Kingdom Hearts: Chain Of Memories - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Kingdom Hearts: Chain Of Memories - Strategy Guide (Page 03).
Proceed back to Moogle Room/Room 4.
---Moogle Room/Room 4---
ENEMIES: None/None now
RECCOMENDED LEVEL: 18
Strike the left door. Synthesize with a card of 8 or more.
---Room 5---
ENEMIES: Shadow, Soldier, Large Body, Creeper Plant, Red Nocturne, Crescendo
RECCOMENDED LEVEL: 18
Kill all the Heartless. Go back out.
---Moogle Room/Room 4---
ENEMIES: None/None now
RECCOMENDED LEVEL: 19
Go back out again.
---Room 3---
ENEMIES: None now
RECCOMENDED LEVEL: 19
Strike the right door. Use a card of 1 or more and the Key of Guidance.
---CUTSCENE---
We meet Alice. The party talks with her for a while. Then the Cheshire Cat
appears. He says the Queen is a stickler for justice and won't forget Alice
until she remembers.
"She won't stop hounding you till you get her memory back. Did she forget
because she remembers? Does she remember that she forgot? Doesn't matter, I
suppose."
They agree to do something about the Queen to help Alice.
"You should do something. But you don't have to do anything. If you can't
remember something, its like it never happened. Likewise, if something never
happened, you can't remember it. Try too hard to remember, and your memory
might lie to you."
"Lie?"
"That's all I'll say. The rest is for you to figure out."
He dissapears and you gain the Key to Truth.
---Room 1---
ENEMIES: None now
RECCOMENDED LEVEL: 19
Go to Room 2.
---Room 2---
ENEMIES: None now
RECCOMENDED LEVEL: 19
Go to Room 3.
---Room 3---
ENEMIES: None now
RECCOMENDED LEVEL: 19
Take the top door. You should probably have a Black Room card. Use it if you
do.
---Black Room/Room 6---
ENEMIES: Black Fungus/Shadow, Soldier, Large Body, Creeper Plant, Red Nocturne,
Crescendo
RECCOMENDED LEVEL: 19
If you're in the Black Room, then evade all the Black Fungus unless you want
an annoying fight. Fighting the Black Fungus aren't hard, its just annoying.
They Card Break A LOT, and when they turn to White Fungus temporarily during
the fight, they're invincible. Strike the door.
If you're in a normal room, kill all the Heartless. Strike the door.
Synthesize with a red card, a green card, and the Key to Truth.
---CUTSCENE---
We're inside a house now. Alice runs off, and we see the Queen. She is about
to sentence you to death, then she forgets EVERYTHING. She doesn't know where
she is and all that. Lights keep flashing, then the Trickmaster appears.
_______________________________________
//WONDERLAND MEMORY STEALER - TRICKMASTER\\
---------------------------------------
-------
ATTACKS
-------
Fire: He shoots a fireball at Sora.
Slam: He raises his hands and slams them for a shockwave.
Upswing: When you are attacking Trickmaster or are close, he'll sometimes
swing his arms up to knock you away.
--------
STRATEGY
--------
Trickmaster is the simplest to fight in the whole game. Whenever you Card Break
one of his attacks, he falls over and leaves himself open for a flurry of 3 to
4 attacks. Also, whenever you Card Break, sometimes a Green Mickey 0 card will
fall down and you can use it. When used, it creates a table in the middle. Jump
on the table and you can use spells like Blizzard or Blizzaga to hit him.
He has two health bars, but that is no problem. After he's defeated he
dissapears and leaves you goodies and a card. Pick 'em up.
-
Afterwards, the Queen questions what they did, and Alice tricks the Queen into
thinking she gave them the orders to do that. She falls for it.
---Room 7---
ENEMIES: None
RECCOMENDED LEVEL: 19
Climb the rope, save, and go through the door.
_________________________
_____CASTLE OBLIVION_____CASOBL5
---CUTSCENE---
Sora wonders who that blonde haired girl was. Sora is thinking really hard of
what the name is, then Donald breaks his concentration telling him to come on.
---Floor 4---
Talk to Donald and Goofy then go to the stairs.
---CUTSCENE---
We see the girl drawing again. Then we see Sora and Co. Sora stops and shouts
that he remembers. He remembers that there was another girl on the island with
Kairi, Riku, and himself. They ask why he's remembering now, and he says that
its coming back to him in bits and pieces as they move on. He doesn't remember
her name yet.
[Note from the Author: It's like Axel said - To lose is to find. They are
losing memories, but finding more at the same time.]
---Floor 5---
Save, talk to the party, and go to the door. Choose Monstro as the location.
_________________
_____MONSTRO_____MONSTRO
---CUTSCENE---
Its purple and everything, yuck. Sora says everything is so springy and soft.
Then a voice speaks, Pinocchio appears. Jiminy is overjoyed. You follow Pinoke.
You also get the Key of Beginnings.
---Room 1---
ENEMIES: Air Soldier, Search Ghost, Tornado Step, Shadow, Green Requiem, Yellow
Opera
RECCOMENDED LEVEL: 19
Kill all the Heartless. Strike the right door. Use a Calm Bounty card if you
have one.
---Treasure Room/Room 2---
ENEMIES: None/Same as previous
RECCOMENDED LEVEL: 20
If you're in the Treasure Room, use the chest. I learned Fire Raid here.
Strike the top door.
If you're in the normal room, kill the Heartless. Strike the top door.
Synthesize it with another Calm Bounty if you have one.
---Treasure Room 2/Room 3---
ENEMIES: None/Same as previous + Large Body
RECCOMENDED LEVEL: 20
Treasure Room: Use the chest and strike the left door.
Normal Room: Kill the Heartless and strike the left door.
Synthesize with yet another Calm Bounty if you have one.
---Treasure Room 3/Room 4---
ENEMIES: None/Same as previous
RECCOMENDED LEVEL: 20
Treasure Room: Use the chest and strike the top door.
Normal Room: Kill the Heartless and strike the top door.
Synthesize with a Calm Bounty AGAIN, if you have one.
---Treasure Room 4/Room 5---
ENEMIES: None/Same as previous
RECCOMENDED LEVEL: 20
Treasure Room: Use chest and strike the door.
Normal Room: Kill the Heartless and strike the door.
This time synthesize with a Moment's Reprieve.
---Save Room/Room 6---
ENEMIES: None/Same as previous
RECCOMENDED LEVEL: 20
Save Room: Save and backtrack all the way to Treasure Room 2/Room 3.
Normal Room: Kill the Heartless and backtrack to Treasure Room 2/Room 3.
---Treasure Room 2/Room 3---
ENEMIES: None/None now
RECCOMENDED LEVEL: 20
Strike the right door and use a Sleeping Darkness if you have one.
---Room 7---
ENEMIES: Air Soldier, Search Ghost, Tornado Step, Shadow, Green Requiem, Yellow
Opera, Large Body
RECCOMENDED LEVEL: 20
Sneak past the enemies if you have used the Sleeping Darkness, or just sneak
attack them.
If its normal, just kill them all. Strike the right door.
You must synthesize this door with high number cards. That's why I took you
through those Treasure Rooms because you:
a) Would have the chance of getting more map cards from the chests
b) Most likely had low number Calm Bounty cards and stuff, which isn't needed
for this room.
After reaching the value of 20 or more, use the Key of Beginnings.
---CUTSCENE---
Here we meet Gepetto. After much conversation, you're set off to find Pinoke
and you get the Key of Guidance.
---Room 7---
ENEMIES: Same as previous
RECCOMENDED LEVEL: 20
Go back into Room 3, then down to Treasure Room/Room 2.
---Treasure Room/Room 2---
ENEMIES: None/None now
RECCOMENDED LEVEL: 21
Strike the bottom door. First use a red card, then a card of 5 or less, then
the Key of Guidance.
---CUTSCENE---
We see Pinnochio again. After some more conversation, the place starts to shake
and rumble. Pinnochio runs, then we see a boss. It turns out, Pinoke is trapped
inside this boss.
________________________________________
//TOXIC TRAPPING HEARTLESS - PARASITE CAGE\\
----------------------------------------
-------
ATTACKS
-------
Toxic Hazard: Not an attack, but if you touch the toxic liquid, you lose some
health.
Toxic Slam: It slams its arms down to cause the platforms to fall in. Jump to
avoid touching the liquid.
Body Smack: It holds itself up with its arms, and throws its body out at Sora.
Toxic Breath: Shoots a fume of toxic gas at Sora.
--------
STRATEGY
--------
Six words: SUMMONS REALLY HELP IN THIS BATTLE.
The Parasite Cage is hard to reach, even on a platform close to it. Attacking
it normally will cause Sora to fall off into the liquid. Summons of Simba,
Genie, and Cloud (when on a platform right beside it) will take it down in a
snap. Also, magic spells of Fire and Blizzard will serve it right too.
It having two health bars doesn't really help either, but you can suffice.
Keep using summons and magic, and never normal attack unless its necessary.
If you're lucky, you'll get a Green Mickey 0 card. Using this creates one
platform that moves with you, so you can get in close and unleash combos of
attacks.
Grab the goodies and the Parasite Cage card.
-
[Note from the Author: Isn't it odd, we beat the boss, yet only used the Key
of Guidance and Key of Beginnings? Where's the Key to Truth? Looks like this
place isn't over with yet.]
We see Sora trying to comfort the trapped Pinocchio. Pinocchio is able to break
free. Now we get the plan of making Monstro spit us out, and we get the Key to
Truth now.
---Treasure Room/Room 2---
ENEMIES: None/None now
RECCOMENDED LEVEL: 21
Go all the way back to Save Room/Room 6.
---Save Room/Room 6---
ENEMIES: None/None now
RECCOMENDED LEVEL: 21
Strike the door. Use a 0 card and the Key to Truth.
---CUTSCENE---
We're at a dead end. They're going to shake things up here, but they need
someone to fight. Luckily a lot of Shadows appear. Let's fight!
After the fight, pick up the Dumbo card.
Now the place shakes and rumbles again. Monstro sneezes and we're back where
Gepetto was. Gepetto and Pinocchio escaped from Monstro. Now we should too.
---Room 8---
ENEMIES: None
RECCOMENDED LEVEL: 21
Climb the bone ladder, save, and go through the door.
_________________________
_____CASTLE OBLIVION_____CASOBL6
---CUTSCENE---
We see the party again. Donald asks if Sora remember the girl now. Goofy
asks to tell them about her, so he explains:
"She was quiet...and almost always drawing pictures. While we were all swimming
at the beach, she'd draw a picture of it instead. Sometimes she drew us, too!
She was really good at it. I think sometimes Riku and I would fight over who
would get his picture drawn next. But one day, she was gone. Just like that. I
think our parents knew the reason. They might've even tried to explain it to
me. But I was little. I probably didn't understand what was happening. I
remember crying a little after she was gone. But that's it. I still can't
remember her name."
"Still, up until now you didn't remember any of that!"
Donald tries to cheer him up. Jiminy brings up an interesting thing:
"Anyone notice something odd? Sora's remembering things, instead of forgetting
them. Hmm... maybe forgetting things is the only way to reach the memories
buried deeper down."
"You mean you have to forget to remember?"
Goofy asks. Sora responds:
"So its like those black-robed guys said. Our most precious memories lie deep
in our hearts, out of reach. And all that stuff about finding being losing and
losing being finding... I didn't get it at first but maybe this is what they
were talking about."
They talk some more, then go off.
---Floor 5---
Talk to Goofy and Donald, then go to the stairs.
---CUTSCENE---
We see Larxene and Axel talking again. Axel asks if its time for another round.
Larxene says only if its her time to play. Axel throws her a card. He says
their job is to deliver him in one piece. She asks if she can't have her way
first. He tells her not to break him, and she asks if he's soft. He says that
Sora is one of them, and they talk a little more.
We see the party. They talk a little more, then off again.
---Floor 6---
Save, talk to the party, and go to the door. Halloween Town is the last world.
________________________
_____HALLOWEEN TOWN_____HALTOW
---CUTSCENE---
The party talks some, and we meet Jack Skellington. They talk some, then Jack
says there's a problem in town. Sora asks what problem. Jack responds:
"Like this!"
and throws his arm out, making Heartless appear.
After the fight, Donald complains to Jack. Jack says he didn't call them, in
fact, he'd like to get rid of them. Jack runs off and you need to follow him.
You will learn Terror and get the Key of Beginnings.
---Room 1---
ENEMIES: Shadow, Wight Knight, Gargoyle, Creeper Plant, Search Ghost
RECCOMENDED LEVEL: 21
Kill all the Heartless and strike the door. Synthesize it with a Black Room
card if you have one.
---Black Room/Room 2---
ENEMIES: Black Fungus/Same as previous
RECCOMENDED LEVEL: 21
Black Room: Run past all the fungus. Strike the right door.
Normal Room: Kill all the Heartless. Strike the right door.
Synthesize with a Moogle Room if you have one.
---Moogle Room/Room 3---
ENEMIES: None/Same as previous
RECCOMENDED LEVEL: 21
Moogle Room: Use the shop and strike the right door.
Normal Room: Kill the Heartless and strike the right door.
Synthesize with a Calm Bounty if you have one.
---Treasure Room/Room 4---
ENEMIES: None/Same as previous
RECCOMENDED LEVEL: 21
Treasure Room: Use the chest and strike the door.
Normal Room: Kill the Heartless and strike the door.
Synthesize with a Moment's Reprieve if you have one.
---Save Room/Room 5---
ENEMIES: None/Same as previous
RECCOMENDED LEVEL: 21
Save Room: Save and backtrack all the way to Black Room/Room 2.
Normal Room: Kill the Heartless and backtrack all the way to Black Room/Room 2.
---Black Room/Room 2---
ENEMIES: Black Fungus/None now
RECCOMENDED LEVEL: 21
Black Room: Run past the fungus and strike the top door.
Normal Room: Strike the top door.
Synthesize with Calm Bounty if you have one.
---Treasure Room 2/Room 6---
ENEMIES: None/Same as previous
RECCOMENDED LEVEL: 21
Treasure Room: Use the chest and strike the top door.
Normal Room: Kill the Heartless and strike the top door.
Synthesize with a normal card 5 or up.
---Room 7---
ENEMIES: Same as previous
RECCOMENDED LEVEL: 21
Kill all the Heartless. Strike the door and use a Calm Bounty card again.
---Treasure Room 3/Room 8---
ENEMIES: None/Same as previous
RECCOMENDED LEVEL: 22
Treasure Room: Use the chest and backtrack to Treasure Room 2/Room 6.
Normal Room: Kill the Heartless and backtrack to Treasure Roon 2/Room 6.
---Treasure Room 2/Room 6---
ENEMIES: None/None now
RECCOMENDED LEVEL: 22
Strike the left door. First use a 3 card, then a 4 card, then the Key of
Beginnings.
---CUTSCENE---
We meet Dr. Finkelstein. A lot more conversation goes on and then we're off to
find Sally. You also get the Key of Guidance.
---Room 1---
ENEMIES: None now
RECCOMENDED LEVEL: 22
Go all the way back to Treasure Room 3/Room 8.
---Treasure Room 3/Room 8---
ENEMIES: None/None now
RECCOMENDED LEVEL: 22
Strike the door. First use a 6 card, then a 7 card, then the Key of Guidance.
---CUTSCENE---
After we meet Sally and talk a lot more, someone else speaks. Oogie Boogie
runs out and steals the potion. He makes a big threat, then runs off.
---Treasure Room 2/Room 6---
ENEMIES: None/None now
RECCOMENDED LEVEL: 22
Go all the way back to Save Room/Room 5.
---Save Room/Room 5---
ENEMIES: None/None now
RECCOMENDED LEVEL: 22
Strike the bottom door. Synthesize with a red 3 or less card, then get to a
value of 30 using only green cards, then the Key to Truth. Again, we used
the other cards so we could save up for here.
---CUTSCENE---
We confront Oogie Boogie. He drinks the potion and says he can awaken his
true memories, but something goes wrong. He says to get back and to stay away.
______________________________________
//CREEP OF HALLOWEEN TOWN - OOGIE BOOGIE\\
--------------------------------------
-------
ATTACKS
-------
Roll Dice: He rolls the dice to determine an attack.
Blade Roll: A spinning green sawblade bounces around.
Blade Legs: Sharp pointy blade-like legs stomp around.
Recover: He heals himself.
Summon: He summons enemies to attack.
--------
STRATEGY
--------
Oogie Boogie is very easy to cope with. When he drops the dice down, Card Break
and attack them. After destroying one, stop. The gates will lower, then he
goes for more dice. Repeat until the gate is down. After which, jump up and
unleash your best attacks on him. Soon the gates come back up and you are
pushed back down. Keep attacking the dice.
If you're lucky, you'll get a Green Mickey 0 card. Using it stops any attacks
in progress or about to happen, and lowers the gates all the way. Take this
time to unleash more fury.
After his health is gone, he dissapears. Pick up the EXP and Oogie Boogie in
the form of a card.
-
We see Oogie didn't drink all of the potion. After much talk and happenings,
we learn that apparently when true memories are awakened, it causes the body
to malfunction and something unpredictable happens. Sora asks what'll happen
when his memories awaken, and the Doctor says probably something more terrible.
Jack asks if the Doctor's theory scares Sora. He agrees, and asks why. Jack
says that fear and insecurity are signs of a strong heart.
---Room 9---
ENEMIES: None
RECCOMENDED LEVEL: 23
Go up the ladder, save, and go through the door.
_________________________
_____CASTLE OBLIVION_____CASOBL7
---CUTSCENE---
We meet Larxene in person now. After a quick introduction, she tells Sora that
the bad guys are holding the forgotten girl deep in the castle. She tells him
that he has to save her, but there's a catch. She does a flashing through
movement like she did earlier, when she was under the hood, but this time it
hurts Sora. He falls and we see a cinema of the star necklace falling off.
She's a bad guy, and they have to go through her. Then, Sora asks what it is.
Larxene tells him to remember, and he starts to remember the girl's name. Her
name is Namine. Larxene calls him heartless for forgetting the girl's name. She
gets ready to smash the necklace, and Sora stands up to fight. He knocks her
away and says its precious to him. Larxene disagrees, telling him moments ago
he didn't know what it means.
_____________________________
//ORGANIZATION MEMBER - LARXENE\\
-----------------------------
-------
ATTACKS
-------
Normal Combo: Larxene continously attacks Sora.
Nail Strike: She throws the nails she's carrying at Sora, which grow huge and
hurt a lot.
Thundaga: She casts Thundaga.
Sleight - Lightning Bolt: A lightning bolt picks Sora ups in the air and stuns
him. It drains his health until Larxene stops the
move and drops him. You are stunned until you recover
or she attacks again.
NOTE: This CAN be evaded. Right when she points her
finger, Dodge Roll behind her.
Use Item Card: She uses Item Cards to aid her.
--------
STRATEGY
--------
Larxene is a rough boss. You must attack her at any open time. Try your best
to prevent her from using Lightning Bolt, it really hurts a lot. Try to avoid
her Nail Strike too. Whenever she is refilling, attack. And whenever she is
about to attack, try to use a Card Break. Sleights like Strike Raid, Fire Raid,
and Blizzard Raid work really well here. So do Summons like Genie, Cloud, and
Simba.
She has two health bars so its a long fight. Whatever you do, try to stop her
from doing Lightning Bolt, it is EDIT: avoidable! [See above]
Keep attacking and using combos until you win.
She will dissapear after the fight and leave behind the Thunder card. Be sure
to get any Sleights if you level up.
-
After the fight, Larxene calls you a heartless hero, and Sora asks who asked
her. She asks if it hurts 'cause its true and to grow up. She asks if he's
gonna be a baby to play with these - she tosses more cards. She tells him to
say thank you, and ta-ta. She leaves.
Sora states that he hates her and that its not fair that she made him remember.
He says that Namine is too special for that. We receive more "world cards" and
we're off.
---Floor 6---
Talk to everyone and go to the stairs.
---CUTSCENE---
We see Larxene back with Axel, and she tells him she threw the battle. He
responds:
"Throwing the battle? Looks to me like you plain old lost the battle."
She is infuriated and complains, but is cut off. Someone speaks and tells
Larxene that it was an ungainly performance. Another man walks in, by the
name of Vexen. He's an Organization scientist. He says he wants to experiment
with Sora to clear his doubts of Sora being a hero. Axel tells him to do as he
wants, but to drop the act, as testing Sora is just an excuse to test Vexen's
little follower. Vexen calls whatever it is a product of his research, and
Larxene calls it a toy. Vexen says he's wasting his time. Axel gives Vexen a
card, and they say more to each other. Vexen turns to leave, and we see the
screen scroll down a little to reveal the silver hair of a person walking
towards Vexen, who is undoubtedly Riku.
We see Sora rushing ahead of the party, and he says that they have to rescue
Namine.
---Floor 7---
Save, talk to the party, and go to the door. Choose Atlantica as the location.
___________________
_____ATLANTICA_____ATLICA
---CUTSCENE---
We meet Ariel who doesn't even introduce herself. She says if anyone asks, the
party didn't see her. We see something sparkle on her neck, and she swims off.
We get the Key of Beginnings.
---Room 1---
ENEMIES: Aquatank, Screwdiver, Sea Neon, Search Ghost, Darkball
RECCOMENDED LEVEL: 24
Kill the Heartless as usual. The Darkballs are here, whom are the black/purple
floating balls that you met at Hollow Bastion and the End of the World in
Kingdom Hearts. Strike the door. Synthesize with a card value of 1 or more.
---Room 2---
ENEMIES: Same as previous
RECCOMENDED LEVEL: 25
Kill the Heartless. Strike the bottom door and use a card of 7 or more.
---Room 3---
ENEMIES: Same as previous
RECCOMENDED LEVEL: 25
Kill the Heartless and strike the left door. Use a red card and the Key of
Beginnings.
---CUTSCENE---
We meet Sebastian and he speaks that someone stole the King's Trident. A lot
more talking, then we're off with the Key of Guidance. We have to find Ariel
because she stole it to give it to Ursula.
---Room 4---
ENEMIES: Same as previous
RECCOMENDED LEVEL: 25
Kill the Heartless and take the left door. Synthesize it with something of 5
or more.
---Room 5---
ENEMIES: Same as previous
RECCOMENDED LEVEL: 27
Kill the Heartless and take the left door, synthesizing with 5 or more.
---Room 6---
ENEMIES: Same as previous
RECCOMENDED LEVEL: 27
Kill the Heartless here too. We'll need to come back later with the Key to
Truth. Go back to Room 5.
---Room 5---
ENEMIES: None now
RECCOMENDED LEVEL: 29
Synthesize the bottom door with a card of 5 or more, but preferable a Moment's
Reprieve if you have it.
---Save Room/Room 7---
ENEMIES: None/Same as previous
RECCOMENDED LEVEL: 29
Save Room: Save and go back out.
Normal Room: Battle the Heartless and go back out.
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