this 
vantage point, you can slash at one of the heads repeatedly.  

After you beat Cerberus, Phil will give you the HERO LICENSE.  There 
is nothing more to do here for the time being.  The Coliseum has to 
be cleaned up, so come back later.  On your way back to the World 
Exit, Sora meets Cloud, who gives you the SONIC BLADE ability.  
After the cutscene, take the Gummi Ship to the next area.  You might 
want to swing by Traverse Town and stock up on items, weapons, and 
accessories.  And as always, it never hurts to go hunting for EXP.  



VI. Deep Jungle


As you approach this world, Sora and Donald will fight over the 
controls.  Sora thinks that Kairi and Riku might be here; Donald thinks 
that it is a waste of time.  The ship crashes and Sora is separated 
from his teammates.  When he wakes up, he gets a rather nasty surprise. 
===================================================
Boss: Sabor
Difficulty: Easy
HP: 90
EXP: 15p
Rewards: None

Sabor is the most fearsome predator in Deep Jungle.  He will leap 
toward you and swipe with his claws.  Use the Dodge Roll to avoid this 
attack.  FIRE is the best course of action, since you don't need to be 
close to cause damage.  If you run out of MP, finish him off with the 
Keyblade.  You will encounter Sabor as a regular enemy from now on.  
===================================================
Tarzan chases Sabor away, and becomes your new partner.  Steal all of 
his equipment and keep it for yourself.  You will find that none of his 
stats will be significantly affected.  Jump down onto the net 
underneath the Tree House.   Then, jump off the edge, like Tarzan.  Use 
the Save Point, and then jump into the tree stump.  This leads to a 
mini-game called Jungle Slider.  Dodge or destroy the branches.  When 
you finish the course, you will be in the Camp.  

From your landing spot, you will see a Tent.  Enter and talk to Jane.  
You will also meet Clayton, a suave British game hunter.  Sora will be 
reunited with Donald and Goofy.  Use the Save Point.  Open the chest 
for a MYTHRIL SHARD.  Jane is standing near a projector.  She has 
apparently lost the slides, and you have to find them.  They are 
scattered around the Camp.

Slide 1: on top of Tent
Slide 2: on green dresser, to left of Tent
Slide 3: Near the easel
Slide 4: On big stack of boxes in front of Tent
Slide 5: On top of tent in row of tents
Slide 6: Boxes near globe

Once you have all 6 Slides, go back to the Tent and examine the 
projector.  A series of images will come up.  Sora will claim that one 
of the images feels familiar.  Tarzan will respond to another image.  
At Sora's request, Tarzan agrees to take you to Kerchak, the leader of 
the apes.   The oily Clayton seems to be all too eager to meet the 
gorillas.  Save, and then put Goofy and Tarzan in your party.  Outside, 
you will most likely meet Sabor again.  He is a little faster now.  Use 
the same strategy as before, only this time, you will have some help.  
Once the big feline runs away, check the Campsite for some special 
notes about how to make a POTION and an ETHER.  If you complete both 
recipes, you will get these items.  Take the right exit to the Bamboo 
Thicket, and then the next exit to the Cliff.   Here, you will find two 
chests: MEGA-POTION and MYTHRIL SHARD.  Now, head back to the Camp and 
take the left exit.  

You are now in the Hippo's Lagoon.  There are two vines here.  The 
first leads to Vines 1, where you have to swing through a series of 
vines.  This isn't hard, but it is tedious.   Instead of going through 
all of this hassle, just go to the vine in the back of the Hippos' 
Lagoon.  Jump on the hippos' backs to make it across the water.  There 
are three chests in this area.  The only two you can get at this point 
have a MEGA-POTION and PUPPIES.  

The vine in the back of Hippos' Lagoon leads to Vines 2, where you will 
see Kerchak.  Tarzan will plead with him, but to no avail.  After he 
leaves, go back to the Tree House.  To get there quickly, climb the ivy 
to your left.  You will be in Climbing Trees.  There are 2 doors here.  
Head through the one near the Blue Trinity Mark.  When you reach the 
Tree House, you will see Clayton aiming his shotgun at a cute little 
gorilla.  He claims that he was killing a snake.  Yeah, right.    After 
the cutscene, drop back down to the net under the Tree House, and get 
the MEGA-POTION from the chest.  Then, head back to the Camp.    

Sabor will come at you again.  Use the same strategy.  He will be 
faster and more aggressive.  Once he's gone, enter the Tent.  Clayton 
is being scolded by Jane, who is horrified to learn that he fired at a 
gorilla.  He leaves, but not without revealing his true intentions.  
Use the Save Point, and then exit the Tent.  Outside, you will hear a 
gunshot.   As you head towards the right side of the camp, you will 
encounter some new Heartless, called Powerwilds.  They are fast and 
powerful.  Once you kill them, you will save a gorilla.  She gives you 
a PROTECT-G.   Enter the Bamboo Thicket.  Fight off more Heartless.  
You will save another gorilla, and get a FIRE-G.  Now, head to the 
Cliff and defeat the Heartless there.  You get an AEROGA-G from the 
gorilla.  Collect the treasures if you didn't already.  As you go back 
through the Bamboo Thicket, you will find another new enemy: the 
Bouncywild.   These things are fast and tricky to kill.  Magic is your 
best bet.  They use slingshots, and often drop banana peels for you to 
trip on.  Bouncywilds leave behind A LOT of Munny orbs.  As you pass 
back through the Camp, fight off the Heartless, enter the Tent, and 
save.  When you exit the Tent, you should find White Mushrooms.  These 
are docile Heartless.  You will be rewarded if you help them.  Watch 
what they do, and then use the corresponding spell.  

Fire: shivers
Thunder: light above head
Blizzard: Mushroom on knees
Cure: Lying on the ground
Gravity: Floating in air
Aero: Moving in circles
Stop: no movement

Go to the Hippos' Lagoon, climb the vine in the back, and climb the ivy 
on the left.  You are now in Climbing Trees.  Kill the Heartless, and 
receive AEROGA-G from the gorilla.  Now, go to the Tree House.  Again, 
defeat the Heartless and save the gorilla.  You will get FIRE-G.  Head 
back to the Camp, enter the Tent, save, and then exit.  Another shot 
echoes through the air.  Go to the Bamboo Thicket.   Walk up to the 
small platform in the middle of the area.  You will meet Sabor one last 
time.
===================================================
Boss: Sabor
Difficulty: Medium
HP: 180
EXP: 150p
Rewards: White Fang

Sabor is a little tougher this time around.  He attacks ferociously.  
Use the Dodge Roll to avoid his claw swipes.  When he lowers his head, 
he will charge at you.  Dodge Roll out of the way.  Again, use FIRE, 
and stay away from him.  If you run out of MP, go with a direct 
assault.  Tarzan and Goofy will cause a lot of damage, as well.  Sabor 
will often dash into the bushes scattered around the thicket.  Wait for 
him to re-emerge and lock onto him again if necessary.
===================================================
Sabor is gone for good.  Head back to the Camp.  Enter the Tent.  Jane 
is gone.  Save, and then head to Climbing Trees.  Jane is huddled 
behind a vine wall with a frightened gorilla.  The Heartless in this 
area are infinite, so don't waste your time with them.  You can gain 
quite a bit of experience here, though.  Attack the large, black fruit 
to continue.  Watch the cutscene.  Enter the other door without the 
Trinity Mark.  This leads to the Tunnel.  Collect the MEGA-ETHER.  Now, 
go back to Camp.  Fight off the Heartless, enter the Tent, use the Save 
Point, and then head to the Bamboo Thicket.  If there are Heartless, 
fight them off, and then go to the Cliff.  

It looks like Clayton's greed has gotten the best of him. 
===================================================
Boss: Clayton
Difficulty: Easy
HP: 250
EXP: none
Rewards: None

Clayton has sided with the Heartless.  Take out all of the Powerwilds, 
and then go after Clayton.  He will shoot at you.  His bullets aren't 
that damaging unless you are really close to him.  After about three 
shots, he will either reload, or use a POTION on himself.  Also, at 
some point, he will jump to the ledges above.  Stay on him and whack 
him with the Keyblade.  
===================================================
Now, Clayton jumps onto the back of some invisible creature.  The real 
battle begins.
===================================================
Boss: Clayton/Stealth Sneak
Difficulty: Medium
HP: 250, 750
EXP: 30p (if defeated first), 240p (if defeated second)
Rewards: Cure

First of all, hit the Stealth Sneak until it throws Clayton off of its 
back.  Now that they are separated, attack them individually.  Take out 
the Stealth Sneak first.  Hit it with FIRE magic, or just slash it with 
the Keyblade.  Use the Dodge Roll to avoid its laser attacks, and watch 
out for its headbutt.   Once it goes down, go after Clayton.  He uses 
the same pattern as before, and is actually easier to defeat.  Just run 
up to him and use the Keyblade to knock him down.  He will most likely 
end up being trapped between you, Goofy, and Tarzan.  
===================================================
The Stealth Sneak collapses on Clayton, eliminating him once and for 
all.  After the fight, Kerchak tosses you to a new area.  Enter the 
Waterfall Cavern.

In here, just jump from platform to platform, collecting the items 
along the way.  They are a MYTHRIL SHARD, SHELL-G, MYTHRIL, and 
ORICHALUM.  Go through the passage at the top.  After some cutscenes, 
you will seal the second Keyhole.  You will also receive another NAVI-G 
PIECE.    You will also get the RED TRINITY and the JUNGLE KING.  
Follow Donald's advice and return to Traverse Town.

VII. Traverse Town, 2nd Visit

Disembark at the 1st District.  Since you have BLIZZARD, use it to put 
out the candles on the tables.  This unlocks a chest with a DEFENSE UP.   
Yuffie should be standing by the mailbox.  She tells you that Leon is 
in the Secret Waterway, which can be accessed from the Alleyway.  Head 
to the 2nd District and enter the Alleyway.   Use the Red Trinity Mark 
to break through the bars.  Talk to Leon, who is practicing his sword 
skills.  Watch the cutscene, and Leon will tell you about sealing 
Keyholes.  Talk to Leon again, and Sora will ask him about the Gummi 
pieces you have been collecting.  He says he doesn't anything, so he 
directs you to Cid, who is a Gummi expert.  He gives you the EARTSHINE, 
a gem that contains a summon creature.  Head up the stairs behind you, 
checking the chest along the way for PUPPIES.  At the top of the 
stairs, you will find a platform that takes you to Merlin's house.  
Now, head back to the Third District.  Use THUNDER on the cables to 
activate the Gizmo Shop.   You will meet some new Heartless: the Yellow 
Opera, Green Requiem, and the Air Soldier.  The Yellow Operas cast 
THUNDER, the Requiems cast CURE on other enemies.  The Air Soldier is 
pretty tough.  Just take it down with jump and slash combos.  You will 
also encounter a lot of Large Bodies.  Head back to the First District 
and enter the Accessory Shop.  Talk to Cid.  He tells you about 
Navigation Gummis, and even offers to install them for you.  Save your 
game, and then deliver the OLD BOOK to Merlin.  Also, talk to the Fairy 
Godmother to have the EARTHSHINE transformed to SIMBA, your first 
summon spell.  Return to the 3rd District, and head towards the 
abandoned house to the right of the door that leads to the 2nd District.   
On your way there, you will be interrupted by Riku.  Watch the 
cutscene, and then continue to the house.  Inside, you will find Cid, 
Leon, Aerith, and Yuffie.  Speak with Cid, and he will modify your 
Gummi Ship.  He will throw in a WARP GUMMI that allows you to revisit 
any previously explored world, regardless of your current location.  
Now, leave the house and head to the Gizmo Shop.  Fight off the 
Heartless and head through the back door.  Climb the ladder, and break 
through the boards using Red Trinity.  Pull the rope 3 times.  A 
Keyhole is revealed.  Leon was right.  Approach the Keyhole to find 
another Boss.
======================================================
Boss: Opposite Armor
Difficulty: Easy
HP: 1200
EXP: 390p
Rewards: Aero

The Opposite Armor is a beefed up version of the Guard Armor.  Start 
off fighting it the same way.  Not long into the battle, the Boss 
changes form.  Attack the Legs.  Once you've finished them off, go 
for the Arms.  When the parts are destroyed, they drop lots of HP 
and Munny orbs.  Be sure to collect them.  Once the Arms are gone, 
focus on the torso, which doubles as a powerful cannon.  Avoid the 
blasts by using Dodge Roll, and cast Cure if your health gets low.  
A smarter strategy may be to stay away from the Boss, and use 
THUNDER, which deals a moderate amount of damage.  However, keep an 
eye on your MP, and try not to deplete it, as you will need to save 
some for healing purposes.  If all else fails, don't be afraid to 
use POTIONS.  
=================================================
Once you seal the Keyhole, you will get another NAVI-G PIECE.  Take 
it to Cid and get the COMET-G.  Enter the Accessory Shop to save 
your game, and notice that there is no clerk behind the counter.  
However, there is someone lying on the floor.  This is Pinocchio, 
and he has been separated from his father, Gepetto.   After the 
cutscene, board the Gummi Ship, and you will find that a Warp Hole 
has appeared.  However, there is also a new tournament being held at 
the Coliseum.  Stop by there on your way to the Warp Hole.  


VIII.	Olympus Coliseum, Phil Cup

The Phil Cup consists of matches against teams of Heartless and 
nothing more.  You won't encounter any Bosses like Cloud or 
Cerberus.  You should be able to win this tournament very 
quickly.  

9th Seed- Jungle Vice
Powerwild x4
 Soldier x4

8th Seed- Monkey & Magic 
Powerwild x1
Green Requiem x2
Yellow Opera x5
Red Nocturne x2

7th Seed- Big Feet
Hammerlegs x1
Powerwild x4

6th Seed- Magic Alert
Red Nocturne x5
Yellow Opera x5

5th Seed- Nightwalkers
Large Body x1
Powerwild x5

4th Seed- Hard Hitters
Gauntlets x1
Blue Rhapsody x3
Shadow x4

3rd Seed- Indomitable
Large Body x2
Green Requiem x6

2nd Seed- Wild Corps
Gauntlets x1
Hammerlegs x1
Powerwild x4

1st Seed- Shadow Battalion
Torso x1
Yellow Opera x4
Blue Rhapsody x4


Once you complete the Phil Cup, you will be rewarded with the 
GRAVITY spell, as well as a championship plaque.  The next 
tournament will be held later.   Next stop: Agrabah.



IX.	Agrabah 

As you enter Agrabah, you will see Maleficent and Jafar.  They 
are looking for Princess Jasmine.  You will also meet Iago, 
Jafar's annoying parrot.   After the cutscene, you will find 
yourself battling a new breed of Heartless.  The Bandits use 
swords, and are able to deflect blows.  The Shadows will be 
tougher, as well, and they yield more experience.  Open the 
chest for a MEGA-POTION, and then enter the wooden door to 
Storage.  Use the Save Point, and then head back to the Plaza.  
Go through the large, open doorway to Main Street.  Kill the 
Heartless, and then head to your right, where you will find a 
pole.  Climb the pole to Aladdin's House.  In here, you will 
find another Save Point.  There is a carpet that is trapped 
under a cabinet.  Free it and it will fly out the window.  
Open the chests to find PUPPIES and a MEGALIXIR.   Exit the 
room and re-enter.  You will see a man.  Talk to him, and you 
can buy items.  He doesn't have a very wide selection, though.  
On the wall across from the Save Point, you will find a 
dresser.  Move it to find a small Keyhole.  Release the lock.  
Jump out the key-shaped window.  You are back in the Plaza, 
but higher up.  (If you jump to the ledge below the window, 
you will find a chest with a MEGA-ETHER.)  To the right, you 
will see some windows with wooden awnings. Jump on them to 
reach the other side.   Go through the gate that you unlocked 
with the small Keyhole in Aladdin's House.  It leads to Main 
Street. (Across from this gate is a ledge with a chest and a 
couple of Pot Spiders. Eliminate the spiders, then open the 
chest for a COTTAGE.)  From Main Street, take the left path, 
and enter the Alley.  Here, Jasmine will be hiding behind some 
crates.  Jafar shows up, and Jasmine tells you to go find 
Aladdin.  Take out the Heartless, and then jump on the crates 
to reach the ledge above.  Get the MEGA-POTION from the chest, 
and then release the small Keyhole.  Now, jump across the next 
row of wooden awnings.  Head through the gate.  Go back to the 
Plaza and exit to the Desert.  

In the Desert, you will find the magic carpet, and a Save 
Point.  Talk to the carpet, and it will take you to Aladdin, 
who is trapped in quicksand.  Fight off the Heartless, and 
Aladdin will join your party.  You may want to substitute him 
for Donald for the battles ahead.  You will also meet Genie, 
who has a hilarious introduction.  Back in Agrabah, you will 
be ambushed by Heartless.  There will be a new one called a 
Fat Bandit.  These things are fought just like Large Bodies, 
only that they can breathe fire.  Kill them, and enter the 
Storage room.  Get the MEGA-POTION behind the barrels.  Use 
the Save Point.  Back in the Plaza, you will find that the 
passage to Main Street has been blocked off.  To your left 
(with your back to the Storage Room), you will see some 
crates.  Use them to get to the ledge above.   Jump across to 
the green cloth awnings, and enter the door to the Alley.  
From here, jump across the wooden platforms and get back to 
Main Street.   Jump down and enter Aladdin's House.  He will 
comment on stopping Jafar.   Exit by jumping into the hole to 
the left of the oval window.  Use the cloth awnings to reach 
the unlocked gate directly across from Aladdin's House.    (In 
front of this gate is a MEGA-ETHER).  It leads to the Bazaar.  
Drop to the ground and battle the Heartless.  You might 
encounter the Black Fungus, which is one of the game's most 
frustrating enemies.  Each one is worth 96 EXP, but beating 
them is a chore.  They attack you with poisonous gas.  Also, 
they can become invulnerable for several rounds.  Use magic to 
avoid getting close to them.  Fire is extremely effective.  
Once they are defeated, use the crates to get back up top, and 
release the last small Keyhole.  This opens the way to the 
Palace Gates.  Near the Keyhole, there is a chest with a FIRA 
RING.  Go back to Aladdin's House and save.  

Again, jump into the hole to the left of the oval window.  
Turn to the right, and jump to the yellow cloth awnings.  
Enter the door.  You will be at the Palace Gates, with Jafar 
and Jasmine.  Aladdin calls on Genie to save Jasmine, but 
shortly thereafter, Iago steals the lamp.  Jafar will then 
send a new creature to dispose of you.  
============================================
Boss: Pot Centipede
Difficulty: Medium
HP: 600
EXP: 250p
Rewards: Ray of Light

The Centipede is made up of two parts: the Head and the Tail.   
Its Body is formed by a long line of Pot Spiders.  The Head is 
your central target.  Once the Body breaks up, focus on the 
Head while Aladdin and Goofy take out the Spiders.  The Head 
uses THUNDER, and will also swipe at you with its antennae.  
Avoid the Tail if you can.  It has tentacles that can cause 
major damage.  Eventually, the Centipede will make its way to 
another section of town.  Follow it and continue your assault.   
There will almost always be a constant supply of orbs in this 
battle, due to the high number of Pot Spiders that you can 
destroy.  This provides you with lots of extra Munny and 
health.  
==============================================================
After the Centipede is defeated, Aladdin will tell you that 
Jafar has undoubtedly taken Jasmine to the Cave of Wonders.  
Go back to the Plaza, save your game, and then enter the 
Desert.  You will get on the carpet automatically.   

When you reach the Cave of Wonders, the large Tiger Head 
(which serves as the entrance) will come to life!
============================================
Boss: Tiger Head
Difficulty: Medium
HP: 380
EXP: 400p
Rewards: None

The goal of this fight is to destroy the Tiger's eyes, which 
are radiating with dark power.  However, to get to the eyes, 
you are going to have to get onto the Head.  At some point, 
the statue will bend to the ground, usually to release some 
lasers.  Dodge these (or deflect them with the Guard ability), 
and then jump onto the Tiger's nose.  Target one of the eyes, 
and hit it as many times as possible.  The Head will rise back 
up after a few moments, and you will get thrown off.  In the 
meantime, help Aladdin and Goofy pummel the Heartless, most of 
which are Bandits and Shadows, with the occasional Fat Bandit.  
Collect the orbs.  Then, wait for the next opportunity to jump 
onto the Head, and finish off the eyes.  
============================================
         After your victory, hop into the mouth and enter the Cave of 
Wonders.


Cave Of Wonders

Remember the White Trinity mark to your left.  Walk forward 
and kill all of the Heartless that appear.  To your right, 
there are some steps that lead to the Relic Chamber, one of 
several underground rooms we will be exploring in a little 
bit.  Notice the large boulders that roll along the groove.  
Avoid these at all costs.  On the platform with the barrel, 
you will find a chest with a MEGA-ETHER.  Jump down from 
this platform, and go through the door straight ahead.

You are now in the Hall.  Kill all of the Heartless (there 
are a lot of Air Soldiers), and head towards the blocks 
that are spitting water.  More Heartless attack.  Take them 
out, then use the barrel to jump onto the ledge above the 
water jets.  Open the chest for an ELIXIR.  Now, jump to 
the next platform, which is slightly curved.  Move to its 
other end, and you will be very close to the door.  Jump to 
the chest to the left of the door.  Open it for a MYTHRIL 
SHARD.   Head back to the door that leads to the Entrance.  
To the right, there is a staircase.  Go down it.  

You will be in the Dark Chamber.  Use the Save Point. There 
are no enemies down here; just lots of treasure.  Jump to 
the chest directly across from the Save Point.  Open it for 
a COTTAGE.   Swim towards the waterfall, and enter the 
Silent Chamber.   The stairs in this room lead back to the 
Hall.   You don't want to go back there yet.  Instead, swim 
to the waterfall and be pushed down into another section of 
the Silent Chamber.   Climb out of the water, and touch the 
egg in the statue's hands.  This will open a new passage.  
Let the waterfall take you back to the main part of the 
Silent Chamber.  Now, go the steps I mentioned earlier, the 
ones that lead to the Hall.   Drop into the water on the 
right-hand side.  Swim into the Hidden Room.  Go up the 
steps, and use FIRE to knock a section out of the pillar.   
Watch the cutscene, in which Jafar orders Genie to reveal 
the Keyhole.  Go back to the Silent Chamber and enter the 
Hall.  Or, if you want, you can go back to the Dark Chamber 
and enter the Hall from there.  Go back to the Entrance and 
go down the stairs to the Relic Chamber.  Barely step into 
the water, and a field icon will appear.  Choose the Call 
option, and Aladdin's pet monkey (Abu) will touch the egg.  
This lowers a staircase to the platform with the statue.  
Swim across to the platform with the chest.  Get the 
THUNDARA RING.   Now, go to the statue and enter the door 
to the left.  

You are back in the Dark Chamber.  Jump to the chest and 
receive a SHELL-G.  Now swim into the waterfall.  You will 
be a tiny area with another statue.  You can't reach the 
egg because you are still in the water, so Call Abu once 
again.  This will lower a section of the wall.  Open the 
chest for a PROTEGA CHAIN.  Now, swim forward and go up the 
steps.  Open this chest to get your first TORN PAGE.   Use 
the Save Point, and exit back to the Hall.  

Go to the door we ignored earlier.  Go through it.  You 
will be in the Bottomless Hall.  This room earns its name 
honestly.  Don't get in front of the jets.  Jump to the 
ledge above them.  Defeat the enemies, and then open the 
chest for a COTTAGE.  Go through the next door.  

Welcome to the Treasure Room.  There should be some White 
Mushrooms here.  Remember to help them and get a reward.  
There are chests on top of the gold piles, but you can't 
jump up there.  See the blocks on the ground near the 
statues?  Well, if you touch the egg, these blocks will 
blow you to the top of the gold piles.  Touch the statue on 
the left, and gain access to a MYTHRIL SHARD.  From here, 
jump to the stone platforms, and open the green chest for a 
SHELL-G.   Touch the right statue to gain access to three 
more PUPPIES.  Another green chest sits on top of a big 
block to the right of the Save Point.  Collect the 
treasures, save your game, and, if you haven't done it 
already, substitute Donald for Aladdin.  Two Boss fights 
are coming up, and they rely more on physical strength than 
magical skill.  Enter the Lamp Chamber.  

Jafar tells you about the importance of the Seven 
Princesses, and then orders Genie to crush you.
==========================================
Boss: Jafar
Difficulty: Easy
HP: 500
EXP: 600p
Rewards: Blizzara

Jafar will float around the room using his staff to bombard 
you with magic spells.  He has two main attacks.  The first 
is where he unleashes a long stream of fire.  You can avoid 
this easily, since it is concentrated in one spot.  The 
other one is a tad more difficult.  Large chunks of ice 
will spin rapidly near the center of the room.  Stay away 
from them, because if you get caught in the middle, then 
you will take lots of damage, and will be unable to heal 
yourself.  Jafar tends to move in a counterclockwise 
pattern.  He will stay high in the air, so use the gigantic 
stone steps to get to him.  Sometimes, he will stand on of 
these steps for several minutes, so hit him as much as you 
can.  If you get too close, he will swipe at you with his 
staff.  Genie isn't much of a threat.  He will perform a 
few weak hand slaps, but you can tell that he isn't trying 
his best.  Always stay locked on to Jafar, so you don't 
lose sight of him, especially when he changes into a little 
ball of smoke that can be hard to spot otherwise.  
==========================================
After the battle, run across the room and approach the 
unconscious Jasmine.  Before you can do anything, Jafar 
makes his third wish.  He asks to be turned into an all-
powerful Genie.  The floor falls out, revealing a massive 
chamber below.  Jump into the hole to start the next fight.  
You might want to go back to the Treasure Room and save 
first!!
==========================================
Boss: Genie Jafar
Difficulty: Easy
HP: 800 
EXP: 730p
Rewards: Fira, Ansem's Report 1

Jafar is not your target. It is actually his Lamp, which is 
being carried around the room by Iago.  The weight of the 
Lamp causes Iago to move slower than usual.  Lock on to the 
loud-mouthed bird and follow him, jumping and slashing the 
Lamp whenever you get the chance.  Sometimes, Iago will 
stop and take a rest, leaving the Lamp completely 
vulnerable.    You should just ignore Jafar.  He isn't much 
of a threat, despite his size.  He will throw boulders at 
you, which you can avoid with the Dodge Roll.  Don't fall 
in the lava, and keep an eye on the other platforms, as 
they move in and out like pistons.  
==========================================
Sora traps Jafar within the Lamp, and someone kidnaps 
Jasmine.  After you seal the Keyhole, the place starts to 
collapse.  In the next segment (modeled after the final 
stretch of Devil May Cry), you have to navigate the magic 
carpet through the underground cavern, avoiding 
stalactites, rocks that are falling from the ceiling, and 
columns of fire that shoot up from the lava.  Collect the 
HP orbs if you start having too many unwanted collisions.  

After your daring escape, you will be back in Aladdin's 
House.  He wants to go with you to find Jasmine, but he 
can't.  Instead, he wishes for Genie's freedom, and sends 
him with you instead in the form of a summon spell.  The 
next cutscene will show Riku as the person who has been 
snatching all of the young ladies thus far.  It seems that 
he has cut a deal with Maleficent.  He brings her the 
Princesses, and she helps him find Kairi.  Aladdin will 
give you the THREE WISHES keychain, and you will also learn 
GREEN TRINITY.  Go back to the Gummi Ship.

Sora will suggest revisiting other worlds and unsealing 
Trinity Marks.  Goofy will remind you of the Green Trinity 
Mark in the Accessory Shop.  Head back to Traverse Town.


X.	Traverse Town, 3rd Visit


Disembark at the Accessory Shop.  Activate the Green 
Trinity Mark to release a ladder.  Climb the ladder to 
reach the Synthesis Shop, which is owned and operated by 
Moogles.  Open the two chests for PUPPIES and a MYTHRIL 
SHARD.  Talk to the Moogle on the table in front of the 
chests.  He will explain the basics of synthesizing.  Now, 
talk to the Moogle by the fireplace.   Synthesize one of 
every item, if possible.  Exit the shop and re-enter.  Talk 
to the Moogle by the fireplace again, and you should be 
able to synthesize some more items.  If you don't have all 
of the right ingredients, that's fine, but remember to come 
back later.   The inventories of the Accessory and Item 
Shops have been expanded.  Try to buy one of each new 
accessory, and one of each new weapon.  This shouldn't be a 
problem if you have been fighting a lot.   If you want to 
conserve your finances, purchase a CHAOS RING (600 Munny), 
and a BLIZZARA RING (1000 Munny), and maybe a PROTERA CHAIN 
(750 Munny).  As for weapons, get the MAGUS STAFF (1000 
Munny) and the GIGAS FIST (1000 Munny).  I think they are 
better than the SILVER MALLET and GOLEM SHIELD, but you 
might not think so.  It's all the same price, anyway.  You 
might also want to stock up on POTIONS and HI-POTIONS, if 
your stock is running thin.    Remember the TORN PAGE we 
got in the Cave of Wonders?  Well, you can take it to the 
OLD BOOK in Merlin's House and be introduced to the Hundred 
Acre Wood.  However, it is best to save this world for 
later, after you have collected the other pages.   Walk 
through the Second and Third Districts to get extra 
experience, if you want.  Save, and then board the Gummi 
Ship.  Head back to Agrabah, but don't disembark.  You have 
two choices: the upper path or the lower path.  The former 
leads to Halloween Town; the latter leads to Atlantica.  
This walkthrough covers Halloween Town before Atlantica 
(for reasons of personal bias), but you can choose whatever 
destination you want.  However, regardless of your choice, 
you will first have to go through Monstro, a gigantic whale 
who swallows the Gummi ship.  

The decision you made earlier will only change his location 
on the World Map.  If you were heading to Atlantica, then 
he will appear between it and Agrabah on the lower path.  
If you were heading to Halloween Town, he will appear 
between it and Agrabah on the upper path.  



XI.	Monstro

After Monstro swallows you, there will be a flashback of 
young Riku and Sora, as they prepare to explore the Secret 
Place on Destiny Islands.  Riku is baffled by the presence 
of a door, and tells Sora how much he wants to get off the 
island.  When you awaken, you find Pinocchio, who managed 
to get here somehow.   

You begin in the Mouth.  Swim to the back of the area, 
ignoring all of the treasure chests, wooden platforms, and 
mountains of debris.  Watch the cutscene.  It seems that 
Gepetto and his ship were swallowed up, as well.  During 
your conversation with the kindly old man, Pinocchio 
wanders off.  Follow him.  Use the Save Point first, 
though. 

Note: Monstro's inner chambers are very confusing.  There 
are perhaps dozens of paths you can take, but only one of 
them is correct.  It is mapped out in the section below.  I 
will only mention chests that are found on this path, and 
not those found on detours.  I will leave them for you to 
find on your own.

Chamber 1
Pinocchio has met up with Riku, who wants to play a game of 
hide-and-seek.  You will encounter a enemy: the Search 
Ghost.  They are worth 10 EXP, and tend to appear in groups 
of three or four.  They are easy to defeat, but watch out, 
because they can vanish suddenly.  Jump onto the left ledge 
and enter the door.

Chamber 2
Head to the opposite side of the room.  Get the COTTAGE 
from the chest, and enter the nearby door.  

Chamber 3
You will enter this room on a platform.  Fight the 
Heartless, but don't fall off.  If you do, you will have to 
start back at Chamber 1.  Go through the nearest door. 

Chamber 2
You will land on another platform.  Go through the door on 
your right. 

Chamber 5
Enter the door on the opposite side of the room.

Chamber 6
Proceed straight ahead, killing all of the Heartless in 
your way.  After you walk down about three big steps, you 
will see a chest.  Open it for a DISPEL-G.  Head out the 
door to the right of the chest.

Chamber 5
Defeat the Shadows.  They are tougher, but are now worth 4 
EXP each.  Open the chests for MEGA-ETHER and a DISPEL-G.  
Use the barrel to reach the ledge up above.  Sora will grab 
it and pull himself up.  Enter the door on this ledge, past 
the Barrels.  

Chamber 4
Riku will have a chat with Maleficent.  Pinocchio runs into 
the next room.  Shortly thereafter, you hear him yell.  You 
don't need to use the Save Point.  

Bowels
A creature called the Parasite Cage has swallowed 
Pinocchio.  Riku offers to help you out, so go for it.  
==========================================
Boss: Parasite Cage I
Difficulty: Very Easy
HP: 450
EXP: 500p
Rewards: Cheer Ability (for Goofy)

This is, quite simply, the game's easiest fight.  You have 
three party members, and they can do all the work for you.  
Riku can't be knocked out, and he bombards the Boss with 
constant attacks.  Just stay on the sidelines and watch.  
You may have to heal Donald and Goofy now and then, but 
that is the only major role you have to play in this 
battle.  The Parasite Cage has only one attack.  It will 
try to swat you with its tentacles.  You can earn Tech 
Points by deflecting these blows.  If you want to get 
actively involved, you have two options.  You can stay at a 
distance and use magic spells (FIRE being the most 
effective), or you can do a direct assault by jumping and 
slashing the creature's head.  This battle reminded me of 
the Prison Cage from Final Fantasy IX.  That was the Boss 
in the Evil Forest who kidnapped Dagger and Vivi.  About 
the only difference is that the Parasite Cage doesn't drain 
any HP out of Pinocchio. 
==========================================
After your victory, a hole appears.  Jump into it to get 
back to the Mouth.  The water level will decrease, 
revealing a new platform with a Blue Trinity Mark.  Watch 
the cutscene.  Riku plans on using Pinocchio's heart to 
restore Kairi.  Open the chest near Gepetto to find the 
HIGH JUMP, a shared ability.  Equip it immediately, and 
collect the treasures scattered around the Mouth.  In no 
particular order, they are: PUPPIES, WATERGLEAN, COTTAGE, 
and a TORNADO-G.  Use the wooden platforms and the High 
Jump to reach the door above the one that leads to Chamber 
1.  

Throat
Ignore the Heartless and work your way up the platforms.  
You may have to fight if too many enemies get in your way.  
At the top of the room, you will be sucked into the 
Stomach.  

Stomach
Riku asks Sora to help him save Kairi.  Sora refuses the 
offer.  It looks like Riku and Sora are going to fight, but 
they are interrupted by the Parasite Cage, who is back for 
a second round.
==========================================
Boss: Parasite Cage II
Difficulty: Medium
HP: 900
EXP: 1000p
Rewards: Stop

You don't have Riku this time around.  Plus, the Parasite 
Cage is much stronger than it was in the Bowels.  Its 
tentacles deal more damage, and are harder to deflect, even 
though it is still possible.  Avoid the yellow substance 
that surrounds the central platform.  This is stomach acid, 
and it will hurt you.  Stay on the smaller platforms, and 
lock onto the creature's head.  Jump and slash combos are 
most effective.  Use POTIONS or CURE magic when your HP 
gets low.  After enough hits, the Parasite Cage will tilt 
its head back, revealing an orb inside its mouth.  Attack 
the orb as much as you can.  
==========================================
After the fight, Pinocchio and Gepetto will be properly 
reunited.   Watch the next couple of cutscenes.  Riku is on 
Captain Hook's ship with Maleficent and a lifeless Kairi.  
He is given the power to control the Heartless.  Your next 
meeting with him won't be so pleasant.  Back on the World 
Map, the Pegasus Cup will open up at the Coliseum.  But 
first, let's go through Halloween Town.



XII.	Halloween Town

Sora, Donald, and Goofy are wearing costumes, so they can 
blend in with the weirdoes who live in this world.  You 
start at the Guillotine Gate.  There is a Save Point behind 
you.  Use it, and remember its location, as you won't find 
another one for quite some time.  Walk forward and go 
through the large gate to Guillotine Square.  The fountain 
is surrounded by Heartless.  However, they aren't moving 
and you can't attack them.  Jump onto the ledge at the back 
of this area, and go through the small gate to a courtyard.  
Jump up the stairs and pull the string with the spider on 
it 3 times.  You will get an ELIXIR.  Under the stairs is a 
chest with PUPPIES.  Now, go back to the fountain, and walk 
around for a couple of minutes.  A cutscene will introduce 
you to Jack Skellington, who is in charge of preparing the 
annual Halloween festival.  

Jack has gone to see the Doctor.  Talk to the Mayor if you 
want, and then enter the wooden door in the middle of the 
back ledge.  This leads to the Lab Entryway.  Go up the 
steps and enter the Lab.  

Jack and the Doctor decide to create a heart.  However, you 
need to collect some missing ingredients.  The first one is 
memory.  To get it, you have to find Sally, who likes to 
hang out in the Graveyard.   Jack is a pretty weak fighter, 
so don't put him in your party.  Check the bookcase to get 
a TORN PAGE.  As you exit the Lab, the Mayor will tell you 
that the Heartless are out of control.  Return to 
Guillotine Square.   From the Lab Entryway, head to Sora's 
left, past the gate we entered earlier.  You will see a new 
path to the left, where the brick wall ends.  Climb the 
steps and go through the gate.  

In the Graveyard, you will encounter a new type of 
Heartless: the Wight Knight.  It is powerful enemy that 
likes to attack you with its claws.  Several consecutive 
hits can knock them out temporarily, and they are extremely 
vulnerable to FIRE.  Once you clear out all of the 
Heartless, you will meet Sally, and obtain the FOGET-ME-
NOT.  Return to the Lab.  After you leave the Graveyard, 
three little kids named Lock, Stock, and Barrel will climb 
out of a large stone casket.  They heard about Jack's plan, 
and are going to report it to Oogie Boogie, a big ghost who 
causes trouble in Halloween Town.  

The Doctor tells you that the last ingredient is surprise, 
and suggests that you talk to the Mayor to get it.  
Meanwhile, Lock, Stock, and Barrel have reported to Oogie 
Boogie, who plans to steal the Heart and use it to control 
the Heartless.  Return to the Graveyard.  .  Inspect the 
coffin in the back of the Graveyard.  This leads to the 
Boneyard, where you find a giant pumpkin and the Mayor, who 
asks you to play a memory game.  Check the tombstones in 
the order that the ghosts appear.  This is completely 
random, but there are only three ghosts, so it isn't that 
hard.  When you get it right, the pumpkin will explode, 
revealing a chest with JACK-IN-THE-BOX.  If you mess up, 
you will just have to do it all over again with a different 
pattern.  To go back to the Graveyard, use the door behind 
the pumpkin.  Return to the Lab.   

Lock, Shock, and Barrel steal the Heart.  You have to get 
it back.  After you exit the Lab, it looks like the brats 
have managed to get away from you, but Jack calls on his 
faithful dog Zero to track them down.  He flies off toward 
the Graveyard.  In Guillotine Square, you will encounter 
Gargoyles, which are similar to Air Soldiers, only much 
tougher to defeat.  Keep an eye on them, because they will 
transform into little balls of smoke and try to sneak past 
you.  Head back to Guillotine Gate and save your game.   
Now go to the Graveyard.  

After the cutscene, fight off the Heartless, and examine 
the coffin.  In the Boneyard, go through the door to the 
right of the pumpkin.  You are now in Moonlight Hill, which 
you will most definitely recognize from The Nightmare 
before Christmas.  There are a lot of enemies here.  You 
don't need to kill them all, but just enough to clear a 
path to the large embankment.  There are a couple of other 
things to note.  First, you will see another door in this 
area.  If you examine, a message will appear that says 
"Shut tight."  You can't open it 'til later.  To the left 
of this door is a platform.  Use a FIRA spell to activate 
it, and it can take you back to the Graveyard.   Inspect 
the tombstone at the base of Moonlight Hill to proceed.  

This is the Bridge.  On your left, you will find another 
platform that can be activated with FIRA.  Walk forward and 
eliminate the Heartless.  To the left of the Bridge are 
some steps.  From the top of these steps, you will see a 
chest on a platform.  To get it, move a little to the right 
of the steps, and drop onto a gray platform.  From here, 
you can jump to the chest, which contains PUPPIES.  
Directly under the Bridge is another chest, which you can 
open for a DISPEL-G.  Avoid the current, or else you will 
be whisked back to Guillotine Square.  Cross the Bridge, 
and enter the gate.

You will now be at Oogie's Manor.  Head up the wooden 
walkway to the door.  Open the green chest for an ETHER.  
Head through the door, and turn right to find a Red Trinity 
Mark.  Make sure you use it now, because it is temporary.  
Open the chest for an ETHER.  Now, cast FIRA on the 
platform to get to the higher levels of the Manor.   Head 
up the next wooden walkway, and climb the stone steps at 
the end.  Here, if you head to the left, you will a dead 
end, and a birdcage with a chest in it.  I don't know of 
any way to get this.  However, all of the items you don't 
get now will be available later.  Head right, and up the 
next wooden walkway.  Climb the short set of stairs, and 
continue following the walkway.  At the end, you will see 
some double doors.  Go on through.  

Welcome to the Evil Playroom.  This is where Lock, Shock, 
and Barrel spend most of their free time.  You have them 
cornered, but they don't surrender easily.  
==========================================
Boss: Lock, Shock, Barrel
Difficulty: Easy
HP: 150 (Lock), 120 (Shock), 180 (Barrel)
EXP:  18p (Lock, 180p if beaten last), 12p (Shock, 120p if 
defeated last), 24p (Barrel, 240p if defeated last)
Rewards: None

Shock is the girl dressed up like a witch.  She is the 
weakest.  Lock is dressed up like a devil.  Barrel is the 
one with the skull mask.  Save him for last, so that way, 
you will get more experience.  The room is small, and so 
are your targets.  This makes them immune to most of your 
combos.   The three children will jump around a lot, and 
hit you with spin attacks.  Barrel is considerably faster 
than the other two, which makes him a bigger threat.  
==========================================
After you beat the snot out of them, target the lever, and 
hit it to open the door to Oogie's chamber.  You might want 
to use the Save Point before leaving.   Outside, jump off 
the right side of the walkway.  Hopefully, you will 
continue to fall to the ground far below the Manor.  There 
is a bathtub here.  Use it to get back to the front 
entrance of the Manor.  Position yourself in front of the 
door that leads to the room with the platform and the Red 
Trinity Mark, and jump off the left side.  You should land 
on a stone path.  At the end of this path is a green door.  
Go through it.  
==========================================
Boss: Oogie Boogie
Difficulty: Medium
HP: 450
EXP: 2500p
Rewards: Holy Circlet, Ansem's Report 7

This fight is like a sadistic game show.  You are on a 
giant roulette board.  Oogie is standing on the ledges 
above you.  Avoid the dice he throws, and then prepare for 
one of four different attacks.  First, Oogie will send a 
pair of Gargoyles after you.  Defeat them quickly, and 
collect the orbs and bubbles that they drop.  Secondly, 
there is the Razor Wheel that moves across the room very 
erratically.  If it comes toward you, either use Dodge Roll 
or jump to avoid taking damage.  Thirdly, a trio of scythes 
will drop from the ceiling and start rotating.  They bounce 
up and down.  Running under them is a lot safer than trying 
to jump over them.  Lastly, there are some statues with 
guns.  When you see the statues lifting their guns, get to 
a corner and hope that don't get shot.  After surviving one 
of these attacks, the roulette table will begin to spin, 
and several buttons will light up.  Lock onto Oogie Boogie 
and watch where he goes.  Each button corresponds to a 
different section.  When Oogie enters the section nearest 
to you, step on the button, and iron fences will appear.  
The part of the roulette board that you are standing on 
will be elevated, allowing you to reach Oogie.  Pound him 
mercilessly, using your most powerful combos.  After taking 
enough hits, he will knock you back to the lower floor.  If 
you don't want to wait for the buttons to be activated, you 
can hurt Oogie by using magic and summon spells.  GENIE is 
extremely effective, as is FIRA and THUNDARA.  GRAVITY 
works, too, if Oogie doesn't move around that much.
=========================================
After the fight, as you are getting ready to leave, Oogie 
will use the power of darkness to actually become the 
Manor.  
==========================================
Boss: Giant Oogie Boogie
Difficulty: Easy
HP: 40 per orb
EXP: 2500p
Rewards: Gravira

You have to destroy the orbs.  There about half a dozen of 
them, and they aren't too hard to find.  From the broken 
bridge, jump to the ground, and look for a place where you 
can start climbing.   You will see one of Oogie's feet.  
The foot covers hole with several treasure chests.  These 
are all of the items you missed in the Manor.  Beyond the 
foot, you will see a spiral platform.  You can use it to 
reach the first orb, and then continue from there.  It is 
too confusing to describe the locations of each individual 
orb.  Use the above sentences as a starting point.  Oogie 
has only two attacks this time around.  The Gargoyles are 
infinite, but you shouldn't fight them unless it's 
absolutely necessary.  There is also a huge lantern that 
swings backs and forth, releasing flames.  This can be a 
major problem, as well, but you can destroy the lantern, 
and eliminate the threat, in addition to getting about 200 
extra points of experience.  
==========================================
Oogie's Manor will be permanently destroyed.  Seal the 
Keyhole.  Jack has to cancel the festival, but it is 
probably for the best.  He gives you the PUMPKINHEAD 
keychain.   Equip it immediately, as it has a long reach, 
and increases your chances of dealing critical blows.  Now, 
you can leave Halloween Town.  Go back to Traverse Town.


XIII.	Traverse Town, 4th Visit 

Synthesize any new items, and then visit the Accessory and 
Items Shops.  The inventories are still the same as last 
time.  Go back to Merlin and he will give you the 
SPELLBINDER keychain.  It is a weak fighting weapon, but it 
does increase your magic and summon power, and raises your 
MP by two.  The Fairy Godmother will change the WATERGLEAN 
into Dumbo.  Gepetto and Pinocchio are now living in the 
First District, in a house just up the stairs beside the 
Accessory Shop.  It has a very conspicuous green door.  
Gepetto is very interested in Gummi blocks and he will 
start giving you blueprints that allow you to build a new 
Gummi Ship.  Open the chest to find the WISHING STAR 
keychain.  Now, return to the Gummi Ship and head to the 
Coliseum.  


XIV.	Olympus Coliseum, Pegasus Cup

9th Seed-Ghost Bandits
Search Ghost x2
Bandit x1
Air Soldier x3

8th Seed-Marauders
Bandit x2
Barrel Spider x3
Shadow x4

7th Seed-Sluggers
Fat Bandit x1
Large Body x2
Pot Spider x1
Barrel Spider x1

6th Seed-Pots & Bolts
Pot Spider x5
Green Requiem x2
Yellow Opera x3

5th Seed-The Big Combo
Fat Bandit x2
Search Ghost x4

4th Seed-Toadstool
Black Fungus x3

3rd Seed-Pots & Barrels
Pot Spider x5
Barrel Spider x5

2nd Seed-Giant Impact
Fat Bandit x3
Large Body x2


1st Seed-Leon & Yuffie
=================================================
Boss: Leon & Yuffie
Difficulty: Hard
HP: 600 (Leon), 300 (Yuffie)
EXP: 400p (Leon), 300p (Yuffie)
Rewards: Strike Raid

This fight is tough, and to make matters worse, if you lose you will 
have to go all the way back through the previous rounds.  Keep that 
in mind.  Yuffie should be your first target.  She is incredibly 
fast.  She will throw ninja stars at you.  They seem to be drawn to 
body heat or something, because you can barely shake them.  The 
Dodge Roll is helpful, but it doesn't work all the time.  You can 
deflect the stars with the Keyblade, but this requires immense 
accuracy.  Yuffie will do backflips if you get too close to her.  
Donald and Goofy will almost always keep Leon preoccupied, so he 
shouldn't interfere with you and Yuffie.   Hopefully, you can trap 
Yuffie in one of the arena's corners.  Then, you can use combos to 
take her out.  If this isn't an option, then just follow her, 
avoiding the projectiles as best you can, and hit her when you get 
the chance.  Now, on to Leon.  His attacks are still very 
predictable.   If he runs towards you, get out of his way by using 
the Dodge Roll.   Hit him immediately after he swings his sword, and 
try to get in a few good combos.  The Sonic Blade ability is very 
effective here.  After sustaining enough damage, Leon's weapon will 
become huge, and he won't hold back.  This new and improved Gunblade 
has a long reach, and is difficult to avoid.   When Leon charges 
you, jump over him.  He might use an upward slash to knock you out 
of the air, but the timing of this attack is usually off by a few 
seconds.  Try to nail Leon right after he uses an attack.  This is 
when he is at his most vulnerable.  You might want to keep AERO cast 
throughout the battle to improve your defense.  
=================================================
After you beat Leon and Yuffie, you will get the STRIKE RAID 
ability, and the Pegasus Cup Trophy.  The next tournament will be 
held after you complete the next couple of worlds.   Back on the 
Gummi Ship, warp to Agrabah, and then take the lower path to 
Atlantica.  



XV.	Atlantica

Atlantica is a world of water.  Donald claims that he can use his 
magic to help you land safely.  Let's hope he's right.  Inside 
Atlantica, you will meet Ariel, Flounder, and Sebastian.  You will 
also notice that Sora, Donald, and Goofy have been transformed into 
aquatic creatures (a merman, octopus, and turtle respectively).  
After the cutscene, you will get to practice your swimming skills.  
The controls are the same for flying.  In order to proceed, you have 
to tag Flounder.  Just touching him will count.  Once you have 
completed this task, Sebastian will compliment you.  However, the 
congratulations are cut short by the Heartless.   These new enemies 
(called Sea Neons) look like Jellyfish, and are really easy to 
defeat.  THUNDER magic is extremely effective against them, but the 
Keyblade works just as well.  After they are gone, Ariel comes back 
out, and you can open the giant oyster (by hitting it with the 
Keyblade) to release Sebastian and Flounder.  There is a Save Point 
here.  Ariel invites you to her father's palace.  

To get there, you have to follow the gold trident markings on the 
wall.  The path is pretty straightforward, but there are several 
siderooms you can stop in along the way.   Go straight ahead and 
enter the Undersea Valley.

As soon as you enter, you should see a red oyster.  Fight off more 
Heartless, then open it with FIRA to get a MYTHRIL SHARD.   Beyond 
this oyster, you should see a cave with another oyster.  Open it for 
a MEGA-ETHER.   From the mouth of the cave, you should see another 
oyster sitting on a rock below you. Descend to the bottom, and open 
the oyster for a MEGA-POTION.   Go back to where the red oyster is, 
and head to the right, past the whirlpool.  You will find another 
oyster.  This one has an ELIXIR.  To the right is another oyster.  
It contains a COTTAGE.    From this last oyster location, you should 
see a Trident pointing down.  Drop to the bottom of the trench, and 
enter the Calm Depths.  

The currents are incredibly strong.  Let them transport you to an 
area with a huge whirlpool and a group of Search Ghosts (hold right 
on the controller to get to this area, or else you will end up 
moving in a circle).  Defeat them, and head into the Undersea Cave.   
Kill all of the Jellyfish, and then enter the small cave on the 
left.  Open the oyster for a COTTAGE.  Now, float upwards and go 
through the hole in the ceiling.  This leads to the Undersea Gorge.  

Go forward and take out the Heartless.  You will see another large 
trench.  Face the trench, and then drop to its bottom.  To the left, 
you will see a blue oyster.  Use BLIZZARA to open it and get a 
MYTHRIL SHARD.   From the blue oyster, head straight down the center 
of the trench.  You will see another oyster sitting on a small 
pedestal.  Open it and get a MEGA-POTION.   Now, look at the walls 
and notice that a couple of tridents point to a hole.  This is the 
passage to Triton's Palace.  

In Triton's Palace, you will encounter a new enemy: the Screwdiver.  
They are easily dispatched with the Keyblade, and they are worth 15 
EXP each.   From the Palace entrance, turn left and descend to the 
bottom.  Behind a big blue rock is an oyster.  It has a COTTAGE.   
To the right of the entrance, at the bottom, is another oyster.  It 
has a MEGA-ETHER.   Head forward to the large shell with the White 
Trinity Mark inside.  To the right of this structure is a yellow 
oyster.  Use THUNDER to open it to receive a MYTHRIL SHARD.   To the 
left of the shell is an oyster with an ELIXIR.   With these items in 
hand, follow the road to Triton's Throne.

The king of Atlantica uses his mighty Trident to obliterate some 
pursuing Heartless.  He greets you with some apprehension, claiming 
to know nothing about the Keyhole.  He grounds Ariel, who promptly 
escorts you out of the Palace.  You can go back to the Throne if you 
want, but it isn't necessary, unless you want to use the Save Point 
found in the oyster to the left of Triton's Throne.   Go back to the 
Undersea Gorge.  

Here, you can follow Ariel into her Grotto.  She shows you the 
treasures that she has collected over the years.  On the floor 
beneath Flounder is a chest with a MEGA-POTION.  On the fourth 
shelf, you will find a chest with a COTTAGE.  On the fifth shelf is 
a chest with a TORN PAGE.   As you leave the Grotto, you will learn 
that you are being watched by Ursula and her two slithery eels, 
Jetsam and Flotsam.  You next destination lies beyond the Calm 
Depths, but to get there, you are going to have to hitch a ride on a 
big fish that looks like a dolphin.  You will see the fish in the 
Undersea Gorge.  It won't cooperate with you until you defeat all of 
the Heartless in the area, so keep that in mind.  Head back to the 
Undersea Valley.  Don't worry; the fish will be there eventually.   
Along the way, you will see a new enemy, a Sheltering Zone.  Attack 
it and kill it to earn 20 EXP, but watch out, because it breaks up 
into three Sea Neons.  

Ride the fish to the Sunken Ship.  Inside this chamber, head through 
the hole on the side of the ship.  Go to the right and approach the 
chest.  A shark will come crashing through the big window.  Once 
it's gone, open the chest and get the CRYSTAL TRIDENT.  The other 
chest in here has a MYTHRIL SHARD.  Back outside, you will bump into 
the Shark.
=================================================
Boss: Shark
Difficulty: Easy
HP: 150
EXP: 100p
Rewards: None

The Shark isn't really a Boss, but it is tougher than a regular 
enemy.  It can only damage you by biting, so stay to its side, and 
slash away with the Keyblade.  Or, if you want, you can stay at a 
distance and use magic spells like FIRA.  You won't take much damage 
from this fight.  The Shark, like Sabor, will appear a few more 
times as you travel around Atlantica.  I encountered him in the 
Undersea Valley and Tranquil Grotto, but he might show up elsewhere, 
I am not sure.  He will ALWAYS be in the Sunken Ship area if you 
make multiple trips. 

Once the Shark is gone, go back to Ariel's Grotto.  To do this 
easily (and make a much more convenient path), exit through the door 
near the bottom of the area, opposite the entrance to Calm Depths.  
In here, you will see a rock formation.  Hit it with the Keyblade to 
reveal a whirlpool.  Swim into it and be shot up through a hole back 
into the Undersea Gorge.  Ariel's Grotto is immediately on your 
right.   

Inside, approach the Trident mark.  The CRYSTAL TRIDENT fits nicely, 
but Triton shows up and destroys it.  After Ariel storms off, he 
will tell you that you are from another world, and that Sora must be 
the key bearer.   After this, Ariel will be visited by Ursula.  The 
Sea Witch tells the naive mermaid that she can help her get to other 
worlds.  After the cutscene, head back to the Palace.  Ursula 
convinces Ariel to take her to the Throne Room, where she can get 
her hands on the Triton's Trident.   Head to the Throne.  Ariel 
realizes that she has been deceived, and you arrive a little too 
late.  Triton is in bad shape.  You have to get the Trident back.  
Use the Save Point, and then return to the Sunken Ship.  Before you 
leave, Triton will tell you the secret of Ursula's power.  This will 
be extremely helpful later on.   Back in the Palace, you will meet 
up with the Aqua Tank, which carries around trios of Screwdivers.  

Back at the Sunken Ship, fight off the Shark, and collect some extra 
items.  A MYTHRIL SHARD can be found in a chest inside of an 
overturned boat at the bottom of the area.  Enter through the large 
hole.  To the right of this boat is a piece of debris.  Behind the 
debris lies another chest with another MYTHRIL SHARD.  Now, from the 
overturned boat, head left, and wrap around the ship.  You will see 
a rock with a marking on it.  To the left of this rock is another 
piece of debris.  The debris hides a switch.  Examine the switch and 
Sebastian will press it.  The rock slides away, revealing a new 
passage.  Enter the Den of Tides.

Swim straight ahead, killing the Search Ghosts as you pass.  You 
will see two paths.  Take the right one and follow it to the Cavern 
Nook.  Here, open the small oyster to get a MEGA-ETHER and the big 
one to find a Save Point.  Use it, and make sure that Goofy has MP 
Gift equipped.  Now, head back to the left path, and follow it to 
the Tidal Abyss.   Go down this tunnel to find Ursula's Lair.  
=================================================
Boss: Ursula, Jetsam, Flotsam
Difficulty: Medium
HP: 450 (Ursula), 60 each for Jetsam and Flotsam
EXP: 1000p
Rewards: Mermaid Kick 

This is perhaps the most confusing battle in the entire game.  There 
are four targets: Jetsam, Flotsam, Ursula, and the cauldron that 
sits in the middle of the room.  As Triton said, Ursula draws power 
from her cauldron.  Lock onto the cauldron and use a magic spell.  
FIRA, THUNDER, and BLIZZARA are your only three options.  This, of 
course, begs the question of when to use the aforementioned spells.  
As far as I know, the cauldron will alternate between two colors, 
blue and red.  When it's blue, a gigantic whirlpool appears, and 
will suck you in if you get too close.  When it's red, rocks will be 
hurled at you.  In these instances, you want to cast the opposite 
spell.  Blue signifies water, which can be counteracted with FIRA.  
Red signifies fire, which can be counteracted with BLIZZARA.   If 
this is done successfully, Ursula will be stunned.  At this point, 
hit her with as many combos as you possibly can.  When she regains 
consciousness, get away from her.  If you attack her when she isn't 
knocked out, she will start spinning around the room, slapping you 
with her tentacles.  This inflicts a lot of damage.  Jetsam and 
Flotsam are nothing more than a nuisance.    Use them to refill your 
MP gauge if it is nearing depletion.  Ursula will CURE them pretty 
frequently.  Remember to take full advantage of the MP Gift ability.  
=================================================
After the fight, Ursula leaves through an opening on the back wall.  
She still has the Trident, so you have to follow her.  However, you 
can't go the same way she did.  Head back through the Tidal Abyss 
and the Den of Tides, stopping by the Cavern Nook to save your game.  
Go back to the Sunken Ship.   Fight off the Heartless, and make sure 
that you have MERMAID KICK equipped.  Enter the Calm Depths.   

Press the Circle Button to swim against the current, and head left, 
entering the cave on your right.    Inside this mysterious chamber, 
Ursula will morph into a giant as she prepares to crush you once and 
for all.
=================================================
Boss: Giant Ursula
Difficulty: Hard
HP: 900
EXP: 1500p
Rewards: Thundara, Ansem's Report 3

There really isn't much of a strategy for this battle, because your 
success depends on how strong you are, and how much time you have 
spent leveling up.  I say this because Ursula constantly attacks 
with powerful magic, and in order to win, you are going to have to 
stage a merciless frontal assault.  Cast AERO, swim right up to 
Ursula's face, and slash her with the Keyblade, using combos as 
often as possible.  You might try to maneuvering behind her head, or 
at least to the side of it.  This way, you can attack her with 
relative safety, and you will avoid the beams that shoot out of her 
mouth.   Like Andross in Star Fox 64, Ursula will draw a big breath, 
and you will be drawn towards her.  Press the Circle Button to swim 
away, or else she will bite you.  When AERO runs out, get away from 
Ursula and heal yourself, recast AERO, and then go in for the kill.   
Don't worry about Donald and Goofy during this fight.  Chances are 
that they won't last too long.  Revive them if they get knocked out, 
but don't waste your restorative items and magic on them beyond 
that. 
=================================================
Ursula has been defeated, and Ariel returns the Trident to her 
father.  Triton tells you that the Keyhole is in Ariel's Grotto.  
Before you enter the Grotto, though, check the big wooden box that 
previously blocked the path to the Sunken Ship.  This is actually an 
enormous treasure chest.  There must something really nice inside, 
right?   Not really.  You will just get an ORICHALUM.   Once you 
seal the Keyhole, Ariel gives you the CRABCLAW keychain.  Return to 
Triton's Throne and save.  Then board the Gummi Ship.

You can go back to Traverse Town if you want.  Pay a visit to the 
Dalmatians' House and be rewarded for the PUPPIES you have collected 
thus far.   Drop by and see if Gepetto has any new blueprints, and 
shop for items, accessories, and weapons.  Also be sure to check out 
the Synthesis Shop.  Now, warp to Atlantica, and go to the next 
world.  


XVI.	Neverland

On your way to Neverland, a pirate ship appears.  Watch the series 
of cutscenes.  Riku shows off his dark powers, and then throws Sora 
into the hold with Donald and Goofy.  You will meet Peter Pan, who 
has come here to save Wendy.   Tinkerbell shows up and lets you out 
of your prison.  Use the Save Point before exiting.  You can put 
Peter in your party if you want to.   Outside, you will encounter 
two new enemies.  First is the Pirate, which is the stronger cousin 
of the Bandit you fought back in Agrabah.  Secondly, there is Shadow 
Sora.  This thing really isn't that dangerous, but it is hard to hit 
because it floats around at high altitudes.  Defeating the Shadow 
Sora is a top priority, because each one is worth 150 EXP.  Climb up 
the ladder, and enter the door on your right.  In this room, kill 
off the Heartless and jump into the hole.  There are a lot of 
enemies here.  Vanquish them all and go up the ladder on the other 
side.  A cutscene plays.  Goofy will ask why Peter can fly.  
Tinkerbell sprinkles pixie dust on your party.  You find out that 
Wendy is not one of the seven princesses that Maleficent is looking 
for.  However, Captain Hook wants to keep her just so he can settle 
his vendetta with Peter.  Sora sees Kairi, but before he can do 
anything, she (and Wendy) are whisked off by Hook's cronies.  

When you regain control, you will be in the Galley.  Open the chest 
for a DISPEL-G.   Head past the door and jump onto the shelves on 
the back wall.  You will see two holes in the netting above you.  
Jump through the hole on the right to get to the Cabin.  Here, you 
will find a Save Point and a Green Trinity Mark, which releases a 
ladder.  Climb it.  Be sure to save before doing so. 

You will be in Hook's chamber.  Watch the cutscene.  Riku leaves 
behind a nasty surprise.
=================================================
Boss: Dark Sora
Difficulty: Hard
HP: 750
EXP: 2500p
Rewards: Raven's Claw

I call this Boss Dark Sora to separate it from the Shadow Soras you 
fought earlier.  As you might expect, it is much, much harder.   It 
uses all of Sora's attacks, and, by now, you should know what those 
are.  Its combos are deadly, so watch out for them.  You can parry a 
lot of its blows if you have the Guard ability.  You can earn about 
40 Tech Points for doing this.  Donald and Goofy will be killed a 
lot during this battle.  Use POTIONS and CURE to stay healthy.  
Dodge Roll when Dark Sora charges you, and reactivate your lock-on 
after it has vanished into the floor.   Near the end of road, Dark 
Sora will spawn clones of itself.  They are identical, but the fake 
ones disappear with one hit.   A better way to differentiate between 
them is by paying attention to the HP gauge, as seen with the Scan 
ability.   Strike Raid works wonders here, as it allows you to 
inflict a lot of damage very quickly.  The worst case scenario is 
dragging this battle out until your MP is depleted, your teammates 
are knocked out, and you have used up all of your items.  If this 
happens, you might as well forfeit, or pray for Lady Luck to help 
you out.  
=================================================
After the battle, open the green chest on the bed for PUPPIES.  Now, 
inspect the trap door on the left side of the room, in front of the 
sofa.  Peter has found Wendy.  After he leaves, open the chest for a 
PROTEGA CHAIN and then use the Save Point.  Go through the door.  
You are back in the room with three doors.  Head to your right and 
jump through the hole.  Welcome back to the Galley.   Jump onto the 
shelves and up through the right hole.  Use the Save Point, and then 
climb the ladder.  You have returned to Hook's chamber.  Exit 
through the door beyond the trap door.  

Hook tells you that Riku has gone to Hollow Bastion, and then he 
gives you a choice: you can give him the Keyblade, or you can walk 
the plank.  However, before he passes judgment upon you, the 
Crocodile shows up.  You know, the one that took his hand.  Hook 
runs off like a schoolgirl, leaving Smee to take care of you.  
Things look grim for Sora, but Peter intervenes, saying that you can 
fly if you just believe in yourself.  Sure enough, that's what 
happens.  Peter frees Tinkerbell, and Smee flees.  You are left to 
deal with a cadre of Heartless. Before you start fighting, CURE will 
be upgraded to CURA.  Use your new aerial powers to kill them all.  
Watch out for the Battleship.  It is worth 100 EXP, but can be 
difficult to defeat.   It will drop missiles as it flies past you, 
and, if you get close to it, it will charge with its mast.  You can 
see this attack coming, however, so you can dodge it pretty easily.   
Once the Heartless are gone, watch the cutscene and get ready to 
rumble with Captain Hook.
=================================================
Boss: Captain Hook
Difficulty: Medium
HP: 900
EXP: 3400p
Rewards: Ars Arcanum, Ansem's Report 9

This battle is purely physical, so Peter may be better suited for it 
than Donald.  Hook will repeatedly summon Battleships to assist him, 
and they can prove to be annoying if you left unattended for long 
periods of time.  Plus, if you destroy them, you will get a lot of 
extra EXP and Munny.   Hook is fairly skilled with a sword, and, 
like with Dark Sora, you can deflect his blows to earn about 35 Tech 
Points.  Even though he can't fly, Hook has an insane jump that 
usually deposits high above the ship.  Get up there and lay into him 
with furious Keyblade slashes and combos.  Strike Raid works well 
here, too.  You can also press Triangle to have Peter and Goofy gang 
up on Hook, and then you can just pummel him into submission.  If 
you use this strategy, and your HP drops too low, then you can pull 
back and use a POTION or your new CURA spell before continuing your 
assault.  
=================================================
After your victory, Hook falls into the waters below, and gets 
chased into the horizon by his reptilian nemesis.  Sora says that he 
is determined to find Kairi, and Tinkerbell escorts you to the Clock 
Tower.  There is a Save Point here, as well as a chest with more 
PUPPIES.  Before you do anything else, make sure that Sora equips 
the ARS ARCANUM ability, which is one of the best in the game.  With 
that out of the way, get airborne and descend to the clock faces.  
Stop when you get to the one that isn't set to midnight.  Lock onto 
it, and hit it three times.  The Keyhole is revealed.  Seal it, and 
get the last NAVI-G PIECE.  After a series of cutscenes, Peter sends 
TINKERBELL with you, and you also get the FAIRY HARP keychain, as 
well as GLIDE, an enormously helpful shared ability.  Return to the 
Save Point above where Wendy is standing, and board the Gummi Ship.  
Another tournament has opened up at the Coliseum; but first, let's 
finish our mandatory trip to Traverse Town.  


XVII.	Traverse Town, 5th Visit

Disembark at the First District and go talk to Cid.  He will go 
install the second navigation Gummi.  While he's gone, Sora, Donald, 
and Goofy will have a nice talk.  Additionally, Sora will see Kairi 
as a little girl, being told a story by an old woman who must be her 
grandmother.  Of course, this scene doesn't take place in the 
Destiny Islands.  This is, in fact, Kairi's home world.  Cid returns 
and you are ready to go to Hollow Bastion.  Before departing, visit 
the shops, the Dalmatians' House, and Gepetto, to see if he has any 
new blueprints.  Back on the World Map, go to Olympus Coliseum.  


XVIII.	 Olympus Coliseum, Hercules Cup

Before entering this tournament, use the Save Point, and make sure 
that your item slots are full of powerful tonics, like HI-POTIONS, 
ELIXIRS, and ETHERS.    


9th Seed-Dusk Vanguard
Gargoyle x5
Shadow x3

8th Seed-Minions of Horror
Wight Knight x4
Air Pirate x1
Barrel Spider x2

7th Seed-Buccaneers 
Battleship x1
Pirate x4

6th Seed-Stray Phantom
Gargoyle x4
Wight Knight x3

5th Seed-Mad Truffle
Rare Truffle

4th Seed-Cloud
=================================================
Boss: Cloud
Difficulty: Hard
HP: 450
EXP: 500p
Rewards: Metal Chocobo

Unlike last time, you can't lose this battle and proceed.  Cloud has 
beefed up considerably, and he will crush you if you come 
unprepared.  You need two abilities to win this fight: Guard and Ars 
Arcanum.  Use Guard to deflect his basic sword slashes, and earn a 
generous surplus of Tech Points.  He will perform a series of high-
powered charges, which will most likely annihilate Donald and Goofy.  
Don't worry about reviving them right now.   Focus on Cloud, and, 
since you removed Dodge Roll in favor of Guard, you have to jump 
over him as he rushes toward you.  When he leaps into the air, he 
will drive his sword into ground, causing damage to everything in 
his vicinity.  It covers a larger area than it did in the 
Preliminaries.  After he has done this attack, get behind him, and 
unleash Ars Arcanum.  You should shave off a nice percentage of his 
HP meter.  Keep yourself healthy with HI-POTIONS and CURA, and don't 
be afraid to cast AERO if things get rough.  Near the end of battle, 
Cloud will surround himself in orange lightning, and fly around the 
arena.  He is invincible during this phase.  You can usually nail 
him with Ars Arcanum as soon as he lands.  
=================================================

3rd Seed-Dark Squadron
Wight Knight x1
Gargoyle x2
Pirate x2
Air Pirate x2

2nd Seed-Flying Pirates
Battleship x2
Pirate x2
Air Pirate x1

1st Seed-Hercules
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Boss: Hercules 
Difficulty: Medium
HP: 450
EXP: 700p
Rewards: Herc's Shield 

When Hercules is yellow, he is invincible.   To counteract this, 
pick up a barrel and chuck it at him.  This occasionally stuns him.   
Move in and use Ars Arcanum.  He will probably go invincible again.  
He has a punch that he can use to destroy some of the barrels, but 
if they run out, more will be supplied.  When he uses the headbutt, 
deflect it with Guard to get 13 Tech Points.  Plus, this will stun 
Hercules, giving you another chance to use Ars Arcanum.   When he 
spins around with his sword, use Guard to protect yourself.  Watch 
out for the shockwave and the blast shield, which are two attacks he 
will use just after he becomes invincible.  Don't get caught in 
these, because they cause a lot of damage.  
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You have now completed all of the Coliseum's regular tournaments, 
but you aren't completely finished yet.  Hercules congratulates you, 
and you will get YELLOW TRINITY and the OLYMPIA, which you should 
equip immediately.  Use the Yellow Trinity Mark near the big stone 
to reveal a Keyhole.  Seal it, save, and then return to the Gummi 
Ship.  



XX.	Hollow Bastion, 1st Visit

Use the Save Point, and then jump up the floating platforms.  Now 
it's time for one of the game's most important cutscenes.  Donald 
and Goofy go with Riku and Sora is left with the Toy Sword.  
However, the Beast is determined to find Belle, and he offers to 
accompany you through the castle.  Collect the chests in this area.  
Use the Glide ability to reach the three on the platforms.  Another 
one is located below the platforms on the solid water, and the last 
one is found under the solid water surface.  Get it by using the 
large bubbles.  Once you are finished, head past the place where you 
encountered Riku, and climb the stairs to the Castle Gates.    A 
platform appears to take you to the Castle.   

Turn to your right, and head through the gate.  Examine both 
pedestals to make another platform appear.  It transports you to the 
Base Level.   Down here, you will meet a new type of Heartless, the 
Darkball.  They like to teleport from place to place.  You can cause 
damage with the Toy Sword, but not that much.  Let the Beast do all 
of the attacking.  He can usually take out enemies with one hit.  
Jump into the right bubble and enter the Waterway.   Near the Save 
Point is a chest.  Open it for a FIRAGA RING.  To your left, you 
will notice a wall.  Call the Beast to break through it.  Use the 
bubble to get to the next area.  Another wall on your left.  Behind 
it is the Dungeon.  There are several enemies in here, and you don't 
have much room to fight.  Open the two chests for FLOAT-G.  Back in 
the Waterway, you will see a series of gates and switches.  

From the Dungeon's doorway, go left around the wall to find the 
first switch.  Release it, and head forward to the next switch.  
Release this switch.  A gate will close behind you, but open up a 
chamber to your right.   Release the next switch, and another 
passage will be revealed.  There is a big switch sitting on the 
ground.  Release it to open the gate to your right.  Walk through 
and jump into the bubble.  Release the next switch to activate a 
lift.  Ride the lift to the area above you.  You will see one final 
switch.  As you approach it, a Defender will appear.  These are some 
of the toughest Heartless.  They hold shields in front of them, so 
you'll have to attack them from behind.  Again, the Beast will 
destroy this creature.  Release the switch, and open the Castle's 
main entrance.  

Go back through the maze, releasing all of the switches a second 
time, putting everything back the way it was.  Use the Save Point in 
the Waterway, and then exit to the Base Level.  

Fight off the Heartless, and then examine the pedestal to get back 
up to the Castle Gates.  Head up the steps and turn right.  Kill the 
Heartless, and go through the double doors.   Riku has changed his 
attire.  An act of arrogance costs him the Keyblade, and the 
allegiance of Donald and Goofy.  
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Boss: Riku I
Difficulty: Easy
HP: 530 
EXP: 2000p
Rewards: White Trinity

Sora finally gets to face off against his old friend and rival.  
This battle is surprisingly easy if you remember two essential 
things.  First, Riku is immune to magic.  Save your MP for CURA and 
AERO.  Secondly, Riku will focus almost all of his attention on 
Sora, so Donald and Goofy probably won't distract him.  As you might 
have guessed, he is exceptionally fast, and can be on you in a 
heartbeat.  This fight can't be won with passiveness.  Cast AERO, 
and when Riku gets close, use Guard to deflect his blows.  This will 
stun him for a few seconds, so run up to him and use Ars Arcanum.    
This is really all there is to beating him.  When he leaps into the 
air, you can follow him, and try to get in a few hits with the 
Keyblade, or you can simply Glide out of harm's way.  
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Keep your party the way it is.  The Beast is a lot stronger than 
Donald, but he has almost no MP.  Head up the left side of the 
stairs.  At the top, turn to your left and follow this hallway until 
you reach the door on your right.  This leads to the Library. 

The Library is the place where Sora saw Kairi talking to her 
grandmother back in Traverse Town.  Head forward, and then turn left 
to find KHAMA VOL. 8.   Place this book on the shelf straight ahead 
to open a new passage.   To your left is a small shelf (turnstiles) 
that you can rotate.  Do this as many times as it takes to get the 
treasure chest.  Open it for an ELIXIR.  Head up the large staircase 
to the second floor.  Head right, and rotate the next turnstile.  
Open the chest for MYTHRIL.  Head past this shelf to a desk.  On the 
desk, you will find THEON VOL. 6.  Use the Green Trinity Mark to 
find AZAL VOL. 3.  Use the Save Point if you want, and rotate the 
next turnstile for a MEGA-POTION.  To the left of the turnstile is a 
shelf with MAVA VOL. 6.  Remove it, and replace it with THEON VOL. 
6.  The shelf slides back, revealing a switch.  Press it to unlock 
the door.   Near the Save Point, you can jump onto the tops of the 
shelves on the first floor.  Glide across to the turnstile and 
rotate it for an AP UP.  There is also a chest with DISPEL-G.  Once 
you have collected these items, return to where the Save Point is 
(by gliding).  Don't fall, because you might be trapped behind some 
bookcases you haven't moved yet.   Head back to the first floor, and 
to the first shelf you saw when you entered the Library.  Place AZAL 
VOL. 3 in the row of missing books.  The shelf slides back, 
revealing a new section.  Turn right and you will see a row of green 
books.  Place MAVA VOL. 6, and remove SALEGG VOL. 6.  Directly 
across from this shelf is another shelf with a row of blue books.  
Put SALEGG VOL. 6 where it belongs.  Now, go to the foot of the 
staircase, and stand with your back facing the staircase.  Walk 
forward past the turnstile to the shelf directly in front of you.  
Get NAHARA VOL. 5.  Return to the second floor, and place NAHARA 
VOL. 5 in the third case on the left.  Another shelf is revealed.  
Get MAVA VOL. 3.  Take this to the row of green books where you got 
SALEGG VOL. 6.  Once it's in place, the shelf slides over.  Pick up 
HAFET VOL. 4 on the desk.  Take it to the shelf you uncovered on the 
second floor.  Place HAFET VOL. 4 to find a secret entrance to the 
Lift Stop.  Use GRAVIRA to lower the platform with the chest, and 
open the chest for TORNADO-G.  If you examine the switch and ride 
the big platform, you will be able to go to a small area with two 
floating chests.  However, you won't be able to do this until your 
second trip to Hollow Bastion, because the platform's path hasn't 
been completely opened yet.  Now, you can return to the Library.  
Exit through the door that you unlocked with the button.  

You are back in the Entrance Hall, on a circular balcony.  Head to 
your right.  You will see statue and two vases.  Examine the statue 
and then break the vases with the Keyblade.  The statue sinks into a 
groove, and something falls out of the fountain.  Continue moving 
right, lighting the candles with FIRA.  Next is a statue is with the 
head of a bull.  Use the Red Trinity Mark to push it off the balcony 
and onto the floor below.  It will break open, revealing another 
strange object.  Light the next pair of candles, and continue 
heading right.  Push the next statue to the left.  A chest will 
appear.   Light the next two candles, and then use THUNDER on the 
stone.  This will open up the platform hanging in the center of the 
room.  Light the last two candles.  Now, you can collect the objects 
that appeared.   These are EMBLEM PIECES.  Once you have them all, 
head through the door at the top of the stairs in the main part of 
the Entrance Hall.  Examine the next door and each EMBLEM PIECE will 
be placed correctly.  Watch the cutscene.  Riku gets a mysterious 
visit.   Before you go through the door, turn around and notice the 
two columns.  The one on the left (or right of you are looking at 
them from the Entrance Hall) has an outcropping you can grab onto.  
Use this to get to the top of the column, and Glide across to the 
other column.  Open the chest for a POWER UP.  Now, go through the 
door to the Lift Stop.  

Don't bother with the two pedestals.  Just follow the path and enter 
the door to the Castle Gates.  You will meet Wyverns here.  They are 
tough flying monsters who like to dive bomb you.  Don't attack them 
until they get close, or else you might fall, and end up back in the 
Base Level.  Head up the stairs and turn right.    Examine the 
second switch, and then the first switch.  A platform takes you to 
the next area, which is called the Great Crest.

Head up both sets of stairs and examine the switch.  You will 
teleport to a huge platform.  It moves slowly, and it can sometimes 
look like you aren't moving at all.  About halfway through your 
ride, the platform will stop, and Wizards will show up.  They are 
the most powerful of the Heartless mages.  Once you defeat them, a 
switch appears.  Examine it to continue.  Once you get off the 
platform, head up the stairs and use the Blue Trinity Mark, then 
open the chest along the back wall for a DISPEL-G.  Go down the 
stairs to the right.  Go through the door to get back to the Lift 
Stop.  Examine the switch here and take the platform.  Enter the 
next door.   Back in Great Crest, head left and open the chest near 
the big rock and orange pipe.  It contains ORICHALUM.  Now, hit the 
switch and ride the platform.   Fight off the Heartless, and use 
GRAVIRA to lower the small platform with the chest.  Open the chest 
to get a THUNDAGA RING.  From the chest, head left and examine the 
switch.  It lowers a giant step.  Go back and enter the door to the 
Lift Stop.  

Head to the door on the other side of the room.  It leads to the 
High Tower.  Use GRAVIRA to get the chest and receive PUPPIES.  
Examine the switch to lower the second step.  Jump up the steps and 
take out the Wyverns.  Then, examine the next switch.  It raises the 
second step.  Turn around, and jump up to the next area.  Open the 
chest for a MEGALIXIR, and then examine the switch.  Jump back down 
and enter the Lift Stop.   Fight off the Heartless and enter the 
Castle Chapel.  Watch the cutscene, and then walk forward to 
confront Maleficent.
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Boss: Maleficent
Difficulty: Easy
HP: 900
EXP: 6000p
Rewards: Cheer (Donald), Ansem's Report 5

Maleficent calls herself The Mistress of All Evil, which makes her 
sound tougher than she actually is.  Your first order of business is 
to take down the platform she is riding on.  To do this, lock onto 
the platform, and then either hit it with your Keyblade, or use 
GRAVIRA.  When it crashes to the ground, cast AERO, and then jump 
onto it and start attacking Maleficent.  Use Ars Arcanum, followed 
by regular slashes.  After sustaining a certain amount of damage, 
she will turn into a ball of green fire, and float around the room.  
Take this time to heal.  When she reappears, do what you did before.  
Maleficent will repeatedly summon Heartless (usually a pair of 
Defenders) into the battle, but you can usually just ignore them 
unless you want the extra orbs or magic bubbles.  When she says, 
"Meteors of heaven, release my fury", get to the safety of the 
room's far left and right sides.  She will also use some purple 
lightning, which forms three rings on the ground.  Watch your feet, 
and make sure that aren't standing in one of the rings.  
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After the fight, Maleficent steps through a portal.  Use the Save 
Point, and make sure that you have fully stocked item slots for each 
character, and that you have your best weapons equipped.  Enter the 
portal.   Riku has another Keyblade!!  This one is black, and has