********** _       _________ _       _______ ______  _______ _______ **********
**....**  | \    /\\__   __/( (    /|  ____ \  __  \(  ___  )       )  **....**
**...**   |  \  / /   ) (   |  \  ( | (    \/ (  \  ) (   ) | () () |   **...**
**...**   |  (_/ /    | |   |   \ | | |     | |   ) | |   | | || || |   **...**
**...**   |   _ (     | |   | (\ \) | | ____| |   | | |   | | |(_)| |   **...**
**...**   |  ( \ \    | |   | | \   | | \_  ) |   ) | |   | | |   | |   **...**
**...**   |  /  \ \___) (___| )  \  | (___) | (__/  ) (___) | )   ( |   **...**
**...**   |_/    \/\_______/|/    )_)_______)______/(_______)/     \|   **...**
**...**                _______ _______ _______________________          **...**
**...**       |\     /|  ____ \  ___  )  ____ )__   __/  ____ \         **...**
**....**      | )   ( | (    \/ (   ) | (    )|  ) (  | (    \/_       **....**
**....**      | (___) | (__   | (___) | (____)|  | |  | (_____(_)      **....**
**....**      |  ___  |  __)  |  ___  |     __)  | |  (_____  )        **....**
**....**      | (   ) | (     | (   ) | (\ (     | |        ) |_       **....**
**.....**     | )   ( | (____/\ )   ( | ) \ \__  | |  /\____) |_)     **.....**
**.....**     |/     \|_______//     \|/   \__/  )_(  \_______)       **.....**
**......**                  ______  ______  _______                  **......**
**......**                 (  ___ \(  ___ \(  ____ \                 **......**
**.......**                | (   ) ) (   ) ) (    \/                **.......**
**........**               | (__/ /| (__/ /| (_____                **........**
**.........**              |  __ ( |  __ ( (_____  )              **.........**
**...........**            | (  \ \| (  \ \      ) |            **...........**
**.............***         | )___) ) )___) )\____) |         ***.............**
***********************    |/ \___/|/ \___/\_______)    ***********************


                  +------------------------------------------+
                  |      WALKTHROUGH AND REFERENCE GUIDE     |
                  |      =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=     |
                  |                                          |
                  | Author: David Arthur                     |
                  | Version: 1.00 (September 2010)           |
                  +------------------------------------------+

               +------------------------------------------------+
               |                TABLE OF CONTENTS               |
               |                =-=-=-=-=-=-=-=-=               |
               |                                                |
               | Section 0: Introduction                  [INT] |
               |                                                |
               | Section 1: Walkthrough: Prologue       [WLK:P] |
               | Section 2: Walkthrough: Terra's Story  [WLK:T] |
               | Section 3: Walkthrough: Ven's Story    [WLK:V] |
               | Section 4: Walkthrough: Aqua's Story   [WLK:A] |
               | Section 5: Walkthrough: Final Episode  [WLK:F] |
               |                                                |
               | Section 6: Mirage Arena                  [MIR] |
               |                                                |
               | Section 7: Mini-Games                    [MIN] |
               |   Command Board                       [MIN:CB] |
               |   Rumble Racing                       [MIN:RR] |
               |   Ice Cream Beat                      [MIN:IB] |
               |   Fruitball                           [MIN:FB] |
               |   Olympus Coliseum Training           [MIN:OT] |
               |                                                |
               | Section 8: Collectathons                 [COL] |
               |   Xehanort's Reports                  [COL:XR] |
               |   Command Melding                     [COL:CM] |
               |   Crystals                            [COL:CR] |
               |   Keyblades                           [COL:KB] |
               |   Stickers                            [COL:ST] |
               |   Ice Cream Shop                      [COL:IS] |
               |   Finish Commands                     [COL:FC] |
               |   Trophies                            [COL:TR] |
               |                                                |
               | Acknowledgments and Contact Info         [ACK] |
               +------------------------------------------------+


*******************************************************************************
 _  __ _   _                                                       _  __ _   _
| |/ /| |_| | =================================================== | |/ /| |_| |
|   / |  _  |                   SECTION 0 [INT]                   |   / |  _  |
| \ \ | | | |                    INTRODUCTION                     | \ \ | | | |
|_|\_\|_| |_| =================================================== |_|\_\|_| |_|

*******************************************************************************


Welcome!

In this guide, I will give a full walkthrough of the Birth By Sleep game, as
well as a reference guide for some of the most useful information (including
the rather complicated Command Melding system). I played on the hardest
difficulty setting, and intentionally kept my level low to keep things
challenging, so the strategies here should work in any situation =).

I made the guide originally from the Japanese edition of the game, but I have
been scrambling to update it for the international release, and it should be
ready by now. In particular, all the names and places have been translated
correctly. My data on a couple of the new features is a little sketchy, but I
will be updating that as fast as I can.

Now, let me just say just more one thing: this game is fantastic, so get ready
for a great time!


*******************************************************************************
 _  __ _   _                                                       _  __ _   _
| |/ /| |_| | =================================================== | |/ /| |_| |
|   / |  _  |                  SECTION 1 [WLK:P]                  |   / |  _  |
| \ \ | | | |                WALKTHROUGH: PROLOGUE                | \ \ | | | |
|_|\_\|_| |_| =================================================== |_|\_\|_| |_|

*******************************************************************************


===============================================================================
  [WLK:P0] Prologue: Beginning a new game
===============================================================================


There are a few important setup decisions you should think about before you
even begin a new game:

1. Data install: Birth by Sleep pushes the limits of the PSP a little bit, and
   this leads to pretty long loading times and even to gameplay slow-down. To
   minimize these annoyances, I strongly recommend doing a FULL DATA INSTALL
   before playing.

2. Difficulty: Like in other Kingdom Hearts games, you will have to choose a
   difficulty mode when you begin, and your choice will affect what you need to
   do in order to watch the secret ending. Here are the specifics:

     Beginner: You deal 50% more damage, and take only half damage.
               The secret ending is IMPOSSIBLE to unlock.

     Standard: You deal and receive normal damage.
               The secret ending is unlocked by completing the Final Episode
               and the Reports section. You will have to find every enemy,
               ability, sticker, and treasure, and also complete every
               mini-game with each character. That is not an easy task!

     Proud: You deal normal damage, but take double damage.
            The secret ending is unlocked by completing the Final Episode.

     Critical: You deal half damage, you earn fewer HP throughout the game, and
               you take double damage, but you begin with two extra deck
               command slots. You also begin with the Zero EXP ability which
               you can use to make things even more challenging.
               The secret ending is unlocked by completing the Final Episode.

   If you play on different difficulty modes with different characters, the
   secret ending requirements will be based on the lowest difficulty mode you
   used.

   In practice, the true difficulty is also hugely dependent on your level. So
   even if you pick a harder mode than you would normally be comfortable with,
   you should be able to level up more to compensate.

3. CPU speed: After playing for a few minutes in the tutorial, you will unlock
   the Options menu. I strongly recommend going there and switching the CPU
   speed from 222MHz to 333MHz. This will decrease your battery life a little
   bit, but it will really help prevent gameplay slowdown.

Both data install and CPU speed can be adjusted later of course, but difficulty
level is a one-time decision.


===============================================================================
  [WLK:P1] Prologue: Tutorial
===============================================================================


The game begins with a short in-game tutorial where you control Ven, a boy who
looks remarkably similar to Roxas. (If you haven't played the other games in
the series, Roxas was a major character in Kingdom Hearts 2 and 358/2 Days.) I
will start the tutorial section by listing all treasure chests that can be
found here:

+--TREASURE CHESTS------------------------------------------------------------+
| SLIDING DASH: Mountain Path, on a ledge                                     |
+-----------------------------------------------------------------------------+

As you can see, there is only one chest (and you cannot possibly miss it), but
I will include a similar list at the beginning of each future world you go to
as well. I think you might find these lists to be a helpful reference in case
you miss a chest on your own, or in case you are looking for one specific
reward. If you are missing just one or two chests for a world, you can see
which number it is by looking the journal.

Forecourt:
----------

In the first area, you are introduced to jumping (press O) and moving (use the
analog stick). You can also rotate the camera with L and R. When you are ready,
move forward to the Mountain Path area.

Mountain Path:
--------------

Here you will need to show off some basic combat moves. First do a three-hit
combo on the nearby circle ornament. (Walk up to it and keep pressing X.) If
you did it right, some green HP balls will fall out, and you will be directed
to the next set of ornaments. For these, you will need to use a battle command.
Select a command you like in the bottom-left menu (use the up and down buttons
to navigate the menu), and then press Triangle to use it. Commands allow you to
do advanced attacks, but there is a cooldown period between when you use a
command and when you can use it again. After hitting an ornament in this way,
the whole contraption will start to spin. Target one of the ornaments with the
L+R buttons to complete this part of the tutorial.

A chest will now appear on the ledge halfway up the Trail. Go up to it and open
it with X to get the SLIDING DASH battle command. If you want, you can now go
into the Menu (press Start) and replace one of your current battle commands
with Sliding Dash. This is optional though - if you prefer to just get on with
the game, you can do that too. Head onwards to the Summit area when you are
ready.

Summit:
-------

After a cutscene, you will be given a WAYFINDER by Aqua.

You will now have to go through some more basic battle training using the other
main characters. First you control Terra. Press Square while holding still to
block an attack by Ven. Next you need to hit Ven back with a finish command.
Keep attacking normally until your Command Gauge is filled up. With this gauge
full, your next attack will be a powerful finish command. Hit Ven with it to
continue.

You're not done yet though. With Aqua, press and hold L+R to use a Shotlock
ability against Ven. Keep the screen focused on him to queue up a lot of
attacks, and then press X to unleash. Shotlocks are limit attacks that do a lot
of damage and make you invincible while they are going off, but the catch is
you are vulnerable while queuing up targets. They will end up being one of the
strongest attacks in your arsenal, especially later in the game once you have
leveled a Shotlock up all the way.

Okay, you are now almost done. All that's left is for you to have a proper
sparring match with one of the main characters against another one. So choose
anyone you want and have fun. It doesn't matter if you win or lose - this is
just for practice. After you are done with sparring, head over to the nearby
save point and save the game. Congratulations, you have completed the tutorial!
No three-hour tutorial marathons this time!

Character Selection:
--------------------

You will now have to choose one of the three characters to control. Each
character has his or her own interconnected story, and you will need to do all
of them to finish the game properly. Right now, you are deciding where to
begin:

  Terra: Strong but a little slow, Terra specializes in earth magic and in
         darkness-based melee attacks.
  Ven: The opposite of Terra, Ven is fast but physically weak, specializing in
       wind and light magic.
  Aqua: Aqua is a pure magic specialist.

Once you have made your decision, you will be given a new save game for that
character. DO NOT OVERWRITE THIS SAVE GAME when you switch characters!

You can do the three stories in whatever order you want (or even do some at the
same time, although I don't recommend that), but this guide will be written in
the order Terra -> Ven -> Aqua, which is what series creator Tetsuya Nomura
recommended for story purposes.


===============================================================================
  [WLK:P2] Prologue: How the walkthrough is organized
===============================================================================


Alright, ready to go?

Well, first let me explain a little bit about how I organize the walkthrough
sections. For each world, I will begin with a section that looks like this:

+--TREASURE CHESTS------------------------------------------------------------+
| ...                                                                         |
+--STICKERS-------------------------------------------------------------------+
| ...                                                                         |
+-----------------------------------------------------------------------------+
| PRIZE PODS: ...                                                             |
+-----------------------------------------------------------------------------+

You should be able to use this as a quick reference to find everything of
interest in the world. I hope this will be a very useful reference if you are
going for full journal completion, or if you are going for the secret move on
Normal Difficulty.

My list will always start with treasure chests, listed in the same order as
they appear in your journal. This means you should be able to quickly look up
the location and contents of any chest you are missing. My descriptions will
usually be in terms of compass directions. These directions might not mean
much to you at first, but you will get a map for each world, and that should
make the directions a lot easier to follow.

The stickers are new content for the international version of Birth By Sleep,
and I do not yet have all the details on them. I do have the basic locations
and the sticker names, but I do not have the journal order. I will update this
in the future once I get a chance to actually play through the game. Please
see the Stickers section (COL:ST) for more information on prizes you can get
from collecting these guys.

Now, on to Prize Pods. These guys are rare "enemies" that fly around without
attacking. Every time you hit one of them, it will drop an ice cream
ingredient. Which ingredient you get depends on which world you are in. Once
you reach Disney Town, you will be able to trade these ingredients in for
prizes, including one of the best Keyblades in the game. See the Ice Cream Shop
Section (COL:IS) for more details. In the meantime, remember to keep an eye out
for these guys!

Note: In most worlds, the Prize Pods only show up sometimes. If you do not see
them even when you are in the right place, leave the area and come back until
they appear. However, after you see the Prize Pods in a world once, they will
not reappear until you leave the entire world.

Finally, I will sometimes have a MISCELLANEOUS section next to the PRIZE PODS
section. This corresponds to extra optional bonuses that you can get above and
beyond everything else. I just separate them out so you won't miss them.

Okay, that's everything. Good hunting!


*******************************************************************************
 _  __ _   _                                                       _  __ _   _
| |/ /| |_| | =================================================== | |/ /| |_| |
|   / |  _  |                  SECTION 2 [WLK:T]                  |   / |  _  |
| \ \ | | | |             WALKTHROUGH: TERRA'S STORY              | \ \ | | | |
|_|\_\|_| |_| =================================================== |_|\_\|_| |_|

*******************************************************************************


===============================================================================
  [WLK:T0] Terra's Story: Land of Departure
===============================================================================


The real story begins with Terra and Aqua attempting the test to become
Keyblade masters. Right away, there is a problem though:

+-BOSS FIGHT: BERSERK ORBS----------------------------------------------------+
| Reward: HP BOOST, CRITICAL IMPACT COMMAND STYLE                             |
|                                                                             |
| These guys have two attacks:                                                |
|                                                                             |
|  Attack 1: Fly back and forth damaging you if you are close. This does not  |
|            do much damage.                                                  |
|  Attack 2: Slowly sweep lasers across the room.                             |
|                                                                             |
| The only trick for this fight is to use fast attacks because the orbs move  |
| around so much. For Terra, this means basic X attacks are usually better    |
| than battle commands. If an orb uses the laser attack, evade it as best you |
| can and then when there's an opening, hit the orb to make it stop.          |
+-----------------------------------------------------------------------------+

The main reward for winning this battle is the Critical Impact command style.
After filling up your Command Gauge with at least one or two uses of a battle
command, you will now switch styles instead of using your basic finisher. As
the game goes on, you will find other finish commands and other command
styles as well. Which finisher you use is chosen in the out-of-combat menu, but
which command style you get is determined by what kinds of battle commands you
used right before-hand.

Anyway, once the Berserk Orbs are down, there will be another cutscene and then
off you go! As an additional reward for clearing the Land of Departure, you
will gain access to the KEYBLADE BOARD, which you can try out any time you
like. (See the Command Board Section MIN:CB for more information.) You will
also get the VEN and AQUA D-LINKS.

Using D-Links will temporarily change your battle commands and finish command.
D-Links are actually very strong in the first half of the game, so don't forget
to use them! In particular, USING A D-LINK WILL HEAL YOU COMPLETELY! Bear this
in mind since the Cure spell can only be attained during the first world via
the Command Board (and it will probably take a few tries). The Aqua D-Link is
especially useful since she has Cura from the start.


===============================================================================
  [WLK:T1] Terra's Story: Enchanted Dominion
===============================================================================


With the Land of Departure cleared, you will find yourself in space on your
Keyblade bike. Only one new world will be accessible for now, so head over
there. It is the Enchanted Dominion. If you have not already read Section
WLK:P2, now would be a good time to take a look. It will help you understand
the information I provide for each world:

+--TREASURE CHESTS------------------------------------------------------------+
| POTION: Waterside, South end                                                |
| PULSING CRYSTAL: Waterside, West side (halfway through the room)            |
| BLIZZARD: Forest Clearing, Southeast corner                                 |
| ZERO GRAVITY: Audience Chamber, Northwest corner                            |
| ETHER: Audience Chamber, West side by the stairs                            |
| POTION: Audience Chamber, Southeast corner                                  |
| ETHER: Hallway, Northeast corner                                            |
| ENCHANTED DOMINION MAP: Aurora's Chamber, Southeast corner                  |
| SLEEP: Tower Room, Southwest corner                                         |
| ATTACK RECIPE: Tower Room, Northwest corner                                 |
+--STICKERS-------------------------------------------------------------------+
| BALLOON STICKER: Forest Clearing, Southwest corner                          |
| HUEY STICKER: Audience Chamber, Center (high in the air)                    |
| FLYING BALLOON STICKER: Tower Room, West side                               |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (BIJOU BEAN and ROSE HONEY)                                     |
|   At the north end of the Waterside area, after you have been past the      |
|   Bridge at least once. If they do not appear right away, leave the area    |
|   and come back.                                                            |
+-----------------------------------------------------------------------------+

As soon as you land in the Enchanted Dominion, you will be thrust into a forced
battle against the Unversed. If Terra is your first character, you might find
this a little challenging. There are three things you should be using regularly
to give yourself an edge:

  - Shotlocks. Press L+R. You are vulnerable when charging but other than that,
    Shotlocks are the strongest and safest attacks in the game.
  - D-Links, especially with Aqua so that you can use her Cure ability. Press
    right on the directional pad to switch to the D-Link menu.
  - Critical Impact and/or finish commands. These are activated whenever your
    Command Gauge fills up. Which one you get depends on whether you have been
    using battle commands or just attacking.

You can only use Shotlocks when your Focus Gauge is full, and you can only use
D-Links when your D-Link Gauge is full, but don't worry: these bars both fill
up fast. Also, you probably want to level up your D-Links, and you can only do
that by using them!

For the rest of the world, you will be able to pick and choose your fights. I
recommend being pretty thorough though, both in terms of picking up chests (see
the list I gave above) and killing enemies. The first boss is nasty, and it
will help if you have gained a few levels. If you want a challenge, you can
deliberately keep your level low, but don't blame me if you find it hard!

Begin by following the Unversed to the Bridge where you will meet Maleficent.
From there, enter the castle and climb up to Aurora's Chamber. After a
cutscene, you will be given the MALEFICENT D-LINK. Get the chests here and in
the Tower Room, and then head back to the Audience Chamber to meet Terra's
first real boss!

+--BOSS FIGHT: WHEEL MASTER---------------------------------------------------+
| HP: 400 (200 for each arm), Strength: 7, Defense: 3                         |
| Status effect vulnerabilities: Ignite, Poison                               |
| Elemental weaknesses: 150% damage from fire                                 |
| Elemental resistances: None                                                 |
| Reward: DECK COMMAND SLOT, DIAMOND DUST COMMAND STYLE                       |
|                                                                             |
| It's the evil spinning wheel of doom! He's also pretty hard, so get ready.  |
| In particular, it would be a good idea to have some sort of healing         |
| available. If you have not already gotten Cure from the Command Board       |
| mini-game, your best option is to equip a Potion, or max out your D-Link    |
| Gauge so that you can use that. Aqua is always a good choice, but Ven works |
| too.                                                                        |
|                                                                             |
| The Wheel Master starts with the following attacks:                         |
|                                                                             |
|  Attack 1: Jump into the air and land with a shockwave. You can avoid this  |
|            by jumping so that you are in the air when he lands, or just by  |
|            being far away.                                                  |
|  Attack 2: Take a long windup and then throw his wheel at you. Slide is a   |
|            good way to avoid this. Afterwards, the wheel will just lie on   |
|            the ground, and the Wheel Master won't be able to attack you     |
|            with anything other than the jump until he picks it up again.    |
|            Use this opportunity to hit him back!                            |
|  Attack 3: Charge up his grapple hand, and then shoot a thread at you. If   |
|            you get hit, mash X to break free. In the meantime, you will     |
|            take damage and be sucked in. Use Block to avoid this attack, or |
|            just stay far away.                                              |
|  Attack 4: Swing his arms in a circle, hitting you if you are close. Just   |
|            stay out of range.                                               |
|                                                                             |
| During this phase, the safest options are either to go in for quick jump    |
| attacks after each jump by the Wheel Master, backing off if he attacks, or  |
| you can be patient and wait for him to throw his wheel before going in. At  |
| some point, he will fall over and drop HP balls. Keep hitting him!          |
|                                                                             |
| Eventually, the Wheel Master will get mad, glowing purple and damaging you  |
| if you are nearby. He will then start regularly charging towards you. This  |
| is fast and very painful, so you will want to block it. Just remember that  |
| Block doesn't last forever, so if the Wheel Master charges past you, let go |
| of Block, and then press it again when he comes back. Otherwise, this part  |
| is similar to the rest of the fight. Also be sure you have him targeted     |
| with L+R during this time. Block only works if you are facing the enemy,    |
| but L+R keeps you facing the right way.                                     |
|                                                                             |
| If you are having trouble, remember to set yourself up so you can heal. And |
| also be sure to use Shotlocks and Critical Impact where possible. Good      |
| luck!                                                                       |
|                                                                             |
| By the way, you can destroy the wheel and the spindle separately from the   |
| boss, but I don't recommend going out of your way to do so. (It is when you |
| destroy one of these pieces that the Wheel Master glows purple and goes     |
| berserk.)                                                                   |
+-----------------------------------------------------------------------------+

As a reward, you will get a Deck Command Slot, which lets you equip another
battle command, and the Diamond Dust command style, which is an alternative to
Critical Impact, activated by using lots of cold attacks. You will also get the
FAIRY STARS KEYBLADE.

Before moving onto the next world, you might want to briefly return to the
Waterside area to try your hand at the Prize Pods.


===============================================================================
  [WLK:TI] Terra's Story: Interlude
===============================================================================


With the Enchanted Dominion clear, you will now have a choice of where to go
next. The map points out two major story worlds that you can go to: the Castle
of Dreams and the Dwarf Woodlands.

Here are some other things you can do at any point:
  - Go back to the Land of Departure and pick up the four chests that are
    there.
  - Go to the Mirage Arena (the far left world) and try entering a tournament.
    Most likely you will lose at this stage, but it's still fun.
  - Play a round on the Command Board (see Section MIN:CB). This optional
    mini-game gives you a few abilities that you cannot easily get in other
    ways, and it also helps level up whatever abilities you already have.
  - Synthesize some new abilities with Command Melding (see Section COL:CM). In
    addition to upgrading your commands, this gives you some very handy passive
    abilities that cannot be gotten in any other way.


===============================================================================
  [WLK:T2] Terra's Story: Land of Departure
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| PULSING CRYSTAL: Mountain Path, Near the top exit                           |
| HI-POTION: Mountain Path, Near the top exit                                 |
| STOP: Mountain Path, Near the bottom exit                                   |
| SOOTHING CRYSTAL: Summit, Near the flags                                    |
+-----------------------------------------------------------------------------+

The only thing to do here is to pick up the chests in areas you explored during
the tutorial.


===============================================================================
  [WLK:T3] Terra's Story: Castle of Dreams
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| THUNDERSTORM: The Chateau, Southeast corner                                 |
| PULSING CYSTAL: Palace Courtyard, Northeast corner next to the stairs       |
| WELLSPRING CRYSTAL: Palace Courtyard, Northwest corner past the stairs      |
| SLOW: Palace Courtyard, Southeast corner                                    |
| CASTLE OF DREAMS MAP: Palace Courtyard, West side                           |
| FLEETING CRYSTAL: Ballroom Balcony (come through the Antechamber)           |
| STRIKE RAID: Foyer, West side                                               |
| POTION: Foyer, Under the balcony just east of the stairs                    |
| HI-POTION: Foyer, Northwest corner                                          |
| SOOTHING CRYSTAL: Foyer, Southeast corner of the top balcony                |
| THUNDER: Antechamber, Southeast corner                                      |
+--STICKERS-------------------------------------------------------------------+
| TRAFFIC CONE STICKER: The Chateau, Southeast corner                         |
| FLYING BALLOON STICKER: Passage                                             |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (BIRTHDAY CAKE and CRYSTAL SUGAR)                               |
|   In the middle of the pool in the Place Courtyard, after clearing a group  |
|   of Red Hot Chilis. If more Red Hot Chilis appear instead of the Prize     |
|   Pods, leave the area and come back.                                       |
+-----------------------------------------------------------------------------+

Like the Enchanted Dominion, this world begins with a mandatory battle against
the Unversed. Once that is taken care of, head southeast towards The Chateau to
pick up Thunderstorm and the Traffic Cone Sticker. Then go back north towards
the Palace Courtyard and meet Cinderella by the large staircase.

+--BOSS FIGHT: CINDERELLA ESCORT----------------------------------------------+
| Reward: COUNTER HAMMER                                                      |
|                                                                             |
| You have to escort Cinderella through two large rooms that are swarming     |
| with Unversed, and just when you start to get things under control, she is  |
| going to run on ahead and get attacked more. Good luck!                     |
|                                                                             |
| The main threat here is to Cinderella, not to you, so make sure all your    |
| battle commands are offensive in nature. In particular, disabling abilities |
| like Sleep, Stop and Slow are good to give you some time in difficult       |
| fights. Cold abilities are also good because using them will activate the   |
| extremely powerful Diamond Dust command style. (I used Blizzard Edge, which |
| can be charged from Quick Blitz and Blizzard.)                              |
|                                                                             |
| While the escort is going on, you will sometimes get the option to press    |
| Square to block Cinderella from an attack. This is almost always good to do |
| if you get the chance, but you can't rely on it completely. Attacks will    |
| eventually come too fast and not give you a chance to counter. The key is   |
| to be aggressive, using strong battle commands early and often, and         |
| hopefully spending a lot of your time in Diamond Dust form. If you ever     |
| clear all visible enemies, IMMEDIATELY run ahead of Cinderella until more   |
| enemies appear. If you can get them to attack you instead of her, that is a |
| big help.                                                                   |
|                                                                             |
| If you are having trouble, you can always take a break to level up or to    |
| charge stronger battle commands.                                            |
+-----------------------------------------------------------------------------+

Your reward for the escort is the extremely useful Counter Hammer ability. Be
sure to equip this. Now any time you successfully block an attack, you will be
able to follow it with a strong area-of-effect counter-attack.

With Cinderella safely dancing away, pick up the chests in the Foyer area and
head east to the Antechamber. There is another boss fight in the next room, so
if you do not already have Cure, now is a good time to pick it up from the
Moogle Store.

+--BOSS FIGHT: SYMPHONY MASTER------------------------------------------------+
| HP: 450 (200 for each instrument), Strength: 8, Defense: 3                  |
| Body status effect vulnerabilities: Ignite, Poison                          |
| Instrument status effect vulnerabilities: Freeze, Mini, Confuse, Stop, Zero |
|                                           Gravity, Magnet                   |
| Elemental weaknesses: Violin takes 150% damage from fire                    |
|                       Trumpet takes 150% damage from blizzard               |
| Elemental resistances: Drum takes 50% damage from thunder                   |
| Reward: DECK COMMAND SLOT, HP BOOST                                         |
|                                                                             |
| This guy is actually pretty easy. For the most part, he will float around   |
| slowly and get his three instruments to periodically attack you. If all of  |
| them come out and surround you, this is the dangerous attack. Use Block to  |
| protect yourself when they charge. If a single instrument comes out, just   |
| start attacking it. By positioning yourself right, you should be able to    |
| knock it away from the Symphony Master and then kill it or almost kill it   |
| before it returns. Occasionally, the Symphony Master will attack directly   |
| with a spray of lasers but these are usually very easy to dodge.            |
|                                                                             |
| I like to patiently wait for the instruments to come out, kill them one at  |
| a time, and then when there's only one instrument left, run in and kill it. |
| You can be more aggressive if you like, but you will almost certainly take  |
| some damage if you run in while the instruments are all there.              |
|                                                                             |
| If you kill all the instruments, then the Symphony Master will gain two new |
| attacks. First, he can jump and land with a shockwave. (As with the Wheel   |
| Master, you can jump to avoid this.) Second, he can throw his conductor's   |
| baton like a boomerang. Neither attack is a major threat. Just keep         |
| pounding away until the Symphony Master dies, healing if necessary. As with |
| the Wheel Master, this guy will glow purple after taking a certain amount   |
| of damage. Back off for a bit while this happens, or you will get hit.      |
+-----------------------------------------------------------------------------+

When the fight is over, you will also get the STROKE OF MIDNIGHT KEYBLADE, the
CINDERELLA D-LINK, and access to the ROYAL BOARD. You might also want to return
to the world quickly and go back to the room where you fought the Symphony
Master (via the Antechamber) to pick up the final chest.


===============================================================================
  [WLK:T4] Terra's Story: Dwarf Woodlands
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| BALLOON LETTER: Vault, South side just west of the central platform         |
| ETHER: Vault, South side near the east exit                                 |
| POTION: Vault, North side on the ledge                                      |
| FLAME SALVO: Vault, South side on the central platform                      |
| POTION: Underground Waterway, Southeast corner (past the first locked       |
|         grate)                                                              |
| BLOCK RECIPE: Underground Waterway, West side (past the second locked       |
|               grate)                                                        |
| POISON EDGE: Underground Waterway, Northwest corner (past the third locked  |
|              grate)                                                         |
| FIRE: Underground Waterway, Northwest corner (past the third locked gate)   |
| FISSION FIRAGA: Courtyard, Northwest corner on a platform (need High Jump,  |
|                 Air Slide, Sliding Dash, or equivalent)                     |
| POTION: Courtyard, Northeast corner                                         |
| DWARF WOODLANDS MAP: Courtyard, Northwest corner on the ground              |
| SOOTHING CRYSTAL: Courtyard, Northwest corner on the stairs                 |
| HUNGRY CRYSTAL: Flower Glade, Northwest corner                              |
+--STICKERS-------------------------------------------------------------------+
| LOUIE STICKER: Underground Waterway, Southwest corner                       |
| BALLOON STICKER: Flower Glade, Northeast corner                             |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (NUTTY NUT and GASPBERRY)                                       |
|   On the ledge with the chests in the northeast corner of the Underground   |
|   Waterway area, past the third locked gate. Once you have High Jump, you   |
|   can get there directly from the north exit. If you see Red Hot Chilis     |
|   instead of Prize Pods, you may have to leave the entire world before they |
|   will have another chance to appear.                                       |
+-----------------------------------------------------------------------------+

This world begins with the queen asking Terra to more-or-less kill Snow White.
Even after seeing the Aurora episode, you don't think Terra would actually do
that, do you? Only one way to find out!

The first room you go into is called the Vault. There are some jugs here that
are constantly changing color. If you hit one of these jugs while it is green,
it will recharge your health; if you hit it while it is blue, it will recharge
your D-Link bar; and if you hit it while it is red, it will explode, damaging
both you and any nearby enemies! Plan accordingly. You will also run across
some nasty Unversed that disguise themselves as treasure chests, so watch out
for those!

To advance, you will have to walk up to the steam jet a little ways to the
right of the entrance. This will propel you up to the north platform and the
exit. There is another steam jet that will propel you up to the central
platform, but it is inactive for now.

The next room has a couple looms (spinning wheels). If you hit one of these,
it will open up one of the grates for a short time and you will be able to run
through. The first loom opens the route to the second loom, and the second loom
opens TWO grates (the second grate is in the room behind the first grate). You
will have to hurry to get all the way through, but you can try as many times as
you want. If you get through everything, you will get several nice treasures,
including the FIRE spell, and you will also find the world's Prize Pods. With
the Fire spell, you can now go back to the Vault and cast Fire on the engine
next to the inactive steam jet. This will activate the steam jet and let you
get up to the central platform to pick up FLAME SALVO.

Once outside, you can pick up the DWARF WOODLANDS MAP and then head out to meet
Snow White.

+--BOSS FIGHT: UNVERSED NEAR SNOW WHITE---------------------------------------+
| Reward: AIR SLIDE                                                           |
|                                                                             |
| There are a lot of enemies here, but they aren't unusually powerful. If you |
| are having trouble, you might want to consider leveling up a little. Or if  |
| the problem is you have no healing, go buy the Cure spell.                  |
+-----------------------------------------------------------------------------+

Be sure to equip this new Air Slide ability. It allows you to dash forward
while in the air by pushing Square. If you are patient, you can use this to
pick up the final treasure chest in the Courtyard. Go to the top of the stairs,
jump and Air Slide around the corner to get onto the wall. Then jump onto the
top of the archway, and finally jump and Air Slide across to the platform in
the northwest corner. If you are having trouble, you can always come back later
when you have High Jump and/or a higher level Air Slide. You can also try using
Sliding Dash instead of Air Slide.

Once you are ready, head back to the Magic Mirror Chamber and the boss fight
for the world.

+--BOSS FIGHT: SPIRIT OF THE MAGIC MIRROR-------------------------------------+
| HP: 300, Strength: 11, Defense: 4                                           |
| Status effect vulnerabilities: Stun, Poison, Sleep                          |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: HP BOOST, FIRE STORM COMMAND STYLE                                  |
|                                                                             |
| This is a rather atmospheric fight inside the heart of the magic mirror.    |
| You will have to deal with the following attacks:                           |
|                                                                             |
|  Attack 1: The spirit flies towards you, either directly or in a zigzag     |
|            pattern. Use Block to avoid taking damage.                       |
|  Attack 2: The spirit flies overhead shooting fireballs towards you. Use    |
|            Slide to avoid the fireballs. Block is hard to use because the   |
|            fireballs might come at you from behind.                         |
|  Attack 3: Huge rows of spirits appear on either side of you, and they all  |
|            spit out fireballs. Just run (don't slide) directly forwards     |
|            along the line to avoid all projectiles. If you happen to notice |
|            that one of the spirits is smiling, then that is the real one.   |
|            Run up and combo it to stop the attack. Alternatively, you can   |
|            just keep running forward and the attack will end eventually.    |
|  Attack 4: Copies of the spirit appear and start spinning around you,       |
|            eventually shooting out a salvo of fireballs. Use Slide to avoid |
|            this. After dodging one salvo, you will be able to attack back.  |
|            Look for the spirit that is smiling (also the only spirit that   |
|            you can target with L+R), and run up to hit it after the spirits |
|            stop to attack the SECOND time. If you try to attack the first   |
|            time, you will just get hit.                                     |
|                                                                             |
| When the spirit is not doing any of these attacks, it is safe to go on the  |
| offensive. If you're lucky, you'll stun it and knock it to the ground. Once |
| the spirit starts doing something though, avoid the attack as explained     |
| above. There is no reason to take any damage if you are careful.            |
|                                                                             |
| One annoyance is the game sometimes lags during attack #3. This is the main |
| reason why it is better to walk than to slide. If you have not done so      |
| already, now would also be a good time to switch to 333 MHz in the Options  |
| menu. That will help with lag (although it will drain your batteries a      |
| little faster).                                                             |
|                                                                             |
| Note: If you have done Aqua's story already, this fight is almost but not   |
|       completely identical to her version. Attack #2 here is new, replacing |
|       the ice bolt attack used against Aqua. Also, you should use Slide     |
|       instead of Block/Barrier for dodging attack #4. Everything else is    |
|       the same.                                                             |
+-----------------------------------------------------------------------------+

You will also get the TREASURE TROVE KEYBLADE.


===============================================================================
  [WLK:T5] Terra's Story: Mysterious Tower and Mysterious Wilderness
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| PULSING CRYSTAL: Mysterious Tower, Furthest point from the entrance         |
| BALLOON LETTER: Mysterious Tower, Left of the entrance                      |
| CURE: Mysterious Tower, Right of the entrance                               |
| MAGIC RECIPE: Tower: Entrance, Behind the stairs                            |
+--STICKERS-------------------------------------------------------------------+
| BALLOON STICKER: Sorcerer's Chamber                                         |
+-----------------------------------------------------------------------------+

The Mysterious Tower is more a plot-related interlude than a full world unto
itself. Pick up the treasure chests outside the tower and in its entrance, then
go up the stairs to talk to Master Yen Sid.

Now head to the next world and you will be treated to a more interesting
conversation with Master Xehanort. What parts of his story can you believe, and
what parts are lies? You will have to decide that for yourself!


===============================================================================
  [WLK:T6] Terra's Story: Radiant Garden
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| FIRA: Outer Gardens, Northeast corner of the plaza area                     |
| PULSING CRYSTAL: Outer Gardens, Southwest corner of the plaza area          |
| POTION: Central Square, Northeast corner                                    |
| HI-POTION: Central Square, Southwest corner                                 |
| ESUNA: Aqueduct, Northeast corner along the outer wall                      |
| BLACKOUT: Aqueduct, North end on the top level                              |
| HI-POTION: Aqueduct, South end in a nook off the main bridge                |
| RADIANT GARDEN MAP: Castle Town, Northwest corner                           |
| PANACEA: Fountain Court, Southwest corner                                   |
| THUNDER SURGE: Fountain Court, Northeast corner on the platform             |
| FLEETING CRYSTAL: Fountain Court, Northeast corner on the platform          |
| SHIMMERING CRYSTAL: Merlin's House, Southwest corner                        |
| MEGA-POTION: Purification Facility, North end (must complete the world      |
|              first)                                                         |
| CHAOS CRYSTAL: Purification Facility, Southeast corner (see above)          |
+--STICKERS-------------------------------------------------------------------+
| FLYING BALLOON STICKER: Central Square, North end                           |
| DALE STICKER: Fountain Court, Southeast corner                              |
| AIRPLANE STICKER: Outer Gardens, South end                                  |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Examine the book in Merlin's house to unlock the HUNNY POT   |
|                BOARD.                                                       |
| PRIZE PODS: (SOY MILK, ROCKET SODA, and NEBULA NECTAR)                      |
|   In the northeast nook along the water in the Fountain Court. You will     |
|   have to clear a group of four Blue Sea Salts first.                       |
+-----------------------------------------------------------------------------+

After a short introduction, you will be deposited in the Central Square for
another fight against the Unversed. This fight is a little harder than normal
though, because of the addition of two new enemies:

 - The Chrono Twister looks like a giant hourglass, and is one of the nastiest
   enemies in the game. Even at long range, it can stop time for you until you
   escape by wiggling the analog stick. Needless to say, this is very bad. The
   trick is the Chrono Twister will use this ability only when all of its sand
   falls into the bottom half. When that is closing to happening, hit it with
   the Keyblade to turn it upside-down and reset the timer!

 - The red and black balloon monsters (Tank Topplers) are also annoying. If you
   attack them normally, you will not be able to kill them. They will turn
   invincible at low health and then roll around before exploding. If that
   happens, slide away to avoid getting hit. You can prevent this nuisance
   altogether by hitting the Tank Topplers from behind. This will release their
   air and make them an easy target.

Once this fight is done, pick up the two chests in the Central Square and head
out to the Castle Town. After a short cutscene with Merlin, be sure to examine
the book in his house to unlock the HUNNY POT BOARD. Now head outside again and
follow the giant Unversed to the north.

The next area is called the Fountain Court, and you will need to jump into the
water jets to get propelled upwards towards the exit. To get the chests in the
northeast corner, jump from the central platform on the third level down to
the water jet on the east platform on the second level. This water jet can take
you all the way up to the east platform on the highest level.

Go through one more pretty straightforward room, and then it's time for a boss
fight.

+--BOSS FIGHT: TRINITY ARMOR--------------------------------------------------+
| HP: 800 for each piece, Strength: 14, Defense: 6                            |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: HP BOOST, ROCK BREAKER COMMAND STYLE                                |
|                                                                             |
| If you have played other Kingdom Hearts games, you probably remember the    |
| Guard Armor. Well, this guy is an updated version of that boss. Basically,  |
| he has separate legs, arms, and head, and you need to kill them one at a    |
| time.                                                                       |
|                                                                             |
| At the beginning of the fight, the pieces are all attached, and the Trinity |
| Armor will use the following attacks in order:                              |
|                                                                             |
|  Attack 1: Shoot fireballs up into the sky. These will land on the ground   |
|            where you and your allies were standing a couple seconds ago,    |
|            and they will explode into more fireballs on contact. While the  |
|            fireballs are being shot up, you should have time for two quick  |
|            combos. After that, immediately start moving so you are not hit. |
|  Attack 2: Fly directly at you (or one of your allies) in a ramming attack. |
|            The Trinity Armor will do this three times in a row. Use Block   |
|            to avoid this.                                                   |
|  Attack 3: Move to the center of the room, charge up a huge laser, and send |
|            it back and forth in a sweeping motion around the room. While    |
|            the Trinity Armor is moving and while it is charging the laser,  |
|            you should have time to hit it a bunch. Once the laser is out,   |
|            use Slide to run right THROUGH it as it sweeps by. You are       |
|            invincible while the slide is happening! You can also just       |
|            always stay behind the Trinity Armor while he is shooting, but   |
|            that's boring.                                                   |
|                                                                             |
| After these three attacks (or earlier, if your damage output is very good), |
| the Trinity Armor will split into pieces, and you will have time to do a    |
| little more damage before the next attack. I don't think there's anything   |
| random in what the boss does at this point, but the attack order depends on |
| what you've destroyed, so it's a bit complicated. I will just list the      |
| options:                                                                    |
|                                                                             |
|  Attack 1: All pieces of the Trinity Armor start spinning rapidly across    |
|            the room. If you get hit by one, you will take heavy damage. I   |
|            recommend going into a corner and protecting yourself with Block |
|            while this attack happens. If you have a high-level Shotlock,    |
|            you can also use that to give yourself temporary invincibility.  |
|  Attack 2: The pieces might just do their own thing. The legs stomp around, |
|            and the head and arms fly around. This is a good time to attack. |
|            You might take a little damage here or there, but it won't hurt  |
|            too much.                                                        |
|  Attack 3: If at least two pieces are alive, they might slowly circle       |
|            around the room, shooting a constant lightning beam towards the  |
|            center. This attack looks scary but is actually not too bad. Run |
|            to the outside of the room, and attack whichever piece of the    |
|            Trinity Armor is moving towards you.                             |
|  Attack 4: The head might shoot fireballs or lasers all over the place. I   |
|            recommend just evading while this happens. This often seems to   |
|            be followed by attack #1 (where the armor pieces spin around),   |
|            so be ready.                                                     |
|  Attack 5: The remaining pieces of the Trinity Armor might fuse together    |
|            and do the giant laser again (attack #3 in the first list). If   |
|            only the head is left during this attack, you can stand directly |
|            underneath it and pelt it with magic. The laser will go right    |
|            over your head!                                                  |
|                                                                             |
| In general, watch out for the spinning attack (#1 in the second list), the  |
| giant laser (#3 in the first list), and the fireball/laser sprays (#4 in    |
| the second list). The rest you can probably handle without too much danger. |
| By the way, you have to destroy the head last. It will stop taking damage   |
| at some point if the other pieces are left alive, so if that happens, just  |
| switch targets.                                                             |
|                                                                             |
| Good luck! You will be doing this fight at least three times throughout the |
| course of the game, so I hope you like it!                                  |
+-----------------------------------------------------------------------------+

After the fight, you will also get a DISNEY TOWN PASS. Then, it's rash
decision time, and you will find yourself needing to rescue Master Xehanort.
(You don't seriously believe Braig's story, do you?) Anyway, head back to the
start room, and out the south exit to reach the Castle Garden and then Braig.

+--BOSS FIGHT: BRAIG----------------------------------------------------------+
| HP: 600, Strength: 14, Defense: 6                                           |
| Status effect vulnerabilities: Ignite, Poison, Sleep                        |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: DECK COMMAND SLOT                                                   |
|                                                                             |
| This fight is very long but the pattern is not all that difficult. Braig    |
| begins by teleporting to the upper platform and firing lasers at you. Just  |
| keep moving to avoid his attacks and wait until he comes back down. You can |
| also block his shots back at him here if you time it right.                 |
|                                                                             |
| For the most part, Braig will now teleport around, shoot two volleys at     |
| you, and then stop to reload. You should walk to the side (do not slide) to |
| avoid the first volley, and then slide up next to Braig to avoid the        |
| second. This will leave you in a good position to counter-attack. Braig can |
| also charge up a large dark beam. Just back off and slide to avoid it. If   |
| you are fast, you can also hit him while he's charging (but not after).     |
|                                                                             |
| After this continues for a while, Braig will teleport, stand there for a    |
| bit without doing anything, teleport again, and then run around you in a    |
| circle, firing as he goes. If you are ready, you can avoid this with Slide, |
| with Block, or just by running out of the way, but if he hits you at the    |
| start, he will combo you for a lot of damage. This is Braig's most          |
| dangerous move, so play defensively soon as he does the tell-tale teleport  |
| without attacking.                                                          |
|                                                                             |
| After this, Braig teleports up top and the fight repeats.                   |
|                                                                             |
| Just be patient, avoid the running+firing attack, and you should be fine.   |
| When you heal, try to do it while Braig reloads. You really don't want him  |
| to interrupt your heal with a quick volley. I also recommend using          |
| Shotlocks early and often here to speed things up.                          |
+-----------------------------------------------------------------------------+

After the fight is over, there will be a couple more cutscenes and you will get
the BLACK VOLLEY Shotlock and XEHANORT'S REPORT 2. Be sure to come back to the
world afterwards to grab the two chests in the Purification Facility where you
fought Braig.


===============================================================================
  [WLK:T7] Terra's Story: Disney Town
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| DISNEY TOWN MAP: Main Plaza, Southwest corner                               |
| POTION: Main Plaza, Northwest corner                                        |
| ABOUNDING CRYSTAL: Raceway, Northwest corner on the second level            |
| PAYBACK FANG: Raceway, Southeast corner on the bottom level                 |
| SLOT EDGE: Raceway, Rooftop (come from Pete's Playground)                   |
| PANACEA: Gizmo Gallery, Southwest corner on a platform (must activate the   |
|          machine to get it)                                                 |
| ACTION RECIPE: Gizmo Gallery, Northwest corner on a platform (must activate |
|                the machine to get it)                                       |
| CHAOS CRYSTAL: Gizmo Gallery, Northwest corner on a platform (must activate |
|                the machine to get it)                                       |
| THUNDER: Gizmo Gallery, Northwest corner on the bottom level                |
| THUNDER: Gizmo Gallery, Southwest corner on the bottom level                |
| ABSOLUTE ZERO: Gizmo Gallery, Platform north of the elevator (must activate |
|                the machine to get it)                                       |
| MEGA-POTION: Gizmo Gallery, Platform north of the elevator (must activate   |
|              the machine to get it)                                         |
| ZERO GRAVIRA: Pete's Rec Room, Alcove in the top left                       |
| AERIAL SLAM: Pete's Rec Room, Alcove in the top right                       |
| BREAK TIME: Pete's Rec Room, Central alcove behind a grate                  |
| CHAOS CRYSTAL: Pete's Rec Room, Central alcove above the grate (the one     |
|                near the top exit to the Raceway)                            |
+--STICKERS-------------------------------------------------------------------+
| TRAFFIC CONE STICKER: Raceway, Northwest corner                             |
| PETE STICKER: Gizmo Gallery, Southeast corner                               |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: There are prizes from Rumble Racing, Fruitball, Ice Cream    |
|                Beat, and the Ice Cream Shop. See the mini-game and          |
|                collectathon sections of the guide. Also, do a full combo on |
|                the mailbox in the northeast section of Main Plaza to get    |
|                CONFETTI.                                                    |
| PRIZE PODS: (PRICKLE PEPPER and TOONBASCO)                                  |
|   Go through the sewers and Pete's Rec Room to the rooftop in the Raceway.  |
|   From there, Air Slide across to a roof that is barely visible to the      |
|   northwest. The Prize Pods should appear after clearing a group of Blue    |
|   Sea Salts.                                                                |
+-----------------------------------------------------------------------------+

Disney Town is primarily a hub of mini-games. To complete the world, all you
need to do is win a round of Rumble Racing. But there are some nifty prizes you
can earn if you stick around longer. For more information on Rumble Racing and
the other mini-games located here (Fruitball, Ice Cream Beat, and the Ice Cream
Shop), see the mini-game and collectathon sections of this guide.

There are also a number of chests to pick up, quite apart from all the
mini-games. Their locations are very similar for each character, so if this is
not your first playthrough and if you remember what to do, feel free to skip
the rest of this section.

Most of these chests are hidden in the sewers. Go to Main Plaza and examine the
manhole cover to go down. In this area, you will see a giant machine with a
lightning bolt on it and a power gauge. You need to hit it a bunch with
Thunder-based attacks to charge it up. The charge will go back down over time
so you have to be fast, but the game gives you two THUNDER spells in the same
room to help you out. You can also use the Thunderbolt command style if you
have that already.

Once the machine is going, you can get on an elevator to reach the upper
levels. Jump on the moving hands and gears to move around up here and pick up
all the chests (see the list at the start). If you go south from the upper
level, you will also find a whole new area: Pete's Rec Room. Climb the stairs
and get on the glove to propel yourself out into a giant pinball machine!
Propelling yourself up is a little finicky: I think how far you go is based on
when you press O. If you look at Terra, you will see a circular signal that
keeps pulsing out from around him. I found it helped to press O around the time
this circle faded out. The shaft doesn't have walls all the way up, so you can
Air Slide out to the left even if you don't get all the way up.

Once in the pinball machine, you can bounce around and pick up lots of money.
Use L and R to hit the flippers and try to make it to the various alcoves to
pick up the chests. There is also a set of locked bars. To unlock them, you
need to smash into each of the four bumpers marked with a crown. Each time
you hit one of these bumpers, a light will go on near the bars, and eventually
they will retract. Go wild and have fun here! One of the alcoves in this area
also leads to the rooftops of the Raceway area where you can find yet another
treasure chest, as well as the Prize Pods for this world.

When you complete the world, you will get the TOON BOARD. If you have already
finished the world with the other two characters, you will also see an extra
cutscene where you are given the amusing but useless Million Dream Award.


===============================================================================
  [WLK:T8] Terra's Story: Olympus Coliseum
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| FIRE STRIKE: Coliseum Gates, Northeast corner                               |
| MEGA ATTACK RECIPE: Coliseum Gates, Nook just west of the north exit        |
| MEGA-POTION: Coliseum Gates, Southwest corner                               |
| OLYMPUS COLISEUM MAP: Vestibule, East Side                                  |
+--STICKERS-------------------------------------------------------------------+
| BALLOON STICKER: Coliseum Gates, Nook just east of the north exit           |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Talk to Hercules, and win a round of the Pot Breaker game    |
|                after the world is done to get SONIC BLADE. See Section      |
|                MIN:PB.                                                      |
| PRIZE PODS: (NUTTY NUT and THUNDERCRACKER)                                  |
|   In the southeast corner of the Town Near Thebes.                          |
+-----------------------------------------------------------------------------+

Disclaimer: I am listing Olympus Coliseum before Deep Space because its battle
            level is lower, but it is probably harder overall. If you are
            having trouble with Olympus Coliseum, go and do Deep Space first.
            Or alternatively, do a couple rounds in the Mirage Arena.

Olympus Coliseum opens up with a traditional battle against the Unversed. Watch
out for the new Buckle Bruisers here. They are immune to melee attacks from in
front (and they will counter-attack if you try to hit them this way), so either
attack from behind or use magic.

After a brief conversation with young Hercules, head out to the main Olympus
Coliseum and speak with Hades to enter the tournament.

+--BOSS FIGHT: COLISEUM TOURNAMENT--------------------------------------------+
| Reward: HP BOOST, SONIC IMPACT                                              |
|                                                                             |
| You will have to clear ten groups of Unversed without a break and with a    |
| time limit during each round. Here is the exact list of what you are up     |
| against:                                                                    |
|                                                                             |
|   Round 1: 3 Scrappers (30 seconds)                                         |
|   Round 2: 1 Bruiser and 1 Vile Phial (15 seconds)                          |
|   Round 3: 3 Spiderchests (30 seconds)                                      |
|   Round 4: 1 Buckle Bruiser (20 seconds)                                    |
|   Round 5: 5 Shoegazers (15 seconds)                                        |
|   Round 6: 2 Red Hot Chilis, 2 Blue Sea Salts, 2 Yellow Mustards, and 1 Axe |
|            Flapper (40 seconds)                                             |
|   Round 7: 3 Buckle Bruisers (40 seconds)                                   |
|   Round 8: 2 Chrono Twisters and 2 Monotruckers (30 seconds)                |
|   Round 9: 1 Bruiser and 5 Mandrakes (30 seconds)                           |
|   Round 10: 30 Jellyshades (30 seconds)                                     |
|                                                                             |
| The best thing you can do is to set up your command deck so that you have   |
| one healing spell and a bunch of strong attack commands. The best are       |
| effects that hit multiple targets (e.g. Thunder Surge) or group-disables    |
| (e.g. Zero Gravira). If you spam battle commands during these fights, you   |
| will also switch command styles, which helps a lot. In particular, if you   |
| manage to switch to Rock Breaker, you should be in great shape while it     |
| lasts.                                                                      |
|                                                                             |
| I found the toughest rounds to be 5, 7, and 10. In Round 5, the time limit  |
| is very short, so go all-out offense ASAP. For Round 7, you have a bunch of |
| time but the enemies have good defense. I recommend starting with a         |
| Shotlock to get around this. Finally, for round 10, the Jellyshades are     |
| actually pretty dangerous health-wise. Keep at full health and use          |
| multi-target damage spells if possible to wipe out several enemies at a     |
| time.                                                                       |
|                                                                             |
| Good luck!                                                                  |
+-----------------------------------------------------------------------------+

With the tournament out of the way, it is onto the boss fight. I recommend
equipping a Shotlock that you have leveled all the way to max, and NOT
equipping Sonic Impact quite yet. Trust me on this last one - Sonic Impact
sacrifices a lot of defense for a little offense, and you are going to want
good defense right now!

When you are ready, talk to Hades to continue.

+--BOSS FIGHT: ZACK ROUND 1---------------------------------------------------+
| HP: 600, Strength: 16, Defense: 9                                           |
| Status effect vulnerabilities: Stun, Freeze, Ignite, Poison, Zero Gravity   |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: NONE                                                                |
|                                                                             |
| Zack can do a bunch of damage, but he is easy to dodge if you are far away. |
| So if the fight is going badly, slide away and wait for your Cure spells to |
| recharge. You will have to deal with three kinds of attacks:                |
|                                                                             |
|   Swing: Zack runs towards you, and then does a regular sword combo. You    |
|          should block this with Square, and then do the counter-attack. You |
|          do not have time for a full combo afterwards though.               |
|   Dark Bolt: Zack shoots a homing bolt towards you along the ground. You    |
|              CAN block this, but it's better to slide past it to Zack, and  |
|              then do a regular combo.                                       |
|   Jump: Zack jumps up into the air and lands with a shockwave. This cannot  |
|         be blocked. (If you have already fought Zack with Aqua, take note - |
|         this is an important difference!) Walk or jump out of range, and    |
|         then go in for a combo after he lands. This is the trickiest attack |
|         Zack has, so you can also just back off entirely and not worry      |
|         about countering.                                                   |
|                                                                             |
| Keep your distance so you can see what attack's coming, and then counter it |
| as explained above.                                                         |
+-----------------------------------------------------------------------------+

So what was the big fuss, right? Well you're not done yet. With a little help
from our friend Hades, you get another round:

+--BOSS FIGHT: ZACK ROUND 2---------------------------------------------------+
| HP: 600, Strength: 16, Defense: 9                                           |
| Status effect vulnerabilities: Stun, Freeze, Ignite, Poison, Zero Gravity   |
| Elemental weaknesses: None                                                  |
| Elemental resistances: 50% damage from dark                                 |
| Reward: DECK COMMAND SLOT                                                   |
|                                                                             |
| Zack still uses all of his attacks from Round 1, but now he also has two    |
| new attacks:                                                                |
|                                                                             |
|   Hero's Pride: Zack does a rapid-fire series of teleporting slashes, then  |
|                 dive-bombs you with a shockwave attack.                     |
|   Meteor: Zack summons a bunch of meteors to fall on you from the sky.      |
|                                                                             |
| Okay, the real problem here is Hero's Pride. Zack uses it often, it does a  |
| ton of damage (enough for a one-hit KO at low levels), and it cannot be     |
| blocked or interrupted. If you are high enough level, you can take the hit  |
| and then heal afterwards, but be sure to avoid the nasty dive bomb at the   |
| end. (Mash the Square button so that you counter-attack the final slash.)   |
|                                                                             |
| The best way to actually dodge Hero's Pride is to repeatedly use Slide      |
| because it grants you temporary invincibility. Do *NOT* use Sonic Impact -  |
| it will not work! There is some chance you'll get hit anyway if you get     |
| unlucky with the timing, but this method is pretty reliable. Another option |
| I hinted at earlier is to use a Shotlock as soon as you see Zack charging   |
| up with dark energy. If your Shotlock is high level, you should be able to  |
| charge it up in time.                                                       |
|                                                                             |
| No matter how you survive Hero's Pride, Zack will be exhausted after he     |
| uses it. Take this opportunity to combo him. He will then usually do one or |
| maybe two other attacks before using Hero's Pride again. Counter the other  |
| attacks as normal but if you are doing the Shotlock strategy, get ready to  |
| use it as soon as you see Zack charging up. If Zack uses Meteor during this |
| time, just slide out of the way.                                            |
|                                                                             |
| Good luck! If you are having too much trouble, consider leveling up a bit.  |
| This is one of the harder fights in the game.                               |
+-----------------------------------------------------------------------------+

After the fight is over, you will also get the MARK OF A HERO KEYBLADE and the
ZACK D-LINK. You can return to the world and talk to Hercules to try the Pot
Breaker mini-game (see Section MIN:PB) and get SONIC BLADE.


===============================================================================
  [WLK:T9] Terra's Story: Deep Space
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| HIGH JUMP: Turo Prison Block, Middle compartment on the west wall           |
| BRUTAL BLAST: Turo Prison Block, South compartment on the east wall         |
| PULSING CRYSTAL: Turo Prison Block, North compartment on the west wall      |
| MEGA-EITHER: Turo Prison Block, Middle compartment on the east wall         |
| MEGA-POTION: Turo Prison Block, South compartment on the west wall          |
| DEEP SPACE MAP: Turo Transporter, East end                                  |
| HI-POTION: Durgon Transporter, Center                                       |
| ETHER: Ship Corridor, Northeast corner                                      |
| HI-POTION: Ship Corridor, Southeast corner                                  |
| PULSING CRYSTAL: Ship Corridor, South end (must complete the world first)   |
| WARP: Ship Corridor, Southwest end (must complete the world first)          |
| HI-POTION: Control Room, In the big central part                            |
| HUNGRY CRYSTAL: Ship Hub, Third level east end                              |
| MEGA-POTION: Ship Hub, Bottom level south end (gravity must be ON)          |
| FLEETING CRYSTAL: Ship Hub, Fourth level east end (gravity must be ON)      |
| THUNDARA: Launch Deck, High platform on the east side                       |
| ABOUNDING CRYSTAL: Launch Deck, Southeast corner (gravity must be ON)       |
| WELLSPRING CRYSTAL: Launch Deck, Northeast corner (gravity must be ON)      |
| MINE SQUARE: Machinery Bay Access, Southeast corner                         |
+--STICKERS-------------------------------------------------------------------+
| FLYING BALLOON STICKER: Turo Prison Block, Southeast corner                 |
| UFO STICKER: Ship Corridor, Southeast end                                   |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (BIZARRO BEAN and GALACTIC CARAMEL)                             |
|   At the south end of the Turo Prison Block.                                |
+-----------------------------------------------------------------------------+

Deep Space begins with a rather unusual "boss" fight:

+--BOSS FIGHT: JELLYSHADE ARMY ROUND 1----------------------------------------+
| Reward: HP BOOST                                                            |
|                                                                             |
| You have to fight a huge number of Jellyshades on your Keyblade bike. Your  |
| normal command deck is replaced with the following four fixed commands for  |
| this:                                                                       |
|                                                                             |
|   Triangle: Charge (a dash attack)                                          |
|   O: Jump                                                                   |
|   Square: Barrier (similar to Block but it works in all directions)         |
|   X: Skid Charge (a close range attack)                                     |
|                                                                             |
| As it turns out, the Jellyshades hardly attack at all here, so just run     |
| into them and mash Triangle. You'll be fine even at low levels. By the way, |
| I wouldn't bother with L+R targeting. There are too many guys - just attack |
| whatever's closest.                                                         |
+-----------------------------------------------------------------------------+

After the fight, you will be swallowed into a spaceship and then be given a
more traditional Unversed battle. From here, you will be left to explore the
Prison Block. There are five chests in the compartments, but you will need to
use the elevators along the walls to reach them. At this stage, the best way to
get all the chests is the following:

  - Go up the one elevator that touches the ground.
  - Go right from there to the northwest corner of the room.
  - Air Slide across to the northeast corner.
  - Work your way down to the southeast corner.
  - Finally, Air Slide back again to the southwest corner.

Once High Jump is leveled up more, you will also be able to get to the
southwest corner more directly. But for now, this is probably your only option.
At the very least, make sure you do get the HIGH JUMP ability before moving on.

You now have a fairly lengthy trek ahead of you. Go out to the next room, use
the transporter, and exit to the north to reach the Ship Exterior. You will be
on your bike again here. If you want to kill the enemies, I recommend moving to
one of the pillars in the corners. You will latch on automatically and you can
then dive off at high speed into the enemies. Mash X to take them down. It's
quite fun really. When you are ready to move on, keep heading north.

The next room is called the Launch Deck. First pick up the two chests on the
bottom floor, then jump up the blocks to head out the east exit into the
Machinery Bay Access where you can find one more chest. Now head back into the
Launch Deck and use the computer terminal to turn off gravity. Having the
gravity off will make it impossible to go out the east exit or to pick up the
chests I just mentioned, but you can always turn the gravity back off if you
want.

Having gravity off DOES allow you to jump super-high though, and you can then
make your way up to the west exit. And from there, you can head further up to
a high platform on the east wall and another chest. Just watch out for turrets
on the way. Avoid them, or destroy them with the Keyblade or by blocking their
lasers back at them. The next room is a tall shaft which you can explore by
again taking advantage of computers to turn gravity on or off. When you are
done, head out the southwest exit. After a couple straightforward rooms, you
will finally reach the boss fight.

+--BOSS FIGHT: EXPERIMENT 221-------------------------------------------------+
| HP: 500 (150 for robot arms), Strength: 19, Defense: 12                     |
| Status effect vulnerabilities: Stun, Freeze, Ignite, Confuse, Poison, Stop  |
| Elemental weaknesses: 125% damage from blizzard                             |
| Elemental resistances: 75% damage from thunder                              |
| Reward: THUNDERBOLT COMMAND STYLE                                           |
|                                                                             |
| It's Pikachu! Well not quite, but close enough. Experiment 221 uses the     |
| following attacks (all or most of these are thunder-based, which makes      |
| Thunder Screen handy if you happen to have it):                             |
|                                                                             |
|   1. Experiment 221 pauses in mid-air, charges through you, and then comes  |
|      back and charges through you again. You can avoid this with Block or   |
|      Slide. If you are fast, you can combo Experiment 221 afterwards while  |
|      he recovers.                                                           |
|   2. Experiment 221 lands on the center platform, and shoots lightning      |
|      balls in all directions. I like to stand a little ways back from the   |
|      platform and block a ball back at him. If you get the Block off, you   |
|      can try to run up afterwards and get a couple hits in. If you do not   |
|      get the Block off though, one of the balls will keep following you     |
|      around for while, so I just back off at that point.                    |
|   3. Experiment 221 lands on the ground somewhere else, and after a short   |
|      pause, emits a very painful lightning explosion around him. You can    |
|      avoid this by backing off, but a better approach is to combo him as    |
|      soon as he lands. If you are fast, this will interrupt the attack and  |
|      maybe even stun him. This is the best time to do damage, but it's also |
|      easy to be too slow and not get the interrupt off in time, so try to   |
|      be careful!                                                            |
|                                                                             |
| Between attacks, Experiment 221 flies around quickly, making him hard to    |
| hit. So aside from Shotlocks, your main source of damage will probably be   |
| from counter-attacking. Just do as I explained above.                       |
|                                                                             |
| After a while, Experiment 221 will disappear and take control of the laser  |
| cannons. They can fire at you (just keep walking to stay safe), or swing at |
| you if you get close. If you destroy both lasers, Experiment 221 will be    |
| stunned for a while and you can unload on him. Otherwise, he will blow up   |
| the lasers by himself after a few salvos of laser fire. When the lasers     |
| start glowing white, back off so you don't get hit and stunned.             |
|                                                                             |
| After this, the fight gets a little nastier. Attack 1 will involve three    |
| charges instead of two, and there is a completely new attack:               |
|                                                                             |
|   4. Experiment 221 charges up while in the air and fires enormous          |
|      exploding lightning balls at you. Stay back and then slide in as each  |
|      ball is fired. If Experiment 221 then immediately starts charging up   |
|      another ball, keep evading. Otherwise, you should have time for a      |
|      combo while he recovers.                                               |
|                                                                             |
| He might also take control of the lasers again at any point. If you can     |
| take down the lasers, that will give you a good time to do some damage.     |
| Otherwise, it may be slow going, but if you heal as needed and play safely, |
| you should be fine. Shotlocks are a good offensive option here too if you   |
| need a boost.                                                               |
+-----------------------------------------------------------------------------+

For completing the world, you will get the HYPERDRIVE KEYBLADE, the EXPERIMENT
626 D-LINK, and the SPACESHIP BOARD. You can also get two more chests by
returning to Deep Space and going to the Ship Corridor.

If you are interested in 100% completion, make sure to defeat a Glidewinder on
the Ship Exterior and a Blobmob in the Launch Deck. This is the only world
where those two enemies appear.


===============================================================================
  [WLK:T10] Terra's Story: Never Land (and Destiny Islands)
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| HI-POTION: Cove, Northeast corner                                           |
| ETHER: Cove, Southwest corner                                               |
| HI-POTION: Cliff Path, Bottom level on the east side                        |
| MEGA-POTION: Cliff Path, Central cliff top                                  |
| FIRAGA: Cliff Path, Destroy the rock pile in the northwest corner           |
| DARK HAZE: Mermaid Lagoon, Northeast corner in a cave at water level        |
| GEO IMPACT: Mermaid Lagoon, Northwest cliff top (come from the high exit in |
|             the Cliff Path)                                                 |
| ELIXIR: Mermaid Lagoon, East end                                            |
| HI-POTION: Jungle Clearing, Northeast corner                                |
| SHIMMERING CRYSTAL: Peter's Hideout, Southeast corner (must complete the    |
|                     world first)                                            |
| MEGA MAGIC RECIPE: Peter's Hideout, Southeast corner (must complete the     |
|                    world first)                                             |
| NEVER LAND MAP: Gully, Northwest corner                                     |
| HI-POTION: Gully, Northeast corner                                          |
| MEGALIXIR: Rainbow Falls: Base, West side in the middle of the river        |
| ZERO GRAVIGA: Rainbow Falls: Base, Northeast corner                         |
| ABOUNDING CRYSTAL: Rainbow Falls: Crest, Northwest corner                   |
| PANACEA: Skull Rock: Entrance, Northwest corner                             |
| MEGALIXIR: Skull Rock: Cavern, High platform in the northwest corner        |
| ARS SOLUM: Skull Rock: Cavern, High platform in the southeast corner        |
| CHAOS CRYSTAL: Skull Rock: Cavern, High platform in the southeast corner    |
+--STICKERS-------------------------------------------------------------------+
| RAINBOW STICKER: Rainbow Falls: Base, Northeast corner                      |
| CHIP STICKER: Skull Rock: Entrance, Ledge on the east eye (come from the    |
|               west eye via high ledges in Skull Rock: Cavern)               |
| DEWEY STICKER: Peter's Hideout, Southwest corner (must complete the world   |
|                first)                                                       |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Hit the very top of the totem pole in the Indian Camp to get |
|                THUNDAGA.                                                    |
| PRIZE PODS: (DANCIN' LEMON, GOLDEN JAM, and WHIPPED DREAM)                  |
|   In the Skull Rock: Entrance area on the ledge next to the east eye. To    |
|   get there, you need to climb up to the west eye, go inside, Air Slide     |
|   across, and then come out the exit there.                                 |
+-----------------------------------------------------------------------------+

Never Land opens with a battle against Unversed as normal. This fight can be
pretty nasty because there's a big jump in monster level in Never Land, and
also because of the Wild Bruisers. These gorilla Unversed can charge you, can
stomp the ground near them for a shockwave, and can shoot earth spikes along
the ground. These are all very high damage attacks so pay attention to them.
If there is just one Wild Bruiser, you can keep hitting him without letting
him recover, but you will have to deal with three at a time here, so you might
want to play a little more defensively. Blocking and countering the rush
attack is a particularly useful trick. If the monsters seem too strong, now
would be a good time to check out the Mirage Arena. If you do a couple rounds
there, your level will catch up.

Anyway, when this fight is done, Terra will once again fall in with the wrong
crowd and you will have to head to Skull Rock with Captain Hook. On your way
north, take a quick detour to the Indian Camp to your left. If you jump off
the trampoline here, and hit the top of the totem pole, you will get a
Thundaga spell. This takes a few tries, but keep swinging and you should get
it eventually.

When you are ready, head on to the Mermaid Lagoon. If you follow the road
without going in the water, you will wend your way down to the Rainbow Falls:
Base and a couple chests. To go on though, you have to get out onto the center
island in the Mermaid Lagoon (you can just jump into the water and climb up
from there) and then jump to the northwest. Be sure to pick up the chest in the
northeast corner of the water while you are down there though.

This will get you to the Cliff Path. There is a chest hidden here behind a rock
pile in the northwest corner. Just keep hitting it with your Keyblade to
destroy it. Also, if you jump onto the cliff top and then Air Slide to the
nearby tree top, you will find an exit in the cliff wall. This will take you
to the highest cliff top in the Mermaid Lagoon and another chest.

Once you have everything, keep heading north and you will eventually reach
Skull Rock. Instead of going in immediately though, loop past the entrance to
the northwest corner. With High Jump equipped, jump up, and you should be able
to climb to the high west entrance. That gets you one chest. You can then jump
across to the other platform and the other two chests there by using Air Slide
twice. Head outside again to find the world's Prize Pods.

Finally, go in through the main entrance to confront Peter Pan.

+--BOSS FIGHT: PETER PAN------------------------------------------------------+
| HP: 350, Strength: 23, Defense: 14                                          |
| Status effect vulnerabilities: Stun, Freeze, Ignite, Poison, Stop, Sleep    |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: BLADE CHARGE COMMAND STYLE                                          |
|                                                                             |
| Peter Pan flies around constantly, which makes him tricky to hit, but he    |
| has only two attacks:                                                       |
|                                                                             |
|   1. Peter Pan's arms glow white, and he swoops down and slices at you.     |
|      This attack cannot be blocked, so move out of the way, and then try to |
|      catch Peter Pan with a Keyblade swing as he flies off.                 |
|   2. Peter Pan hovers upright near the ground, then slowly approaches you   |
|      and does a short combo. Block this and counter-attack.                 |
|                                                                             |
| If you ever hit Peter Pan, he will be stunned for a short while, so take    |
| advantage of this to do as much damage as you can. It is pretty obvious     |
| when Peter Pan is doing one of his attacks, and you can try to hit him any  |
| other time without risk. The fight will end once you take off two bars of   |
| health. As long as you remember not to try to block attack #1, you should   |
| not have too much trouble.                                                  |
+-----------------------------------------------------------------------------+

After the fight, you will also get the PETER PAN D-LINK. Head outside, and you
will hear the Lost Boys calling out for help. Run back in for the real "boss"
of Never Land.

+--BOSS FIGHT: JELLYSHADE ARMY ROUND 2----------------------------------------+
| Reward: DECK COMMAND SLOT                                                   |
|                                                                             |
| If you don't know what to do, this fight can be pretty nasty. There are a   |
| ton of Jellyshades, they hit hard, and they hit with little warning. So     |
| what should you do? Abuse Sonic Impact! You can just slide around among the |
| Jellyshades, laying waste to everything near you without making yourself    |
| vulnerable for more than a split second!                                    |
|                                                                             |
| Area-of-effect spells (e.g. Magnet/Aero/Mine) work too, but Sonic Impact    |
| really is the best option.                                                  |
+-----------------------------------------------------------------------------+

You will also get the PIXIE PETAL KEYBLADE, the SKULL BOARD, and a short but
charming cutscene on Destiny Islands. There you will get the ENDS OF THE EARTH
KEYBLADE.

When the cutscenes are dead, you can come back to Never Land to get the chests
in Peter's Hideout. (It's the tree in the Jungle Clearing.)


===============================================================================
  [WLK:T11] Terra's Story: Mysterious Wilderness and Land of Departure
===============================================================================


Master Xehanort is calling Terra... What could that mean? Only one way to find
out for sure!

Once you go to the Mysterious Wilderness, you will get the DARK IMPULSE COMMAND
STYLE, and then it's off to the Land of Departure for a major boss fight.

+--BOSS FIGHT: MASTER ERAQUS--------------------------------------------------+
| HP: 750, Strength: 25, Defense: 15                                          |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: 50% damage from dark                                 |
| Reward: HP BOOST                                                            |
|                                                                             |
| As befits a true Keyblade Master, Eraqus has a lot of tricks up his sleeve. |
| Fortunately, you will constantly be going into Dark Impulse command style   |
| during this fight (Terra's mad!), which should help. Here are the attacks   |
| you will have to deal with:                                                 |
|                                                                             |
|   1. Eraqus unleashes a multi-hit Keyblade combo on you. Block this, do a   |
|      counter-attack, and then follow up with a combo of your own. To avoid  |
|      getting hit by the initial swing, you should always keep some distance |
|      between you and Eraqus unless you are actively attacking him. If you   |
|      do get caught in the combo, keep pushing Square. You may get lucky and |
|      get a block off midway through.                                        |
|   2. Eraqus does three Keyblade charges, similar to Sonic Blade. This does  |
|      a ton of damage, occurs with no warning, and travels a long way, so it |
|      is Eraqus's most dangerous attack at this stage. The trick to avoiding |
|      the first charge is to constantly be circling Eraqus. That way he will |
|      miss you even if your reactions are slow. After that, you should have  |
|      a chance to line up a block, which will stop Eraqus's attack and give  |
|      you time to do a combo of your own. If you do get hit by a charge,     |
|      once again mash Square. Hopefully you will get off a counterattack and |
|      then be able to escape.                                                |
|   3. Eraqus charges up and summons ethereal Keyblades all around him. You   |
|      really do NOT want to be next to him while this happens. He then sends |
|      the Keyblades flying at you. Back off a bunch, and then block at the   |
|      last second to reflect the Keyblades back at Eraqus. Hold down Square  |
|      the whole time to make sure you get all the blades. (If you do not     |
|      back up, a Keyblade might hit you from behind and get past Block.)     |
|   4. Eraqus charges up and shoots three light bolts at you. You can tell    |
|      this is not attack #3 because there is no ring of ethereal Keyblades.  |
|      Get up pretty close and block to reflect the bolts back. Do NOT try to |
|      go in for a combo afterwards - Eraqus will follow this immediately     |
|      with another attack. (The reason to go close is because then Eraqus    |
|      will not have time to defend himself from the bolts you send back.)    |
|   5. While you are comboing Eraqus, he might counter with a quick jump      |
|      attack. I am not sure if there is any reliable way of avoiding getting |
|      hit by this, but fortunately it does not do much damage.               |
|                                                                             |
| If you are high level and are strong enough to play aggressively and win,   |
| great. Otherwise, you generally want to circle around Eraqus at medium      |
| distance and wait for him to attack. If he does attack 1 or 2, block it and |
| then go in for a combo. If he does attacks 3 or 4, block the projectiles    |
| back, but do not try a combo. If Eraqus counters you with attack 5, don't   |
| worry about it. Heal and keep going. The Dark Impulse finish command makes  |
| you invincible by the way, so you can use that with relative impunity. Just |
| hope that Eraqus doesn't start attack 3 while you do it!                    |
|                                                                             |
| After you have done a bunch of damage, Eraqus will start using some new     |
| attacks:                                                                    |
|                                                                             |
|   6. Eraqus teleports next to you and does a quick two-hit combo. This is   |
|      hard to avoid but like attack #5, it does not hurt much. Deal with it  |
|      and keep going.                                                        |
|   7. Desperation Move #1: The screen goes black and Eraqus charges up three |
|      ethereal Keyblades. He chucks them into the ground and they transform  |
|      into flame pillars that follow you around. The pillars are fast but    |
|      you can safely slide through them. Just evade until they disappear. If |
|      you end up next to Eraqus, you can combo him after the attack is done. |
|   8. Desperation Move #2: The screen goes black and Eraqus charges up with  |
|      a whole ring of Keyblades. Keep your distance and stand still. The     |
|      Keyblades will emit lasers in a ring and this ring will slowly rotate. |
|      You need to walk in the same direction as the ring so that you don't   |
|      touch a laser. This is a little tricky, but the lasers don't hurt too  |
|      much even if you mess up. You can combo Eraqus after this attack is    |
|      over.                                                                  |
|                                                                             |
| These new attacks make things more complicated, but the basic strategy is   |
| the same. Stay healed, and counter-attack as I explained above. Good luck!  |
+-----------------------------------------------------------------------------+

After the fight is over, you get a truly badass cutscene. Remember when Terra
actually believed Braig was strong enough to capture Master Xehanort? Good
times, good times. You will also get XEHANORT'S REPORT 8 and the CHAOS RIPPER
KEYBLADE.


===============================================================================
  [WLK:T12] Terra's Story: Keyblade Graveyard
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| ELIXIR: Seat of War, Northeast corner                                       |
| MEGA-POTION: Seat of War, Southeast corner                                  |
| KEYBLADE GRAVEYARD MAP: Seat of War, Halfway up the path                    |
| WINDCUTTER: Twister Trench, Just west of the central pillar                 |
| MEGA-POTION: Twister Trench, Just north of the central pillar               |
| MEGA-ETHER: Twister Trench, North end                                       |
| MEGALIXIR: Twister Trench, Northwest corner                                 |
+--STICKERS-------------------------------------------------------------------+
| TRAFFIC CONE STICKER: Twister Trench, Just west of the central pillar       |
+-----------------------------------------------------------------------------+

Welcome to the final world in Terra's story! The first area is deserted except
for some chests, but the second area is pretty nasty (although if you have
finished another character's story already, you should know what's coming).
There will be a number of whirlwinds flying around here. When you get close,
the whirlwinds will chase after you and swallow you up, forcing you into a
nasty fight against Unversed. The good news is the whirlwinds will not return
until you leave the world (even if you save and load). Here are the three
different fights you might get in each whirlwind:

  Fight #1: Part 1: 1 Bruiser, 2 Scrappers, and 2 Blue Sea Salts
  --------- Part 2: 4 Hareraisers
            Part 3: 3 Buckle Bruisers
    This is the easiest of the three fights. Against the Buckle Bruisers, you
    can use a Shotlock, or you can run up behind them and hit them once. They
    will probably turn around and jump at you. Block and counter-attack for a
    bunch of damage. Repeat.

  Fight #2: Part 1: 4 Red Hot Chilis
  --------- Part 2: 2 Tank Topplers and 2 Sonic Blasters
            Part 3: 1 Triple Wrecker and 4 Mandrakes
    The last part of this fight is really nasty if you don't know what to do.
    The Mandrakes will constantly be shooting at you, and it will be very
    difficult to get any attacks off. The trick is to just slide around,
    getting close to each Mandrake in turn. This will cause the Mandrake to
    pull itself outside of the ground, and from then on, it won't be able to
    shoot at you.

  Fight #3: Part 1: 3 giant Floods
  --------- Part 2: 1 giant Chrono Twister and 3 giant Yellow Mustards
            Part 3: 1 giant Vile Phial and 4 giant Shoegazers
    The size of the enemies is what makes this fight hard. For the second part,
    stay back if any of the Yellow Mustards are glowing white. You probably
    will not be able to get past their attack. In fact, the best option is to
    make heavy use of long range spells if you have them. For the third part,
    you can tell if a Shoegazer is attacking if it compresses as it hits the
    ground. If it's just bouncing up and down without changing appearance, you
    can attack safely. Shotlocks and more ranged magic help a lot.

Obviously, you will want to have a healing spell in your command deck for these
fights unless you are super high level and super confident. If you are having
trouble, you can always level up in the Mirage Arena and come back later.
Remember this spot though. It is the best place in the game to earn CP and to
level up commands.

After getting through the Twister Trench, you will come to a save point. Use
it! This is the final save point in the game. When you are ready, head onwards.
If you are feeling nervous about the final boss for Terra, you might want to
consider first creating Renewal Block, Once More, and Second Chance for
yourself (see the Command Melding Section, COL:CM). These will help a lot.

Anyway, after a non-pre-rendered (boo) recreation of the BBS teaser trailers
from KH2 and KH2FM+, it will be time for a sequence of boss fights:

+--BOSS FIGHT: MASTER XEHANORT AND VANITAS------------------------------------+
| Master Xehanort:                                                            |
|   HP: 900, Strength: 26, Defense: 15                                        |
|   Status effect vulnerabilities: None                                       |
|   Elemental weaknesses: None                                                |
|   Elemental resistances: 75% damage from dark                               |
| Vanitas:                                                                    |
|   HP: 550, Strength: 26, Defense: 15                                        |
|   Status effect vulnerabilities: Stun, Freeze, Ignite, Poison, Sleep, Zero  |
|                                  Gravity                                    |
|   Elemental weaknesses: None                                                |
|   Elemental resistances: None                                               |
| Reward: NONE                                                                |
|                                                                             |
| Both of the game's main villains at the *same* time? Nasty! Fortunately for |
| you, these guys aren't really trying too hard for reasons that will soon    |
| become clear.                                                               |
|                                                                             |
| Xehanort will mostly leave you alone unless you get up close, in which case |
| he will usually teleport away and/or attack. When he does attack, he will   |
| do one of the following:                                                    |
|                                                                             |
|   1. Go at with you a short combo, possibly followed by a single ice bolt.  |
|   2. Shoot out three ice bolts in a cone.                                   |
|   3. Summon dark energy pillars around you.                                 |
|                                                                             |
| You can evade any of these attacks by just sliding away. Attacks 2 and 3    |
| are pretty long range but you can hear/see them coming in advance, so you   |
| should have time to slide away. Attack 1 can be preceded by a teleport      |
| right next to you, which makes it the hardest to dodge. Just keep moving    |
| and stay away from Xehanort, and you will probably be fine. He doesn't hurt |
| too much anyway.                                                            |
|                                                                             |
| The better target here is Vanitas. He is both more dangerous and easier to  |
| hit. Here are his attacks:                                                  |
|                                                                             |
|   1. He shoots a very slow fireball that after a couple seconds splits into |
|      several small fireballs. These fireballs then quickly home in on you.  |
|   2. He jumps from anywhere to right above you, then sprays you with dark   |
|      lightning.                                                             |
|   3. He does a short combo, followed by a sonic wave directly ahead.        |
|   4. Like Master Eraqus, Vanitas has a counter-attack. He will leave behind |
|      a stationary clone of himself and then appear above you to attack with |
|      a dive bomb. Again, I don't know how to predict this very well, but it |
|      doesn't hurt that much and it often misses altogether, so you can just |
|      deal with the occasional surprise hit.                                 |
|                                                                             |
| As with Xehanort's attack, you can evade any of these by sliding away.      |
|                                                                             |
| After you have done a bunch of damage to Vanitas, he will also do a         |
| desperation attack where he dives into the ground. He will chase you a bit  |
| from underground before emerging with an explosion, and then maybe dive     |
| back for another try. Just stay back while he does this.                    |
|                                                                             |
| Okay, so the deal here is Vanitas is only somewhat aggressive, and Master   |
| Xehanort is not aggressive at all. This means first of all that if you are  |
| hurting, you should be able to safely back off and heal. Mainly you just    |
| need to be ready to slide away if either of them tries something.           |
|                                                                             |
| As for offense, go after Vanitas, and try to knock him or lure him away     |
| from Master Xehanort, where you can bash him in peace. Once you have gotten |
| him down to about 1.5 bars of health, the fight will end.                   |
+-----------------------------------------------------------------------------+

+--BOSS FIGHT: MASTER XEHANORT ROUND 1----------------------------------------+
| HP: 900, Strength: 26, Defense: 15                                          |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: 75% damage from dark                                 |
| Reward: HP BOOST                                                            |
|                                                                             |
| With Vanitas gone, Xehanort now gets a little bit more aggressive. He can   |
| use the following attacks at the start of the battle, the first three of    |
| which are what he was using last battle:                                    |
|                                                                             |
|   1. He does a short combo, possibly followed by a single ice bolt.         |
|   2. He shoots out three ice bolts in a cone.                               |
|   3. He summons dark energy pillars all around you.                         |
|   4. He summons an earth pillar directly under you, knocking you way up     |
|      into the air.                                                          |
|   5. He summons a stream of Keyblades that fly around and smack you for a   |
|      while. They don't hurt too much, but Xehanort can still do other       |
|      attacks while they are up, so I recommend just backing off until they  |
|      disappear.                                                             |
|                                                                             |
| Again, all of these can be avoided by sliding away. The problem is that     |
| Xehanort will now be attacking much more often.                             |
|                                                                             |
| Here's the strategy. If Xehanort is just standing around, assume he will    |
| combo you directly or teleport and attack as soon as you get close. Either  |
| wait for him to attack or walk close enough to provoke it. Use Slide to     |
| evade, and unless he did attack #5, run up for a couple combos of your own. |
| Then back off and repeat. Remember: do not try to attack Xehanort right     |
| after a teleport. Wait for him to try something first, then go in.          |
|                                                                             |
| After you do some damage, Xehanort's basic combo gets spiced up. He might   |
| teleport again after each swing,  making it harder to dodge, and he might   |
| put you in a stranglehold at the end. If this happens, just mash X like     |
| they suggest. Otherwise, keep going as before.                              |
|                                                                             |
| If you need to heal, try to wait for Xehanort to attack first. Unless you   |
| have Leaf Bracer, you don't want Xehanort interrupting your heal with an    |
| attack.                                                                     |
+-----------------------------------------------------------------------------+

+--BOSS FIGHT: MASTER XEHANORT ROUND 2----------------------------------------+
| HP: 1000, Strength: 26, Defense: 15                                         |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: 75% damage from dark                                 |
| Reward: NONE                                                                |
|                                                                             |
| Alright, you have now officially made Xehanort angry. Good job! The bad     |
| news is now that Xehanort's angry, he is going to be attacking constantly,  |
| and he can be pretty scary. Here are the basic attacks you are up against:  |
|                                                                             |
|   1. Xehanort will dash along the ground somewhat randomly, trailing dark   |
|      energy. This can be blocked, but it won't stop Xehanort, which means   |
|      he might end up hitting you from behind right after. I recommend just  |
|      moving or sliding out of the way.                                      |
|   2. Xehanort will do a lengthy combo involving a lot of spinning Keyblade  |
|      attacks. This is sometimes preceded by him teleporting next to you.    |
|      The combo is long and pretty damaging, but it won't kill you if you    |
|      have Once More equipped. Ideally, you want to block this and then      |
|      counter.                                                               |
|   3. Xehanort will shoot a ton of dark bolts at you. Block them to reflect  |
|      the bolts back at him. If you have Renewal Block, doing this will      |
|      probably heal you back to full health as a bonus! The downside is      |
|      getting hit is very, very painful.                                     |
|   4. Xehanort will shoot a smaller number of dark bolts at you in a more    |
|      erratic homing pattern. Again, block these. He will stop once you      |
|      reflect one back into him.                                             |
|   5. Xehanort will drag his Keyblade in the ground and pull up rocks all    |
|      around. Block and counter.                                             |
|   6. Xehanort will do a short darkness-based Keyblade combo. This one ends  |
|      with a psychic fist to the face, and there is a short pause there so   |
|      this can kill you outright even with Once More. Be sure to mash Square |
|      to slide away before the fist hits you. If you have trouble            |
|      distinguishing this from attack 2, you can just mash Square for both.  |
|      Unless you successfully block this combo, Xehanort will often follow   |
|      with attack 7.                                                         |
|   7. Xehanort dives into the ground and chases after you like Vanitas did   |
|      a couple fights ago. This one is very fast though, and you probably    |
|      won't be able to outrun it. The trick is to slide right over him. He   |
|      will come up as soon as you pass by, but you will be invincible at the |
|      time he attacks.                                                       |
|   8. Xehanort can heal himself a little bit. Annoying, but no big deal.     |
|   9. Xehanort also has a counter-attack similar to Eraqus and Vanitas. He   |
|      will do a quick shockwave on the ground. If you are playing right, it  |
|      won't hit you though. See below.                                       |
|                                                                             |
| That's a lot of attacks, and Xehanort's going to be doing them constantly.  |
| So what's the plan? Stay close to Xehanort, and then when he gets ready to  |
| attack, push Square to block. Do the single counter-attack this gives you   |
| if he's within range, but do NOT do a combo. Just stay close and get ready  |
| for the next attack. He attacks so fast and he is so aggressive that you do |
| not need (or want) to do anything more. Except finish commands and          |
| Shotlocks. Those make you invincible so use them whenever one is charged    |
| up. The only exceptions to this strategy are attacks 1 and 6, which you     |
| want to avoid by walking and/or sliding without trying to counter.          |
|                                                                             |
| Unfortunately Xehanort also has a few desperation-type attacks he will use. |
| These are easy to see coming, but still bad news:                           |
|                                                                             |
|  10. Xehanort will hold still and summon meteors up from the earth. Keep    |
|      moving while they are coming up so you don't get hit. The meteors will |
|      then all come flying at you. They come too fast for Slide but somewhat |
|      surprisingly, Block can work. Run into a corner, face the center, and  |
|      block from there. There's still some danger a meteor will hit the      |
|      ground instead of you, and Block will not protect you from that kind   |
|      of explosion. But if the meteor reaches you before the ground, Block   |
|      will stop it and also grant you temporary invincibility. If you are    |
|      worried, this is also a good time for a Shotlock. It won't hurt        |
|      Xehanort, but the invincibility will keep you safe.                    |
|  11. Xehanort shoots a large ball of light from his Keyblade. It moves very |
|      slowly, but it will detonate soon and hit a very large radius. Back    |
|      off as far as possible and get ready for the next attack.              |
|  12. Xehanort will hold still and summon a huge slow-moving spike from the  |
|      sky. At first, this looks kind of similar to attack 10, but there will |
|      be a spike instead of meteors. The spike explodes when it hits the     |
|      ground, so back off as far as possible. You can also try to time Slide |
|      so that you are invincible when the spike explodes.                    |
|                                                                             |
| Well, that's pretty much it. Remember: block, counter, and heal (and run    |
| away during desperation moves). That's what this fight is all about! If you |
| are having trouble, be sure to get Renewal Block and Once More as I said    |
| earlier. Other than that, be patient, and you'll get it. Good luck!         |
+-----------------------------------------------------------------------------+

Congratulations! If you got this far, you will be rewarded with XEHANORT'S
REPORT 11 and the end of Terra's story. The ending doesn't resolve much, but
don't worry: there's time for that later.

To begin the next character's story, create a new game and select a different
character. When you start your new game, don't forget to switch to 333 MHz
speed again if you want the game to be as smooth as possible. And DO NOT
OVERWRITE your Terra save game!


*******************************************************************************
 _  __ _   _                                                       _  __ _   _
| |/ /| |_| | =================================================== | |/ /| |_| |
|   / |  _  |                  SECTION 3 [WLK:V]                  |   / |  _  |
| \ \ | | | |              WALKTHROUGH: VEN'S STORY               | \ \ | | | |
|_|\_\|_| |_| =================================================== |_|\_\|_| |_|

*******************************************************************************


===============================================================================
  [WLK:V0] Ven's Story: Land of Departure
===============================================================================


As with Terra, the main story begins with Terra and Aqua attempting the test to
become Keyblade masters. Right away, there is a problem though:

+-BOSS FIGHT: BERSERK ORBS----------------------------------------------------+
| Reward: HP BOOST, FEVER PITCH COMMAND STYLE                                 |
|                                                                             |
| These guys have two attacks:                                                |
|                                                                             |
|  Attack 1: Fly back and forth damaging you if you are close. This does not  |
|            do much damage.                                                  |
|  Attack 2: Slowly sweep lasers across the room.                             |
|                                                                             |
| If an orb uses the laser attack, evade it as best you can and then hit the  |
| orb to make it stop. The orbs move around a lot so the faster your attack,  |
| the better: Strike Raid and basic X attacks are good.                       |
+-----------------------------------------------------------------------------+

The main reward for winning this battle is the Fever Pitch command style. After
filling up your Command Gauge with at least one or two uses of a battle
command, you will now switch styles instead of using your basic finisher. As
the game goes on, you will find other finish commands and other command styles
as well. Which finisher you use is chosen in the out-of-combat menu, but which
command style you get is determined by what kinds of battle commands you used
right before-hand.

Anyway, once the Berserk Orbs are down, there will be another cutscene and then
off you go! As an additional reward for clearing the Land of Departure, you
will gain access to the KEYBLADE BOARD, which you can try out any time you
like. (See the Command Board Section MIN:CB for more information.) You will
also get the TERRA and AQUA D-LINKS.

Using D-Links will temporarily change your battle commands and finish command.
D-Links are actually very strong in the first half of the game, so don't forget
to use them! In particular, USING A D-LINK WILL HEAL YOU COMPLETELY! Bear this
in mind since the Cure spell can only be attained during the first world via
the Command Board (and it will probably take a few tries). The Aqua D-Link is
especially useful since she has Cura from the start.

You will also get XEHANORT'S LETTER.


===============================================================================
  [WLK:V1] Ven's Story: Dwarf Woodlands
===============================================================================


With the Land of Departure cleared, you will find yourself in space on your
Keyblade hovercraft. Only one new world will be accessible for now, so head
over there. It is the Dwarf Woodlands. If you have not already read Section
WLK:P2, now would be a good time to take a look. It will help you understand
the information I provide for each world:

+--TREASURE CHESTS------------------------------------------------------------+
| PAYBACK RAID: Mine, North end                                               |
| PANACEA: Mine, East end                                                     |
| MINI: Mine, Ledge in the southeast corner (climb up near the south exit)    |
| SOOTHING CRYSTAL: Flower Glade, Southwest corner                            |
| SHIMMERING CRYSTAL: Deep Woods, South end                                   |
| POTION: Deep Woods, Chokepoint between the two open areas                   |
| ETHER: Deep Woods, North end                                                |
| FIRE: Cottage Clearing, Northwest corner                                    |
| POISON: Cottage Clearing, Southeast corner down the stream                  |
| DWARF WOODLANDS MAP: Cottage Clearing, Northeast corner                     |
| ATTACK RECIPE: Cottage, Northeast corner                                    |
| POTION: Mountain Trail, Halfway up                                          |
| ETHER: Mountain Trail, Northwest corner                                     |
| POTION: Mountain Trail, Northeast corner on the ledge                       |
+--STICKERS-------------------------------------------------------------------+
| BALLOON STICKER: Mine, Southwest end                                        |
| ICE CREAM STICKER: Cottage Clearing, Center                                 |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (APPLE PIE and MERRY DAIRY)                                     |
|   On the right side of the Mine area (not the Mine Entrance). You have to   |
|   take down two Monotruckers and then a group of Red Hot Chilis first. If   |
|   the Prize Pods don't appear after that, leave the area, come back and try |
|   again.                                                                    |
+-----------------------------------------------------------------------------+

Before you get too far into this world, let me repeat the advice I gave at the
beginning of Terra's story, in case you are still new to Birth by Sleep
gameplay. There are three things you should be using regularly to give yourself
an edge in combat:

  - Shotlocks. Press L+R. You are vulnerable when charging but other than that,
    Shotlocks are the strongest and safest attacks in the game.
  - D-Links, especially with Aqua so that you can use her Cure ability. Press
    right on the directional pad to switch to the D-Link menu.
  - Fever Pitch and/or finish commands. These are activated whenever your
    Command Gauge fills up. Which one you get depends on whether you have been
    using battle commands or just attacking.

You can only use Shotlocks when your Focus Gauge is full, and you can only use
D-Links when your D-Link Gauge is full, but don't worry: these bars both fill
up fast. Also, you probably want to level up your D-Links, and you can only do
that by using them!

This world begins with Ven spying on the seven dwarves. Collect the nearby
chests, and then follow the dwarves into their mine. Dopey will stay with you
but the others will run to the back of the mine, and you will need to track
them down:

  1. Sneezy is just to the right of the entrance in a box that hops up and down
     as he sneezes. Destroy the box to find him.
  2. Grumpy is in a group of boxes near Sneezy. He will charge you if you get
     close, and it is very hard to avoid getting hit. If your health gets low,
     I recommend using Strike Raid to destroy his box from a distance.
  3. Sleepy is asleep in a box in the back right corner near a chest. His box
     won't really move around but it will shake as Sleepy snores away. Destroy
     it too.
  4. Doc is in a group of boxes near Sleepy in the back right corner. He will
     run away very fast as you approach. Just keep chasing him, and use battle
     commands and Fever Pitch to help.
  5. Happy is in a box at the back left near the mine cart. Like Doc, he will
     constantly run away. Deal with him in the same way.
  6. Bashful is in a mine cart that follows a couple tracks on the left side.
     Destroy the cart. Stay behind it though - you will take damage if it rolls
     into you.

While you're doing this, be sure to get the chests too. PAYBACK RAID, which you
will find at the back end of the mine will remain useful through the whole
game. If you ever need to heal, you can step out at any time to the save point
in the previous room. You won't have to recapture the dwarves you've already
found.

With that taken care of, head back the way you came. Search the Cottage and the
Deep Woods for chests (see above for the exact chest locations), and then speak
with Snow White.

+-BOSS FIGHT: SNOW WHITE ESCORT-----------------------------------------------+
| Reward: HP BOOST                                                            |
|                                                                             |
| You have to escort Snow White through the Deep Woods without letting her    |
| die. The enemies are going to focus on her more than you, and there is no   |
| way to heal her, so you are going to want to clear the enemies as fast as   |
| possible. I recommend equipping Mini and Poison for that.                   |
|                                                                             |
| The main thing to watch here are the trees themselves. When Snow White      |
| approaches a tree, it will come to life and start hitting her with a wind   |
| attack. If you are nearby, you will see a Square signal appear on your      |
| screen. Press Square to block the tree and then press X to counter with an  |
| aura that will destroy it instantly. You can also use Square to block       |
| attacks from other enemies, but this is less important. The other enemies   |
| are too passive to be easily blocked, and there is no special bonus for     |
| blocking them anyway.                                                       |
|                                                                             |
| Other than that, the main thing to do is to stay near Snow White and keep   |
| hitting the enemies there to keep them busy. Good luck!                     |
+-----------------------------------------------------------------------------+

After a short and rather unhelpful cutscene with the seven dwarves, return to
the woods for the world's main boss fight.

+-BOSS FIGHT: MAD TREANT------------------------------------------------------+
| HP: 300, Strength: 7, Defense: 3                                            |
| Status effect vulnerabilities: Ignite                                       |
| Elemental weaknesses: 150% damage from fire and thunder                     |
| Elemental resistances: None                                                 |
| Reward: DECK COMMAND SLOT, FIRE STORM COMMAND STYLE                         |
|                                                                             |
| Ven's first true boss is pretty nasty, so you will want to prepare a bit.   |
| In particular, it would be a good idea to have some sort of healing         |
| available. If you have not already gotten Cure from the Command Board       |
| mini-game, your best option is to equip a Potion, or max out your D-Link    |
| Gauge so that you can use that. Aqua is probably the best choice.           |
|                                                                             |
| I'm going to write up this section assuming you are using mostly melee      |
| attacks, but if you are having trouble, one good trick is to buy a couple   |
| Strike Raid abilities and rely on those. This boss is very vulnerable to    |
| ranged attacks.                                                             |
|                                                                             |
| At the start of the fight, the Mad Treant will attack in more-or-less the   |
| following pattern:                                                          |
|                                                                             |
|   1. First he will shake violently and send flying all the fireworks that   |
|      are hanging on him. This can hurt a lot, so do NOT try to combo him    |
|      before this attack. Wait for it, and then back off as quickly as       |
|      possible. Even at 333MHz, the fireworks lag the PSP a bit, so try not  |
|      to rely too heavily on Dodge Roll.                                     |
|   2. Next, the Mad Treant will jump up into the air three times, landing    |
|      with a shockwave each time and dropping a few poison apples. This is   |
|      the best time to attack. Stay close and do a jumping combo right as    |
|      the Mad Treant is about to land. During the last jump, I recommend     |
|      running behind him as he goes up so he lands facing away from you. I   |
|      think this may prevent him from countering (see below). Assuming you   |
|      get off three combos, you should now have your finish command charged  |
|      up. That makes you invincible, so you might as well use it too.        |
|   3. Finally the Mad Treant will dig his roots into the ground and send     |
|      them up at you periodically. Dodge roll around to stay safe. During    |
|      this time, the Mad Treant will also get his fireworks and apples back, |
|      and he will repeat from attack 1.                                      |
|                                                                             |
| Sometimes the Mad Treant might also swing his canopy at you or lash out     |
| with roots. He will then continue where he left off in the main attack      |
| sequence.                                                                   |
|                                                                             |
| After you do a bunch of damage, the Mad Treant will fall over stunned and   |
| drop some health balls. Pick them up and keep hitting him. A little later,  |
| he will turn black and go berserk. Back off. The fight will now get a bit   |
| harder. First of all, the underground root attack will now be more violent  |
| and more erratic. You can still avoid it with Dodge Roll though. Perhaps    |
| most importantly, a new attack is introduced into the rotation after the    |
| three jumps:                                                                |
|                                                                             |
|   2.5. The Mad Treant will shoot three meteors out of his trunk into the    |
|        sky, and these will fall on you. Wait until the shadow of the first  |
|        one gets close to you, then start dodge rolling to the side to avoid |
|        all three meteors.                                                   |
|                                                                             |
| Be patient, avoid each attack like I said, and you should be mostly okay.   |
| You can speed things up by using Shotlocks, and if you get in trouble,      |
| don't forget to heal with a Potion or with the Aqua D-Link. Good luck!      |
+-----------------------------------------------------------------------------+

After the fight is over, you will also get the SNOW WHITE D-LINK and the
TREASURE TROVE KEYBLADE. The Deck Command Slot will also let you equip another
command, so be sure to do so.

You can also now come back at any time to pick up the final chest in the Flower
Glade where you met the old woman with the apple.


===============================================================================
  [WLK:VI] Ven's Story: Interlude
===============================================================================


With the Dwarf Woodlands clear, you will now have a choice of where to go next.
The map points out two major story worlds that you can go to: the Castle of
Dreams and the Enchanted Dominion.

Here are a couple other things you can do at any point.
  - Go to the Mirage Arena (the far left world) and try entering a tournament.
    Most likely you will lose at this stage, but it's still fun.
  - Play a round on the Command Board (see Section MIN:CB). This optional
    mini-game gives you a few abilities that you cannot easily get in other
    ways, and it also helps level up whatever abilities you already have.
  - Synthesize some new abilities with Command Melding (see Section COL:CM). In
    addition to upgrading your commands, this gives you some very handy passive
    abilities that cannot be gotten in any other way.


===============================================================================
  [WLK:V2] Ven's Story: Castle of Dreams
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| CASTLE OF DREAMS MAP: Cinderella's Room, North end on the floor             |
| STUN EDGE: Cinderella's Room, Southeast corner on a table (jump on the ball |
|            of yarn, roll to the table, and then jump up from there)         |
| MAGIC RECIPE: Cinderella's Room, West end on a table (see previous)         |
| POTION: Mousehole, On a platform between the Dressing Room south exit and   |
|         Cinderella's Room                                                   |
| THUNDERSTORM: Mousehole, On a beam high above the exit to Cinderella's Room |
|               (jump from the nearby fork - see below for more info)         |
| ETHER: Mousehole, Northeast corner looking down on the exit to Cinderella's |
|        Room                                                                 |
| PULSING CRYSTAL: Mousehole, On a platform in the southwest area that can be |
|                  reached by knocking down cheese (see below for more info)  |
| POTION: Mousehole, Northwest corner on the bottom floor                     |
| HUNGRY CRYSTAL: Mousehole, Southwest corner on the bottom floor, behind the |
|                 fork                                                        |
| ZERO GRAVITY: Wardrobe Room, Southwest corner on a bookshelf (come from the |
|               Mousehole in the center of the south wall)                    |
| BALLOON LETTER: Wardrobe Room, Northwest corner on a pile of boxes (jump    |
|                 off the ball of yarn to get up there)                       |
| BLIZZARD: Wardrobe Room, Northeast corner on the floor                      |
| FLEETING CRYSTAL: Wardrobe Room, Southwest corner on a pile of boxes (jump  |
|                   off the ball of yarn to get up there)                     |
+--STICKERS-------------------------------------------------------------------+
| LOUIE STICKER: Mousehole                                                    |
| FIREWORKS STICKER: Cinderella's Room, North end                             |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (CHOCOLATE VALENTINE and WEDDING CAKE)                          |
|   First go to the southwest corner "room" of the Mousehole - the area       |
|   directly underneath the spider web and the cheese. The Prize Pods are in  |
|   the northwest corner of this room.                                        |
+-----------------------------------------------------------------------------+

I will cover the Castle of Dreams next. The exploration here can be a little
confusing, but the combat is much easier than the Enchanted Dominion.

After the initial cutscene, you will find yourself in a rather unusual
position. Oh well... I guess you'll just have to make do. First of all, follow
Jaq through the Mousehole. Once you are inside, climb up to get a chest, and
then exit into Cinderella's room.

You will then be given your main mission for the world: finding materials for
Cinderella's dress. While you're here, notice the ball of yarn on the floor.
You can jump on these things, roll around on them, and then jump off to get to
high places throughout the Castle of Dreams. This one can get you STUN EDGE and
the MAGIC RECIPE from tables in Cinderella's room.

Once you're ready, head back the way you came to get to the Wardrobe Room. This
place is swarming with enemies, but if you take care of the flying creatures,
you can just roll around on the ball of yarn to kill everything else! You can
then pick up three chests (see the list above) and three materials for the
dress:

  WHITE LACE: Southeast corner on a couch
  WHITE SASH: Northwest corner on a pile of boxes (jump from on top of the ball
              of yarn to get up there)
  PINK FABRIC: Northeast corner on the floor

Now exit out through the north mousehole.

Keep walking until you reach a fork stuck into the wall. By jumping on the fork
handle, you can propel yourself up to the next level. From here, you can reach
everything in the Mousehole, but it's a little tricky. First look south. You
will see another fork in the wall and a box of matches. Head over there and hit
the matches until they get knocked through the wall. Keep going in this
direction, and you will come upon the matches on the other side. Jump onto them
and then across to reach the spider web. Hit the web with your Keyblade to
knock the cheese off. Now fall down to the bottom level.

There is a chest immediately behind the fork down here, and you can use the
cheese you knocked down earlier to jump on top of the two platforms. One
contains a chest and the other contains an exit leading to a high tabletop in
the Wardrobe Room. You can also find the world's Prize Pods down here in the
northwest corner. Exit to the Dressing Room to find the WHITE BUTTON.

Now retrace your steps back to the second level of the Mousehole where the
first fork handle deposits you, and then head east. Eventually, you will come
to a ledge overlooking the exit to Cinderella's Room. There is another exit up
here that leads to a bookshelf in the southwest corner of the Wardrobe Room
where you will find the PINK THREAD and another chest. First though, look to
the east, and you will see a chest high up on a support beam. To get there,
jump off the handle of the nearby fork, and keep swinging your weapon while you
are in the air. This will make you stay up a little longer and let you reach
the chest if done right. If you have trouble, you can also just come back later
once you have Air Slide.

Anyway, this is all five materials collected. You will have a short scene with
Jaq, and then you will be tasked with finding some pearls as a final addition
to the dress. Head back to the Wardrobe Room... and surprise, surprise, there's
a boss waiting for you!

+-BOSS FIGHT: LUCIFER---------------------------------------------------------+
| HP: 400, Strength: 8, Defense: 3                                            |
| Status effect vulnerabilities: Stun                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: DIAMOND DUST COMMAND STYLE                                          |
|                                                                             |
| Lucifer's actually quite a bit easier than the Mad Treant was, but even so, |
| you should arrange for some healing. The best option is to buy Cure from    |
| the Moogle shop. Failing that, you can equip a Potion or to be ready to use |
| the Aqua D-Link. Aqua also has strong ranged attacks, which are handy here. |
| Speaking of which, you might want to equip your own ranged abilities too    |
| (Strike Raid or Fire for example).                                          |
|                                                                             |
| While on the ground, Lucifer will employ a variety of claw attacks. These   |
| happen quickly and with little warning, making it unsafe to go in for a     |
| full Keyblade combo at any time. You can try some hit and run if you want,  |
| but if you're hurting, just stay back and evade him with Dodge Roll and/or  |
| Block. Speaking of which, Lucifer will sometimes come running at you        |
| full-speed. If you stand near a wall and then dodge roll out of the way at  |
| the last second, Lucifer will run into the wall and get stunned, leaving    |
| you time for a free melee combo.                                            |
|                                                                             |
| Periodically, Lucifer will get up on a high ledge of some sort, and then    |
| jump down on you. If he only jumps up a little bit, then you can block or   |
| evade, and you *probably* have time for a full Keyblade combo afterwards.   |
| Sometimes though, Lucifer will squawk a little and then jump really high in |
| the air. Back off a bit and he will miss you. Now go in for a quick hit,    |
| and then press Square to jump on top of him rodeo-style! You will be shown  |
| a sequence of buttons. Take your time to see what each button is, and then  |
| press it. If done right (and it's not too hard as long as you don't rush    |
| yourself), Lucifer will crash into a wall, you will get a huge combo on     |
| him, and your finish command will be fully charged to boot!                 |
|                                                                             |
| So all in all, I recommend playing pretty conservatively until Lucifer      |
| opens himself up for a rodeo attack, and then taking advantage. As always,  |
| you can speed things along with a couple Shotlocks if you want.             |
+-----------------------------------------------------------------------------+

For completing the world, you will also get the CINDERELLA D-LINK, the STROKE
OF MIDNIGHT KEYBLADE, and the ROYAL BOARD.


===============================================================================
  [WLK:V3] Ven's Story: Enchanted Dominion
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| BALLOON LETTER: Gates, Ramparts in the northeast corner (must complete the  |
|                 world first)                                                |
| SOOTHING CRYSTAL: Gates, Ramparts west of the north exit (must complete the |
|                   world first)                                              |
| CURE: Gates, On the ground just north of the north exit                     |
| WELLSPRING CRYSTAL: Gates, Ramparts in the northeast corner (must complete  |
|                     the world first)                                        |
| ABSOLUTE ZERO: Gates, Ramparts in the southwest corner                      |
| HI-POTION: Maleficent's Throne, Northwest corner                            |
| FLEETING CRYSTAL: Dungeon, West platform                                    |
| TORNADO STRIKE: Dungeon, Southeast platform (need High Jump, Air Slide,     |
|                 Sliding Dash, or equivalent)                                |
| WELLSPRING CRYSTAL: Hall (see below)                                        |
| HUNGRY CRYSTAL: Hall (see below)                                            |
| MAGNET: Hall (see below)                                                    |
| HI-POTION: Hall (see below)                                                 |
| ETHER: Forbidden Mountain, Southwest corner                                 |
| POTION: Waterside, West side (halfway through the room)                     |
| ENCHANTED DOMINION MAP: Forest Clearing, Southeast corner                   |
| HI-POTION: Audience Chamber, Northwest corner                               |
| THUNDER: Audience Chamber, Southeast corner                                 |
| HI-POTION: Hallway, Northeast corner                                        |
| SLEEP: Tower Room, Northwest corner                                         |
+--STICKERS-------------------------------------------------------------------+
| DEWEY STICKER: Audience Chamber, Northeast corner                           |
| CONFETTI STICKER: Hall (see below)                                          |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (CHERRYBERRY, JUMBO ALMOND, and FOREST MUFFIN)                  |
|   In the northeast corner of the Audience Chamber (in one of the arched off |
|   alcoves.                                                                  |
+-----------------------------------------------------------------------------+

You begin this world in Aurora's Chamber and you will need to make your way to
Maleficent's castle. The path is pretty straight and there aren't any
surprises, so just keep going until you get there. (Don't forget to pick up the
chest in the Tower Room and to check for Prize Pods in the Audience Chamber
though!)

Once you reach Maleficent's Castle, things will become more complicated. First
of all, you will be fighting lots of pig soldiers. In large packs, these guys
can be pretty dangerous. They are aggressive, they have strong melee attacks,
and they can also pester you from range with arrows. The good news is they are
completely incapacitated by elemental magic: Fire, Blizzard, and Thunder. So if
you are having trouble, be sure to equip those spells.

There are five chests in the Gates area, but three of them are up on the
ramparts and you can't get up there yet. Do be sure to pick up and equip CURE
from the north corner before continuing on though. Why? Because the next room
includes a mandatory and prolonged fight against many, many pig soldiers! With
Cure equipped, you can just step back and heal whenever you get hurt. Don't be
afraid to use Shotlocks and D-Links as well, but mainly, you just have to play
it safe with Cure.

The next room can be pretty confusing. There are lots of walls that pop up
only when you get close, and to get through the room, you will have to use
teleporters. Here's a map of how everything is laid out:


   West entrance --- Blue Teleporter --- Orange Teleporter --- Northeast exit

   Southeast staircase & HI-POTION --- Green Teleporter --- WELLSPRING CRYSTAL&
                                                            HUNGRY CRYSTAL

                  /--Purple Teleporter --- MAGNET & CONFETTI STICKER
   Southeast door
                  \--Yellow Teleporter --- Red Teleporter --- Altar


To get everything, do the following:

  - You start off at the west entrance in the Hall.
  - Keep following teleporters until you get to the northeast exit.
  - This takes you to the Dungeon. Without falling down into the center of the
    room, cross over to the west ledge, pick up the chest there, and then take
    the stairs to reach the southeast staircase in the Hall.
  - Follow the teleporter, pick up the chest, and return to the Dungeon.
  - Now fall down into the center of the room, and then take the nearby exit to
    get to the southeast door in the Hall.
  - The teleporter here switches colors periodically. Go through it when it is
    purple, pick up the chest, and return.
  - Now take the teleporter when it is yellow, and follow this to the altar.

After a cutscene, a new teleporter will open up between the altar and the west
exit, making navigation a little bit easier. Once you get everything, head back
out to the Throne Room. It's time for the world's main boss battle!

+-BOSS FIGHT: MALEFICENT------------------------------------------------------+
| HP: 450, Strength: 11, Defense: 4                                           |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: 50% damage from thunder                              |
| Reward: HP BOOST, THUNDERBOLT COMMAND STYLE                                 |
|                                                                             |
| Maleficent is a caster-type boss. She will teleport, cast an offensive      |
| spell, and then repeat. Here's the full list of attacks that she will use   |
| against you.                                                                |
|                                                                             |
|   1. Teleport somewhere and then twice shoot dark lightning from the top of |
|      her staff towards the ground you are standing on. Move or jump to the  |
|      side to avoid this. If you get close to Maleficent during this time,   |
|      you should be able to get a quick combo off as she disappears again.   |
|                                                                             |
|   2. Swing her staff at you. This can happen after she teleports right next |
|      to you or if you hit her too much without letting her teleport.        |
|                                                                             |
|   3. Teleport to the center of the room, chant, and send out rings of dark  |
|      energy. If you touch one of these rings, you will be stunned for five  |
|      seconds during which time Maleficent will hit you.                     |
|                                                                             |
|      But, during this attack, you will also see a circle of light on the    |
|      floor. Head over there and press Square when prompted (jumping over    |
|      Maleficent's rings if needed). This will pop up a little mini-game.    |
|      Press the highlighted button to start, and then a cursor will move     |
|      around (either clockwise or counter-clockwise), highlighting each      |
|      button in turn. Keep pressing the buttons as they are highlighted. If  |
|      you do it right, you will cancel Maleficent's attack and put her to    |
|      sleep. Now go in for a combo - you should be able to charge up your    |
|      Command Gauge completely and use a proper finish command before she    |
|      can counter-attack.                                                    |
|                                                                             |
|   4. Teleport to the highest point in the room, turn the screen black, and  |
|      continuously summon columns of dark energy all around you. Just keep   |
|      dodge rolling around to stay safe.                                     |
|                                                                             |
| The basic idea is this: wait for Maleficent to attack and then dodge it. If |
| she does the lightning attack, you can hit her a couple times as she        |
| disappears. If she does the dark ring attack, then you can do a lot of      |
| damage while she's asleep. Be patient and you'll get her down safely.       |
|                                                                             |
| Near the end of the fight, Maleficent will sometimes turn into a vortex and |
| fly around instead of teleporting normally. This damages you if it touches  |
| you, so use Dodge Roll to stay out of its way. Otherwise proceed as before. |
+-----------------------------------------------------------------------------+

For clearing the world, you will also be rewarded with the FAIRY STARS
KEYBLADE.

If you now go back to the Gates, you will find that someone (I wonder who!)
has destroyed some of the ramparts. In the far northwest corner, and straight
ahead when you enter from the south, you will find places you can climb up.
From there, you should be able to pick up the three remaining chests in the
area. You might also notice some wheels on the ramparts that you can target but
can't interact with. Don't worry about them for now - they are important only
in Aqua's story.

There's also one extra chest in the Dungeon area, but it is tricky to get right
now. If you have a couple high level Sliding Dash commands (or some other dash
ability), they should help you jump across to it. Otherwise, return with Air
Slide or High Jump.


===============================================================================
  [WLK:V4] Ven's Story: Mysterious Wilderness
===============================================================================


Remember the guy who first goaded Ven out onto his journey? Well, Ven does! And
that same guy is waiting for you in the Mysterious Wilderness.

+-BOSS FIGHT: VANITAS ROUND 1-------------------------------------------------+
| HP: 550, Strength: 14, Defense: 6                                           |
| Status effect vulnerabilities: Stun, Freeze, Ignite, Poison, Zero Gravity,  |
|                                Magnet                                       |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: NONE                                                                |
|                                                                             |
| This is pretty much the same fight as Vanitas Round 2 (see below), except   |
| you are on your own here. After 2 minutes pass or either you or Vanitas is  |
| reduced to 50% health, the fight will end.                                  |
+-----------------------------------------------------------------------------+

Vanitas is apparently not one for sticking to long drawn-out plans, is he? But
fortunately for you, Mickey comes to save your butt and it's on to...

+-BOSS FIGHT: VANITAS ROUND 2-------------------------------------------------+
| HP: 550, Strength: 14, Defense: 6                                           |
| Status effect vulnerabilities: Stun, Freeze, Ignite, Poison, Zero Gravity,  |
|                                Magnet                                       |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: DECK COMMAND SLOT, HP BOOST                                         |
|                                                                             |
| Vanitas isn't too flashy (yet!) but he's fast, he's unpredictable, and he   |
| hits like a truck. So this fight is going to be tough even with Mickey's    |
| help. You should equip Cure for sure, and you might want to equip a Potion  |
| as well. Magnet and Aero-type spells are also effective for a magic deck -  |
| more on them in a bit.                                                      |
|                                                                             |
| Okay, here are the attacks Vanitas will do:                                 |
|                                                                             |
|   1. A two-hit combo starting with a long dash, meaning you can be hit even |
|      at a distance.                                                         |
|   2. A slow fireball that soon splits into five fast homing fireballs.      |
|   3. Jump into the air (possibly covering a long distance to get to you),   |
|      and then spray the ground with dark lightning.                         |
|   4. After being hit, Vanitas will also sometimes leave a stationary image  |
|      of himself behind, appear above you, and come down with a dive bomb    |
|      attack.                                                                |
|                                                                             |
| Since you don't have Counter Rush yet, the best way to avoid these attacks  |
| is Dodge Roll. Just keep moving at all times, and be ready to dodge roll as |
| soon as Vanitas does something. Note: If you have already done Aqua's       |
| story, this is very different from how she should fight Vanitas. Not having |
| a good counter-attack ability changes everything.                           |
|                                                                             |
| The problem is at some point you are going to want to fight back, and then  |
| Vanitas's speed and unpredictability becomes a big problem. In the middle   |
| of a Keyblade combo, he could easily teleport above you for a dive-attack   |
| or he could slide away and then get you with his own combo. This means one  |
| thing: DO NOT EXPECT TO GET OFF FULL COMBOS AGAINST VANITAS! If you are low |
| enough level that Vanitas's counter-attacks are a big problem (I certainly  |
| was), you have a couple options:                                            |
|                                                                             |
|   Option 1: Use Keyblade attacks anyway, but try to avoid being hit. This   |
|             is hard but requires no special preparation. Every time you     |
|             smack Vanitas, you should pause for a split second before       |
|             attacking again. Did he stagger from your hit? Okay, THEN you   |
|             can attack again. As long as you are pretty fast, you can keep  |
|             the combo going even with the pause. If Vanitas is not          |
|             staggered, you need to immediately dodge roll to avoid his      |
|             counter-attack. You might also want to avoid doing a third hit  |
|             no matter what. The third hit is so slow that even if Vanitas   |
|             was staggered before-hand, he can sometimes still recover       |
|             before you do (which is bad).                                   |
|   Option 2: Use Aero and Magnet. If you use Aero and then Magnet right      |
|             after Vanitas does the lightning spray (attack #3), they are    |
|             pretty easy to hit with. They both hold Vanitas in place, and   |
|             most importantly, Vanitas is not prone to counter-attacking out |
|             of the magnet spell. Unload on him with spells while he is      |
|             trapped up there! This method is reliable and powerful, but it  |
|             does require setting up a good command deck first.              |
|                                                                             |
| Do these methods sound slow? Well, they are a little. But fortunately,      |
| Mickey's going to be helping, and he does good damage. He will also         |
| sometimes give you reaction commands you can activate with the Square       |
| button:                                                                     |
|                                                                             |
|   Block: As with the Snow White escort, if you are nearby when Mickey is    |
|          getting attacked, you can press Square to protect you both. If you |
|          actually block something this way, you can press X to follow it    |
|          with a nice counter-attack.                                        |
|   Pearl: Sometimes Mickey will charge up an aura around him. If you press   |
|          Square near him, the two of you will unleash an aura attack. This  |
|          was pretty weak for me, but at higher levels, I think it can do    |
|          good damage. It also makes you invincible, but unfortunately there |
|          is a decent chance you'll get hit right as the attack ends.        |
|                                                                             |
| You can also use Shotlocks if you want. Again, the main disadvantage is you |
| might get hit right as the Shotlock ends.                                   |
|                                                                             |
| No matter how careful you are, you will probably get hit though, and        |
| Vanitas hits hard. So you are going to want to heal. Since Vanitas is so    |
| aggressive, you should wait until he has just finished an attack before     |
| trying anything. There's nothing quite as crappy as getting pelted by       |
| lightning in the middle of your spell. Another really handy trick is that   |
| Vanitas won't follow you if you get on the other side of a rock pillar from |
| him. So if you need a breather, get back there, hope Mickey comes with you  |
| (so he doesn't keep attacking Vanitas and trigger a counter-attack), and    |
| then just wait until you're ready to go again.                              |
|                                                                             |
| That's pretty much it, so good luck! This fight is hard. Don't be afraid to |
| take a break and gain some levels if you are getting frustrated.            |
+-----------------------------------------------------------------------------+

After the fight, you will also get the HIGH JUMP ability (don't forget to
equip it!) and the MICKEY D-LINK.


===============================================================================
  [WLK:V5] Ven's Story: Radiant Garden
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| SOOTHING CRYSTAL: Outer Gardens, Northeast corner of the plaza area         |
| PULSING CRYSTAL: Outer Gardens, Southwest corner of the plaza area          |
| ETHER: Central Square, Northeast corner                                     |
| POTION: Central Square, Southwest corner                                    |
| PANACEA: Aqueduct, Northeast corner along the outer wall                    |
| FIRA: Aqueduct, North end on the top level                                  |
| HI-POTION: Aqueduct, South end in a nook off the main bridge                |
| RADIANT GARDEN MAP: Castle Town, Northwest corner                           |
| COUNTER RUSH: Fountain Court, Northeast corner on the platform              |
| BLOCK RECIPE: Merlin's House, West end                                      |
| HI-POTION: Gardens, Bottom level southwest corner                           |
| BINDING STRIKE: Gardens, Second level southeast corner                      |
| WELLSPRING CRYSTAL: Gardens, Second level northwest corner                  |
| SLOW: Gardens, Top level north end                                          |
| HI-POTION: Front Doors, South end                                           |
| FREEZE RAID: Front Doors, West end of the top level                         |
+--STICKERS-------------------------------------------------------------------+
| ICE CREAM STICKER: Gardens, North exit                                      |
| FIREWORKS STICKER: Front Doors, Northwest corner                            |
| HUEY STICKER: Fountain Court, Northeast section of the water                |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Examine the book in Merlin's house to unlock the HUNNY POT   |
|                BOARD.                                                       |
| PRIZE PODS: (SOY MILK, MOOGLE COFFEE, and ROCKET SODA)                      |
|   In the northeast nook along the water in the Fountain Square. You will    |
|   have to clear a group of four Blue Sea Salts first.                       |
+-----------------------------------------------------------------------------+

You begin in the Central Square with only one exit open to you. This will take
you to the Gardens where you will meet a couple new and nasty enemies.

 - First of all, there are Mandrakes: green plants that spawn from far away and
   shoot projectiles at you along the ground. If these guys are causing you
   problems, get close to them with Dodge Roll, and they will pop out of the
   ground. After that, they will stop shooting projectiles and you will be able
   to do whatever you were doing in relative peace.

 - The red and black balloon monsters (Tank Topplers) are also annoying. If you
   attack them normally, you will not be able to kill them. They will turn
   invincible at low health and then roll around before exploding. If that
   happens, dodge roll away to avoid getting hit. You can prevent this nuisance
   altogether by hitting the Tank Topplers from behind. This will release their
   air and make them an easy target.

Anyway, head up to the Front Doors of Ansem's Castle, watch the cutscene, and
then chase the giant enemy back through the streets of Radiant Garden. Along
the way, Scrooge McDuck will give you the DISNEY TOWN PASSES, and if you
examine the book in Merlin's house, you will get the HUNNY POT BOARD.

The next area is called the Fountain Court, and you will need to jump into the
water jets to get propelled upwards towards the exit. To get the chests in the
northeast corner, jump from the central platform on the third level down to
the water jet on the east platform on the second level. This water jet can take
you all the way up to the east platform on the highest level. You will find the
COUNTER RUSH ability there, which is very useful. Be sure to equip it!

Eventually, you will reach the boss:

+--BOSS FIGHT: TRINITY ARMOR--------------------------------------------------+
| HP: 800 for each piece, Strength: 14, Defense: 6                            |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: HP BOOST, CYCLONE COMMAND STYLE                                     |
|                                                                             |
| If you have played other Kingdom Hearts games, you probably remember the    |
| Guard Armor. Well, this guy is an updated version of that boss. Basically,  |
| he has separate legs, arms, and head, and you need to kill them one at a    |
| time.                                                                       |
|                                                                             |
| At the beginning of the fight, the pieces are all attached, and the Trinity |
| Armor will use the following attacks in order:                              |
|                                                                             |
|  Attack 1: Shoot fireballs up into the sky. These will land on the ground   |
|            where you and your allies were standing a couple seconds ago,    |
|            and they will explode into more fireballs on contact. While the  |
|            fireballs are being shot up, you should have time for two quick  |
|            combos. After that, immediately start moving so you are not hit. |
|  Attack 2: Fly directly at you (or one of your allies) in a ramming attack. |
|            The Trinity Armor will do this three times in a row. Use Block   |
|            to avoid this.                                                   |
|  Attack 3: Move to the center of the room, charge up a huge laser, and send |
|            it back and forth in a sweeping motion around the room. While    |
|            the Trinity Armor is moving and while it is charging the laser,  |
|            you should have time to hit it a bunch. Once the laser is out,   |
|            use Dodge Roll to go right THROUGH it as it sweeps by. You are   |
|            invincible while the Dodge Roll is happening! You can also just  |
|            always stay behind the Trinity Armor while he is shooting, but   |
|            that's boring.                                                   |
|                                                                             |
| After these three attacks (or earlier, if your damage output is very good), |
| the Trinity Armor will split into pieces, and you will have time to do a    |
| little more damage before the next attack. I don't think there's anything   |
| random in what the boss does at this point, but the attack order depends on |
| what you've destroyed, so it's a bit complicated. I will just list the      |
| options:                                                                    |
|                                                                             |
|  Attack 1: All pieces of the Trinity Armor start spinning rapidly across    |
|            the room. If you get hit by one, you will take heavy damage. I   |
|            recommend going into a corner and protecting yourself with Block |
|            while this attack happens. If you have a high-level Shotlock,    |
|            you can also use that to give yourself temporary invincibility.  |
|  Attack 2: The pieces might just do their own thing. The legs stomp around, |
|            and the head and arms fly around. This is a good time to attack. |
|            You might take a little damage here or there, but it won't hurt  |
|            too much.                                                        |
|  Attack 3: If at least two pieces are alive, they might slowly circle       |
|            around the room, shooting a constant lightning beam towards the  |
|            center. This attack looks scary but is actually not too bad. Run |
|            to the outside of the room, and attack whichever piece of the    |
|            Trinity Armor is moving towards you.                             |
|  Attack 4: The head might shoot fireballs or lasers all over the place. I   |
|            recommend just evading while this happens. This often seems to   |
|            be followed by attack #1 (where the armor pieces spin around),   |
|            so be ready.                                                     |
|  Attack 5: The remaining pieces of the Trinity Armor might fuse together    |
|            and do the giant laser again (attack #3 in the first list). If   |
|            only the head is left during this attack, you can stand directly |
|            underneath it and pelt it with magic. The laser will go right    |
|            over your head!                                                  |
|                                                                             |
| In general, watch out for the spinning attack (#1 in the second list), the  |
| giant laser (#3 in the first list), and the fireball/laser sprays (#4 in    |
| the second list). The rest you can probably handle without too much danger. |
| By the way, you have to destroy the head last. It will stop taking damage   |
| at some point if the other pieces are left alive, so if that happens, just  |
| switch targets.                                                             |
|                                                                             |
| Good luck! You will be doing this fight at least three times throughout the |
| course of the game, so I hope you like it!                                  |
+-----------------------------------------------------------------------------+

Reunion time! Actually, this reunion doesn't go so well, and you will soon find
yourself running after an angry Terra. Head back to the Central Square, and you
will be interrupted by a forced battle against more Unversed. There is yet
another new and dangerous enemy here:

 - The Chrono Twister looks like a giant hourglass, and is one of the nastiest
   enemies in the game. Even at long range, it can stop time for you until you
   escape by wiggling the analog stick. Needless to say, this is very bad. The
   trick is the Chrono Twister will use this ability only when all of its sand
   falls into the bottom half. When that is closing to happening, hit it with
   the Keyblade to turn it upside-down and reset the timer!

Afterwards, you will get an amusing cutscene with Even and Ienzo (aka Vexen and
Zexion), and you will get REVERSAL as a reward. If you equip Reversal, then
pushing Square at the instant you are attacked will cause you to slide behind
the enemy instead of blocking. Personally, I think this ability is terrible.
It's hard to use correctly and most likely, it will kick in when you mean to
block and possibly get you in trouble. It's kind of fun, but I prefer not to
equip it.

Now head out through the south exit to reach the Outer Gardens. After another
failed conversation with Terra, pick up the chests and then head back to the
Central Square yet again to complete the world and get the FROLIC FLAME
KEYBLADE.


===============================================================================
  [WLK:V6] Ven's Story: Disney Town
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| DISNEY TOWN MAP: Main Plaza, Southwest corner                               |
| POTION: Main Plaza, Northwest corner                                        |
| SUPERGLIDE: Raceway, Northwest rooftop (get to one rooftop from Pete's Rec  |
|             Room and then Glide to the northwest - see below)               |
| REVERSAL SLASH: Raceway, Northeast corner on the top level                  |
| SLOT EDGE: Raceway, Rooftop (come from Pete's Rec Room)                     |
| SHIMMERING CRYSTAL: Raceway, Northwest corner on the second level           |
| STOP: Raceway, Southeast corner on the bottom level                         |
| MEGA-ETHER: Gizmo Gallery, Southwest corner on a platform (must activate    |
|             the machine to get it)                                          |
| MEGA-POTION: Gizmo Gallery, Northwest corner on a platform (must activate   |
|              the machine to get it)                                         |
| CHAOS CRYSTAL: Gizmo Gallery, Northwest corner on a platform (must activate |
|                the machine to get it)                                       |
| THUNDER: Gizmo Gallery, Northwest corner on the bottom level                |
| THUNDER: Gizmo Gallery, Southwest corner on the bottom level                |
| MEGA-POTION: Gizmo Gallery, Platform north of the elevator (must activate   |
|              the machine to get it)                                         |
| PANACEA: Pete's Rec Room, Alcove in the top left                            |
| ACTION RECIPE: Pete's Rec Room, Alcove in the top left (same alcove as the  |
|                previous chest - check every corner)                         |
| AERIAL SLAM: Pete's Rec Room, Alcove in the top right                       |
| BREAK TIME: Pete's Rec Room, Central alcove behind a grate                  |
| WELLSPRING CRYSTAL: Pete's Rec Room, Central alcove above the grate (the    |
|                     one near the top exit to the Raceway)                   |
+--STICKERS-------------------------------------------------------------------+
| CHIP STICKER: Raceway, Northwest corner                                     |
| MICKEY STICKER: Gizmo Gallery, Center                                       |
| MINNIE STICKER: Pete's Rec Room, Northwest corner                           |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: There are prizes from Rumble Racing, Fruitball, Ice Cream    |
|                Beat, and the Ice Cream Shop. See the mini-game and          |
|                collectathon sections of the guide. Also, do a full combo on |
|                the mailbox in the northeast section of Main Plaza to get    |
|                CONFETTI.                                                    |
| PRIZE PODS: (PRICKLE PEPPER and TOONBASCO)                                  |
|   Go through the sewers and Pete's Rec Room to the rooftop in the Raceway.  |
|   From there, Air Slide (or Glide) across to a roof that is barely visible  |
|   to the northwest. The Prize Pods should appear after clearing a group of  |
|   Blue Sea Salts.                                                           |
+-----------------------------------------------------------------------------+

Disney Town is primarily a hub of mini-games. To complete the world, all you
need to do is get "Fantastic" in one round of Ice Cream Beat. (Talk to Captain
Justice to get started.) But there are some nifty prizes you can earn if you
stick around longer. For more information on Ice Cream Beat and the other
mini-games located here (Rumble Racing, Fruitball, and the Ice Cream Shop), see
the mini-game and collectathon sections of the guide.

There are also a number of chests to pick up, quite apart from all the
mini-games. Their locations are very similar for each character, so if this is
not your first playthrough and if you remember what to do, feel free to skip
the rest of this section.

Most of these chests are hidden in the sewers. Go to Main Plaza and examine the
manhole cover to go down. In this area, you will see a giant machine with a
lightning bolt on it and a power gauge. You need to hit it a bunch with
Thunder-based attacks to charge it up. The charge will go back down over time
so you have to be fast, but the game gives you two THUNDER spells in the same
room to help you out. You can also use Thunder Roll or the Thunderbolt Command
Style if you have those already.

Once the machine is going, you can get on an elevator to reach the upper
levels. Jump on the moving hands and gears to move around up here and pick up
all the chests (see the list at the start). If you are having trouble with the
jumping, don't worry about it too much. You can come back later with Glide, and
it will be easy. If you go south from the upper level, you will also find a
whole new area: Pete's Rec Room. Climb the stairs and get on the glove to
propel yourself out into a giant pinball machine! Propelling yourself up is a
little finicky: I think how far you go is based on when you press O. If you
look at Ven, you will see a circular signal that keeps pulsing out from around
him. I found it helped to press O around the time this circle faded out. The
shaft doesn't have walls all the way up, so you can move yourself out to the
left if you get most of the way up.

Once in the pinball machine, you can bounce around and pick up lots of money.
Use L and R to hit the flippers and try to make it to the various alcoves to
pick up the chests. Be sure to get BOTH chests in the left alcove! There is
also a set of locked bars. To unlock them, you need to smash into each of the
four bumpers marked with a crown. Each time you hit one of these bumpers, a
light will go on near the bars, and eventually they will retract. Go wild and
have fun here! One of the alcoves in this area also leads to the rooftops of
the Raceway area where you can find yet another treasure chest, as well as the
Prize Pods for this world.

There is also one chest on a far rooftop that you probably can't get to yet,
but don't forget about it. It has the SUPERGLIDE ability, which is a lot of
fun. Once you get Glide in Never Land, it will be easy to pick this up. You can
also use a high level Air Slide and/or abilities like Sliding Dash but don't
worry about it too much - Never Land isn't too far away. (If you go the Sliding
Dash route, you will need to have TWO such abilities so that you can use them
both in quick succession.)

When you complete the world, you will get the TOON BOARD. If you have already
finished the game with the other two characters, you will also see an extra
cutscene where you are given the amusing but useless Million Dream Award.


===============================================================================
  [WLK:V7] Ven's Story: Olympus Coliseum
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| FIRE STRIKE: Coliseum Gates, Northeast corner                               |
| CURA: Coliseum Gates, Nook just west of the north exit                      |
| MEGA-POTION: Coliseum Gates, Southwest corner                               |
| OLYMPUS COLISEUM MAP: Vestibule, East Side                                  |
+--STICKERS-------------------------------------------------------------------+
| CONFETTI STICKER: Coliseum Gates, Southwest corner                          |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Talk to Hercules, and win a round of the Pot Breaker game    |
|                after the world is done to get SONIC BLADE. See Section      |
|                MIN:PB.                                                      |
| PRIZE PODS: (THUNDERCRACKER and COTTON CLOUDCANDY)                          |
|   In the southeast corner of the Town Near Thebes. You have to clear the    |
|   world first though.                                                       |
+-----------------------------------------------------------------------------+

Like Disney Town before it, Olympus Coliseum is fairly short and fairly easy
with Ven, as long as you prepare a little bit (more on that later).

You start off in the Town Near Thebes squaring off against some Unversed with
Hercules and Zack as allies. For the most part, this fight should be pretty
straightforward. Just watch out for the Buckle Bruisers (they look like
Bruisers but they have shields on both arms) and the Jellyshades. The first
guys are immune to most attacks from in front, and they are likely to
counter-attack quickly. Hit them from behind and use ranged attacks if you have
any equipped. The Jellyshades go down fast enough but they can hit you hard
with little warning, so watch your health, and think twice before running
head-first into a mob of them.

Once that fight is taken care of, head into the Vestibule and speak with
Hercules to do some training.

+--TRAINING: ROUND 1----------------------------------------------------------+
| Reward: HP BOOST                                                            |
|                                                                             |
| Your goal is to get 15 points in 30 seconds. You get 1 point for destroying |
| a small pot, and 5 points for destroying a big one. Of course, big pots     |
| take multiple hits to destroy. Just run around attacking things. You won't  |
| fail.                                                                       |
+-----------------------------------------------------------------------------+

And then talk to Hercules again for more:

+--TRAINING: ROUND 2----------------------------------------------------------+
| Reward: DECK COMMAND SLOT                                                   |
|                                                                             |
| This time you have two whole minutes, and your goal is to get more points   |
| than Hercules. This is basically the Pot Breaker mini-game, so see Section  |
| MIN:PB for more information.                                                |
|                                                                             |
| (The basic idea is to always prioritize barrels, and if one goes rolling,   |
| jump on top of it to become a pot-killing machine for a little while.)      |
+-----------------------------------------------------------------------------+

Now it's time to enter the tournament, right? Nope! For the first time ever,
there is an Olympus Coliseum tournament and you don't compete. Instead, you get
to save the day in town.

+--BOSS FIGHT: JELLYSHADE ARMY------------------------------------------------+
| Reward: AIR SLIDE                                                           |
|                                                                             |
| If you don't know what to do, this fight can be pretty nasty even with      |
| Herc's help. There are a ton of Jellyshades, they hit hard, and they hit    |
| with little warning. So what should you do? Abuse Thunder Roll! What's      |
| Thunder Roll you ask? It's an ability you can get from the Hunny Pot        |
| Command Board, which you should have already picked up in Radiant Garden.   |
| (You can also do Command Melding, but that takes some big ingredients.)     |
|                                                                             |
| If you have Thunder Roll equipped, you can just roll around among the       |
| Jellyshades, laying waste to everything near you without making yourself    |
| vulnerable for more than a split second!                                    |
|                                                                             |
| If you don't have Thunder Roll and don't want to get it, your best bet is   |
| area-of-effect spells (e.g. Magnet/Aero/Mine). Just try not to run into the |
| middle of big groups where you might get smacked around before you get a    |
| spell off. Sometimes, you can also go up to Herc and press Square for a     |
| joint attack. Whirl the analog nub and then push X as prompted by the game  |
| for maximum coolness.                                                       |
|                                                                             |
| If you are having trouble, get Thunder Roll or more Magnet spells.          |
+-----------------------------------------------------------------------------+

For completing Olympus Coliseum, you will get the MARK OF A HERO KEYBLADE and
the ZACK D-LINK. You can return to the world and talk to Hercules to do the
Pot Breaker mini-game again (see Section MIN:PB) and get SONIC BLADE.

Now that you have Air Slide, you can also go back to the Enchanted Dominion and
pick up TORNADO STRIKE from the Dungeon if you have not already done so.


===============================================================================
  [WLK:V8] Ven's Story: Deep Space
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| ABOUNDING CRYSTAL: Durgon Transporter, Center                               |
| HI-POTION: Ship Corridor, South end                                         |
| PULSING CRYSTAL: Ship Corridor, South end                                   |
| MEGA-ETHER: Ship Corridor, Northwest end                                    |
| HI-POTION: Ship Corridor, Northwest end                                     |
| DEEP SPACE MAP: Control Room, In the big central part                       |
| THUNDARA: Ship Hub, Third level east end                                    |
| ZERO GRAVIRA: Ship Hub, Bottom level south end (gravity must be ON)         |
| PULSE BOMB: Ship Hub, Fourth level (gravity must be ON)                     |
| CHAOS CRYSTAL: Machinery Bay, On the north end of the catwalks              |
| MINE SHIELD: Machinery Bay, On the catwalks by the central pillar           |
| XEHANORT'S REPORT 1: Launch Deck, High platform on the east side            |
| MEGA ATTACK RECIPE: Launch Deck, Platform on the west side                  |
| FIRE SURGE: Launch Deck, Southeast corner (gravity must be ON)              |
| FLEETING CRYSTAL: Launch Deck, Northeast corner (gravity must be ON)        |
| MEGA-POTION: Machinery Bay Access, Southeast corner                         |
+--STICKERS-------------------------------------------------------------------+
| UFO STICKER: Ship Hub, Center                                               |
| ICE CREAM STICKER: Launch Deck, Northwest corner                            |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (STAR SYRUP and CREAM FLUFF)                                    |
|   In the northwest corner of the Durgon Transporter area, after all other   |
|   enemies in the room have been defeated. If you see Sonic Blasters, the    |
|   Prize Pods won't appear. Leave the room, come back, and try again.        |
+-----------------------------------------------------------------------------+

Deep Space begins with a boss fight right off the bat.

+--BOSS FIGHT: METAMORPHOSIS ROUND 1------------------------------------------+
| HP: 500, Strength: 19, Defense: 12                                          |
| Reward: WINGBLADE COMMAND STYLE                                             |
|                                                                             |
| You have to fight a giant space jellyfish, and the thing with giant space   |
| jellyfish is that they live in outer space. And that means you will have to |
| fight on your Keyblade bike. Here are the controls:                         |
|                                                                             |
|   Triangle: Charge (a dash attack)                                          |
|   O: Jump                                                                   |
|   Square: Barrier (similar to Block but it works in all directions)         |
|   X: Air Gyre (a short range attack)                                        |
|                                                                             |
| Pretty much the only important ones are Square to protect yourself and X to |
| attack.                                                                     |
|                                                                             |
| So anyway onto the boss. It can attack you either by staying upright and    |
| spinning around, or by turning and ramming you with its head. After either  |
| attack, you have time to run up and hit it once, or if you are feeling      |
| lucky, twice. After that, back off because the Metamorphosis might do the   |
| spin attack right away. If it does, great: use Barrier and repeat from the  |
| start. Otherwise, the Metamorphosis will turn and fly away from you. Chase  |
| after it and keep swinging until it turns again. This means the             |
| Metamorphosis is about to do the ramming attack, so block it, and once      |
| again, repeat from the start.                                               |
|                                                                             |
| Overall, it's a pretty simple pattern and you don't even need to do a full  |
| bar of health to win. The one catch is you cannot heal since you don't have |
| your normal command deck. So if you're low enough level for damage to be an |
| issue, try to play cautiously.                                              |
+-----------------------------------------------------------------------------+

When the fight is done, you will get an amusing cutscene with Stitch (because
really, EVERY cutscene with Stitch is amusing), and you will be deposited in
the Ship Corridor area. The first thing you should do is go through the door
behind you to the Durgon Transporter. You will find a chest here, and if you're
lucky, also the world's Prize Pods.

After that, go back to the Ship Corridor and then head forwards. Some walls
will come down in a trap, leaving you to fight through six groups of Unversed.
With so little room to maneuver, things can get a little tricky. Be sure to
pack some healing, and don't hesitate to use D-Links and Shotlocks to give
yourself an edge. Once everything is clear, you will reach the world's first
save point.

The next room is called the Ship Hub, and it is a little interesting. The room
is pretty much one big shaft, and you won't be able to climb up by normal
methods. Fortunately, there are a couple computer terminals, and if you
activate these, you can turn gravity off. You will then be able to jump really
high and climb up to the exit. The only catch is one of the chests here will
float away while gravity is off, so you need to turn it back on temporarily to
pick up that chest.

Shortly afterwards, you will reach the Launch Deck, another room with a gravity
terminal. The first thing you should do is drop down to the terminal, turn off
gravity, jump back up to where you entered, and then jump and Air Slide across
the room to the high chest on the east side. Then fall back down, turn gravity
off, pick up the two chests on the bottom floor, and climb up to the east exit.

You will reach another save point here, and then it's on to the boss fight: a
rematch against the Metamorphosis.

+--BOSS FIGHT: METAMORPHOSIS ROUND 2------------------------------------------+
| HP: 500, Strength: 19, Defense: 12                                          |
| Status effect vulnerabilities: Ignite, Poison                               |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: DECK COMMAND SLOT, HP BOOST                                         |
|                                                                             |
| The Metamorphosis begins by flying around harmlessly and then attaching     |
| itself to the lower part of the engine. While it is attached like this, it  |
| will be sucking power from the ship. If the gauge in the top-left corner    |
| fills up, the ship will be destroyed and it's game over. You need to        |
| interrupt the Metamorphosis before that happens by hitting it. After that   |
| is taken care of, you should run to the back of the room and use the        |
| computer terminal to turn gravity off. (It will stay off for the rest of    |
| the fight.)                                                                 |
|                                                                             |
| Later in the fight, the Metamorphosis will always try to attach itself to   |
| the engine far away from you. In particular, while you are on the ground,   |
| it will use only the topmost part of the engine. If the gravity is off, you |
| can just jump up onto a beam and hit him from there. Alternatively, you can |
| wait for Stitch to start bouncing up and down. When that happens, go up to  |
| Stitch, press Square and then X to pick him up and chuck him at the boss.   |
| This will do a little damage and interrupt the engine-sucking. It can be    |
| pretty slow though, so it is usually better to keep gravity off and hit the |
| Metamorphosis yourself.                                                     |
|                                                                             |
| After the initial sequence, the Metamorphosis will do one of the following: |
|                                                                             |
|   1. Charge around the room a couple times at a very fast pace. It moves    |
|      pretty erratically, so this can be tricky to dodge by normal means.    |
|      One good option is take advantage of low gravity and jump to safety.   |
|      Block also works alright if you lock on to the Metamorphosis first,    |
|      but it is a little finicky.                                            |
|   2. Charge at a much slower pace directly towards you. Walk, jump, or      |
|      dodge roll out of the way.                                             |
|                                                                             |
| The Metamorphosis will now turn upright and, after a couple seconds, it     |
| will try to attack you with one of the options from the list below:         |
|                                                                             |
|   1. If you are up close: a single spin, which does only minimal damage.    |
|   2. A long extended spin. The Metamorphosis can move towards you while     |
|      spinning.                                                              |
|   3. Fly towards you with lightning raining down underneath it.             |
|                                                                             |
| The first attack here is a non-threat, but the other two can be dangerous,  |
| especially if you are low level. So you have a few options. The first is to |
| go in, Keyblade blazing and hope for attack #1. If that's what happens,     |
| you'll do a lot of damage and not get hurt much. If attack #2 or attack #3  |
| happen, do your best to get out of there (jumping out of the way is good,   |
| or you can try to get to the other side of the pillar), but probably you    |
| are going to get hit. Mash Square to protect yourself from some of the      |
| extended spin with Payback Raid.                                            |
|                                                                             |
| If you are high level or are playing on an easier difficulty setting, this  |
| approach works great. If not, you'll need to be more cautious. Poke the     |
| Metamorphosis once or twice if you want, but then wait for it do something. |
| If it does attack #2, use Block and then Counter Rush (push X after         |
| blocking). There is some chance this will not interrupt the Metamorphosis,  |
| in which case  you want to keep mashing Square for Payback Raid ASAP. If    |
| the Metamorphosis does attack #3, jump away or run around the pillar. If it |
| does attack #1, you can just go in swinging and eat the low-damage          |
| follow-up.                                                                  |
|                                                                             |
| No matter what, the Metamorphosis will stick with just one attack for now.  |
| So if it does attack #1, it will keep doing that until it next attaches     |
| itself to the engine. Once it turns so it is no longer upright (usually     |
| after two attack #1s, one attack #2, or one attack #3, unless you or Stitch |
| interrupt the Metamorphosis early by hitting it), you can attack it again   |
| safely. Soon after, it will latch itself onto the engine and the whole      |
| sequence will repeat.                                                       |
|                                                                             |
| Later in the fight, the Metamorphosis will get a couple new tricks. First   |
| it will turn partially invisible at certain points. This is inconvenient,   |
| but doesn't really change much. The Metamorphosis's other trick is it will  |
| now shoot a bolt out of its tail before doing a slow charge (attack #2 in   |
| the first list). Just dodge the bolt and get ready for the charge. The      |
| Metamorphosis will usually be pretty far away, making the dodge pretty      |
| easy.                                                                       |
|                                                                             |
| If you are having trouble, ask yourself whether you are dying because you   |
| are taking too much damage or because you are being too slow. If you are    |
| taking too much damage, be less aggressive. It is actually possible to beat |
| the Metamorphosis by attacking ONLY when it is sucking the engine, during   |
| which time you are completely safe. If you are being too slow, practice     |
| getting to the Metamorphosis faster when it starts sucking the engine, and  |
| try also to be more aggressive during the rest of the battle.               |
+-----------------------------------------------------------------------------+

For completing the world, you will get the HYPERDRIVE KEYBLADE, the EXPERIMENT
626 D-LINK, and the SPACESHIP BOARD. You can also get two more chests by
returning to Deep Space and going to the Machinery Bay (where you fought the
boss). Use the computer terminal to turn off gravity and get to the catwalks.
There is also a new outside area available, connecting the Durgon Transporter
and the Launch Deck. Not too much of interest out there though, just a new type
of enemy and the chance to fight more on your Keyblade bike.

If you are interested in 100% completion, make sure to defeat a Glidewinder on
the Ship Exterior and a Blobmob in the Launch Deck. This is the only world
where those two enemies appear.


===============================================================================
  [WLK:V9] Ven's Story: Never Land
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| MEGALIXIR: Cove, North end                                                  |
| MEGA-POTION: Cove, North end                                                |
| ETHER: Cove, Southwest corner                                               |
| HI-POTION: Cliff Path, Bottom level on the east side                        |
| FIRAGA: Cliff Path, Central cliff top                                       |
| TREASURE RAID: Cliff Path, Destroy the rock pile in the northwest corner    |
| AEROGA: Mermaid Lagoon, Northeast corner in a cave at water level           |
| BLITZ: Mermaid Lagoon, Northwest cliff top (come from the high exit in the  |
|        Cliff Path)                                                          |
| ELIXIR: Mermaid Lagoon, East end                                            |
| HI-POTION: Seacoast, Northeast corner                                       |
| PANACEA: Seacoast, West end                                                 |
| BALLOON LETTER: Jungle Clearing, Northeast corner                           |
| MEGA-ETHER: Peter's Hideout, Southeast corner                               |
| FLEETING CRYSTAL: Peter's Hideout, Southeast corner                         |
| NEVER LAND MAP: Gully, Northwest corner                                     |
| ABOUNDING CRYSTAL: Gully, Northeast corner                                  |
| MEGALIXIR: Rainbow Falls: Base, Northeast corner                            |
+--STICKERS-------------------------------------------------------------------+
| RAINBOW STICKER: Rainbow Falls: Base, East side                             |
| DALE STICKER: Mermaid Lagoon, Northeast corner                              |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Hit the very top of the totem pole in the Indian Camp to get |
|                THUNDAGA.                                                    |
| PRIZE PODS: (DANCIN' LEMON, HONEYBUNCH, and RAINBOW SYRUP)                  |
|   In the Mermaid Lagoon on the northwest cliff top. You will have to go to  |
|   the Cliff Path, jump on the highest cliff top there, and then go to the   |
|   top exit to reach these guys.                                             |
+-----------------------------------------------------------------------------+

You begin at the Seacoast. First go through the exit behind you to pick up the
chest at the Rainbow Falls: Base area. Then backtrack to the Seacoast, and go
forward to reach the Mermaid Lagoon. For now, you can only follow the road
along the cliff and out the exit. Keep going and eventually you will reach a
save point, and then the Indian Camp where you saw the cutscene with Mickey
and Vanitas earlier.

You will now have a battle against Unversed, which depending on your level,
might be pretty hard. I was level 18 and my attacks barely damaged the enemies.
In the second wave, be sure to run around to where each of the Mandrakes is
hiding so as to force them above ground where they can't hurt you. In the third
wave, you will have to deal with three Wild Bruisers. These gorilla Unversed
can charge you, can stomp the ground near them for a shockwave, and can shoot
earth spikes along the ground. These are all very high damage attacks so pay
attention to them. If there is just one Wild Bruiser, you can keep hitting him
without letting him recover, but you will have to play more defensively against
three at once. Blocking and countering the rush attack is a particularly useful
trick. If the monsters seem too strong, now would be a good time to check out
the Mirage Arena. If you do a couple rounds there, your level will catch up.

Once you are done, you can jump off the trampoline in the Indian Camp to get
up near the top of the totem pole. Hit it to get THUNDAGA. Just keep attacking
while you are at the height of your jump, and you should get high enough after
a few tries.

When you are ready, head back to the Mermaid Lagoon for another cutscene and
the GLIDE ability. To continue on from here, you need to get out onto the
center island (you can just jump into the water and climb up from there) and
then jump to the northwest. Be sure to pick up the chest in the northeast
corner of the water while you are down there though.

This will get you to the Cliff Path. There is a chest hidden here behind a rock
pile in the northwest corner. Just keep hitting it with your Keyblade to
destroy it. Also, if you jump onto the cliff-top and then Air Slide or Glide to
the nearby tree-top, you will find an exit in the cliff wall. This will take
you to the highest cliff-top in the Mermaid Lagoon where you will find another
chest and the world's Prize Pods.

Once you have everything, head north again and you will reach the Cove, and the
world's main boss battle.

+--BOSS FIGHT: CAPTAIN HOOK---------------------------------------------------+
| HP: 700, Strength: 23, Defense: 14                                          |
| Status effect vulnerabilities: Everything but Mini, Magnet, Warp            |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: DECK COMMAND SLOT                                                   |
|                                                                             |
| This is a pretty fun fight. For the most part, Captain Hook will rely on a  |
| variety of sword combos, all of which are pretty similar. You want to block |
| all of these combos, and then counter (with Counter Rush). In general, you  |
| should never start a combo of your own unless you know it's safe. Here are  |
| the basic things that can happen:                                           |
|                                                                             |
|   1. Hook comes at you with a sword combo or jump attack. Block it,         |
|      counter ONCE (do not do a full combo), and wait for the next attack.   |
|   2. Hook throws one or more explosive presents at you. He will do this if  |
|      you jump into the water, but usually not while you are on the island.  |
|      Just dodge the presents as best you can.                               |
|   3. Hook turns his sword sideways to parry your attacks. Do not attack him |
|      here or he will counter you. Be patient and wait for him to try        |
|      something else.                                                        |
|   4. Hook falls over after you have hit him a bunch. You can now combo him  |
|      while he gets up.                                                      |
|   5. If you push Hook to the edge of the water, he will lose his balance    |
|      and start teetering. A single hit from your Keyblade will knock him    |
|      in, and then the crocodile will help you out.                          |
|   6. If Hook gets knocked into the water or you do a bunch of damage to him |
|      in a short time, he will get mad. Steam will come out of his ears, he  |
|      will stomp, and then come at you with a sword combo. You can hit him   |
|      safely while he is steaming and stomping - just be ready to block by   |
|      the time his combo starts.                                             |
|                                                                             |
| All in all, it's pretty fun. Play defensively until Hook is vulnerable, and |
| then press your advantage. If you fall into the water, swim around until    |
| you reach a place you can stand up underwater. You can then jump out from   |
| there, but watch out for exploding presents and the crocodile in the        |
| meantime.                                                                   |
|                                                                             |
| If you are having trouble with this fight, try bringing Stop spells. Those  |
| work very well here!                                                        |
+-----------------------------------------------------------------------------+

For clearing the world, you will also get the PIXIE PETAL KEYBLADE, the SKULL
BOARD, and the PETER PAN D-LINK. Also, when you get the chance, be sure to come
back for the last two chests in the Cove. You might also want to pick up
SUPERGLIDE from the high chest in Disney Town if you have not already done so.
(See Section WLK:V6 for more details.)


===============================================================================
  [WLK:V10] Ven's Story: Mysterious Tower and Plot Interlude
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| MAGNEGA: Mysterious Tower, Furthest point from the entrance                 |
| WELLSPRING CRYSTAL: Mysterious Tower, Left of the entrance                  |
| CHAOS CRYSTAL: Mysterious Tower, Right of the entrance                      |
| MEGA MAGIC RECIPE: Tower Entrance, Behind the stairs                        |
+--STICKERS-------------------------------------------------------------------+
| ICE CREAM STICKER: Mysterious Tower                                         |
+-----------------------------------------------------------------------------+

This world's main purpose is to kick off a fairly lengthy plot interlude. Pick
up the chests in the first two areas, then head up the stairs to meet Master
Yen Sid. Afterwards, you will get the DONALD D-LINK and the GOOFY D-LINK.

When are you done here, head to the Mysterious Wilderness and then the Land of
Departure. The only thing in these worlds is more cutscenes, but at least they
are pretty cool. When everything is said and done, you will get the LOST
MEMORY KEYBLADE, and XEHANORT'S REPORT 9.


===============================================================================
  [WLK:V11] Ven's Story: Keyblade Graveyard
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| ELIXIR: Seat of War, Northeast corner                                       |
| MEGA-POTION: Seat of War, Southeast corner                                  |
| KEYBLADE GRAVEYARD MAP: Seat of War, Halfway up the path                    |
| WIND RAID: Twister Trench, Just west of the central pillar                  |
| MEGA-ETHER: Twister Trench, Just north of the central pillar                |
| MEGA-POTION: Twister Trench, Northeast corner                               |
| MEGALIXIR: Twister Trench, Northwest corner                                 |
| ELIXIR: Twister Trench, Just west of the central pillar                     |
| XEHANORT'S REPORT 12: Seat of War, Northeast corner                         |
+--STICKERS-------------------------------------------------------------------+
| ICE CREAM STICKER: Seat of War, Northeast corner                            |
| ICE CREAM STICKER: Twister Trench, Northeast corner                         |
+-----------------------------------------------------------------------------+

Welcome to the final world in Ven's story! The first area is deserted except
for some chests, but the second is pretty nasty (although if you have finished
another character's story already, you should know what's coming). There will
be a number of whirlwinds flying around here. If you get close, the whirlwinds
will chase after you and swallow you up, forcing you into a nasty fight against
Unversed. The good news is the whirlwinds will not return until you leave the
world (even if you save and load). Here are the three different fights you
might get in each whirlwind:

  Fight #1: Part 1: 1 Bruiser, 2 Scrappers, and 2 Blue Sea Salts
  --------- Part 2: 4 Hareraisers
            Part 3: 3 Buckle Bruisers
    This is the easiest of the three fights. Against the Buckle Bruisers, you
    can use a Shotlock, or you can run up behind them and hit them once. They
    will probably turn around and jump at you. Block and counter-attack for a
    bunch of damage. Repeat.

  Fight #2: Part 1: 4 Red Hot Chilis
  --------- Part 2: 2 Tank Topplers and 2 Sonic Blasters
            Part 3: 1 Triple Wrecker and 4 Mandrakes
    The last part of this fight is really nasty if you don't know what to do.
    The Mandrakes will constantly be shooting at you, and it will be very
    difficult to get any attacks off. The trick is to just Glide around,
    getting close to each Mandrake in turn. This will cause the Mandrake to
    pull itself outside of the ground, and from then on, it won't be able to
    shoot at you.

  Fight #3: Part 1: 3 giant Floods
  --------- Part 2: 1 giant Chrono Twister and 3 giant Yellow Mustards
            Part 3: 1 giant Vile Phial and 4 giant Shoegazers
    The size of the enemies is what makes this fight hard. For the second part,
    stay back if any of the Yellow Mustards are glowing white. You probably
    will not be able to get past their attack. In fact, the best option is to
    make heavy use of long range spells if you have them. For the third part,
    you can tell if a Shoegazer is attacking if it compresses as it hits the
    ground. If it's just bouncing up and down without changing appearance, you
    can attack safely. Shotlocks and more ranged magic help a lot.

Obviously, you will want to have a healing spell in your command deck for these
fights unless you are super high level and super confident. If you are having
trouble, you can always level up in the Mirage Arena and come back later. By
the way, remember this spot. Once you are strong enough to win these fights
comfortably, it is the best place in the game to earn CP and to level up
commands.

After getting through the Twister Trench, you will come to a save point. Use
it! This is the final save point in the game. When you are ready, head onwards.
If you are feeling nervous about the final boss for Ven, you might want to
consider first creating Renewal Block, Once More, and Second Chance for
yourself (see the Command Melding section, COL:CM). These will help a lot.

Anyway, after a non-pre-rendered (boo) recreation of the BBS teaser trailers
from KH2 and KH2FM+, it will be time for a sequence of boss fights:

+--BOSS FIGHT: VANITAS ROUND 3------------------------------------------------+
| HP: 600, Strength: 26, Defense: 15                                          |
| Status effect vulnerabilities: Stun                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: HP BOOST                                                            |
|                                                                             |
| Remember the Vanitas fights from early in the game? Well, Vanitas has a few |
| new tricks this time, and Mickey won't be here to help, but actually, it    |
| should be easier now if you know what to do. Here are the attacks you are   |
| likely to see:                                                              |
|                                                                             |
|   1. Vanitas summons a stream of Keyblades and flies around on top of them, |
|      pelting you with dark blizzard magic. Use Dodge Roll to avoid these    |
|      projectiles. You can also hit Vanitas while he's doing all this, and   |
|      it's even possible to interrupt him completely. If you know the attack |
|      is coming, the best trick is to start a Shotlock while Vanitas is      |
|      running towards the Keyblade stream and then to unleash once he gets   |
|      on. (After Vanitas actually starts circling you, you probably won't be |
|      able to get a proper bead on him.)                                     |
|                                                                             |
|      So how do you know this attack is coming? Well, Vanitas will begin the |
|      fight with it, and he will also usually do it after attack #2 below.   |
|                                                                             |
|   2. Vanitas dives into the ground, moves towards you underground, and then |
|      emerges directly underneath you in a shower of fire bolts. He might    |
|      repeat this a few times. I like to dodge roll right over Vanitas while |
|      he's underground. This way, you will be invincible when he emerges.    |
|      (This only works with regular Dodge Roll though - not Thunder Roll.)   |
|      You can also just run away, but that's no fun. Mine Square and Mine    |
|      Shield are also effective if you have them.                            |
|                                                                             |
|   3. A two-swing combo, similar to what Vanitas did before. This time, the  |
|      second hit also shoots off a sonic blast. The blast doesn't do much    |
|      damage, but it can stagger you briefly, making it hard to get off a    |
|      counter-attack. The best option is to block Vanitas's combo and then   |
|      do Counter Rush. Failing that, you can hit him normally after he's     |
|      done. You have to be fast though.                                      |
|                                                                             |
|   4. A slow fireball that splits into five fast, homing fireballs. This is  |
|      the same as before. Dodge roll past it when it splits.                 |
|                                                                             |
|   5. Vanitas jumps into the air and sprays the ground near you with dark    |
|      lightning. This is the same as before. Keep moving and dodge roll when |
|      it happens.                                                            |
|                                                                             |
|   6. And of course, Vanitas wouldn't be Vanitas without his counter. After  |
|      being hit, he might leave a stationary image and then appear above you |
|      to do a dive-bomb attack.                                              |
|                                                                             |
| One option you have is to deal with this fight pretty much exactly how you  |
| did Vanitas Round 2, although it should be easier now that you are much     |
| stronger.                                                                   |
|                                                                             |
| There is a new and better approach you can use this time though. If you are |
| right up close to Vanitas, he will almost always use his two-hit combo,     |
| which can be immediately blocked and countered for high damage. So after    |
| Vanitas finishes attack #1 (and attack #2 if he does it), I like to run     |
| right up to him and do Block + Counter Rush as soon as he starts an attack. |
| Then, instead of trying to do a combo, I just wait for him to attack again, |
| and then repeat. Sometimes he will counter with attack #6, but the beauty   |
| is that can also be blocked, so the same trick works! I know that it's      |
| counter-intuitive to stay close to a high-damage boss like Vanitas, but     |
| trust me: the fight becomes really easy once you get the pattern down.      |
+-----------------------------------------------------------------------------+

After this, Vanitas reveals his true face at last, and it may be a bit of a
shock if you've played the other Kingdom Hearts games before. And then it's on
to the true final boss fight for Ven's story!

+--BOSS FIGHT: VANITAS ROUND 4------------------------------------------------+
| HP: 700, Strength: 26, Defense: 15                                          |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: None                                                                |
|                                                                             |
| If you thought the last fight was disappointingly similar to the previous   |
| battle against Vanitas, then this one should cheer you up. With the X-blade |
| in hand, Vanitas now unleashes a new fighting style, and the epic level     |
| goes through the roof.                                                      |
|                                                                             |
+--PART 1---------------------------------------------------------------------+
|                                                                             |
| For most of the fight, Vanitas will rely on the following attacks.          |
|                                                                             |
|   1. Vanitas holds the X-blade in the air, charging it up with fire. He     |
|      then lunges at you, creates a fire blast around him, lunges at you     |
|      again, and then jumps in the air to shoot a homing blast at you. Dodge |
|      roll away from Vanitas to stay safe here. When he jumps up to do the   |
|      homing blast though, run up close. The blast will go over your head,   |
|      and you will be free to combo Vanitas when he lands.                   |
|                                                                             |
|   2. Vanitas glows blue and charges at you through the air three times in a |
|      row. This cannot be blocked, but you can dodge roll out of the way,    |
|      and then combo him when he lands.                                      |
|                                                                             |
|   3. Vanitas teleports behind you and does a short combo. He will do this   |
|      once as a counter-attack, and he will also do it repeatedly as a       |
|      regular attack. Try to block right as he appears. You can then hit     |
|      back with Counter Rush.                                                |
|                                                                             |
|   4. Vanitas jumps into the air and sprays the ground near you with dark    |
|      lightning. This is the same as before.                                 |
|                                                                             |
|   5. Vanitas does the traditional two-hit combo (without teleporting) but   |
|      this time, the heat-seeking sonic blast lasts for a long time. If you  |
|      manage to block the combo, use Counter Rush.                           |
|                                                                             |
| Vanitas will be attacking constantly in this fight. Generally, you want to  |
| dodge or block his attacks, and then do a combo of your own and/or Counter  |
| Rush. If he counters your combo, block and do Counter Rush. After that, he  |
| will often do the fire attack, so you probably want to back up. It IS       |
| actually possible to interrupt a lot of Vanitas's attacks with damage, but  |
| it's risky, so be careful. Magic can be safe and strong too, but sadly,     |
| Vanitas can no longer be disabled by Aero + Gravity.                        |
|                                                                             |
| Since Vanitas is so aggressive, healing can be a little tricky. If you      |
| don't have Leaf Bracer, try to dodge an attack first, then heal right       |
| after. Also, try to heal up to full right before dealing the "final" blow,  |
| because this battle isn't over yet, and you won't be able to heal during    |
| the second part.                                                            |
|                                                                             |
+--PART 2---------------------------------------------------------------------+
|                                                                             |
| With only a tiny sliver of health left, Vanitas destroys the whole stage,   |
| and you will automatically D-Link with him. For the rest of the fight, you  |
| will be flying around in space, and Vanitas will be using a slightly        |
| smaller set of moves:                                                       |
|                                                                             |
|   Dark Splicer: Vanitas repeatedly teleports behind you and attacks.        |
|   Dark Spiral: This is the attack from before where Vanitas glows blue and  |
|                charges at you three times.                                  |
|   Shotlock: You can see this coming because you will see (and hear) the     |
|             Shotlock targets get fixed on you. Vanitas summons a big laser  |
|             and sweeps it in your direction. The laser stays out for a long |
|             time, but it stays on the "ground" (meaning you can jump over   |
|             it) and the range isn't too large.                              |
|                                                                             |
| You can dodge these attacks well enough with Square, but unfortunately,     |
| that won't really help win the fight.                                       |
|                                                                             |
| Your goal here is to charge up your Command Gauge and then do a finish      |
| command. The way to do this is to repeatedly trigger a mini-game where you  |
| and Vanitas rush at each other. So the question is: how do you trigger this |
| mini-game? Well, you can trigger it by doing Dark Spiral while Vanitas is   |
| in the middle of a Dark Spiral attack himself, or in the middle of a        |
| Shotlock. You can also trigger it with a Shotlock if Vanitas is in the      |
| middle of ANY attack. I haven't been able to trigger the mini-game at all   |
| with Dark Splicer, which makes that command pretty much useless.            |
|                                                                             |
| So, here's the strategy. Vanitas always begins with a Shotlock. Use Dark    |
| Spiral to trigger the mini-game once Vanitas's laser comes out. After that, |
| immediately charge up a Shotlock of your own while Vanitas is stunned, and  |
| use that to trigger the next mini-game. (You don't need to charge it all    |
| the way - it just needs to still be going when Vanitas begins his attack.)  |
| After that, charge up one more Shotlock, and you should get a third         |
| mini-game. After winning that, you should have filled your Command Gauge.   |
| Press X to win!                                                             |
|                                                                             |
| So what's the mini-game? It's easy. If you trigger it with Dark Spiral, the |
| game will show you a rotating analog nub. Rotate your nub in the same       |
| direction to push Vanitas back and win. If you trigger it with a Shotlock,  |
| the game will instead show you the X button. Tap it rapidly to push Vanitas |
| back and win.                                                               |
|                                                                             |
| If you don't know what to do, this part of the fight can be tricky, and you |
| won't be able to heal. But the method I gave is pretty foolproof I think.   |
| Good luck!                                                                  |
+-----------------------------------------------------------------------------+

Congratulations! If you got this far, you will be rewarded with XEHANORT'S
REPORT 10 and the end of Ven's story. The ending doesn't resolve much, but
don't worry: there's time for that later.

To begin the next character's story, create a new game and select a different
character. When you start your new game, don't forget to switch to 333 MHz
speed again if you want the game to be as smooth as possible. And DO NOT
OVERWRITE your Ven save game!


*******************************************************************************
 _  __ _   _                                                       _  __ _   _
| |/ /| |_| | =================================================== | |/ /| |_| |
|   / |  _  |                  SECTION 4 [WLK:A]                  |   / |  _  |
| \ \ | | | |              WALKTHROUGH: AQUA'S STORY              | \ \ | | | |
|_|\_\|_| |_| =================================================== |_|\_\|_| |_|

*******************************************************************************


===============================================================================
  [WLK:A0] Aqua's Story: Land of Departure
===============================================================================


As with Terra, the main story begins with Terra and Aqua attempting the test to
become Keyblade masters. Right away, there is a problem though:

+-BOSS FIGHT: BERSERK ORBS----------------------------------------------------+
| Reward: HP BOOST, SPELL WEAVER COMMAND STYLE                                |
|                                                                             |
| These guys have two attacks:                                                |
|                                                                             |
|  Attack 1: Fly back and forth damaging you if you are close. This does not  |
|            do much damage.                                                  |
|  Attack 2: Slowly sweep lasers across the room.                             |
|                                                                             |
| If an orb uses the laser attack, evade it as best you can and then hit the  |
| orb to make it stop. The orbs moves around a lot, but Aqua has a lot of     |
| long range attacks in her command deck. These all work quite well.          |
+-----------------------------------------------------------------------------+

The main reward for winning this battle is the Spell Weaver command style.
After filling up your Command Gauge with at least one or two uses of a battle
command, you will now switch styles instead of using your basic finisher. As
the game goes on, you will find other finish commands and other command styles
as well. Which finisher you use is chosen in the out-of-combat menu, but which
command style you get is determined by what kinds of battle commands you used
right before-hand.

Anyway, once the Berserk Orbs are down, there will be another cutscene and then
off you go! As an additional reward for clearing the Land of Departure, you
will gain access to the KEYBLADE BOARD, which you can try out any time you
like. (See the Command Board Section MIN:CB for more information.) You will
also get the TERRA and AQUA D-LINKS.

Using D-Links will temporarily change your battle commands and finish command.
D-Links are actually very strong in the first half of the game, so don't forget
to use them! In particular, USING A D-LINK WILL HEAL YOU COMPLETELY! Bear this
in mind since the Cure spell can only be attained during the first world via
the Command Board (and it will probably take a few tries). Also, the Ven D-Link
has Cura as an ability once you level it up all the way.


===============================================================================
  [WLK:A1] Aqua's Story: Castle of Dreams
===============================================================================


With the Land of Departure cleared, you will find yourself in space on your
Keyblade bike. Only one new world will be accessible for now, so head over
there. It is the Castle of Dreams. If you have not already read Section WLK:P2,
now would be a good time to take a look. It will help you understand the
information I provide for each world:

+--TREASURE CHESTS------------------------------------------------------------+
| MAGIC RECIPE: The Chateau, Southeast corner                                 |
| HI-POTION: Palace Courtyard, Northwest corner next to the stairs            |
| SLOW: Palace Courtyard, West side                                           |
| POTION: Palace Courtyard, Southeast corner                                  |
| FLEETING CRYSTAL: Foyer, West side                                          |
| BARRIER SURGE: Foyer, Under the balcony just east of the stairs             |
| POTION: Foyer, Northwest corner                                             |
| THUNDERSTORM: Foyer, Southeast corner of the top balcony                    |
+--STICKERS-------------------------------------------------------------------+
| FIREWORKS STICKER: Foyer, Center                                            |
| BUBBLE STICKER: Palace Courtyard, West side                                 |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (CRYSTAL SODA and BIRTHDAY CAKE)                                |
|   In the Grand Staircase area, under the balcony just west of the stairs.   |
|   You have to meet the Tremaine family before they appear though.           |
+-----------------------------------------------------------------------------+

Before you get too far into this world, let me repeat the advice I gave at the
beginning of Terra's story, in case you are still new to Birth by Sleep
gameplay. There are three things you should be using regularly to give yourself
an edge in combat:

  - Shotlocks. Press L+R. You are vulnerable when charging but other than that,
    Shotlocks are the strongest and safest attacks in the game.
  - D-Link. Unlike with other characters, you don't get the immediate bonus of
    healing through D-Links with Aqua, but the Terra and Ven D-Links do become
    very strong once you level them up a bit. Press right on the directional
    pad to switch to the D-Link menu.
  - Spell Weaver and/or finish commands. These are activated whenever your
    Command Gauge fills up. Which one you get depends on whether you have been
    using battle commands or just attacking.

You can only use Shotlocks when your Focus Gauge is full, and you can only use
D-Links when your D-Link Gauge is full, but don't worry: these bars both fill
up fast. Also, you probably want to level up your D-Links, and you can only do
that by using them!

Anyway, back to the Castle of Dreams! You will start off in the Foyer area.
Head up the stairs to meet Prince Charming and the Tremaine family, and also to
get the CASTLE OF DREAMS MAP. Now you need to leave the castle and head off to
the Chateau - everything is very linear in this world so you shouldn't get
lost. Be sure to pick up chests and loot the Prize Pods as you go. (See the
table above for all the locations.)

Once you get to the house, approach the door and then talk to the Fairy
Godmother again to help Jaq the mouse.

+-BOSS FIGHT: JAQ ESCORT------------------------------------------------------+
| Reward: THUNDERBOLT COMMAND STYLE                                           |
|                                                                             |
| You have to escort Jaq through the Wardrobe Room in Cinderella's house.     |
| There are not too many enemies in the way, but they can still be dangerous  |
| to both you and Jaq.                                                        |
|                                                                             |
| First of all, I recommend equipping Slow. A single cast of this will make   |
| every nearby enemy much easier to deal with. Once the enemies are slowed,   |
| you want to be spamming magic as much as possible so that you enter the     |
| Spell Weaver Command Style. If you can then build up the Command Gauge      |
| further and do a Spell Weaver finish command, you will be able to take out  |
| pretty much everything in sight. (Be sure to move around once the finish    |
| command starts, so that you hit as many creatures as possible.) The main    |
| threats here are the Bruisers (the big fat enemies), so keep an eye out on  |
| any of those guys that appear, and in particular watch out for the          |
| shockwaves they create when they jump.                                      |
|                                                                             |
| If at any point, a Square button appears on screen, you can press Square to |
| protect Jaq from an incoming attack. You can often follow this up by        |
| pressing X to do a strong counter-attack. Mainly though, you just need to   |
| stay near Jaq and constantly be using your strongest magic. If you have     |
| trouble, you can always level up a little bit.                              |
+-----------------------------------------------------------------------------+

With a little more intervention from Aqua, Cinderella will produce her glass
slipper and off she goes. Sadly though, she won't be getting too far. Follow
her back towards the castle for the world's main boss fight.

+-BOSS FIGHT: CURSED COACH----------------------------------------------------+
| HP: 250, Strength: 7, Defense: 3                                            |
| Status effect vulnerabilities: Stun                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: DECK COMMAND SLOT, HP BOOST                                         |
|                                                                             |
| Like Terra and Ven's first bosses, the Cursed Coach is both strong and      |
| complicated, at least for a game's first boss. It would be a good idea to   |
| have some sort of healing available. If you have not already gotten Cure    |
| from the Command Board mini-game, your best option is to equip a Potion, or |
| max out your D-Link Gauge so that you can use that.                         |
|                                                                             |
| The Cursed Coach will use the following attacks:                            |
|                                                                             |
|   1. Spin around rapidly while moving towards you. This attack can do a lot |
|      of damage if it hits you dead-on. But if you block it (push Square as  |
|      the Cursed Coach gets close), you will knock the Coach over. You can   |
|      then do one or two full combos before it gets up. Watch out though: it |
|      will flail around a bunch when it does get back up.                    |
|   2. Walk towards you and attack a few times with its arms. You can (and    |
|      should) also use Barrier to block this attack, but the Coach will not  |
|      be knocked over.                                                       |
|   3. Jump around a number of times, creating shockwaves wherever it lands.  |
|      Again, use Barrier to protect yourself from the shockwaves. If you get |
|      a Barrier off near the Cursed Coach, this will knock it down, just     |
|      like with the spin attack.                                             |
|   4. Shoot out a number of smaller creatures called Thornbites. These guys  |
|      will stick around until you kill them, but they are slow and have no   |
|      range, so it's easy to stay out of their way. You can try to kill them |
|      if you want, but don't lose track of the Cursed Coach, because it is   |
|      the much bigger threat.                                                |
|   5. Back up a bit, and then try to suck you into its mouth. This attack is |
|      repeated three times or until you get swallowed. You can either just   |
|      stay back with Cartwheel, or you can maneuver behind the Coach while   |
|      it does this attack. That will give you time to do a combo while it is |
|      facing the wrong direction. Just watch out, because after the third    |
|      attempt on this attack, the Coach will often suddenly switch to        |
|      something more dangerous. If you do mess up and get swallowed, mash X  |
|      to get out.                                                            |
|   6. Fly up in the air and shoot volleys of bombs at the ground. These      |
|      cannot be blocked. Use Cartwheel and keep moving to stay safe.         |
|                                                                             |
| This is a fight that rewards patience. It is safe to attack if the Cursed   |
| Coach starts rolling around randomly like it does at the start of the       |
| fight, if you got behind it while it is trying to swallow you, or if you    |
| knock it over. That's pretty much it. In all other situations, you should   |
| back off and wait for the Cursed Coach to make the first move. Evade the    |
| attacks and counter as described above.                                     |
|                                                                             |
| If you are having trouble, remember to bring some form of healing. Also,    |
| don't be ashamed to level up more. That always helps a lot.                 |
+-----------------------------------------------------------------------------+

As a reward, you will get a Deck Command Slot, which lets you equip another
battle command, and your maximum HP will go up. You will also get the STROKE OF
MIDNIGHT KEYBLADE, the CINDERELLA D-LINK, and the ROYAL BOARD.


===============================================================================
  [WLK:AI] Aqua's Story: Interlude
===============================================================================


With the Enchanted Dominion clear, you will now have a choice of where to go
next. The map points out two major story worlds that you can go to: the Dwarf
Woodlands and the Enchanted Dominion.

Here are some other things you can do at any point:
  - Go back to the Land of Departure and pick up the four chests that are
    there.
  - Go to the Mirage Arena (the far left world) and try entering a tournament.
    Most likely you will lose at this stage, but it's still fun.
  - Play a round on the Command Board (see Section MIN:CB). This optional
    mini-game gives you a few abilities that you cannot easily get in other
    ways, and it also helps level up whatever abilities you already have.
  - Synthesize some new abilities with Command Melding (see Section COL:CM). In
    addition to upgrading your commands, this gives you some very handy passive
    abilities that cannot be gotten in any other way.


===============================================================================
  [WLK:A2] Aqua's Story: Land of Departure
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| SHIMMERING CRYSTAL: Mountain Path, Near the top exit                        |
| HI-POTION: Mountain Path, Near the top exit                                 |
| BIND: Mountain Path, Near the bottom exit                                   |
| FLEETING CRYSTAL: Summit, Near the flags                                    |
+-----------------------------------------------------------------------------+

The only thing to do here is to pick up the chests in areas you explored during
the prologue.


===============================================================================
  [WLK:A3] Aqua's Story: Dwarf Woodlands
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| BALLOON LETTER: Vault, South side just west of the central platform         |
| POTION: Vault, South side near the east exit                                |
| SHIMMERING CRYSTAL: Vault, North side on the ledge                          |
| MAGNET: Vault, South side on the central platform                           |
| SHIMMERING CRYSTAL: Underground Waterway, South end (past the first locked  |
|                     grate)                                                  |
| FLEETING CRYSTAL: Underground Waterway, West side (past the second locked   |
|                   grate)                                                    |
| FIRE: Underground Waterway, Northwest corner (past the third locked grate)  |
| FISSION FIRAGA: Courtyard, Northwest corner on a platform (need High Jump,  |
|                 Air Slide, Sliding Dash, or equivalent)                     |
| POTION: Courtyard, Northeast corner                                         |
| DWARF WOODLANDS MAP: Courtyard, Northwest corner on the ground              |
| FLEETING CRYSTAL: Courtyard, Northwest corner on the stairs                 |
| HUNGRY CRYSTAL: Flower Glade, Northwest corner                              |
| HI-POTION: Deep Woods, South end                                            |
| ETHER: Deep Woods, North end                                                |
| POTION: Deep Woods, North end                                               |
| PAYBACK SURGE: Cottage Clearing, Northwest corner                           |
| POISON: Cottage Clearing, Southeast corner down the stream                  |
| ATTACK RECIPE: Cottage, Northeast corner                                    |
+--STICKERS-------------------------------------------------------------------+
| PICNIC BASKET STICKER: Courtyard, Northwest corner                          |
| BUBBLE STICKER: Vault, East side                                            |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (PEACH FANTASY and GASPBERRY)                                   |
|   In the southwest corner of the Flower Glade.                              |
+-----------------------------------------------------------------------------+

The Dwarf Woodlands start with you meeting the "dead" Snow White. (You do know
the fairy tale better than that though, right?) Your job is to head to the
Queen's castle and look for help. Once again, this world is pretty linear, so
just follow the path through the woods. In the Courtyard area, there is a chest
on a high platform in the northwest corner. If you have a high level Sliding
Dash (or equivalent ability), you can get it now: jump on top of the wall in
the middle of the courtyard, and then jump out to the chest. If you don't have
Sliding Dash or don't want to worry about the chest for now, just remember it
is here. You can come back later with High Jump and/or Air Slide.

The next area is called the Underground Waterway, and it is much more
interesting (unless of course you remember it from Terra's story). First notice
there are jugs that are constantly changing color. If you hit them while they
are green, they will recharge your health; if you hit them while they are blue,
they will recharge your D-Link bar; and if you hit them while they are red,
they will explode, damaging both you and any nearby enemies! Plan accordingly.

There are also a couple looms (spinning wheels). If you hit one of these, it
will open up one of the grates for a short time and you will be able to run
through. The first loom opens the route to the second loom, and the second loom
opens TWO grates (the second grate is in the room behind the first grate). You
will have to hurry to get all the way through, but you can try as many times as
you want. If you get through everything, you will get the FIRE spell, which
will be handy in the next room.

This next room is the Vault, and you will start on a high ledge. If you fall
off and want to get back, you will have to find a steam jet on the north side
of the room to propel you up. There is also a platform in the center of the
room, but the steam jet leading up to it is dormant. You need to first find the
steam jet (next to a furnace) just west of this platform. Hit the furnace with
the Fire spell you got in the previous room, and then the steam jet will come
alive, allowing you to get up.

Once that is taken care of, head on and you will reach the boss for the world.

+--BOSS FIGHT: SPIRIT OF THE MAGIC MIRROR-------------------------------------+
| HP: 300, Strength: 11, Defense: 4                                           |
| Status effect vulnerabilities: Stun, Poison, Sleep                          |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: DECK COMMAND SLOT                                                   |
|                                                                             |
| This is a rather atmospheric fight inside the heart of the magic mirror.    |
| You will have to deal with the following attacks:                           |
|                                                                             |
|  Attack 1: The spirit flies towards you, either directly or in a zigzag     |
|            pattern. Use Barrier to avoid taking damage.                     |
|  Attack 2: The spirit pops out of the ground and shoots an ice bolt at you. |
|            Use Cartwheel to avoid it and at the same time approach the      |
|            spirit for an attack or two. This sequence is always repeated    |
|            three times in a row. If you get hit by an ice bolt, you will be |
|            temporarily confused, meaning your controls will be messed up.   |
|  Attack 3: Huge rows of spirits appear on either side of you, and they all  |
|            spit out fireballs. Just run (don't cartwheel) directly forwards |
|            along the line to avoid all projectiles. If you happen to notice |
|            that one of the spirits is smiling, then that is the real one.   |
|            Run up and combo it to stop the attack. Alternatively, you can   |
|            just keep running forward and the attack will end eventually.    |
|  Attack 4: Copies of the spirit appear and start spinning around you,       |
|            eventually shooting out a salvo of fireballs. Use Barrier to     |
|            avoid this. After blocking one salvo, you will be able to attack |
|            back. Look for the spirit that is smiling (also the only spirit  |
|            that you can target with L+R), and instead of doing Barrier      |
|            again, run up and hit it after the spirits stop to attack the    |
|            SECOND time. If you try this the first time, you will just get   |
|            hit.                                                             |
|                                                                             |
| When the spirit is not doing any of these attacks, it is safe to go on the  |
| offensive. If you're lucky, you'll stun it and knock it to the ground. Once |
| the spirit starts doing something though, avoid the attack as explained     |
| above. There is no reason to take any damage if you are careful.            |
|                                                                             |
| One annoyance is the game sometimes lags during attack #3. This is the main |
| reason why it is better to walk than to cartwheel. You might want to switch |
| to 333 MHz in the options menu to minimize this lag.                        |
|                                                                             |
| Note: If you have done Terra's story already, this fight is almost but not  |
|       completely identical to his version. Attack #2 replaces the flying    |
|       fire bolt attack here. Also, you should use Barrier instead of        |
|       Cartwheel/Slide for dodging attack #4. Everything else is the same.   |
+-----------------------------------------------------------------------------+

You will also get the TREASURE TROVE KEYBLADE and the SNOW WHITE D-LINK for
clearing the world.


===============================================================================
  [WLK:A4] Aqua's Story: Enchanted Dominion
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| ENCHANTED DOMINION MAP: Dungeon Cell, Southeast corner                      |
| ABSOLUTE ZERO: Gates, Ramparts in the northeast corner                      |
| WELLSPRING CRYSTAL: Gates, Ramparts west of the north exit                  |
| CURE: Gates, On the ground just north of the north exit                     |
| PULSING CRYSTAL: Gates, Ramparts in the northeast corner                    |
| SLEEP: Gates, Ramparts in the southwest corner                              |
| CONFUSION STRIKE: Maleficent's Throne, South end                            |
| HI-POTION: Dungeon, West platform                                           |
| ICE BARRAGE: Dungeon, Southeast platform (need High Jump, Air Slide,        |
|              Sliding Dash, or equivalent)                                   |
| HI-POTION: Forbidden Mountain, Southwest corner                             |
| ETHER: Waterside, West side (halfway through the area)                      |
| BALLOON LETTER: Waterside, West side (towards the south)                    |
| POTION: Waterside, Southwest corner                                         |
| HI-POTION: Forest Clearing, East side                                       |
+--STICKERS-------------------------------------------------------------------+
| HORACE STICKER: Dungeon, Northwest corner                                   |
| FLOWER STICKER: Forest Clearing, Center                                     |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (ROSE HONEY and SKY BLUE MOUSSE)                                |
|   In the south end of the Waterside area. If you are coming from the Forest |
|   Clearing, the Prize Pods should be in the nook immediately on your left   |
|   as you enter.                                                             |
+-----------------------------------------------------------------------------+

You begin outside Maleficent's dark and foreboding castle, and Aqua - being the
brave hero type - wants to explore. Lucky you! Head up the bridge to reach the
gate area. Unfortunately, most of the ramparts here are inaccessible right now,
but do be sure to pick up and equip CURE from the chest near the north exit.

Here and elsewhere in the castle, you will be fighting lots of pig soldiers. In
large packs, these guys can be pretty dangerous. They are aggressive, they have
strong melee attacks, and they can also pester you from range with arrows. The
good news is they are completely incapacitated by elemental magic: Fire,
Blizzard, and Thunder. So if you are having trouble, be sure to equip those
spells.

Anyway, head inside and you will get unceremoniously booted down to the jail
area. From here, your goal will just be to escape. It's pretty linear, so you
shouldn't have much trouble finding your way. The first real challenge is in
the Altar Room, where you will have to fight a bunch of pig soldiers. Try to
pick off enemies that are away from the main group here. pig soldiers are most
dangerous when you are surrounded. If you get badly wounded, back off and cast
Cure. The room is huge, so you should have no trouble finding a place to rest
if you need time to regain your Cure cooldown.

After the fight, you can take the exit in the northeast corner or in the south
wall to reach the upper platform of the Dungeon, where you can get one of the
two chests. The other chest requires jumping a long way, which you might not be
able to do yet, even with Barrier Surge. If you are having trouble, just come
back later.

When you are ready, go out the west exit from the Hall, and then head on past
Maleficent's Throne to get outside.

+--BOSS FIGHT: ESCAPE MALEFICENT'S CASTLE-------------------------------------+
| Reward: HIGH JUMP                                                           |
|                                                                             |
| The Gates are teeming with pig soldiers, and the route out has been blocked |
| off. Your main goal here should be to kill any and all pig soldiers on the  |
| ground. More enemies will be pelting you from the ramparts the whole time,  |
| so be ready to duck behind a wall and heal if necessary.                    |
|                                                                             |
| Once you have killed all available pig soldiers, Philip will run over to    |
| a spot by the ramparts and beckon to you. Go up to him, press Square, and   |
| then X to knock out a hole in the wall. You can then use that hole to climb |
| up. From there, you will find a wheel tucked into a corner. Smack it with   |
| your Keyblade to open one of the gates blocking your way. There are two     |
| gates altogether, so you will need to do whole this sequence twice.         |
|                                                                             |
| The main catch is that if you don't push X in time after pushing Square,    |
| more pig soldiers will appear, and you will have to kill them before trying |
| again. So be ready to push X after pushing Square! Also, if all the enemies |
| are dead on the ground, but Philip is still just following you, try walking |
| near the enemies on the edges of the ramparts. Some of them will jump down, |
| and killing them will let you move on.                                      |
+-----------------------------------------------------------------------------+

Now just keep heading onwards through the forest until you reach the Bridge,
and the world's main boss fight.

+--BOSS FIGHT: DRAGON MALEFICENT----------------------------------------------+
| HP: 600, Strength: 11, Defense: 4                                           |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: HP BOOST, FIRE STORM COMMAND STYLE                                  |
|                                                                             |
| This fight can be pretty tricky if you don't know what you're doing. At     |
| first, Maleficent will just stay on one end of the bridge, and use the      |
| following attacks:                                                          |
|                                                                             |
|   1. Breathe green fire, covering the entire bridge in front of her. Except |
|      in one important case (see below), the only way to dodge this is to    |
|      run past Maleficent so you are behind her head. Just wait there until  |
|      the fire disappears. While you wait, you can pelt her with Shotlocks   |
|      and/or ranged spells.                                                  |
|   2. Biting attacks directly ahead of her. Stay back until she is done and  |
|      then you can hit her a couple times.                                   |
|   3. Stomp on the ground, once with each front foot, causing shockwaves.    |
|      This attack will be repeated three to four times without much pause,   |
|      and then unless you daze her, Maleficent will always follow up with    |
|      attack #4. You can combo Maleficent during this time, but try to time  |
|      it so that you are in the air while she is stomping.                   |
|   4. Maleficent rears up on her hind legs, then comes crashing back down.   |
|      This can hit you if you are anywhere near her, even if you are in the  |
|      air. Either stay back or use Barrier. One of two things could happen   |
|      next. Maleficent could stop and pause, in which case her next attack   |
|      could be anything. More often though, she will repeat this attack      |
|      three to four times and then breathe fire (similar to attack #1, but   |
|      covering a little more range and lasting longer.) If Maleficent does   |
|      repeat the rearing attack, you will also hear Philip calling to you.   |
|      Run behind him, and he will protect you from the fire breath. You will |
|      then be able to do the good old Philip combo where you push Square + X |
|      for a free hit on Maleficent. This stuns her too, so you should have   |
|      time to follow it with a regular combo.                                |
|                                                                             |
| If you don't know what attack is coming next during this phase, you should  |
| stay close to Maleficent, and be ready to duck behind her. Once she commits |
| to attack #3 or attack #4 though, it becomes more predictable. Get in what  |
| hits you can, and then be ready to hide behind Philip.                      |
|                                                                             |
| Eventually, Maleficent will switch her strategy and fly into the air. She   |
| will (slowly) charge across the bridge, land on the other side, rear up     |
| once, and then if you are in front of here, she will cover the whole bridge |
| with green fire. And then she will repeat. What you need to do is stay      |
| close to Philip. As Maleficent begins her charge, you will get the option   |
| of doing the Square + X combo to get catapulted onto her back. You can      |
| actually combo her from up there, but don't get fancy with deck commands -  |
| you don't want to fall off too soon. Once you do fall off, run to the end   |
| of the bridge that Maleficent is at, so that you are a bit behind her when  |
| she lands. Eventually, she will fly up again, and the whole sequence will   |
| repeat until you beat her.                                                  |
|                                                                             |
| There shouldn't be any real surprises during this part - just be careful    |
| you don't end up far away from Maleficent when she lands. If that happens,  |
| you will have nowhere to go when she breathes fire.                         |
+-----------------------------------------------------------------------------+

Afterwards, you will get the FAIRY STARS KEYBLADE, XEHANORT'S REPORT 6, and a
bit of cheesy dialogue. You tell her, Aqua!


===============================================================================
  [WLK:A5] Aqua's Story: Radiant Garden
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| POTION: Central Square, Northeast corner                                    |
| ETHER: Central Square, Southwest corner                                     |
| HI-POTION: Aqueduct, Northeast corner along the outer wall                  |
| THUNDARA: Aqueduct, North end on the top level                              |
| HI-POTION: Aqueduct, South end in a nook off the main bridge                |
| BLOCK RECIPE: Aqueduct, North end on the top level                          |
| COUNTER BLAST: Fountain Court, Northeast corner on the platform             |
| SOOTHING CRYSTAL: Fountain Court, Northeast corner on the platform          |
| XEHANORT'S REPORT 3: Merlin's House, West end                               |
| ZERO GRAVITY: Gardens, Bottom level southwest corner                        |
| WELLSPRING CRYSTAL: Gardens, Second level southeast corner                  |
| STRIKE RAID: Gardens, Second level northwest corner                         |
| FLEETING CRYSTAL: Gardens, Top level north end                              |
| RADIANT GARDEN MAP: Front Doors, South end                                  |
| PANACEA: Front Doors, South end                                             |
| MINE SQUARE: Front Doors, West end of the top level                         |
+--STICKERS-------------------------------------------------------------------+
| JUICE STICKER: Front Doors, South end                                       |
| FLOWER STICKER: Castle Town, Northeast corner                               |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Examine the book in Merlin's house to unlock the HUNNY POT   |
|                BOARD.                                                       |
| PRIZE PODS: (SOY MILK, ROCKET SODA, and NEBULA NECTAR)                      |
|   In the northeast nook along the water in the Fountain Square. You will    |
|   have to clear a group of four Blue Sea Salts first.                       |
+-----------------------------------------------------------------------------+

You begin in the Central Square with only one exit open to you. This will take
you to the Gardens where you will meet a couple new and nasty enemies.

 - First of all, there are Mandrakes: green plants that spawn from far away and
   shoot projectiles at you along the ground. If these guys are causing you
   problems, get close to them with Cartwheel, and they will pop out of the
   ground. After that, they will stop shooting projectiles and you will be able
   to do whatever you were doing in relative peace.

 - The red and black balloon monsters (Tank Topplers) are also annoying. If you
   attack them normally, you will not be able to kill them. They will turn
   invincible at low health and then roll around before exploding. If that
   happens, slide away to avoid getting hit. You can prevent this nuisance
   altogether by hitting the Tank Topplers from behind. This will release their
   air and make them an easy target.

Anyway, head up to the Front Doors of Ansem's Castle, and you will meet Mickey
Mouse and a young Kairi. You will have to beat a group of Unversed here, but
with Mickey's help, you shouldn't have too much trouble even if you are low
level. Afterwards, you will get the MICKEY D-LINK and the DESTINY'S EMBRACE
KEYBLADE.

Now follow the giant Unversed out to the Gardens and then through the new exit
to reach a boss fight.

+--BOSS FIGHT: TRINITY ARMOR--------------------------------------------------+
| HP: 800 for each piece, Strength: 14, Defense: 6                            |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: HP BOOST, BLADE CHARGE COMMAND STYLE                                |
|                                                                             |
| If you have played other Kingdom Hearts games, you probably remember the    |
| Guard Armor. Well, this guy is an updated version of that boss. Basically,  |
| he has separate legs, arms, and head, and you need to kill them one at a    |
| time.                                                                       |
|                                                                             |
| At the beginning of the fight, the pieces are all attached, and the Trinity |
| Armor will use the following attacks in order:                              |
|                                                                             |
|  Attack 1: Shoot fireballs up into the sky. These will land on the ground   |
|            where you and your allies were standing a couple seconds ago,    |
|            and they will explode into more fireballs on contact. While the  |
|            fireballs are being shot up, you should have time for two quick  |
|            combos. After that, start moving or use Barrier so that you      |
|            aren't hit.                                                      |
|  Attack 2: Fly directly at you (or one of your allies) in a ramming attack. |
|            The Trinity Armor will do this three times in a row. Use Barrier |
|            to avoid this.                                                   |
|  Attack 3: Move to the center of the room, charge up a huge laser, and send |
|            it back and forth in a sweeping motion around the room. While    |
|            the Trinity Armor is moving and while it is charging the laser,  |
|            you should have time to hit it a bunch. Once the laser is out,   |
|            use Cartwheel to run right THROUGH it as it sweeps by. You are   |
|            invincible while the Cartwheel is happening! You can also just   |
|            always stay behind the Trinity Armor while he is shooting, but   |
|            that's boring.                                                   |
|                                                                             |
| After these three attacks (or earlier, if your damage output is very good), |
| the Trinity Armor will split into pieces, and you will have time to do a    |
| little more damage before the next attack. I don't think there's anything   |
| random in what the boss does at this point, but the attack order depends on |
| what you've destroyed, so it's a bit complicated. I will just list the      |
| options:                                                                    |
|                                                                             |
|  Attack 1: All pieces of the Trinity Armor start spinning rapidly across    |
|            the room. If you get hit by one, you will take heavy damage. I   |
|            recommend going into a corner and protecting yourself with       |
|            Barrier while this attack happens. If you have a high-level      |
|            Shotlock, you can also use that to give yourself temporary       |
|            invincibility.                                                   |
|  Attack 2: The pieces might just do their own thing. The legs stomp around, |
|            and the head and arms fly around. This is a good time to attack. |
|            You might take a little damage here or there, but it won't hurt  |
|            too much.                                                        |
|  Attack 3: If at least two pieces are alive, they might slowly circle       |
|            around the room, shooting a constant lightning beam towards the  |
|            center. This attack looks scary but is actually not too bad. Run |
|            to the outside of the room, and attack whichever piece of the    |
|            Trinity Armor is moving towards you.                             |
|  Attack 4: The head might shoot fireballs or lasers all over the place. I   |
|            recommend just evading while this happens. This often seems to   |
|            be followed by attack #1, so be ready.                           |
|  Attack 5: The remaining pieces of the Trinity Armor might fuse together    |
|            and do the giant laser again (attack #3 in the first list). If   |
|            only the head is left during this attack, you can stand directly |
|            underneath it and pelt it with magic! The laser will go right    |
|            over your head.                                                  |
|                                                                             |
| In general, watch out for the spinning attack (#1 in the second list), the  |
| giant laser (#3 in the first list), and the fireball/laser sprays (#4 in    |
| the second list). The rest you can probably handle without too much danger. |
| By the way, you have to destroy the head last. It will stop taking damage   |
| at some point if the other pieces are left alive, so if that happens, just  |
| switch targets.                                                             |
|                                                                             |
| Good luck! You will be doing this fight at least three times throughout the |
| course of the game, so I hope you like it!                                  |
+-----------------------------------------------------------------------------+

After the fight, you will also get a DISNEY TOWN PASS. You can't go back the
way you came, but there's another exit taking you to the Aqueduct and then to
the Fountain Court. There are some chests here on a platform in the northeast
corner. To get to them, jump from the central platform on the third level down
to the water jet on the east platform on the second level. The water jet will
propel you all the way up to the east platform on the highest level. One more
jump will get you to the chests. Make sure you equip the COUNTER BLAST ability
you find there - it is one of the most important abilities in the game.

In the next area, you will meet Merlin. Go into his house and examine the book
to get the HUNNY POT BOARD. Once you are ready, keep going and you will find
yourself back in the Central Square where another boss will be waiting for you.

+-BOSS FIGHT: VANITAS ROUND 1-------------------------------------------------+
| HP: 550, Strength: 14, Defense: 6                                           |
| Status effect vulnerabilities: Stun, Freeze, Ignite, Poison, Sleep, Zero    |
|                                Gravity, Magnet                              |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: DECK COMMAND SLOT                                                   |
|                                                                             |
| This fight is pretty much the same as Ven's fight against Vanitas in the    |
| Mysterious Wilderness, but you should have Barrier and Counter Blast here.  |
| These two abilities make everything much easier.                            |
|                                                                             |
| Vanitas is very aggressive, and will constantly be coming after you with    |
| one of the following attacks:                                               |
|                                                                             |
|   1. A two-hit combo starting with a long dash, meaning you can be hit even |
|      at a distance.                                                         |
|   2. A slow fireball that soon splits into five fast homing fireballs.      |
|   3. Jump into the air (possibly covering a long distance to get to you),   |
|      and then spray the ground with lightning bolts.                        |
|   4. After being hit, Ven will also sometimes leave a stationary image of   |
|      himself behind, appear above you, and come down with a diving attack.  |
|                                                                             |
| Except for the lightning, all of these attacks can be blocked by Barrier,   |
| and Vanitas won't use the lightning if you are close up.                    |
|                                                                             |
| So the strategy's really simple actually. Run up to Vanitas and use Barrier |
| as he is about to attack, then press X to do Counter Blast. There is no     |
| need to do regular combos at all and risk Vanitas countering, although if   |
| you are feeling confident, you can certainly try.                           |
|                                                                             |
| If you take damage and need to heal, then things get a little trickier.     |
| Unless you have Leaf Bracer already, there is a serious danger that your    |
| Cure spell will be interrupted by Vanitas's lightning attack. To prevent    |
| that, be patient! Wait for Vanitas to attack and evade him with Cartwheel.  |
| Then immediately cast Cure before he can attack again.                      |
|                                                                             |
| If all goes well though, you shouldn't really have to heal. Stay right up   |
| close and abuse Barrier + Counter Blast. Once you get the pattern down,     |
| Vanitas won't have a chance. You can also try the Aero + Magnet strategy I  |
| mentioned for Ven, but I think Barrier is easier.                           |
+-----------------------------------------------------------------------------+


===============================================================================
  [WLK:A6] Aqua's Story: Disney Town
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| DISNEY TOWN MAP: Main Plaza, Southwest corner                               |
| POTION: Main Plaza, Northwest corner                                        |
| ABOUNDING CRYSTAL: Raceway, Northwest corner on the second level            |
| FIRA: Raceway, Southeast corner on the bottom level                         |
| SLOT EDGE: Raceway, Rooftop (come from Pete's Rec Room)                     |
| HUNGRY CRYSTAL: Gizmo Gallery, Southwest corner on a platform (must         |
|                 activate  the machine to get it)                            |
| MEGA-POTION: Gizmo Gallery, Northwest corner on a platform (must activate   |
|              the machine to get it)                                         |
| CHAOS CRYSTAL: Gizmo Gallery, Northwest corner on a platform (must activate |
|                the machine to get it)                                       |
| THUNDER: Gizmo Gallery, Northwest corner on the bottom level                |
| THUNDER: Gizmo Gallery Southwest corner on the bottom level                 |
| PULSING CRYSTAL: Gizmo Gallery, Platform north of the elevator (must        |
|                  activate the machine to get it)                            |
| MEGA-POTION: Gizmo Gallery, Platform north of the elevator (must activate   |
|              the machine to get it)                                         |
| PANACEA: Pete's Rec Room, Alcove in the top left                            |
| ACTION RECIPE: Pete's Rec Room, Alcove in the top left (same alcove as the  |
|                previous chest - check every corner)                         |
| AERIAL SLAM: Pete's Rec Room, Alcove in the top right                       |
| BREAK TIME: Pete's Rec Room, Central alcove behind a grate                  |
| SOOTHING CRYSTAL: Pete's Rec Room, Central alcove above the grate (the one  |
|                   near the top exit to the Raceway)                         |
+--STICKERS-------------------------------------------------------------------+
| MINNIE STICKER: Main Plaza, Center                                          |
| DAISY STICKER: Raceway, Center                                              |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: There are prizes from Rumble Racing, Fruitball, Ice Cream    |
|                Beat, and the Ice Cream Shop. See the mini-game and          |
|                collectathon sections of the guide. Also, do a full combo on |
|                the mailbox in the northeast section of Main Plaza to get    |
|                CONFETTI.                                                    |
| PRIZE PODS: (PRICKLE PEPPER and TOONBASCO)                                  |
|   In the corner straight ahead and to the left as you enter the Raceway     |
|   from where Chip and Dale are. The Prize Pods should appear after clearing |
|   a group of four Blue Sea Salts.                                           |
+-----------------------------------------------------------------------------+

Disney Town is primarily a hub of mini-games. In fact to complete the world,
all you need to do is win one round of Fruitball. (Talk to Horace the cow to
get started.) But there are some nifty prizes you can earn if you stick around
longer. For more information on Fruitball and the other mini-games located here
(Rumble Racing, Ice Cream Beat, and the Ice Cream Shop), see the mini-game and
collectathon sections of the guide.

There are also a number of chests to pick up, quite apart from all the
mini-games. Their locations are very similar for each character, so if this is
not your first playthrough and if you remember what to do, feel free to skip
the rest of this section.

Most of these chests are hidden in the sewers. Go to Main Plaza and examine the
manhole cover to go down. In this area, you will see a giant machine with a
lightning bolt on it and a power gauge. You need to hit it a bunch with
Thunder-based attacks to charge it up. The charge will go back down over time
so you have to be fast, but the game gives you two Thunder spells in the same
room to help you out. You can also use the Thunderbolt Command Style.

Once the machine is going, you can get on an elevator to reach the upper
levels. Jump on the moving hands and gears to move around up here and pick up
all the chests (see the list at the start). If you are having trouble with the
jumping, don't worry about it too much. You can come back later with Air Slide,
and it will be easy. If you go south from the upper level, you will also find a
whole new area: Pete's Rec Room. Climb the stairs and get on the glove to
propel yourself out into a giant pinball machine! Propelling yourself up is a
little finicky: I think how far you go is based on when you press O. If you
look at Aqua, you will see a circular signal that keeps pulsing out from around
her. I found it helped to press O around the time this circle faded out. The
shaft doesn't have walls all the way up, so you can move yourself out to the
left if you get most of the way up.

Once in the pinball machine, you can bounce around and pick up lots of money.
Use L and R to hit the flippers and try to make it to the various alcoves to
pick up the chests. Be sure to get BOTH chests in the left alcove! There is
also a set of locked bars. To unlock them, you need to smash into each of the
four bumpers marked with a crown. Each time you hit one of these bumpers, a
light will go on near the bars, and eventually they will retract. Go wild and
have fun here! One of the alcoves in this area also leads to the rooftops of
the Raceway area where you can find yet another treasure chest.

When you complete the world, you will get the TOON BOARD. If you have already
finished the game with the other two characters, you will also see an extra
cutscene where you are given the amusing but useless Million Dream Award.


===============================================================================
  [WLK:A7] Aqua's Story: Olympus Coliseum
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| FIRE STRIKE: Coliseum Gates, Northeast corner                               |
| CURA: Coliseum Gates, Nook just west of the north exit                      |
| MEGA-POTION: Coliseum Gates, Southwest corner                               |
| OLYMPUS COLISEUM MAP: Vestibule, East Side                                  |
+--STICKERS-------------------------------------------------------------------+
| FIREWORKS STICKER: Coliseum Gates, Southeast corner                         |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Talk to Hercules, and win a round of the Pot Breaker game    |
|                after the world is done to get SONIC BLADE. See Section      |
|                MIN:PB.                                                      |
| PRIZE PODS: (THUNDERCRACKER, COTTON CLOUDCANDY, and HEROIC ORANGE)          |
|   In the southeast corner of the Town Near Thebes. You have to clear the    |
|   world first though.                                                       |
+-----------------------------------------------------------------------------+

Olympus Coliseum begins with a long but straightforward battle against some
Unversed. If you are having trouble here - especially if you aren't doing much
damage - consider gaining a couple levels and coming back. The Mirage Arena is
one very good place to do that. You will soon have to do some timed fights, and
if you aren't doing much damage, these fights will be pretty tough.

Once the Unversed are taken care of, Phil will fast-talk you into entering the
Coliseum games. Go speak with him in the Vestibule to get started.

+--BOSS FIGHT: COLISEUM TOURNAMENT--------------------------------------------+
| Reward: HP BOOST                                                            |
|                                                                             |
| You will have to clear ten groups of Unversed without a break and with a    |
| time limit during each round. Here is the exact list of what you are up     |
| against:                                                                    |
|                                                                             |
|   Round 1: 3 Scrappers (30 seconds)                                         |
|   Round 2: 1 Bruiser (15 seconds)                                           |
|   Round 3: 3 Spiderchests (30 seconds)                                      |
|   Round 4: 3 Blue Sea Salts, 3 Yellow Mustards, and 1 Axe Flapper           |
|            (40 seconds)                                                     |
|   Round 5: 3 Hareraisers (15 seconds)                                       |
|   Round 6: 3 Mandrakes and 2 Axe Flappers (50 seconds)                      |
|   Round 7: 3 Buckle Bruisers (50 seconds)                                   |
|   Round 8: 1 Chrono Twisters, 2 Red Hot Chilis, and 2 Blue Sea Salts        |
|            (50 seconds)                                                     |
|   Round 9: 6 Shoegazers (40 seconds)                                        |
|   Round 10: 30 Jellyshades (40 seconds)                                     |
|                                                                             |
| The best thing you can do is to set up your command deck so that you have   |
| one healing spell and a bunch of strong attack commands. Since Aqua         |
| specializes in magic, things like Zero Gravity and Thunder are always good  |
| choices. If you spam battle commands during the fights, you will also       |
| switch Command Styles, which helps a lot. Blade Charge in particular is     |
| amazing if you manage to get to it.                                         |
|                                                                             |
| I found the toughest rounds to be 4, 5, and 10. In Round 4, there are just  |
| a lot of enemies and they can be evasive. Ranged spells (like Fire) and     |
| disable spells (like Zero Gravity) should help. Round 5 is remarkable only  |
| for the short time limit. Throw defense to the wind and charge in, spamming |
| whatever area-of-effect spells you have. Finally, for round 10, the         |
| Jellyshades are actually pretty dangerous health-wise. Keep at full health  |
| and use more area-of-effect damage spells to wipe out several enemies at a  |
| time.                                                                       |
|                                                                             |
| Depending on your deck, you might also have trouble with Round 7 because of |
| the Buckle Bruisers' defenses. Use magic, try to hit them from behind, and  |
| failing that, use a Shotlock.                                               |
|                                                                             |
| Good luck!                                                                  |
+-----------------------------------------------------------------------------+

After another cutscene, it is time to face Zack. If you have played Terra's
story already, you might be getting nervous, but don't worry: he's easier here
than in either of Terra's fights against him.

+--BOSS FIGHT: ZACK-----------------------------------------------------------+
| HP: 600, Strength: 16, Defense: 9                                           |
| Status effect vulnerabilities: Stun, Freeze, Ignite, Poison, Zero Gravity   |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: DECK COMMAND SLOT                                                   |
|                                                                             |
| Zack can do a bunch of damage, but he is easy to dodge. Like the Vanitas    |
| fight in Radiant Garden, he is also extremely vulnerable to Barrier and     |
| Counter Blast. Here are the attacks he uses:                                |
|                                                                             |
|   Swing: Zack runs towards you, and then does a regular sword combo. You    |
|          should block this with Square, then do Counter Blast, and finish   |
|          with a combo of your own.                                          |
|   Light Bolt: Zack shoots a homing bolt towards you along the ground. You   |
|               can block this or cartwheel past it to Zack, and then do a    |
|               regular combo.                                                |
|   Jump: Zack jumps up into the air and lands with a shockwave. Unlike when  |
|         Terra fights Zack, this CAN be blocked. So do that, and then        |
|         follow up with Counter Blast and a combo.                           |
|   Taunt: Zack will sometimes stop and taunt you. You have time for a free   |
|          combo here if you want.                                            |
|                                                                             |
| As with Vanitas, run up to Zack, wait for him to attack, and then use       |
| Barrier + Counter Blast, followed by a combo. If you need to heal, back     |
| off, dodge an attack with Cartwheel, and then do it. It's the same strategy |
| as in the Vanitas fight, only easier.                                       |
+-----------------------------------------------------------------------------+

Talk to Phil again for the final Olympus Coliseum battle.

+--BOSS FIGHT: ICE COLOSSUS AND HADES-----------------------------------------+
| Ice Colossus:                                                               |
|   HP: 400, Strength: 16, Defense: 9                                         |
|   Status effect vulnerabilities: Ignite                                     |
|   Elemental weaknesses: 125% damage from fire                               |
|   Elemental resistances: 50% damage from blizzard, 75% damage from thunder  |
|                          and dark                                           |
| Hades:                                                                      |
|   HP: 450, Strength: 16, Defense: 9                                         |
|   Status effect vulnerabilities: Freeze                                     |
|   Elemental weaknesses: None                                                |
|   Elemental resistances: 50% damage from fire and blizzard, 75% damage from |
|                          thunder and dark                                   |
| Reward: DIAMOND DUST COMMAND STYLE                                          |
|                                                                             |
| If you remember the Ice Titan from Kingdom Hearts 1, you might be a little  |
| freaked out when you see your opponents here. Don't be fooled by            |
| appearances though: this is another easy fight. The Ice Colossus here isn't |
| anywhere  near as powerful as the Ice Titan was from Kingdom Hearts 1.      |
|                                                                             |
| Unless you go after him, Hades will just watch, so you can focus on the Ice |
| Colossus first. If he is not facing you, the first thing the Ice Colossus   |
| will do is slowly turn around. Every time he turns slightly, he will stomp  |
| with his feet, creating a shockwave. Once he is facing you, he will do one  |
| of the following three attacks:                                             |
|                                                                             |
|   1. Shoot a stream of ice pellets at you. You can evade this by running to |
|      the side, but if you hold still, you will get hit no matter where you  |
|      are. The Ice Colossus will repeat this attack until you are no longer  |
|      in front of him. It is his most dangerous attack, so when he does it,  |
|      run behind him until he stops.                                         |
|   2. Lean forward and breathe frost in front of him.                        |
|   3. Punch the ground in front of him, creating a shockwave.                |
|                                                                             |
| The only dangerous attack here is #1, and the Ice Colossus actually won't   |
| do it if you are close. So here's the strategy. Run underneath but slightly |
| in front of him. He will stop stomping and then do attack #2 or #3. These   |
| are both slow and both will miss you down there, so you can use this time   |
| to hit his ankles with impunity. He will then start stomping again, so      |
| repeat until dead. While he is stomping, you can either keep hitting him or |
| focus on evading the shockwaves, whichever you prefer.                      |
|                                                                             |
| Once the Ice Colossus is down, Hades will actually start attacking. He      |
| really only does three things:                                              |
|                                                                             |
|   1. Walk towards you and then do a melee attack.                           |
|   2. Shoot a fireball at you.                                               |
|   3. Glow red, shoot flames out around him in a spinning attack, and then   |
|      slowly move towards you. Hades is invincible during this attack.       |
|                                                                             |
| The great thing is everything but attack #3 can be interrupted by damage.   |
| So just walk up to Hades and keep hitting him. That's it! He will never     |
| actually be able to recover and fight back... unless of course he does      |
| attack #3. If you see him glow red, back off and stay out of range until he |
| is done. Then go back to hitting him until he glows red again, or dies.     |
| Compared to some of the other bosses, it's a pretty easy pattern.           |
+-----------------------------------------------------------------------------+

For completing the world, you will also get the MARK OF A HERO KEYBLADE and the
ZACK D-LINK. You can also return and talk to Hercules to try the Pot Breaker
mini-game (see Section MIN:PB) and get SONIC BLADE.


===============================================================================
  [WLK:A8] Aqua's Story: Deep Space
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| TELEPORT: Turo Prison Block, North compartment on the east wall             |
| BLITZ: Turo Prison Block, High north compartment on the west wall           |
| ABOUNDING CRYSTAL: Turo Prison Block, Low north compartment on the west     |
|                    wall                                                     |
| MEGA-POTION: Turo Prison Block, South compartment on the east wall          |
| DEEP SPACE MAP: Turo Transporter, East end                                  |
| HI-POTION: Durgon Transporter, Center                                       |
| ETHER: Control Room, In the big central part                                |
| BALLOON LETTER: Control Room, South end                                     |
| FIRE SURGE: Ship Hub, Bottom level south end (gravity must be ON)           |
| PRISM RAIN: Ship Hub, Fourth level east end (gravity must be ON)            |
| ZERO GRAVIRA: Launch Deck, High platform on the east side                   |
| HUNGRY CRYSTAL: Launch Deck, Southeast corner (gravity must be ON)          |
| MEGA-ETHER: Launch Deck, Northeast corner (gravity must be ON)              |
| MEGA ATTACK RECIPE: Machinery Bay Access, Southeast corner                  |
+--STICKERS-------------------------------------------------------------------+
| DALE STICKER: Turo Prison Block, South compartment on the east wall         |
| UFO STICKER: Ship Hub, Center                                               |
+-----------------------------------------------------------------------------+
| PRIZE PODS: (BALLOON MELON, CREAM FLUFF, and FIZZY TIZZY)                   |
|   At the south end of the Turo Prison Block.                                |
+-----------------------------------------------------------------------------+

Deep Space opens with a short battle against the Unversed. As always, if these
enemies seem too hard, don't forget that you can level up at the Mirage Arena.
Afterwards, the Grand Councilwoman will ask you to find Stitch and Doctor Jumba
for her. When you are ready, move out along the one possible path, and you will
eventually reach the Ship Exterior.

+--BOSS BATTLE: GLIDEWINDERS--------------------------------------------------+
| Reward: AIR SLIDE                                                           |
|                                                                             |
| You will be on your Keyblade bike, which means you can't heal, but you      |
| shouldn't need to. Fly around, spamming Triangle to attack. If you get near |
| one of the poles in the corners, you can also slingshot off it with X. As   |
| long as you are constantly pushing Triangle though, you should be okay.     |
+-----------------------------------------------------------------------------+

Air Slide is one of the most useful abilities in the game, so be sure to equip
it!

Now head back to the Durgon Transporter area, and defeat enemies until the room
is clear. Once they are dead, you should be able to use the transporter in the
center of the room to reach planet Turo. In the next room here, you will meet
Stitch again and have another fight against the Unversed.

+--BOSS BATTLE: UNVERSED IN PLANET TURO: CONTAINMENT BLOCK--------------------+
| Reward: HP BOOST                                                            |
|                                                                             |
| There's nothing special here. If you have gotten this far, you shouldn't    |
| have any trouble against more random Unversed, especially with Stitch's     |
| help.                                                                       |
+-----------------------------------------------------------------------------+

After the fight is over, you will once again be taken back to the Control Room
to speak with the Grand Councilwoman. You can proceed via the southeast exit.
First though, you might want to head back to the Turo: Prison Block area. There
are Prize Pods in the far south end, and there are also a number of chests in
the compartments, which you can get to using the various elevators. Unless you
have leveled up Air Slide, the easiest way to get onto east-side platforms is
to climb up on the west wall, go to the southwest corner, and then jump from
there onto the far southeast platform.

By the way, I recommend NOT equipping Teleport when you get it. Like Ven's
Reversal ability, it will sometimes trigger when you mean to Barrier/Block, and
it is really much worse. It is kind of fun though, so it's up to you.

When you do head onwards from the Control Room, you will reach the Ship Hub.
This room is pretty much one big shaft, and you won't be able to climb up by
normal methods. Fortunately, there are a couple computer terminals, and if you
activate these, you can turn gravity off in the room. You will then be able to
jump really high and climb up to the exit. The only catch is one of the chests
here will float away while gravity is off, so you need to turn it back on
temporarily to pick up that chest.

After that, it is time for the world's boss.

+--BOSS BATTLE: CAPTAIN GANTU-------------------------------------------------+
| HP: 600, Strength: 19, Defense: 12                                          |
| Status effect vulnerabilities: Poison                                       |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: DECK COMMAND SLOT                                                   |
|                                                                             |
| The bigger they are, the harder they fall! This might not be true for every |
| boss in every game, but it's certainly true for this guy. Here are the      |
| attacks he will use:                                                        |
|                                                                             |
|   1. Shoot at you five times with his ray gun, pausing between each shot.   |
|      You can block this attack with Barrier, but it is better to just run   |
|      right at Gantu and start swinging away. He won't be able to hit you    |
|      when you are that close. After he is done shooting, Gantu will walk    |
|      around for a few seconds without attacking, giving you time to hit him |
|      even more or to back off.                                              |
|   2. Spin slowly in a circle, spraying everywhere with his ray gun. You can |
|      stay safe with Barrier, or you can also run up and hit Gantu while he  |
|      is firing. Gantu will always follow this with attack #3, so be ready.  |
|   3. Charge towards you at high speed. You can stay safe and counter with   |
|      Barrier, but Gantu often attacks again right after, so be careful.     |
|   4. Swipe at you with his arms if you are nearby. This cannot be blocked   |
|      and it has high range, so the best way to avoid getting hit is to not  |
|      be near Gantu unless you know he's busy doing other things.            |
|                                                                             |
| Sometimes, you will also see Stitch jumping up and down. Run over to him,   |
| push Square and then X to throw him onto Gantu. This will distract Gantu,   |
| and leave him vulnerable for a combo or two.                                |
|                                                                             |
| If you can beat the regular Unversed in Deep Space, this guy probably won't |
| be too hard no matter what you do. But if you want to play it smart, the    |
| trick is to hit Gantu during attacks #1 and #2 or when he is stunned by     |
| Stitch. The rest of the time, hang back and wait for him to make a move. He |
| telegraphs his attacks way in advance, so you shouldn't have trouble once   |
| you learn how to deal with each one.                                        |
+-----------------------------------------------------------------------------+

For completing the world, you will get the HYPERDRIVE KEYBLADE, the EXPERIMENT
626 D-LINK, and the SPACESHIP BOARD. You can also get four more chests by
returning to Deep Space and going back to the Launch Deck. There is a high
chest on the east side that you need to turn gravity off to reach, and there is
also a door lower down on the east side leading to a chest in the Machinery Bay
Access. The gravity must be on to go through that door though.

If you are interested in 100% completion, make sure to defeat a Blobmob in the
Launch Deck. This is the only world where Blobmobs appear.


===============================================================================
  [WLK:A9] Aqua's Story: Never Land (and Destiny Islands)
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| FIRAGA BURST: Mermaid Lagoon, Northeast corner in a cave at water level     |
| ELIXIR: Mermaid Lagoon, East end                                            |
| HI-POTION: Seacoast, Northeast corner                                       |
| ETHER: Seacoast, West end                                                   |
| HI-POTION: Jungle Clearing, Northeast corner                                |
| MINE SHIELD: Peter's Hideout, Southeast corner                              |
| ELIXIR: Peter's Hideout, Southeast corner                                   |
| NEVER LAND MAP: Gully, Northwest corner                                     |
| MEGA-POTION: Gully, Northeast corner                                        |
| PANACEA: Rainbow Falls: Base, West side in the middle of the river          |
| FLEETING CRYSTAL: Rainbow Falls: Base, Northeast corner                     |
| TIME SPLICER: Rainbow Falls: Ascent, West side on the top route             |
| THUNDAGA: Rainbow Falls: Ascent, West side on the bottom platform           |
| CHAOS CRYSTAL: Rainbow Falls: Ascent, West side on the bottom platform      |
| FIRAGA: Rainbow Falls: Ascent, East side on the top route                   |
| MEGA-ETHER: Rainbow Falls: Crest, Northwest corner                          |
+--STICKERS-------------------------------------------------------------------+
| FIREWORKS STICKER: Jungle Clearing, Center                                  |
| RAINBOW STICKER: Mermaid Lagoon, Southeast corner                           |
+-----------------------------------------------------------------------------+
| MISCELLANEOUS: Hit the very top of the totem pole in the Indian Camp to get |
|                THUNDAGA.                                                    |
| PRIZE PODS: (DANCIN' LEMON, RAINBOW SYRUP, and MERMAID SALT)                |
|   At the northern end of the Indian Camp. They only appear after you have   |
|   cleared the world.                                                        |
+-----------------------------------------------------------------------------+

Aqua's Never Land is pretty unique among all major Birth by Sleep worlds in
that you do not need to kill a single Unversed to complete it. Pretty cool,
huh?

You begin in the Indian Camp with a treasure map. You can jump off the
trampoline here to get up near the top of the totem pole. Hit it to get
THUNDAGA. Just keep attacking while you are at the height of your jump, and
you should get high enough after a few tries.

When you are ready, head north to the Jungle Clearing and be sure to enter
Peter's Hideout (the big tree in the middle) to get a couple chests. Next is
the Mermaid Lagoon. There is an easy-to-forget chest here in a cave in the
northeast corner. Jump into the water to get to it. Once you are ready, go out
to the south and keep going until Peter asks you and the lost boys to climb up
the mountain. He will make a bunch of booster orbs appear, and you will be
able to jump into these to get boosted into the air. Follow them up to the
Rainbow Falls: Ascent area.

This place is more interesting. You can fall off at any point, in which case
you'll end up back at the start. Your eventual goal is an exit on the west
side, and there are two routes to get there. You can either keep going straight
forward (the bottom route), or before you reach the first booster orb, you can
loop around back to find another booster orb behind you (the top route). There
are a couple chests available only via the top route, so I recommend that way.
Eventually the route will end with seemingly nowhere to go. Just drop off the
platform you are on, and you should end up on a low platform on the west side
with a couple chests. If you miss the jump, that's okay! Take the bottom route,
and you will be able to see this lower platform and jump to it.

From here, climb up, jump and Air Slide to the west and you will reach the end.
The final part requires you to jump and then hit three booster orbs in
succession without landing. It can be a little tricky, but you can try as much
as you want, so you should be able to get it eventually. Keep going from here,
and you will reach... the place you started! Stupid Peter. At least you get the
cool DOUBLEFLIGHT ability for all your hard work.

When you are ready, head west to the Indian Camp to meet an old "friend".

+--BOSS FIGHT: VANITAS ROUND 2------------------------------------------------+
| HP: 550, Strength: 23, Defense: 14                                          |
| Status effect vulnerabilities: Stun, Freeze, Ignite, Poison, Sleep, Zero    |
|                                Gravity                                      |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: HP BOOST, GHOST DRIVE COMMAND STYLE                                 |
|                                                                             |
| Vanitas is back and has decided he no longer needs you around as a Plan B,  |
| which means battle time! He has higher stats now so you probably want to be |
| over level 20 to actually be able to do damage, but his fighting style has  |
| not changed too much. See the description in WLK:A5 if you want a refresher |
| course on how the Vanitas fight works.                                      |
|                                                                             |
| The main wrinkle this time around is Vanitas will now sometimes jump into   |
| the air and then burrow into the ground. He will follow you around and then |
| emerge with an explosion once he gets close enough. He might also repeat    |
| this attack a few times in a row. To avoid it, I like to do a cartwheel     |
| right over Vanitas as he follows you underground. This way, you will be     |
| invincible when he emerges. This only works with regular Cartwheel though - |
| not Firewheel. You can also just run away, but that's no fun. The various   |
| Mine spells are also effective here.                                        |
|                                                                             |
| After doing this submerge attack, Vanitas will also be powered up for a     |
| while, which means his standard two-hit combo will shoot out a heat-seeking |
| sonic blast at the end. The sonic blast doesn't hurt too much, but it can   |
| be a nuisance if you aren't able to interrupt his combo with Barrier.       |
|                                                                             |
| For the most part, you want to fight Vanitas here the same way you did in   |
| Radiant Garden, which means stay close, block his attacks with Barrier, and |
| then respond with Counter Blast and maybe some regular attacks as well.     |
| Counter Blast is the safest option, but using other attacks can let you     |
| switch command styles, which is always nice. If Vanitas jumps up in the air |
| while this is happening, back off. He is probably doing the new burrowing   |
| attack, and Barrier won't help against that.                                |
|                                                                             |
| Otherwise, this fight is pretty much the same as before. Good luck!         |
+-----------------------------------------------------------------------------+

For completing the world, you will get the PETER PAN D-LINK, the SKULL BOARD,
and the PIXIE PETAL KEYBLADE. You will then get an amusing cutscene on Destiny
Islands where Aqua meets Sora and Riku from the main Kingdom Hearts series.
There you will get the RAINSTORM KEYBLADE.


===============================================================================
  [WLK:A10] Aqua's Story: Mysterious Tower
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| MAGNEGA: Mysterious Tower, Furthest point from the entrance                 |
| SHIMMERING CRYSTAL: Mysterious Tower, Left of the entrance                  |
| MEGALIXIR: Mysterious Tower, Right of the entrance                          |
| MEGA MAGIC RECIPE: Tower Entrance, Behind the stairs                        |
+--STICKERS-------------------------------------------------------------------+
| DONALD STICKER: Tower Entrance, Near the exit to the outside                |
+-----------------------------------------------------------------------------+

Not much to do here. Pick up the chests and then head up the stairs to meet
Master Yen Sid. Afterwards, you will get the DONALD D-LINK, the GOOFY D-LINK,
and XEHANORT'S REPORT 4.


===============================================================================
  [WLK:A11] Aqua's Story: Keyblade Graveyard
===============================================================================


+--TREASURE CHESTS------------------------------------------------------------+
| ELIXIR: Seat of War, Northeast corner                                       |
| MEGA-POTION: Seat of War, Southeast corner                                  |
| KEYBLADE GRAVEYARD MAP: Seat of War, Halfway up the path                    |
| AEROGA: Twister Trench, Just west of the central pillar                     |
| MEGA-ETHER: Twister Trench, Just north of the central pillar                |
| MEGA-POTION: Twister Trench, Northeast corner                               |
| MEGALIXIR: Twister Trench, Northwest corner                                 |
+--STICKERS-------------------------------------------------------------------+
| FLOWER STICKER: Seat of War, Halfway up the path                            |
| BUBBLE STICKER: Fissure                                                     |
+-----------------------------------------------------------------------------+

Welcome to the final world in Aqua's story! The first area is deserted except
for some chests, but the second is pretty nasty (although if you have finished
another character's story already, you should know what's coming). There will
be a number of whirlwinds flying around here. If you get close, the whirlwinds
will chase after you and swallow you up, forcing you into a nasty fight against
Unversed. The good news is the whirlwinds will not return until you leave the
world (even if you save and load). Here are the three different fights you
might get in each whirlwind:

  Fight #1: Part 1: 1 Bruiser, 2 Scrappers, and 2 Blue Sea Salts
  --------- Part 2: 4 Hareraisers
            Part 3: 3 Buckle Bruisers
    This is the easiest of the three fights. Against the Buckle Bruisers, you
    can use a Shotlock, or you can run up behind them and hit them once. They
    will probably turn around and jump at you. Use Barrier and counter-attack
    for a bunch of damage. Repeat.

  Fight #2: Part 1: 4 Red Hot Chilis
  --------- Part 2: 2 Tank Topplers and 2 Sonic Blasters
            Part 3: 1 Triple Wrecker and 4 Mandrakes
    The last part of this fight is really nasty if you don't know what to do.
    The Mandrakes will constantly be shooting at you, and it will be very
    difficult to get any attacks off. The trick is to just cartwheel around,
    getting close to each Mandrake in turn. This will cause the Mandrake to
    pull itself outside of the ground, and from then on, it won't be able to
    shoot at you.

  Fight #3: Part 1: 3 giant Floods
  --------- Part 2: 1 giant Chrono Twister and 3 giant Yellow Mustards
            Part 3: 1 giant Vile Phial and 4 giant Shoegazers
    The size of the enemies is what makes this fight hard. For the second part,
    stay back if any of the Yellow Mustards are glowing white. You probably
    will not be able to get past their attack. In fact, the best option is to
    make heavy use of long range spells if you have them. For the third part,
    you can tell if a Shoegazer is attacking if it compresses as it hits the
    ground. If it's just bouncing up and down without changing appearance, you
    can attack safely. Shotlocks and more ranged magic help a lot.

Obviously, you will want to have a healing spell in your command deck for these
fights unless you are super high level and super confident. If you are having
trouble, you can always level up in the Mirage Arena and come back later. By
the way, remember this spot. Once you are strong enough to win these fights
comfortably, it is the best place in the game to earn CP and to level up
commands.

After getting through the Twister Trench, you will come to a save point. Use
it! This is the final save point in the game. When you are ready, head onwards.
If you are feeling nervous about the final boss for Aqua, you might want to
consider first creating Renewal Barrier, Once More, and Second Chance for
yourself (see the Command Melding section, COL:CM). These will help a lot.

Anyway, after a non-pre-rendered (boo) recreation of the BBS teaser trailers
from KH2 and KH2FM+, it will be time for a sequence of boss fights:

+--BOSS FIGHT: BRAIG----------------------------------------------------------+
| HP: 750, Strength: 26, Defense: 15                                          |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: HP BOOST                                                            |
|                                                                             |
| In my opinion, Braig is by far the hardest of the story-mode penultimate    |
| bosses, so get ready. Braig moves fast, he has a complicated pattern, and   |
| he does not leave you many openings to attack. The good news is there is    |
| very little randomness, so once you learn what he's doing, the fight        |
| becomes a lot easier.                                                       |
|                                                                             |
| Braig will always cycle through the following attacks in order:             |
|                                                                             |
|   1. Braig teleports directly in front of you and charges at you while also |
|      shooting lasers in a cone ahead of him. You can block the lasers with  |
|      Barrier but not the charge itself, and Braig will repeat this a bunch  |
|      of times or until you hit him. What you want to do is target Braig     |
|      with L+R before he disappears, and then as soon as he reappears in     |
|      front of you, attack him. The timing is delicate but you take no       |
|      damage and get a free combo if you do it right.                        |
|                                                                             |
|      If you are having trouble with the timing, you can use Barrier as a    |
|      last resort. You will still take damage, but you will at least force   |
|      Braig to switch attacks. You can also try to cartwheel out of the way  |
|      and then hit him in the back. Attacking as soon as he appears is best  |
|      though.                                                                |
|                                                                             |
|   2. Braig can do one of two things here:                                   |
|        - He can teleport somewhere on the ground, and shoot a volley of     |
|          lasers at you. Use Barrier to stay safe. If you get the Barrier    |
|          off, Braig will usually stop after a single volley. He will then   |
|          start attack #3 very soon, so just wait. Trying to do a full combo |
|          will just get you hit.                                             |
|        - He can fly up in the air and shoot a volley of lasers at you from  |
|          there. This is similar to the previous option, and you should      |
|          still use Barrier to block the volleys, but there are two main     |
|          differences. First, Braig will usually do several volleys, and     |
|          second, after he lands, it takes a little longer for him to start  |
|          doing attack #3. If you are fast, you should be able to get off a  |
|          full combo.                                                        |
|                                                                             |
|   3. Braig teleports twice in quick succession, and then runs around you,   |
|      shooting lasers towards the center. Use Barrier to block them all. You |
|      want to know this attack is coming before it happens, so you have time |
|      to react. You also want to not be right up against the edge of the     |
|      map, or Braig might run into you during the attack.                    |
|                                                                             |
|   4. After attack #3, Braig will immediately begin charging up a powerful   |
|      dark shot. This takes a while though, and you can hit him safely while |
|      he does it. So as soon as attack #3 is done, just run up to Braig and  |
|      swing away. I recommend dodging the attack by jumping while right next |
|      to him, or by using a proper finish command. Cartwheel is pretty       |
|      tricky to time right.                                                  |
|                                                                             |
|   5. This is the same as attack #2, except Braig will do whichever version  |
|      he did not do before. So if he was in the air last time, he will be on |
|      the ground this time.                                                  |
|                                                                             |
|   6. This is the same as attack #3. You only have time for a single combo   |
|      afterward though.                                                      |
|                                                                             |
|   7. Braig quickly powers up, and then shoots a bunch of lasers randomly    |
|      around the area. Barrier and Counter Blast work well here. After doing |
|      that, Braig teleports around like a spaz before settling in the air in |
|      the middle of the arena. He will then shoot dark lasers all around.    |
|      Avoid them by just running around the edge of the arena. As long as    |
|      you don't stop, you should be fine. Watch out though: the lasers stay  |
|      on the ground for a while and hurt you if you get close.               |
|                                                                             |
| After all that, Braig will repeat from attack #1 until dead. So as you can  |
| see, the pattern is complicated but it is also pretty deterministic. Learn  |
| what he's doing and how to counter each attack, and then you should be      |
| fine. Good luck!                                                            |
+-----------------------------------------------------------------------------+

+--BOSS FIGHT: VANITAS ROUND 3------------------------------------------------+
| HP: 1000, Strength: 26, Defense: 15                                         |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: NONE                                                                |
|                                                                             |
| Aqua's story ends with another "Vanitas" fight. He has the X-blade now and  |
| he is stronger than before, but the basic tactics should be pretty familiar |
| by now. One new wrinkle (unless you have already played Ven's story) is     |
| that you will have Mickey by your side. The bad news is Mickey will often   |
| trigger a Vanitas counter-attack (attack #2 below) and get you hit if you   |
| aren't careful. The good news is Mickey will also sometimes charge up an    |
| aura attack. Go next to him and press Square when the option presents       |
| itself to do some easy damage.                                              |
|                                                                             |
| Vanitas will use the following attacks during this fight:                   |
|                                                                             |
|   1. Two-hit combo. This is the same as before except there is always a     |
|      sonic blast, and it lasts longer than before. Respond with Barrier +   |
|      Counter Blast.                                                         |
|                                                                             |
|   2. Diving counter-attack. This is the same as before. Avoid using regular |
|      combos if you are low health, and if you see the attack coming, use    |
|      Barrier + Counter Blast.                                               |
|                                                                             |
|   3. Jump and lightning spray. This is the same as before. Keep moving and  |
|      use Cartwheel to avoid it.                                             |
|                                                                             |
|   4. Fly around on the ground, stabbing anything in his path. This attack   |
|      replaces Vanitas's traditional fireball and will only be used at long  |
|      range. Use Barrier + Counter Blast here as well. The attack is very    |
|      fast so you might get hit before you are ready, but keep trying to     |
|      block. You should be able to get it off sooner or later.               |
|                                                                             |
|   5. Submerge into the ground, chase you around, and re-emerge with a       |
|      fireball spray. This is pretty much the same as before. If you have    |
|      regular Cartwheel equipped, I recommend cartwheeling directly over     |
|      Vanitas while he is underground. Otherwise, run away. The Mine spells, |
|      especially Seeker Mine, make good traps here if you have those.        |
|                                                                             |
|   6. The most exciting attack is Vanitas will sometimes yell and teleport   |
|      to the middle of the arena to charge up. He will then jump up and land |
|      with a huge explosion along the ground. The best thing to do here is   |
|      to use a Shotlock. You will have lots of time to charge it up, it will |
|      do a ton of damage, and it will keep you safe. If Mickey lets you do   |
|      an aura attack, that's good too. Otherwise, the best way to avoid this |
|      attack is to back off, and then do a cartwheel as the X reaches you    |
|      along the ground. The whole stage gets hit pretty much, but the        |
|      cartwheel will make you invincible at the right time.                  |
|                                                                             |
| The basic strategy as always is to stay near Vanitas and hammer him with    |
| Barrier + Counter Blast. Just be ready to run if you ever see him jump up   |
| into the air for attack #5. Whenever Vanitas does attack #6, use a          |
| Shotlock, and otherwise, this is just a faster version of Vanitas Round 2.  |
|                                                                             |
| As always, one nasty thing against Vanitas is there is not much time to     |
| heal. Unless you have Leaf Bracer, you should always dodge an attack first, |
| and THEN heal. Right after attack #5 is a perfect time. If you have Renewal |
| Barrier, that will help a lot.                                              |
+-----------------------------------------------------------------------------+

Congratulations! If you got this far, you will be rewarded with XEHANORT'S
REPORT 7 and the end of Aqua's story. The ending doesn't resolve much, but
don't worry: there's time for that later.

To begin the next character's story, create a new game and select a different
character. When you start your new game, don't forget to switch to 333 MHz
speed again if you want the game to be as smooth as possible. And DO NOT
OVERWRITE your Aqua save game!


*******************************************************************************
 _  __ _   _                                                       _  __ _   _
| |/ /| |_| | =================================================== | |/ /| |_| |
|   / |  _  |                  SECTION 4 [WLK:F]                  |   / |  _  |
| \ \ | | | |        WALKTHROUGH: FINAL EPISODE AND BEYOND        | \ \ | | | |
|_|\_\|_| |_| =================================================== |_|\_\|_| |_|

*******************************************************************************


So you have completed all three stories, and you are looking for some closure?
Then this section is for you! To unlock the Final Episode, you need to find all
of Xehanort's reports, and then win the game with each character. (So for
example, if you forgot to pick up Xehanort's Report 5 with Terra, you need to
go get it and then win the game with him again.) If you do everything right,
the game will give you the option of creating a new save for the Final Episode.
Make sure you don't overwrite another save you want to keep! Please see Section
COL:XR for information on where to find all the reports.

If you want, you can go to most of the same old worlds in the Final Episode.
Only the Radiant Garden and Keyblade Graveyard are different from before.

WARNING: I recommend NOT using this file for much other than the final battle
         in Radiant Garden. There are things you cannot do from this file, and
         if you make progress here, it does not go back to your main file. On
         the other hand, progress from your main file can easily be transferred
         to the Final Episode: just beat the final boss again with Aqua.


===============================================================================
  [WLK:F1] Final Episode and Beyond: Radiant Garden
===============================================================================


You will get the BRIGHTCREST KEYBLADE as soon as you begin the Final Episode.
When you are ready for the final boss fight, go to Radiant Garden. There is no
exploring here - it is just battle time!

+--BOSS FIGHT: MASTER XEHANORT------------------------------------------------+
| HP: 1200, Strength: 27, Defense: 16                                         |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: 75% damage from dark                                 |
| Reward: NONE                                                                |
|                                                                             |
| This is basically a repeat of Terra's final battle against Master Xehanort. |
| There are three main differences that I have noticed:                       |
|                                                                             |
|   - Master Xehanort is higher level here, so it will take longer to kill    |
|     him.                                                                    |
|   - Since you are playing Aqua, you have Barrier instead of Block.          |
|   - I don't think Master Xehanort does the meteor attack.                   |
|                                                                             |
| Pretty much Barrier + Counter Blast is all you need here. With the          |
| exception of the Keyblade cannon (which you should run away from), every    |
| single one of Master Xehanort's attacks can be blocked. Just stand near     |
| him, pressing Square to block, and then X to counter. Since Xehanort will   |
| be attacking constantly, even the timing is easy. And if you have Renewal   |
| Barrier, Once More, and Second Chance, you shouldn't even need to heal.     |
|                                                                             |
| Because there are no meteors, the main threat here is the fast combo that   |
| Xehanort occasionally does which ends with a fist. This can be blocked like |
| everything else, but if you mess up, you can actually die from it even with |
| Once More. So if you do get hit, be sure to mash Square to try to cartwheel |
| out of the way.                                                             |
|                                                                             |
| Seriously though: Barrier + Counter Blast. He won't stand a chance.         |
+-----------------------------------------------------------------------------+

+--BOSS FIGHT: MASTER XEHANORT AND GUARDIAN-----------------------------------+
| HP: 1500, Strength: 27, Defense: 16                                         |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: 75% damage from dark                                 |
| Reward: NONE                                                                |
|                                                                             |
| Alright, something new! This fight is pretty epic, but I wouldn't say it's  |
| very hard. There are pretty long delays between attacks, so you should have |
| plenty of time to back off and heal whenever you need to. Here are the      |
| attacks you will be seeing:                                                 |
|                                                                             |
|   1. Xehanort slides towards you along the ground, possibly segueing into   |
|      the standard combo from the previous fight. If you see the attack      |
|      coming, you can stop it with Barrier + Counter Blast.                  |
|                                                                             |
|   2. The Guardian shoots a couple volleys of dark balls at you. These are   |
|      easy to dodge or block, but if you do get hit, you will be blinded. If |
|      that happens, just mash Square to cartwheel around until you can see   |
|      again.                                                                 |
|                                                                             |
|   3. The Guardian shoots a pair of energy blasts straight forward along the |
|      ground. He will usually shoot two or three times with short pauses     |
|      between each volley. Avoid these with Cartwheel or just by running out |
|      of the way. (Barrier doesn't work.)                                    |
|                                                                             |
|   4. If you are very nearby, the Guardian might swing at you with its arms. |
|      You can use Cartwheel or Barrier to avoid this attack. If you respond  |
|      with Counter Blast, the Guardian may swing again and hit you. It       |
|      doesn't hurt that much though.                                         |
|                                                                             |
|   5. The screen goes dark and the Guardian leaps high into the air. You     |
|      will then see a puddle appear below you and hear a sound. Cartwheel    |
|      immediately to avoid the Guardian leaping at you from the puddle. You  |
|      will have to do this eight times! If you do get hit, it looks pretty   |
|      scary, but it isn't all that powerful. The other piece of good news is |
|      there is time for one safe combo as soon as the screen goes dark. (You |
|      have to be fast though.) There is also time for a couple combos after  |
|      the attack is done.                                                    |
|                                                                             |
| Unlike the other "final" bosses in this game, Master Xehanort is pretty     |
| vulnerable to regular combos here. Dodge an attack, then go in and hit him. |
| There is some chance he will swing back with attack #4, but usually you     |
| will see the Guardian get stunned, and you will then have time for a full   |
| combo.                                                                      |
|                                                                             |
| You can also use Shotlocks WHILE Master Xehanort is attacking, but do not   |
| use them while he is idle. He will immediately send out a shadowy arm,      |
| hitting you and canceling your attack.                                      |
|                                                                             |
| Later in the fight, the Guardian gets a new attack which is pretty cool:    |
|                                                                             |
|   6. Xehanort moves towards you slowly, then the Guardian leaves Xehanort   |
|      and dives at you. You CAN avoid this with Barrier or Cartwheel, but I  |
|      recommend letting it hit you. Seriously. Do try to position yourself   |
|      some ways away from Xehanort when you get hit though. You won't take   |
|      any damage, but the Guardian will hold you in place. Mash X to break   |
|      free. If you are too slow, Xehanort will come and combo you.           |
|      Regardless of whether you break free on your own or Xehanort hits you, |
|      Terra will regain consciousness for a moment and you will be           |
|      transported to another dimension.                                      |
|                                                                             |
|      Your goal here is to make it to Terra, but the Guardian will try to    |
|      stop you. If you are far away, it will shoot dark balls at you. If you |
|      are close, it will do a swipe. So the trick is use Cartwheel to get    |
|      in a little bit, and then do one big jump to go the rest of the way.   |
|      The Guardian will swipe along the ground and miss you. Once you are    |
|      next to Terra, press Square and then press X when the big circle you   |
|      see has almost disappeared. You will do a sweet aura attack if all     |
|      goes well.                                                             |
|                                                                             |
|      Be sure not to hit Terra with an attack though. If you hit him, the    |
|      Guardian will regain control and you will miss your chance.            |
|                                                                             |
| This new attack doesn't really change anything. It's just a fun opportunity |
| to see some cool animations. Remember: avoid Xehanort's attack, go in for a |
| combo, and repeat. If you have gotten this far, you are more than ready to  |
| take this guy down!                                                         |
+-----------------------------------------------------------------------------+


===============================================================================
  [WLK:F2] Final Episode and Beyond: Vanitas's Lingering Spirit
===============================================================================


After you have beaten Master Xehanort in the Final Episode, another much harder
secret boss becomes available in the three story modes. Load up any character
and go to the Keyblade Graveyard from the world map. You can now land in the
Badlands. Go there and walk up to the floating emblem for a new and very hard
optional boss fight!

+--BOSS FIGHT: VANITAS'S LINGERING SPIRIT-------------------------------------+
| HP: 200, Strength: 80, Defense: 27                                          |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: 50% damage from physical, 25% damage from everything |
|                        else                                                 |
| Reward: VOID GEAR KEYBLADE                                                  |
|                                                                             |
| Vanitas's Lingering Spirit is just like Vanitas except he has a new black   |
| suit, he has learned some new moves, and oh yeah, he's really hard unless   |
| you know exactly what to do!                                                |
|                                                                             |
| PREPARATION:                                                                |
|                                                                             |
| Before even thinking about fighting this guy, I recommend doing the         |
| following:                                                                  |
|                                                                             |
|   - Get Once More and Second Chance. Renewal Block and Renewal Barrier are  |
|     always useful too, but they are hard to rely on. (See Section COL:CM    |
|     for info on getting these and other abilities.)                         |
|   - Get max level Slide/Dodge Roll/Cartwheel. Do not even THINK about       |
|     sacrificing defense for offense with Sonic Impact/Thunder Roll/         |
|     Firewheel.                                                              |
|   - Get your character's strongest finish command, and consider getting     |
|     Finish Boost, especially for Terra.                                     |
|   - Get the best Keyblade you can find: Ultima Keyblade for Ven/Aqua, and   |
|     Chaos Ripper for Terra. Yeah, the Mirage Arena is long and hard, but    |
|     this guy's harder.                                                      |
|   - Level up. I beat him at level 41, but it was tough. Unless you are      |
|     looking for a challenge, I recommend being level 50 or higher.          |
|   - Buy and equip lots of Potions. Yeah, that's right. Regular old, boring  |
|     Potions. Casting Cure makes bad things happen in this fight, and with   |
|     Once More+Second Chance, Potions give you the most healing per slot out |
|     of all the item choices. I used 20 Potions in 4 slots. If you are       |
|     playing Ven, you can use Faith or Salvation instead.                    |
|   - Decide on an offensive strategy and fill the rest of your deck with     |
|     appropriate commands. See below for my recommendation with each of the  |
|     three characters.                                                       |
|   - You might want to fill one slot with ice cream as well. You can use     |
|     this to safely recover if you switch into a bad command style.          |
|                                                                             |
| VANITAS'S ATTACKS:                                                          |
|                                                                             |
| The next step is learning how to stay alive! You will be relying mostly on  |
| Slide/Dodge Roll/Cartwheel, but the more you know about what to expect, the |
| better. Most of these attacks are variations on things you have seen        |
| before, but they are stronger now, and less predictable.                    |
|                                                                             |
|   1. Vanitas hides within a black orb, and sends out seven images to swing  |
|      at you, one at a time. If any of these images hit you, you will be     |
|      temporarily blinded. Afterwards, Vanitas will speed towards you for a  |
|      melee attack. To stay safe, slide/dodge roll/cartwheel out of the way  |
|      as each image approaches, and then once more at the end. You can also  |
|      use a Shotlock for invincibility or just spam Square.                  |
|                                                                             |
|      Once Vanitas is inside his orb, he is invincible, so you cannot easily |
|      interrupt him or fight back during this attack. However, there is a    |
|      short window during which you can hit him right before it begins, and  |
|      doing so will cancel the attack. Since Vanitas will start every fight  |
|      with this, and since it is a nuisance to dodge, you might want to      |
|      experiment with being aggressive at the start of the fight.            |
|                                                                             |
|   2. Vanitas runs towards you, swings once, and then shoots out a sonic     |
|      blast. This is the same traditional combo he has always used, although |
|      the sonic blade will now confuse you if it hits you. (This means your  |
|      movement controls will be temporarily reversed.)                       |
|                                                                             |
|      The first swing here can be blocked, but later ones cannot.            |
|      Unfortunately, I do not think it is easy to tell this attack apart     |
|      from attack #3, so I recommend just dodging with Square when he gets   |
|      close.                                                                 |
|                                                                             |
|   3. Vanitas yells, charges up his Keyblade with fire, and then does the    |
|      same multi-hit combo that he did in the final battle against Ven. This |
|      attack cannot be blocked, so you will want to dodge it with Slide/     |
|      Dodge Roll/Cartwheel. If Vanitas continues this attack to the end, you |
|      can dodge under the final fiery X projectile, and hit him  when he     |
|      lands. He often stops midway through and switches attacks however. (I  |
|      suspect this might depend on where you are standing.)                  |
|                                                                             |
|   4. Vanitas teleports and then shoots a slow fireball that splits into     |
|      five and then quickly homes in on you. This can be stopped with        |
|      Barrier but Terra and Ven's Block ability is less reliable. Dodging    |
|      with Slide/Dodge Roll/Cartwheel is good.                               |
|                                                                             |
|   5. Vanitas teleports, jumps into the air and pelts the ground where you   |
|      are with dark lightning. Dodge with Square.                            |
|                                                                             |
|   6. Vanitas glows blue, and charges towards you in the air up to three     |
|      times in a row. This cannot be blocked, so dodge with Square.          |
|                                                                             |
|   7. Vanitas teleports near you, dashes around you as a black streak, and   |
|      two rows of images converge on you from either side while the screen   |
|      goes dark. If you get hit, you will be temporarily blinded. As always, |
|      avoid this with the Square dodge moves.                                |
|                                                                             |
|   8. Vanitas teleports next to you in the air and swings at you. He can do  |
|      this once as a counter-attack, or repeatedly as a regular attack. If   |
|      you know this attack is coming (for example after Vanitas has already  |
|      swung once, and it was not a counter to one of your attacks), you can  |
|      block him, and then hit him back. Otherwise, you should be using       |
|      Slide/Dodge Roll/Cartwheel by reflex whenever you lose track of        |
|      Vanitas, and that will keep you safe.                                  |
|                                                                             |
|   9. Vanitas charges up a Shotlock and shoots a slow-moving and short range |
|      laser at you, like he did at the end of Ven's story. This is one of    |
|      the few times where Vanitas will not randomly counter-attack you, so   |
|      this is a good time to go on the offensive. (More on that later.)      |
|                                                                             |
|   10. Vanitas submerges underground, moves towards you very quickly, and    |
|       then emerges in a shower of flames. With Terra, you want to slide     |
|       directly over Vanitas so that he emerges while you are invincible.    |
|       Aqua and Ven have shorter distance on their dodges however, and this  |
|       is less reliable. You still want to roll/cartwheel once Vanitas gets  |
|       close, but the timing is very delicate. If you succeed, Vanitas will  |
|       not attack for a second, giving you time to heal yourself or to drop  |
|       some mines. (More on that later.)                                     |
|                                                                             |
|   11. After you hit him, Vanitas might leave an image behind and            |
|       immediately dive bomb you with an ice attack. This is the same        |
|       counter-attack that always made him so annoying before, although it's |
|       stronger now. He will always sometimes appear next to you and do a    |
|       dash attack instead. Both attacks can be easily dodged with Square,   |
|       but they make it very difficult to combo Vanitas. As in the past, do  |
|       not expect to ever complete a combo.                                  |
|                                                                             |
|   12. If you cast any Cure spell (including Friend Cure/Cura/Curaga, but    |
|       NOT including Potions and other items), Vanitas will heal himself in  |
|       response. This can be circumvented by hiding behind a rock so that    |
|       Vanitas cannot see you heal. It's easier just to use Potions though.  |
|                                                                             |
|   13. If you shoot a projectile at Vanitas (e.g. a Blizzard spell), he will |
|       usually side-step it, and counter with one of his various teleporting |
|       attacks.                                                              |
|                                                                             |
| FIGHTING BACK:                                                              |
|                                                                             |
| If you read through all of the above, the main thing you will notice is     |
| that Vanitas leaves very few openings to attack. He also is quite resistant |
| to Shotlocks, so you will need to find some creative ways of fighting back. |
| The specifics of what to do now varies by character:                        |
|                                                                             |
| TERRA'S STRATEGY:                                                           |
|   Terra is all about physical damage, and your main goal should be to set   |
|   up his finish commands. (You do NOT want to switch command styles.) Equip |
|   Chaos Ripper and Demolition. After dodging an attack, cast Mine Shield or |
|   Mine Square and lure Vanitas onto the trap. This should do minimal        |
|   damage, but it will stun him and it will fill up your Command Gauge. If   |
|   Vanitas does not teleport away immediately, you should be able to get off |
|   one or two melee swings. Otherwise, slide away. Repeat until you have     |
|   filled up the Command Gauge, and then unleash your finish command.        |
|                                                                             |
|   When Vanitas does his Shotlock, try to get behind him and use Ars Solum.  |
|   That can do a ton of damage if you get it right.                          |
|                                                                             |
| VEN'S STRATEGY:                                                             |
|   Ven's damage comes entirely from one ability: Tornado. If you can hit     |
|   Vanitas with it, you will be amazed at how powerful it is. With a spell   |
|   this slow, the main catch however is hitting him. Here are some good      |
|   tricks:                                                                   |
|                                                                             |
|     - Lay a trap with Mine Square or Mine Shield, lure Vanitas into it, and |
|       cast Tornado while he is in the air. You might get counter-attacked   |
|       this way, but if Vanitas doesn't teleport away, he is easy pickings.  |
|     - If Vanitas does attack #3, and shoots the flaming X projectile, you   |
|       can roll up to him as he lands, and cast Tornado right next to him.   |
|     - If Vanitas does a Shotlock, he will be holding still, and will be     |
|       vulnerable.                                                           |
|                                                                             |
| AQUA'S STRATEGY:                                                            |
|   Aqua relies on Seeker Mine not just to stun Vanitas, but actually do the  |
|   damage. Mainly, your goal will be to leave Seeker Mine traps, and just    |
|   keep luring Vanitas into them to slowly whittle away his health. Once you |
|   switch into Spell Weaver form though, be careful to NOT hit Vanitas with  |
|   your Keyblade until you revert. (In particular, do NOT use Counter        |
|   Blast.) Keyblade attacks will give you Ghost Drive, which is very bad     |
|   because of its crappy dodge move.                                         |
|                                                                             |
|   I have noticed two times where Vanitas is especially vulnerable:          |
|     - During his Shotlock attack. You can double-jump over him, way above   |
|       the attack, and summon Seeker Mines at your feet. Vanitas will get    |
|       hit by all of them.                                                   |
|     - When Vanitas submerges underground, summon Seeker Mines, wait for     |
|       Vanitas to reach you, and then cartwheel away at the last second.     |
|       Again, he will be hit by all of them.                                 |
|   You can attack at other times too of course, but these are the two places |
|   where you can pile on the damage the fastest.                             |
|                                                                             |
| If things are going badly, don't forget that you can use Potions to heal,   |
| and don't forget to constantly slide/dodge roll/cartwheel. This fight is    |
| nasty and it will probably take you quite a few tries, but the methods      |
| described above really do work very well once you get the hang of them.     |
|                                                                             |
| Good luck! If you are getting frustrated, you can find videos on YouTube    |
| that show these strategies in action.                                       |
+-----------------------------------------------------------------------------+


===============================================================================
  [WLK:F3] Final Episode and Beyond: Mysterious Figure
===============================================================================


After you have defeated Vanitas's Lingering Spirit, the Land of Departure will
become unlocked on your world map again. Head over there, and get ready for the
ultimate challenge!

+--BOSS FIGHT: MYSTERIOUS FIGURE----------------------------------------------+
| HP: 999, Strength: ???, Defense: ???                                        |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
| Reward: NO NAME KEYBLADE                                                    |
|                                                                             |
| As of this writing, I am not aware of anyone having beaten this guy. He     |
| looks crazy hard! The official strategy guide recommends using Shotlocks.   |
| Good luck!                                                                  |
+-----------------------------------------------------------------------------+


*******************************************************************************
 _  __ _   _                                                       _  __ _   _
| |/ /| |_| | =================================================== | |/ /| |_| |
|   / |  _  |                   SECTION 6 [MIR]                   |   / |  _  |
| \ \ | | | |                    MIRAGE ARENA                     | \ \ | | | |
|_|\_\|_| |_| =================================================== |_|\_\|_| |_|

*******************************************************************************


===============================================================================
  [MIR:IN] Mirage Arena: Introduction
===============================================================================


The Mirage Arena is a large and challenging venue for coliseum-style battles
and other mini-games. It is also the only place in Birth by Sleep that supports
multi-player.

You can participate independently with each of the three characters, starting
as soon as you have completed the first real world. Finishing the arena with
one character could easily take 10+ hours, so if you are going for 100%
completion, you might want to get started early! Beware though: the later arena
matches are the hardest parts of the game other than the secret bosses unlocked
after completing the Final Episode.

There are two main goals in the Mirage Arena. The first is to collect medals.
You will get these for competing in any event, and they can be used to purchase
rewards:

               +--------------------------+--------+-----------+
               | ITEM                     | MEDALS | ARENA LVL |
               +==========================+========+===========+
               | GROUP CURE               |   180  |     -     |
               | GROUP CURA               |   360  |     5     |
               | GROUP CURAGA             |   500  |    10     |
               | GROUP ESUNA              |   360  |     5     |
               | CONFETTI                 |   150  |     -     |
               | FIREWORKS                |   400  |     5     |
               | TAUNT                    |   100  |     -     |
               | VICTORY POSE             |   100  |     -     |
               | VANISH                   |   750  |     5     |
               | TRINITY LIMIT            |  1400  |     -     |
               | VOLTAGE STACK            |  1800  |     5     |
               | UNISON RUSH              |  3000  |    10     |
               | FLAME SALVO (Aqua only)  |   900  |     5     |
               | ZANTETSUKEN (Terra only) |  1000  |     8     |
               | PHOTON CHARGE            |  1600  |    10     |
               | BIO BARRAGE              |  2500  |    15     |
               | RISKY TICKET             |   150  |     -     |
               | SENTINEL TICKET          |   200  |     -     |
               | RINGER TICKET            |   250  |     5     |
               | THREAT TICKET            |   400  |     5     |
               | TREASURE TICKET          |   600  |     5     |
               | CHILL TICKET             |   550  |     5     |
               | SHIMMERING CRYSTAL       |   300  |     -     |
               | FLEETING CRYSTAL         |   350  |     -     |
               | PULSING CRYSTAL          |   300  |     -     |
               | WELLSPRING CRYSTAL       |   300  |     -     |
               | SOOTHING CRYSTAL         |   400  |     -     |
               | HUNGRY CRYSTAL           |   350  |     -     |
               | ABOUNDING CRYSTAL        |   400  |     -     |
               | CHAOS CRYSTAL            |   500  |    10     |
               | SECRET GEM               |  1500  |    15     |
               | GIGA MAGIC RECIPE        |  2000  |    10     |
               | GIGA ATTACK RECIPE       |  2000  |    10     |
               +--------------------------+--------+-----------+

I recommend focusing on the Mickey abilities (up to Union Rush), and the three
Shotlocks. These are required for journal completion, while the rest is not.
Tickets and the recipes are not good investments.

The other main goal is to increase your Arena Level. As shown in the above
table, this is required to purchase certain items. It is also needed to unlock
certain arena matches, and you will get a trophy at the end of the game if you
reach Arena Level 30 with at least one character (see COL:TR). Here are the 29
requirements you need to meet in order to level all the way up:

   +----------------------------------------------------------------------+
   | - Gain 300 / 1000 / 3333 / 5555 / 7777 / 9999 Medals (6 level ups)   |
   | - Complete each of the first 12 Arena Matches (12 level ups)         |
   | - Complete 5 laps of Country Chase in 2:30 (1 level up)              |
   | - Complete 5 laps of Disney Drive in 5:00 (1 level up)               |
   | - Complete 5 laps of Grand Spree in 5:00 (1 level up)                |
   | - Complete 5 laps of Castle Circuit in 5:30 (1 level up)             |
   | - Win each of the 7 Command Boards (7 level ups)                     |
   +----------------------------------------------------------------------+

Note that the Rumble Racing and Command Board requirements can only be achieved
in the Mirage Arena. Playing these games elsewhere has no effect.

If you are shooting for Level 30, the toughest requirement to get is 9999
Arena Medals. You will have to redo events a fair amount in order to get that
high. Fortunately, if you spend medals, they will still count towards your
total, so there is no need to save up.

Tip: You get more medals in the Arena Matches if you have multiple players. In
     the Japanese version, you could actually trick the game into thinking you
     had multiple players by using Group Cure/Cura/Curaga. I don't know yet if
     that trick works in the international version, but you might want to check
     and see!


===============================================================================
  [MIR:AM] Mirage Arena: Arena Matches
===============================================================================


The main events for the Mirage Arena are arena matches. Here you will be pitted
against a large number of Unversed over several rounds, usually culminating in
a boss fight of some sort. In this section, I will go over how to unlock each
arena match, what you will have to fight there, what the rewards are, and how
to deal with the bosses. These matches can be pretty challenging, you can't
pause in the middle of them, and if you die, you have to start from the
beginning... So get ready!

(If you want information on the other Mirage Arena events, please see instead
the Mini-Games section of the walkthrough: MIN)


+--ARENA MATCH #1: DAY OF RECKONING-------------------------------------------+
|                                                                             |
| How to unlock: N/A                                                          |
| Battle level: 1 star                                                        |
| Reward: 75 Arena Medals                                                     |
| Location: Mirage Arena                                                      |
|                                                                             |
| Round 1: 1 Bruiser and 5 Floods                                             |
|          6 Scrappers and 3 Red Hot Chilis                                   |
|          3 Bruisers, 3 Red Hot Chilis, and 2 Floods                         |
|                                                                             |
| Round 2: 3 Thornbites and 2 Red Hot Chilis                                  |
|          3 Bruisers and 3 Red Hot Chilis                                    |
|          4 Scrappers                                                        |
|          3 Bruisers and 3 Red Hot Chilis                                    |
|                                                                             |
| Round 3: 6 Hareraisers                                                      |
|          4 Bruisers                                                         |
|          3 Bruisers and 3 Monotruckers                                      |
|          3 Bruisers and 4 Archravens                                        |
|                                                                             |
+--Round 4 (Boss): IRON IMPRISONER I------------------------------------------+
| HP: 1200, Strength: 13, Defense: 4                                          |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
|                                                                             |
| The Iron Imprisoner will fly around in his cauldron, continually picking a  |
| random attack from the list below. Unless you are over-leveled, I strongly  |
| recommend standing back until he starts an attack, and then countering. If  |
| you try to be too aggressive, you will have problems with attack #3 below.  |
| And you will be fighting much harder versions of this same guy later, so    |
| it's worth building up the right habits now. Anyway, here's the list of     |
| attacks:                                                                    |
|                                                                             |
|   1. The Iron Imprisoner shoots lasers from the base of his cauldron to the |
|      ground all around him, and slowly moves around. Should you get too     |
|      close, all the lasers will focus on you. If you have High Jump and Air |
|      Slide, this is a great time to attack him. Jump over his lasers, combo |
|      him, and then Air Slide to back out again without getting hit. If you  |
|      are fast, you can do two or three full combos this way without risking |
|      any damage.                                                            |
|                                                                             |
|      If you do not have High Jump and Air Slide, you may not be able to     |
|      avoid the lasers on the way out. You can either try anyway and take    |
|      the damage or you can rely on ranged attacks (e.g. Shotlocks).         |
|                                                                             |
|   2. The Iron Imprisoner moves towards you and then swings his whole body   |
|      at you as a melee attack. This is normally repeated several times. You |
|      can block this and counter (press X after blocking, assuming you have  |
|      the relevant ability). Even if you do not have the counter ability for |
|      your character yet, you should still have time for a full combo. Just  |
|      back off after you do your combo, because Block won't work on the next |
|      swing if you are too close. And as I said before, it's good to keep    |
|      your distance anyway.                                                  |
|                                                                             |
|   3. The Iron Imprisoner lights himself on fire and quickly spins towards   |
|      you along the ground. After a while, he will try jumping into the air  |
|      three times and pounding the ground near you. Use Dodge Roll, Slide,   |
|      or Cartwheel to dodge to the side whenever he comes at you. If you get |
|      hit once, it can be difficult to recover even if you mash Square for a |
|      counter-attack. If you are having trouble with this attack, it means   |
|      you are probably being too aggressive. Back off between attacks, so    |
|      you have lots of time to react whenever the Iron Imprisoner does this. |
|                                                                             |
|      Also, make sure you are using REGULAR Slide/Dodge Roll/Cartwheel, not  |
|      Sonic Impact/Thunder Roll/Firewheel. The offensive versions of these   |
|      abilities are not good here because they grant much less invincibility |
|      time.                                                                  |
|                                                                             |
|   4. The Iron Imprisoner makes a cage appear and sends it towards you under |
|      the ground. If it gets near you, it will pop up and try to trap you    |
|      inside. You will then have to hit the cage a bunch to get out. In the  |
|      meantime, the Iron Imprisoner will be attacking you as normal.         |
|                                                                             |
|      There are a few ways you can avoid the cage. Once you have high enough |
|      level High Jump, you can just jump in the air as it comes towards you, |
|      and it won't get high enough. Another good option is to use Slide,     |
|      Dodge Roll, or Cartwheel right as the cage reaches you. (Again, do NOT |
|      use the offensive versions of these abilities.) If you are fast, there |
|      is also time to hit the Iron Imprisoner before the cage is ready.      |
|                                                                             |
|   5. The Iron Imprisoner disappears completely underground. After a couple  |
|      seconds, the screen will shake and he will emerge directly under you   |
|      for damage. Use Slide, Dodge Roll, Cartwheel, or Air Slide when the    |
|      screen shakes so that you will be invincible when he comes up. The     |
|      Iron Imprisoner will immediately do another attack after this so keep  |
|      moving away from him, and get ready.                                   |
|                                                                             |
| So pretty much, you want to hit the Iron Imprisoner while he is doing       |
| attack #1, attack #2 and maybe at the start of attack #4. Just dodge        |
| everything else. Try to stay back between attacks, so that you have time to |
| react.                                                                      |
|                                                                             |
| By the way, if you ever manage to get the Iron Imprisoner in a combo while  |
| in the Blade Charge style, keep attacking! He will not recover until you do |
| the finish command.                                                         |
+-----------------------------------------------------------------------------+

+--ARENA MATCH #2: WHEELS OF MISFORTUNE---------------------------------------+
|                                                                             |
| How to unlock: Complete Castle of Dreams (requirement for Aqua)             |
|                Complete the game with Terra (requirement for Terra/Ven)     |
| Battle level: 1 star                                                        |
| General reward: 90 Arena Medals                                             |
| Aqua reward: HP BOOST                                                       |
| Location: Castle of Dreams, Forest                                          |
|                                                                             |
| Round 1: 3 Shoegazers and 3 Thornbites                                      |
|          3 Hareraisers and 4 Red Hot Chilis                                 |
|          6 Shoegazers, 1 Hareraiser, 1 Thornbite, and 1 Red Hot Chili       |
|                                                                             |
| Round 2: 3 Monotruckers and 3 Archravens                                    |
|          3 Spiderchests and 3 Blue Sea Salts                                |
|          4 Monotruckers and 4 Blue Sea Salts                                |
|          3 Spiderchests, 3 Monotruckers, and 3 Archravens                   |
|                                                                             |
| Round 3: 6 Red Hot Chilis                                                   |
|          1 Bruiser, 3 Axe Flappers, and 3 Vile Phials                       |
|          3 Bruisers, 2 Axe Flappers, 2 Vile Phials, and 1 Red Hot Chili     |
|                                                                             |
+--Round 4 (Boss): CURSED COACH-----------------------------------------------+
| HP: 1200, Strength: 16, Defense: 5                                          |
| Status effect vulnerabilities: Stun                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
|                                                                             |
| See full description in Section WLK:A1. Not much has changed this time      |
| around except the boss's stats.                                             |
+-----------------------------------------------------------------------------+

+--ARENA MATCH #3: RISKY RICHES-----------------------------------------------+
|                                                                             |
| How to unlock: Reach Arena Level 8 or purchase Risky Ticket                 |
| Battle level: 1 star                                                        |
| General reward: 105 Arena Medals                                            |
| Location: Never Land, Skull Rock: Cavern                                    |
|                                                                             |
| Round 1: 4 Spiderchests and 3 Floods                                        |
|          4 Spiderchests and 3 Scrappers                                     |
|                                                                             |
| Round 2: 4 Spiderchests and 4 Archravens                                    |
|          4 Spiderchests and 1 Chrono Twister                                |
|          4 Spiderchests and 3 Bruisers                                      |
|                                                                             |
| Round 3: 8 Spiderchests                                                     |
|          1 Spiderchest, 4 Bruisers, and 4 Hareraisers                       |
|          6 Prize Pods (DANCIN' LEMON)                                       |
|          8 Spiderchests                                                     |
|                                                                             |
| You will get a ton of Munny doing this arena match, so if possible, try to  |
| choose a finish command that can use Munny for leveling up (for example,    |
| Gold Rush or Surprise 1).                                                   |
+-----------------------------------------------------------------------------+

+--ARENA MATCH #4: WEAVER FEVER-----------------------------------------------+
|                                                                             |
| How to unlock: Complete Enchanted Dominion (requirement for Terra)          |
|                Complete the game with Terra (requirement for Ven/Aqua)      |
| Battle level: 2 stars                                                       |
| General reward: 120 Arena Medals                                            |
| Terra reward: HP BOOST                                                      |
| Location: Enchanted Dominion, Audience Chamber                              |
|                                                                             |
| Round 1: 3 Bruisers and 4 Floods                                            |
|          1 Bruiser and 4 Blue Sea Salts                                     |
|          4 Bruisers and 4 Vile Phials                                       |
|                                                                             |
| Round 2: 3 Thornbites and 4 Scrappers                                       |
|          3 Scrappers and 5 Blue Sea Salts                                   |
|          3 Bruisers and 5 Thornbites                                        |
|                                                                             |
| Round 3: 1 Bruiser, 2 Red Hot Chilis, and 4 Blue Sea Salts                  |
|          4 Thornbites and 4 Red Hot Chilis                                  |
|          3 Bruisers, 3 Red Hot Chilis, and 3 Blue Sea Salts                 |
|                                                                             |
+--Round 4 (Boss): WHEEL MASTER-----------------------------------------------+
| HP: 1750 (650 for each arm), Strength: 19, Defense: 7                       |
| Status effect vulnerabilities: Ignite, Poison                               |
| Elemental weaknesses: 150% damage from fire                                 |
| Elemental resistances: None                                                 |
|                                                                             |
| See full description in Section WLK:T1. Not much has changed this time      |
| around except the boss's stats. In the Japanese version at least, you       |
| cannot use Barrier to stop the Wheel Master's charge with Aqua. Try using   |
| Cartwheel, Vanish, or Shotlocks instead.                                    |
+-----------------------------------------------------------------------------+

+--ARENA MATCH #5: SINISTER SENTINEL------------------------------------------+
|                                                                             |
| How to unlock: Reach Arena Level 3 or purchase Sentinel Ticket              |
| Battle level: 2 stars                                                       |
| General reward: 150 Arena Medals                                            |
| Terra reward: XEHANORT'S REPORT 5                                           |
| Ven reward: SKY CLIMBER COMMAND STYLE                                       |
| Location: Mirage Arena                                                      |
|                                                                             |
| Round 1: 1 Bruiser and 6 Floods                                             |
|          6 Scrappers and 1 Red Hot Chili                                    |
|          1 Bruiser and 6 Red Hot Chilis                                     |
|          6 Bruisers and 3 Red Hot Chilis                                    |
|                                                                             |
| Round 2: 1 Bruiser and 6 Floods                                             |
|          3 Scrappers and 3 Red Hot Chilis                                   |
|          1 Bruiser and 6 Floods                                             |
|          3 Bruisers, 3 Scrappers, and 3 Red Hot Chilis                      |
|                                                                             |
| Round 3: 3 Tank Topplers and 3 Red Hot Chilis                               |
|          4 Thornbites and 4 Blue Sea Salts                                  |
|          4 Tank Topplers, 3 Red Hot Chilis, and 1 Blue Sea Salt             |
|                                                                             |
| Round 4: 8 Hareraisers                                                      |
|          3 Tank Topplers and 4 Scrappers                                    |
|          4 Scrappers and 3 Hareraisers                                      |
|          4 Tank Topplers and 4 Archravens                                   |
|                                                                             |
+--Round 5 (Boss): IRON IMPRISONER II-----------------------------------------+
| HP: 1250, Strength: 21, Defense: 10                                         |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
|                                                                             |
| This guy is pretty similar to Iron Imprisoner I, but his arms are now       |
| untied, and some of his attacks have been upgraded as a result.             |
|                                                                             |
|   1. The lasers from the base are similar to before, but it's harder now to |
|      hit the Iron Imprisoner over top of them. If you are going to try,     |
|      make sure you have a Cure ready in case it goes badly.                 |
|                                                                             |
|   2. For his melee attacks, the Iron Imprisoner does a full three-hit combo |
|      with his hammer and he moves quickly towards you to initiate. Block    |
|      the first swing and then immediately counter. Once again, the Iron     |
|      Imprisoner will be stunned, leaving time for a full combo afterwards.  |
|                                                                             |
|   3. The fire spin is now faster than before, and it is difficult to dodge, |
|      even if you stay back and are ready for it. Slide, Dodge Roll, and     |
|      Cartwheel are still the best options for dodging. (As before, do NOT   |
|      use Sonic Impact, Thunder Roll, and Firewheel). Here are a couple      |
|      other options you might want to try:                                   |
|        - Vanish. If you have this, cast it when the Iron Imprisoner goes    |
|          underground. He will often do a fire spin as soon as he come up,   |
|          and you will already be invisible. This will make him a lot less   |
|          accurate, and dodging should be easier.                            |
|        - Shotlocks. If you can do a bunch of damage to the Iron Imprisoner  |
|          before he reaches you, it will cancel the fire spin. You will have |
|          to be fast and you will need a pretty high-level Shotlock, but it  |
|          is a good trick when you can do it.                                |
|      If you do get hit, it's okay. Just be ready to heal. I recommend       |
|      practicing dodging this attack with Slide/Dodge Roll/Cartwheel. If you |
|      can get the pattern down, it will help for Iron Imprisoner III and IV. |
|                                                                             |
|   4,5. The cage and underground attacks are the same as before.             |
+-----------------------------------------------------------------------------+

+--ARENA MATCH #6: DEAD RINGER------------------------------------------------+
|                                                                             |
| How to unlock: Reach Arena Level 5 or purchase Ringer Ticket                |
| Battle level: 2 stars                                                       |
| Reward: 180 Arena Medals                                                    |
| Terra Reward: DARKGNAW KEYBLADE                                             |
| Ven Reward: HP BOOST                                                        |
| Location: Deep Space, Launch Deck                                           |
|                                                                             |
| Round 1: 3 Bruisers and 6 Floods                                            |
|          1 Bruiser and 8 Red Hot Chilis                                     |
|          1 Bruiser, 5 Shoegazers, and 3 Red Hot Chilis                      |
|                                                                             |
| Round 2: 1 Tank Toppler and 3 Floods                                        |
|          4 Thornbites and 1 Sonic Blaster                                   |
|          1 Tank Toppler, 3 Sonic Blasters, and 3 Floods                     |
|          1 Tank Toppler, 4 Thornbites, and 4 Floods                         |
|                                                                             |
| Round 3: 3 Sonic Blasters and 4 Vile Phials                                 |
|          2 Vile Phials and 6 Floods                                         |
|          5 Hareraisers and 1 Vile Phial                                     |
|          5 Sonic Blasters and 4 Vile Phials                                 |
|                                                                             |
| Round 4: 1 Tank Toppler and 4 Scrappers                                     |
|          6 Monotruckers and 1 Sonic Blaster                                 |
|          1 Tank Toppler, 3 Sonic Blasters, and 3 Scrappers                  |
|          4 Tank Topplers and 5 Sonic Blasters                               |
|                                                                             |
+--Round 5 (Boss): MIMIC MASTER-----------------------------------------------+
| HP: 800, Strength: 19, Defense: 7                                           |
| Status effect vulnerabilities: Stun, Ignite, Poison                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
|                                                                             |
| This is an interesting fight, and it can become very dangerous even if you  |
| are strong enough to sleep-walk through the rest of the arena match. The    |
| Mimic Master will use the following attacks:                                |
|                                                                             |
|   1. Summon a wall of books around him, then shoot out white and black      |
|      beams in a rotating circle. The Mimic Master will constantly move      |
|      towards you during this time, which means you can't just run out of    |
|      range and wait. The white beams only do damage, but the black beams    |
|      blind you (most of your screen will be temporarily obscured, and you   |
|      will not be able to target anything with L+R).                         |
|                                                                             |
|      This is a pretty low-damage attack, so one option is to try to hit the |
|      Mimic Master when there are breaks in the beams, accepting the         |
|      occasional misstep. Stop if you get blinded though - that will make it |
|      very hard to actually land any more hits. Otherwise, run away and/or   |
|      use ranged attacks.                                                    |
|                                                                             |
|   2. Light himself on fire and fly around semi-randomly. If you're Aqua,    |
|      you can block this when the Mimic Master comes near you, and then      |
|      respond with Counter Blast. Terra and Ven have it worse though - the   |
|      Mimic Master's pattern is very hard to predict, and he is likely to    |
|      get around the Block and hit you from behind. So for Terra and Ven, I  |
|      recommend just evading with Slide or Dodge Roll.                       |
|                                                                             |
|   3. If he is close to you, the Mimic Master will also sometimes slam his   |
|      book against the ground, creating ever-larger shockwaves. If you get   |
|      hit, be sure to press Square for the free counter-attack.              |
|                                                                             |
|   4. The Mimic Master's signature attack is to open his book and try to     |
|      suck you towards it. If he succeeds, he will disappear and be replaced |
|      by one or more clones of you. Kill the clone(s) to continue the fight. |
|      Unless you are absolutely ready for this attack in advance, you are    |
|      probably not going to be able to avoid getting sucked in. In that      |
|      case, you should stop trying to get away, and just attack instead.     |
|      There's time for a good two or three combos before the Mimic Master    |
|      disappears.                                                            |
|                                                                             |
| By far the biggest threat in this fight is attack #4. When the Mimic Master |
| has reasonably high health, he will summon a single clone. You should be    |
| able to defeat it pretty easily by waiting for an attack, blocking and then |
| countering... or just by mashing the attack button.                         |
|                                                                             |
| Later in the fight though, the Mimic Master will summon two clones and a    |
| bunch of cards. The two clones will be constantly attacking and whenever    |
| you kill one, one of the cards will turn into a new clone to take its       |
| place. This means you are going to be under heavy attack for quite a while, |
| and it is very easy to slip up and die. If possible, you want to take out a |
| bunch of the cards with strong area-of-effect attacks before they can       |
| become full-fledged clones, but this can be difficult. There are a few      |
| things you can try here:                                                    |
|   - If you have Vanish, that will make things much easier.                  |
|   - If you are playing Aqua, the clones will rely mostly on ranged attacks  |
|     which you can block easily. Go next to some cards, use Barrier on any   |
|     projectiles, and then use Counter Blast to take out the card. Repeat as |
|     necessary.                                                              |
|   - With Terra and Ven, I like going to a corner, blocking + countering the |
|     first melee attack that comes my way, then running off again. If I ever |
|     get some distance between me and the clones, THEN I try a quick         |
|     area-of-effect attack to take down some cards. Otherwise, I move to the |
|     next corner. Slow but steady. Mine spells are also helpful here.        |
|   - If you have a high-level Shotlock, you can also try using that. You     |
|     might have trouble charging it up, but if you succeed, it will help a   |
|     bunch.                                                                  |
|   - If you are high enough level, you can also just button mash your way    |
|     through the clones of course.                                           |
| You might want to experiment a bit to see which method works best for you.  |
|                                                                             |
| So what's the strategy? For most of the fight, you don't need to worry too  |
| much. Attack the Mimic Master after he finishes any attack, and if you can  |
| get off a style change - especially to a second-level style - you should be |
| able to keep comboing the Mimic Master without letting him recover.         |
|                                                                             |
| Once the Mimic Master gets down to a few bars of health though, you should  |
| start being careful. Use Shotlocks, use ranged attacks, use style changes,  |
| and try to hit the Mimic Master while he is doing the rotating beam attack. |
| Just do not be near him when he starts something new, in case it's the      |
| mimic attack. I don't think he does the same attack twice in a row though,  |
| so if you do avoid the mimic attack, you can hit him then. And if you do    |
| get hit by the mimic attack, then good luck!                                |
+-----------------------------------------------------------------------------+

+--ARENA MATCH #7: COMBINED THREAT--------------------------------------------+
|                                                                             |
| How to unlock: Reach Arena Level 7 or purchase Threat Ticket                |
| Battle level: 3 stars                                                       |
| General reward: 210 Arena Medals                                            |
| Aqua reward: SKY CLIMBER COMMAND STYLE                                      |
| Location: Deep Space, Ship Exterior                                         |
|                                                                             |
| Round 1: 1 Tank Toppler and 3 Scrappers                                     |
|          3 Sonic Blasters and 3 Red Hot Chilis                              |
|          4 Tank Topplers, 3 Red Hot Chilis, and 3 Scrappers                 |
|                                                                             |
| Round 2: 1 Chrono Twister and 3 Bruisers                                    |
|          3 Sonic Blasters and 6 Vile Phials                                 |
|          5 Bruisers and 3 Vile Phials                                       |
|                                                                             |
| Round 3: 3 Blue Sea Salts and 3 Floods                                      |
|          1 Tank Toppler and 8 Floods                                        |
|          3 Chrono Twisters, 3 Tank Topplers, and 3 Blue Sea Salts           |
|                                                                             |
| Round 4: 8 Shoegazers and 1 Sonic Blaster                                   |
|          3 Bruisers, 3 Shoegazers, and 3 Mandrakes                          |
|          3 Sonic Blasters, 3 Bruisers and 3 Mandrakes                       |
|                                                                             |
| Round 5: 1 Tank Toppler and 3 Yellow Mustards                               |
|          4 Tank Topplers, 4 Monotruckers, and 1 Yellow Mustard              |
|          3 Chrono Twisters, 3 Tank Topplers, and 3 Yellow Mustards          |
|                                                                             |
+--Round 6 (Boss): TRINITY ARMOR----------------------------------------------+
| HP: 1350 (1000 for each other piece), Strength: 24, Defense: 13             |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
|                                                                             |
| See full description in Section WLK:T6, WLK:V5, or WLK:A5. Not much has     |
| changed this time around except the boss's stats.                           |
+-----------------------------------------------------------------------------+

+--ARENA MATCH #8: TREASURE TUSSLE--------------------------------------------+
|                                                                             |
| How to unlock: Reach Arena Level 15 or purchase Treasure Ticket             |
| Battle level: 3 stars                                                       |
| General reward: 240 Arena Medals                                            |
| Location: Disney Town                                                       |
|                                                                             |
| Round 1: 2 Tank Topplers and 7 Spiderchests                                 |
|          4 Red Hot Chilis and 4 Blue Sea Salts                              |
|          9 Spiderchests                                                     |
|                                                                             |
| Round 2: 1 Chrono Twister and 4 Hareraisers                                 |
|          4 Spiderchests and 5 Archravens                                    |
|          2 Chrono Twister, 3 Hareraisers, and 4 Archravens                  |
|          9 Spiderchests                                                     |
|                                                                             |
| Round 3: 5 Spiderchests                                                     |
|          5 Spiderchests                                                     |
|          4 Prize Pods (OPEN SESAME)                                         |
|          8 Spiderchests                                                     |
|                                                                             |
| As with the Risky Riches arena match, you will be getting a lot of Munny    |
| here, so choose your finish command accordingly. For example, Gold Rush and |
| Surprise 1 are good choices since they will let you turn this Munny into    |
| experience towards your next finish command.                                |
+-----------------------------------------------------------------------------+

+--ARENA MATCH #9: HARSH PUNISHMENT-------------------------------------------+
|                                                                             |
| How to unlock: Reach Arena Level 10                                         |
| Battle level: 3 stars                                                       |
| General reward: 300 Arena Medals                                            |
| Location: Mirage Arena                                                      |
|                                                                             |
| Round 1: 9 Scrappers                                                        |
|          8 Monotruckers                                                     |
|          9 Shoegazers                                                       |
|          8 Bruisers                                                         |
|                                                                             |
| Round 2: 6 Axe Flappers and 3 Floods                                        |
|          3 Scrappers and 3 Blue Sea Salts                                   |
|          1 Buckle Bruiser and 6 Axe Flappers                                |
|          4 Buckle Bruisers, 3 Scrappers, and 3 Blue Sea Salts               |
|                                                                             |
| Round 3: 4 Sonic Blasters and 4 Vile Phials                                 |
|          3 Tank Topplers and 3 Blue Sea Salts                               |
|          5 Tank Topplers, 3 Blue Salts, and 1 Vile Phial                    |
|                                                                             |
| Round 4: 1 Tank Toppler and 8 Vile Phials                                   |
|          1 Chrono Twister, 3 Tank Topplers, and 3 Vile Phials               |
|          1 Chrono Twister, 3 Buckle Bruisers, and 3 Vile Phials             |
|          1 Chrono Twister, 4 Tank Topplers, and 3 Buckle Bruisers           |
|                                                                             |
| Round 5: 9 Blue Sea Salts                                                   |
|          9 Archravens                                                       |
|          9 Bruisers                                                         |
|          9 Tank Topplers                                                    |
|                                                                             |
+--Round 6 (Boss): IRON IMPRISONER III----------------------------------------+
| HP: 1300, Strength: 24, Defense: 13                                         |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
|                                                                             |
| The cauldron is off, and the Iron Imprisoner is ready to rumble! Actually,  |
| I find his attack pattern a little easier to deal with this time around.    |
| Here is what he can do:                                                     |
|                                                                             |
|   1. The Iron Imprisoner's melee attack is now four swings long. You should |
|      still block it, and counter when you can. This will stun the Iron      |
|      Imprisoner, leaving time for a full combo afterwards.                  |
|                                                                             |
|   2. The fire spin is faster than before, but it is actually less of a      |
|      problem. First of all, the Iron Imprisoner won't chase you as closely; |
|      he will just repeatedly dash across the arena. So even if you get hit  |
|      once, you can still slide/dodge roll/cartwheel to the side (as always, |
|      do NOT use the magic versions of these abilities like Thunder Roll or  |
|      Firewheel) to avoid getting hit later. Also, there is no jump attack   |
|      at the end of the spin. As before, the best way to avoid the initial   |
|      hit by this is to stand back from the Iron Imprisoner between attacks, |
|      especially when he emerges from underground.                           |
|                                                                             |
|   3,4. The cage and underground attacks are the same as before.             |
|                                                                             |
|   5. Once you have done a bunch of damage, the Iron Imprisoner will         |
|      sometimes glow black, summon explosions around himself, and then go    |
|      berserk on you with an exploding melee combo. Start to block as soon   |
|      as he begins moving towards you (he will move fast) and then counter   |
|      with X just like you would for the regular melee combo. If you get hit |
|      here, it can be pretty painful. As always, try to mash Square for a    |
|      payback attack if you do get hit.                                      |
|                                                                             |
| The laser attack is gone altogether. The overall strategy here is pretty    |
| similar to what it was before, but overall, things should be easier. The    |
| Iron Imprisoner is defined by his fire spin and when that attack is         |
| weakened, the whole fight becomes easier.                                   |
|                                                                             |
| Without the laser attack, it's a little trickier to set up a Shotlock       |
| however. The best times are right after a fire spin or right after the Iron |
| Imprisoner summons the cage. (You don't have to use Shotlocks of course,    |
| but they are the easiest way to deal a lot of damage.)                      |
|                                                                             |
| The Blade Charge trick also still works, so if you manage to switch to that |
| style, start a combo and then keep hitting. The Iron Imprisoner will not    |
| recover until you get to the finish command.                                |
+-----------------------------------------------------------------------------+

+--ARENA MATCH #10: A TIME TO CHILL-------------------------------------------+
|                                                                             |
| How to unlock: Complete Olympus Coliseum (requirement for Aqua)             |
|                Complete the game with Aqua (requirement for Terra/Ven)      |
|                Reach Arena Level 13 or purchase Chill Ticket (additional    |
|                  requirement for all three characters)                      |
| Battle level: 4 stars                                                       |
| General reward: 375 Arena Medals                                            |
| Ven reward: HP BOOST                                                        |
| Aqua reward: HP BOOST                                                       |
| Location: Olympus Coliseum                                                  |
|                                                                             |
| Round 1: 4 Spiderchests                                                     |
|          4 Monotruckers and 3 Archravens                                    |
|          5 Buckle Bruisers and 4 Spiderchests                               |
|                                                                             |
| Round 2: 4 Hareraisers and 3 Blue Sea Salts                                 |
|          5 Sonic Blasters                                                   |
|          4 Tank Topplers and 5 Blue Sea Salts                               |
|                                                                             |
| Round 3: 4 Wild Bruisers and 1 Thornbite                                    |
|          2 Chrono Twisters and 5 Mandrakes                                  |
|          3 Wild Bruisers, 3 Thornbites, and 3 Mandrakes                     |
|                                                                             |
+--Round 4 (Mini-boss): ZACK and HADES----------------------------------------+
| Zack:                                                                       |
|   HP: 600, Strength: 30, Defense: 16                                        |
|   Status effect vulnerabilities: Stun, Freeze, Ignite, Poison, Zero Gravity |
|   Elemental weaknesses: None                                                |
|   Elemental resistances: 50% damage from dark                               |
| Hades:                                                                      |
|   HP: 1000, Strength: 30, Defense: 16                                       |
|   Status effect vulnerabilities: Freeze                                     |
|   Elemental weaknesses: None                                                |
|   Elemental resistances: 50% damage from fire and blizzard, 75% damage from |
|                          thunder and dark                                   |
|                                                                             |
| See full description for Zack in Section WLK:T8 and for Hades in Section    |
| WLK:A7. Unlike the last time you fought him, Hades will be aggressive from  |
| the start this time around. Even so, Zack should absolutely be your first   |
| target here.                                                                |
|                                                                             |
| Begin the fight by unleashing a Shotlock on Zack as he charges up Hero's    |
| Pride. If you are using a strong Shotlock (e.g. Bio Barrage), you might     |
| almost kill him outright. Hopefully, you will then be able to use one or    |
| two more Shotlocks to finish Zack off. This can be a little tricky with     |
| Hades there though. If Zack ever charges up Hero's Pride when you don't     |
| have a Shotlock ready, you should immediately start spamming Slide / Dodge  |
| Roll / Cartwheel to stay invincible as much as possible. (Elemental         |
| versions like Sonic Impact and Thunder Roll will NOT work.)                 |
|                                                                             |
| The trick here is to get Zack down before you die. After that, you can just |
| stun-lock Hades (see WLK:A7) and the rest should be easy.                   |
|                                                                             |
| To prepare for this fight, make SURE your Shotlock is at max level, and the |
| more powerful it is, the better. Damage Syphon is also handy: it will       |
| recharge your Focus Gauge every time you get hit.                           |
+-----------------------------------------------------------------------------+
|                                                                             |
| Round 5: 3 Bruisers and 4 Yellow Mustards                                   |
|          3 Triple Wreckers and 3 Vile Phials                                |
|          4 Bruisers, 1 Triple Wrecker, and 4 Yellow Mustards                |
|                                                                             |
| Round 6: 2 Buckle Bruisers, 2 Sonic Blasters, and 1 Vile Phial              |
|          8 Vile Phials                                                      |
|          4 Buckle Bruisers, 1 Sonic Blaster, 2 Yellow Mustards, and 2 Vile  |
|            Phials                                                           |
|                                                                             |
| Round 7: 9 Red Hot Chilis                                                   |
|          1 Wild Bruiser, 4 Tank Topplers, 2 Monotruckers, and 2 Red Hot     |
|            Chilis                                                           |
|          3 Wild Bruisers, 2 Tank Topplers, and 4 Red Hot Chilis             |
|                                                                             |
+--Round 8 (Boss): ICE COLOSSUS-----------------------------------------------+
| HP: 1600, Strength: 30, Defense: 16                                         |
| Status effect vulnerabilities: Ignite                                       |
| Elemental weaknesses: 125% damage from fire                                 |
| Elemental resistances: 50% damage from blizzard, 75% damage from thunder    |
|                        and dark                                             |
|                                                                             |
| See full description in Section WLK:A7. Not much has changed this time      |
| around except the boss's stats and the fact that Hades isn't there. After   |
| Round 4, this should be a piece of cake.                                    |
+-----------------------------------------------------------------------------+

+--ARENA MATCH #11: COPYCAT CRISIS--------------------------------------------+
|                                                                             |
| How to unlock: Reach Arena Level 17                                         |
| Battle level: 4 stars                                                       |
| General reward: 450 Arena Medals                                            |
| Terra reward: HP BOOST                                                      |
| Location: Land of Departure, Summit                                         |
|                                                                             |
| Round 1: 3 Bruisers                                                         |
|          6 Triple Wreckers and 1 Yellow Mustard                             |
|          1 Bruiser and 6 Yellow Mustards                                    |
|          4 Triple Wreckers and 4 Hareraisers                                |
|                                                                             |
| Round 2: 3 Tank Topplers and 6 Monotruckers                                 |
|          4 Spiderchests and 5 Archravens                                    |
|          4 Tank Topplers, 3 Spiderchests, and 1 Monotrucker                 |
|                                                                             |
| Round 3: 3 Buckle Bruisers and 3 Blue Sea Salts                             |
|          5 Monotruckers and 3 Thornbites                                    |
|          2 Buckle Bruisers, 3 Mandrakes, and 3 Blue Sea Salts               |
|          4 Buckle Bruisers, 4 Blue Sea Salts, and 1 Thornbite               |
|                                                                             |
+--Round 4 (Mini-boss): JELLYSHADE ARMY---------------------------------------+
|                                                                             |
| See full description in Section WLK:T10 or WLK:A6. Use Sonic Impact,        |
| Thunder Roll, Firewheel, Magnet, Aero, or Mine spells. Not much has changed |
| this time around.                                                           |
+-----------------------------------------------------------------------------+
|                                                                             |
| Round 5: 3 Thornbites and 4 Vile Phials                                     |
|          5 Axe Flappers and 3 Vile Phials                                   |
|          4 Bruisers, 4 Thornbites, and 1 Vile Phial                         |
|                                                                             |
| Round 6: 6 Triple Wreckers and 1 Blue Sea Salt                              |
|          1 Wild Bruiser, 4 Hareraisers, and 4 Blue Sea Salts                |
|          5 Wild Bruisers, 3 Triple Wreckers, and 1 Blue Sea Salt            |
|                                                                             |
| Round 7: 1 Chrono Twister and 4 Mandrakes                                   |
|          3 Chrono Twisters, 3 Archravens, and 2 Mandrakes                   |
|          1 Chrono Twister, 4 Buckle Bruisers, 2 Mandrakes, and 2            |
|            Archravens                                                       |
|                                                                             |
+--Round 8 (Boss): MIMIC MASTER-----------------------------------------------+
| HP: 900, Strength: 30, Defense: 16                                          |
| Status effect vulnerabilities: Stun, Ignite, Poison                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
|                                                                             |
| See full description in Arena Match #6. Aside from the boss's health and    |
| damage, the main thing that has changed this time around is that the arena  |
| is smaller. The same strategy applies though.                               |
+-----------------------------------------------------------------------------+

+--ARENA MATCH #12: KEEPERS OF THE ARENA--------------------------------------+
|                                                                             |
| How to unlock: Reach Arena Level 20                                         |
| Battle level: 5 stars                                                       |
| General reward: 500 Arena Medals                                            |
| Terra reward: ULTIMA CANNON                                                 |
| Ven reward: MULTIVORTEX                                                     |
| Aqua reward: LIGHTBLOOM                                                     |
| Location: Mirage Arena                                                      |
|                                                                             |
| Round 1: 3 Axe Flappers and 3 Floods                                        |
|          3 Buckle Bruisers and 3 Mandrakes                                  |
|          3 Axe Flappers, 2 Mandrakes, and 3 Floods                          |
|          3 Buckle Bruisers, 3 Axe Flappers, and 3 Mandrakes                 |
|                                                                             |
| Round 2: 6 Monotruckers and 3 Archravens                                    |
|          3 Monotruckers and 3 Blue Sea Salts                                |
|          4 Wild Bruisers and 4 Archravens                                   |
|          5 Monotruckers and 3 Blue Sea Salts                                |
|                                                                             |
| Round 3: 2 Chrono Twisters and 6 Tank Topplers                              |
|          3 Tank Topplers and 3 Mandrakes                                    |
|          1 Chrono Twister, 3 Buckle Bruisers, and 3 Mandrakes               |
|          1 Chrono Twister, 4 Tank Topplers, and 4 Buckle Bruisers           |
|                                                                             |
+--Round 4 (Mini-boss): IRON IMPRISONER III-----------------------------------+
| HP: 1300, Strength: 36, Defense: 19                                         |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
|                                                                             |
| See full description in Arena Match #9. Not much has changed this time      |
| around except the boss's stats.                                             |
+-----------------------------------------------------------------------------+
|                                                                             |
| Round 5: 6 Triple Wreckers and 3 Bruisers                                   |
|          3 Scrappers and 3 Blue Sea Salts                                   |
|          3 Bruisers and 4 Scrappers                                         |
|          4 Bruisers, 3 Scrappers, and 3 Blue Sea Salts                      |
|                                                                             |
| Round 6: 4 Thornbites and 2 Axe Flappers                                    |
|          3 Tank Topplers and 3 Yellow Mustards                              |
|          1 Tank Toppler, 4 Axe Flappers, and 4 Yellow Mustards              |
|          4 Tank Topplers, 2 Yellow Mustards, 2 Thornbites, and 1 Axe        |
|            Flapper                                                          |
|                                                                             |
| Round 7: 3 Triple Wreckers and 5 Mandrakes                                  |
|          3 Buckle Bruisers and 4 Scrappers                                  |
|          1 Triple Wrecker, 3 Mandrakes, and 3 Scrappers                     |
|          4 Triple Wreckers and 4 Buckle Bruisers                            |
|                                                                             |
| Round 8: 3 Sonic Blasters, 3 Yellow Mustards, and 1 Mandrake                |
|          4 Yellow Mustards and 5 Mandrakes                                  |
|          3 Wild Bruisers, 3 Sonic Blasters, and 1 Mandrake                  |
|          4 Wild Bruisers and 5 Mandrakes                                    |
|                                                                             |
+--Round 9 (Boss): IRON IMPRISONER IV-----------------------------------------+
| HP: 1500, Strength: 36, Defense: 19                                         |
| Status effect vulnerabilities: None                                         |
| Elemental weaknesses: None                                                  |
| Elemental resistances: None                                                 |
|                                                                             |
| First thing's first. This is one of the hardest bosses in the game, and it  |
| takes quite a while to reach him. That means you should prepare well! I     |
| recommend being level 40 or above, and equipping the following abilities:   |
|                                                                             |
|   - 1 or more Curaga spells (duh).                                          |
|   - Slide/Dodge Roll/Cartwheel. As always, do *NOT* replace these with the  |
|     offensive versions like Sonic Impact during the arena match.            |
|   - Once More and Second Chance.                                            |
|   - Damage Syphon.                                                          |
|   - Renewal Block / Renewal Barrier.                                        |
|   - Fire Screen.                                                            |
|   - A strong Shotlock. I recommend Bio Barrage, or if you already have it,  |
|     the reward from Arena Match 12.                                         |
|                                                                             |
| There are very few times you can hit the Iron Imprisoner safely, so for the |
| most part, you should be relying on Shotlocks for damage. Staying alive     |
| enough to use them is already pretty challenging.                           |
|                                                                             |
| Here are the attacks you will see:                                          |
|                                                                             |
|   1,2,3: The cage, underground, and fire spin attacks are pretty much the   |
|          same as before. As with Iron Imprisoner III, the best times to do  |
|          Shotlocks are right after a fire spin or right after the cage has  |
|          been summoned.                                                     |
|                                                                             |
|   4. The Iron Imprisoner glows black, summons explosions around himself,    |
|      and then goes berserk on you with an exploding melee combo. This is    |
|      like the Iron Imprisoner III attack, except this time it will happen   |
|      at any health (in fact it's usually the first attack you'll see) and   |
|      more importantly, a counter-attack will NOT stun the Iron Prisoner 4.  |
|      Block the first hit as normal, counter once, and then hold still to    |
|      avoid subsequent hits. Many deck commands are fine, but do NOT do a    |
|      regular combo. As always, mash Square if you get hit.                  |
|                                                                             |
|      As soon as the Iron Imprisoner finishes this attack, immediately start |
|      sliding / dodge rolling / cartwheeling away. He might do a fire spin,  |
|      and you will be in a vulnerable position.                              |
|                                                                             |
|   5. The Iron Imprisoner teleports somewhere and draws you in towards him.  |
|      He then teleports somewhere else and repeats, leaving behind a big     |
|      explosion. You can avoid both the initial draw attack and the final    |
|      explosion attack with Slide/Dodge Roll/Cartwheel, so mash on Square    |
|      when this happens. This attack isn't particularly dangerous, but there |
|      isn't much time to counter either.                                     |
|                                                                             |
|   6. The entire screen goes red, and flaming pieces of wall start flying    |
|      around. Just keep pressing Slide/Dodge Roll/Cartwheel to avoid as much |
|      damage as possible. Fortunately, the Iron Imprisoner disappears during |
|      all of this, so the attack is more of an annoyance than a threat. This |
|      is one of the safest times to heal during the fight.                   |
|                                                                             |
| As you can see, there are almost no real openings in the Iron Imprisoner's  |
| defense. You can chip away a little while he summons his cage, when he      |
| comes up to combo you, or at any point with a Mine spell. However, these    |
| methods are slow and dangerous. You REALLY want to use Shotlocks.           |
|                                                                             |
| Any time the Iron Imprisoner summons the cage and any time he finishes a    |
| fire spin, charge up a Shotlock and let it rip. With Damage Syphon          |
| equipped, your Focus gauge should almost always be full. It's just a matter |
| of surviving from one Shotlock to the next. As always, the main threat is   |
| the fire spin, so as much as possible, keep your distance from the Iron     |
| Imprisoner, and mash Square for Slide/Dodge Roll/Cartwheel.                 |
|                                                                             |
| Good luck! If you are having trouble, remember there is no shame in gaining |
| some levels. Fighting through 20 minutes of arena only to get one-shotted   |
| here is not much fun.                                                       |
+-----------------------------------------------------------------------------+

+--ARENA MATCH #13: VILLAINS' VENDETTA----------------------------------------+
|                                                                             |
| How to unlock: Reach Arena Level 30                                         |
| Battle level: 5 stars                                                       |
| General reward: 750 Arena Medals, ULTIMA WEAPON KEYBLADE                    |
| Location: Mirage Arena                                                      |
|                                                                             |
| Round 1: Iron Imprisoner I                                                  |
| Round 2: Cursed Coach                                                       |
| Round 3: Wheel Master                                                       |
| Round 4: Iron Imprisoner II                                                 |
| Round 5: Ice Colossus                                                       |
| Round 6: Iron Imprisoner III                                                |
| Round 7: Trinity Armor                                                      |
| Round 8: Iron Imprisoner IV                                                 |
|                                                                             |
| There aren't any real surprises here. All the bosses are the same as the    |
| ones you fought before, only now with more health. As before, the main      |
| challenge will be Iron Imprisoner IV. Good luck!                            |
|                                                                             |
| (Stats-wise, the bosses are all the same as before except now they all have |
| 40 Strength and 20 Defense.)                                                |
+-----------------------------------------------------------------------------+


*******************************************************************************
 _  __ _   _                                                       _  __ _   _
| |/ /| |_| | =================================================== | |/ /| |_| |
|   / |  _  |                   SECTION 7 [MIN]                   |   / |  _  |
| \ \ | | | |               WALKTHROUGH: MINI-GAMES               | \ \ | | | |
|_|\_\|_| |_| =================================================== |_|\_\|_| |_|

*******************************************************************************


===============================================================================
  [MIN:CB] Mini-games: Command Board
===============================================================================


HOW TO PLAY: Select Command Board from the Pause menu while you are at a save
             point, or while you are in outer space between worlds.

Warning: A new board has been added in the English version of the game. I will
         update the guide when I can.

The Command Board is the most fully developed mini-game in Birth By Sleep. You
can play it any time for free, earning a few new commands and also leveling up
the commands you already have. It is also the only way to get the PETE D-LINK.
(You have a random chance of getting it after encountering Captain Dark or
Captain Justice during a game.)

The basic idea of the game is pretty similar to Monopoly. On your turn, you
roll a die and move around a board. When you land on an empty square, you can
buy it with GP (the equivalent of Monopoly money) and a card (more on that
later). Then, anyone who lands on your square later in the game will have to
pay you a GP tax. You also get a big GP bonus for touching each of four
checkpoint squares and then returning to the start. To win, you must return to
the start with total GP above some threshold chosen at the beginning of the
game. This total includes GP you spend buying squares, so there's no reason to
hold back on buying.

Now, as I mentioned above, this game also has cards. You start off with five
cards, and you will get more each time you pass either a checkpoint or the
start square after going through all four checkpoints. Remember you have to
spend one card (of your choosing) to buy any square you land on. They have
another use as well though. On your turn, you can also just play cards for a
set bonus. Here is the list of options:

  STUN (1 Attack Card): A player of your choosing loses their next turn.
  CHANGE DIRECTION (2 Attack Cards): Allows you to go any direction you want
    this turn. While you can turn normally when you reach an intersection, you
    cannot normally go back the way you came. This option changes that.
  DOUBLE RENT (3 Attack Cards): For the next five turns, anyone who lands on
    one of your squares must pay you double.
  TWO DICE (1 Magic Card): This turn, you will roll two dice instead of one
    when deciding how far to move.
  THREE DICE (2 Magic Cards): This turn, you will roll three dice instead of
    one when deciding how far to move.
  GP PROTECTOR (1 Crown Card): The next time you would be penalized GP (e.g.
    for landing on an opponent's square), you will be immune.
  CONFUSION (2 Crown Cards): For the next three turns, opponents will not get
    to choose their direction when they hit intersections. Instead, it will be
    chosen randomly.
  GP MAGNET (1 Attack Card, 1 Magic Card, 1 Crown Card): You gain 100 GP for
    each square owned by an opponent.
  JOKER CHANCE (1 Joker Card): Randomly get one of the above bonuses. There is
    also a chance you will be given a free square.
  GOLDEN CHANCE (3 Joker Cards): Randomly get one of the above bonuses. There
    is also a chance you will be given a free group of squares.

Joker cards are special cards that can only be gotten from passing checkpoints
or the start square (i.e. you will never start with them). They cannot be used
for buying squares, but they do give the best bonuses in this list above.

So how do rewards work? Well, if you look at your cards, you will see that each
one corresponds to one of your Deck Commands. When you use a card to buy a
square, you will gain experience for that command. There are also certain empty
squares that have a yellow mark on them. For these squares, there is a command
pre-supplied. So if you buy the square, you will not need to provide your own
card. Instead, you will be given its command for free when the game ends. There
are a few commands in BBS that are most easily obtained by buying these special
squares in the Command Board.

Okay, got all that? If so, you are more than ready to play the Command Board!
Here are some additional tips for whenever you want to do more reading:

  - There are a total of six Command Boards, each with a different layout and
    with different rewards. You can unlock the first five by progressing
    through the game, and you can unlock the sixth by winning on each of the
    other boards.

  - When you start a Command Board, you can choose the GP goal from several
    options. I recommend going low. There are lots of Command Boards to play.
    No need to spend tons of time on just one unless you really want to.

  - Wondering what commands can be won off the Command Board? See the maps
    below. I mark each special square with a number and then list below which
    commands can go with that number. Note that there is a separate (usually
    much smaller) list of special squares if you play the Command Board from
    the Mirage Arena instead of from the menu. Aside from that, playing in the
    Mirage Arena is better though since it gets you Arena Medals and increases
    your Arena Level.

  - If you just want to win, the key is to go around to the checkpoints (marked
    X in the maps below) and back to the start square (marked B in the maps
    below) as quickly as possible. The DICE x2 and STUN moves can both help a
    lot for this. In particular, if you start near a checkpoint, use a DICE x2
    on your first turn. You will pass the checkpoint and get your card back
    right away. When you return to the start square after touching each
    checkpoint, your cards will be filled up to five.

  - Some black squares (marked ~ in the maps below) cannot be bought and just
    take away GP when you land on them. Usually there is a P square near them.
    If you walk on one of these, it will follow under you when you walk on ~
    squares, keeping you safe. The P squares also have numbers on them. Every
    time it moves, the number goes down. If you bring it down to 0, you get a
    bonus.

  - Each board also has special squares (marked S in the maps below), landing
    on which will give you a bonus unique to the board. After completing Disney
    Town, the special squares will sometimes be either CAPTAIN JUSTICE or
    CAPTAIN DARK. Captain Justice will give you a small GP bonus each turn for
    several turns, and Captain Dark will give you a small GP penalty each turn
    for several turns. He will also choose to buy squares on your behalf,
    possibly forcing you to sell other squares to pay for it! If you walk past
    someone with Captain Justice or Captain Dark, you will steal the bonus (for
    better or for worse).

    If you get Captain Dark or Captain Justice during a game, there is a chance
    that you will get the PETE D-LINK as a reward after you win.

  - If you purchase two or more squares adjacent to each other, each with a
    card of the same type (e.g. magic cards), then they will form a chain and
    their value will increase by 10%. Not too important, but if you get the
    chance, it's a nice bonus to take.

That's pretty much all I can think of for now. Have fun!

--COMMAND BOARDS---------------------------------------------------------------

For your amusement, I will draw each Command Board and show what commands can
be obtained, and where. Here's how to read the pictures:

  B: Beginning square
  .: Regular square
  ~: Penalty square
  P: Platform square (used for staying above penalty squares)
  X: Checkpoint
  S: Special square
  Number: A square with a new purchasable command

--KEYBLADE BOARD---------------------------------------------------------------

GP Goal: 5000, 10000, 15000
Vs: Terra, Aqua, or Ven (whichever two you are not playing as)

                            +---+---+---+---+
                            | ~ | ~ | P | X |
        +---+---+---+       +---+---+---+---+
        | 1 | . | 2 |       | ~ |       | . |
        +---+---+---+       +---+       +---+---+---+---+---+---+---+
        | . |   | . |=======| 3 |       | B | . | 5 | * | P | S | X |
        +---+---+---+       +---+       +---+---+---+---+---+---+---+
        | X | . | S |       | . |       | . |           | ~ |   | ~ |
        +---+---+---+       +---+---+---+---+           +---+---+---+
                            | X | . | . | 4 |           | ~ | ~ | ~ |
                            +---+---+---+---+           +---+---+---+

SPECIAL. Keyblade Rider: Teleport to a square of your choice.
1. RAGNAROK (Becomes ZERO GRAVITY after Ragnarok is obtained)
2. CURE or MAGNET
3. POISON EDGE or STRIKE RAID
4. BLIZZARD or AERO
5. SLOW or CONFUSE

Arena reward 4. ZERO GRAVITY

--ROYAL BOARD------------------------------------------------------------------

GP Goal: 6000, 14000, 22000
Vs: Cinderella

                                          +---+               +---+
                                          | X |===============| S |
                      +---+---+---+---+---+---+               +---+
                      | X | P | ~ | 3 | ~ | P |               | . |
                  +---+---+---+---+---+---+---+               +---+
                  | . | . |   | ~ |   | ~ |                   | . |
              +---+---+---+   +---+---+---+                   +---+
              | 1 | 2 |       | ~ | S | ~ |                   | . |
          +---+---+---+       +---+---+---+   +---+---+---+   +---+
          | . | . |                 |         | P | ~ | ~ |   | 4 |
          +---+---+                 |     +---+---+---+---+   +---+
          | . |                     |     | . | 5 |   | ~ |   | . |
          +---+---+---+---+---+---+---+---+---+---+   +---+---+---+
          | X | . | . | * | . | . | B | . | . |       | ~ | . | . |
          +---+---+---+---+---+---+---+---+---+       +---+---+---+

SPECIAL. Bibbidi-bobbidi-boo: Get GP equal to a die roll multiplied by 300.
1. WISHING EDGE for Aqua, STUN EDGE for everyone else
2. FOCUS BARRIER for Aqua, FOCUS BLOCK for everyone else (Disappears after
   Focus Barrier / Focus Block is obtained)
3. METEOR SHOWER (Becomes FIRE DASH after Meteor Shower is obtained)
4. BLACKOUT OR STOP
5. FIRE or THUNDER

Arena reward: NONE

--SPACESHIP BOARD--------------------------------------------------------------

GP Goal: 10000, 16000, 25000
Vs: Experiment 626, Captain Gantu

              +---+---+---+   +---+---+---+---+---+
              | 1 | . | . |   | . | . | . | 2 | X |
          +---+---+---+---+---+---+---+---+---+---+       +---+---+
          | . | . |   | . | S | . |           | . |=======| S | 6 |
          +---+---+   +---+---+---+       +---+---+       +---+---+
          | . |             |             | . | . |             |
          +---+       +---+---+---+       +---+---+             |
          | . |       | ~ | 3 | X |       | . |                 |
          +---+---+---+---+---+---+---+---+---+                 |
          | X | P | ~ | ~ |   | P | ~ | ~ | B |                 |
          +---+---+---+---+---+---+---+---+---+                 |
          | . |       | ~ | 4 | ~ |       | . |                 |
          +---+       +---+---+---+       +---+---+             |
          | . |             |             | . | . |             |
          +---+---+   +---+---+---+       +---+---+       +---+---+
          | . | S |   | * | . | . |           | . |=======| . | 7 |
          +---+---+---+---+---+---+---+---+---+---+       +---+---+
              | . | . | . |   | 5 | S | . | . | X |
              +---+---+---+   +---+---+---+---+---+

SPECIAL. Gigawatt Jolt: At the end of each turn, you will steal 100 GP from
         all characters within 3 squares of you. The electric spark lasts
         through four of your turns.
1. FIRAGA
2. IGNITE or BLACKOUT
3. LIGHTNING RAY (Becomes ZERO GRAVIGA after Lightning Ray is obtained)
4. THUNDAGA or SONIC BLADE
5. THUNDARA or AERORA
6. COLLISION MAGNET (Disappears after Collision Magnet is obtained)
7. LIMIT STORM for Terra, MINI for everyone else (Becomes MINI for Terra as
   well after Limit Storm is obtained)

Arena reward 3. ZERO GRAVIGA

--TOON BOARD-------------------------------------------------------------------

GP Goal: 6000, 14000, 22000
Vs: Minnie and Captain Justice (Captain Dark for Terra)

                                +---+---+---+
                                | 3 | 4 | 5 |
                            +---+---+---+---+---+
                            | . | X |   | . | . |
                            +---+---+   +---+---+
                            | . |           | . |
                        +---+---+---+---+---+---+---+
                        | . | 2 | ~ | ~ | P | . | S |
                        +---+---+---+---+---+---+---+
                        | . |                   | 6 |
                    +---+---+---+---+---+---+---+---+---+
                    | . | . | P | ~ | ~ | ~ | ~ | X | . |
                    +---+---+---+---+---+---+---+---+---+
                    | S |                           | . |
                    +---+---+---+---+---+---+---+---+---+
                    | 1 | . | . | . | B | . | . | . | . |
                    +---+---+---+---+---+---+---+---+---+
                    | P |     |               |     | S |
                    +---+     |               |     +---+
                    | ~ |     |               |     | . |
                    +---+---+---+           +---+---+---+
                    | ~ | S | X |           | X | 7 | . |
                    +---+---+---+           +---+---+---+
                            | . |           | . |
                            +---+---+---+---+---+
                            | . | . | * | . | . |
                            +---+---+---+---+---+

SPECIAL. Fantasia: Get 300 GP plus 300 for each panel you own.
1. BINDING STRIKE (Becomes CONFUSION STRIKE after Binding Strike is obtained)
2. BLIZZARD
3. BLIZZAGA
4. DEEP FREEZE (Becomes FREEZE RAID after Deep Freeze is obtained)
5. BLIZZARD EDGE (Disappears after Blizzard Edge is obtained)
6. CURE or ZERO GRAVIRA
7. BIND or BLACKOUT or STOPRA

Arena reward 4. FREEZE RAID

--HUNNY POT BOARD--------------------------------------------------------------

GP Goal: 5000, 10000, 15000
Vs: Winnie the Pooh and Tigger

                      +---+---+---+---+---+---+---+---+
                      | ~ | ~ | ~ | P | . | . | S | X |
                      +---+---+---+---+---+---+---+---+
                      | ~ |                       | ~ |
                      +---+---+---+---+---+   +---+---+
                      | ~ | X | 1 | 2 | 3 |   | ~ | ~ |
                      +---+---+---+---+---+---+---+---+
                          | . |       | 4 | P | ~ |
                      +---+---+       +---+---+---+---+
                      | . | . |               | ~ | . |
                      +---+---+               +---+---+
                      | S |                       | . |
                      +---+                       +---+
                      | . |=======================| . |
                      +---+                       +---+
                      | . |                       | S |
                      +---+---+               +---+---+
                      | X | * |               | . | X |
                      +---+---+---+---+---+---+---+---+
                          | . | . | . | B | . | . |
                          +---+---+---+---+---+---+

SPECIAL. Honey Paradise: Honey pots drop on the stage, one on you, and a few
         elsewhere. Honey pots give +100GP when you touch them unless they
         have bees, in which case they give -100GP.
1. FIRA or FIRE SURGE
2. SACRIFICE for Terra, CONFUSION STRIKE for everyone else (Becomes CONFUSING
   STRIKE for Terra as well after Sacrifice is obtained)
3. THUNDER ROLL for Ven, THUNDARA for everyone else (Becomes THUNDARA after
   for Ven as well after Thunder Roll is obtained)
4. MINE SQUARE or ZERO GRAVIRA

Arena reward 3. THUNDARA

--SKULL BOARD--------------------------------------------------------------

GP Goal: 5000, 10000, 15000
Vs: Peter Pan and Captain Hook

        +---+---+---+---+---+---+---+---+
        | 1 | . | ~ | ~ | P | ~ | ~ | . |
    +---+---+---+---+---+---+---+---+---+---+
    | X | . |             |         | . | S |
+---+---+---+             |         +---+---+---+
| . | . |                 |             | . | . |
+---+---+                 |             +---+---+
| . |                     |                 | * |
+---+                   +---+---+---+---+   +---+
| S |                   | . | . | . | . |   | . |
+---+   +---+---+---+   +---+---+---+---+   +---+
  |     | . | . | . |   | . |       | 2 |   | . |
  |     +---+---+---+   +---+       +---+   +---+
  |     | X |   | . |---| B |       | 3 |   | . |
  |     +---+---+---+   +---+---+---+---+   +---+
  |     | 4 | . | . |   | . | . | . | . |   | X |
  |     +---+---+---+   +---+---+---+---+   +---+
  |                                   |     | . |
+---+                                 |     +---+
| * |                                 |     | . |
+---+---+       +---+   +---+       +---+---+---+
| ~ | ~ |       | 5 |---| X |       | . | . | 6 |
+---+---+       +---+   +---+       +---+---+---+
    | ~ |       | . |   | . |       | . |
    +---+---+---+---+---+---+---+---+---+
    | ~ | ~ | ~ | P | S | . | . | 7 | . |
    +---+---+---+---+---+---+---+---+---+

I will add more info here soon, after I get the international version of the
game...

--SECRET BOARD-----------------------------------------------------------------

This board is not unlocked by playing through the story. Instead, you need to
play on each of the other six boards and win.

GP Goal: 20000, 35000, 50000
Vs: Terra, Aqua, or Ven (whichever two you are not playing as)

                +---+---+---+---+---+---+---+---+
                | ~ | ~ | ~ | ~ | . | ~ | ~ | ~ |
                +---+---+---+---+---+---+---+---+
                | P |             |         | ~ |
        +---+---+---+           +---+       +---+
        | ~ | P | X |           | 1 |       | ~ |
        +---+---+---+---+---+---+---+       +---+
        | ~ |       | X | . | . | S |       | ~ |
        +---+       +---+---+---+---+       +---+
        | ~ |       | . |         |         | ~ |
        +---+       +---+         |         +---+   +---+---+---+
        | ~ |       | . |         |         | P |   | . | . | X |
        +---+   +---+---+       +---+   +---+---+---+---+---+---+
        | . |---| 2 | S |-------| * |---| 3 | . | . | . |   | . |
        +---+   +---+---+       +---+   +---+---+---+---+---+---+
        | ~ |                     |         | 4 |       | . | . |
        +---+                   +---+       +---+       +---+---+
        | ~ |                   | 5 |         |         | . |
        +---+---+---+---+---+---+---+---+   +---+   +---+---+
        | ~ | ~ | ~ | ~ | ~ | P | . | 6 |---| S |---| 7 | . |
        +---+---+---+---+---+---+---+---+   +---+   +---+---+
                                | . |         |         | . |
                            +---+---+       +---+       +---+---+
                            | . | . |       | 8 |       | . | . |
                            +---+---+---+---+---+---+---+---+---+---+
                            | . |   | . | . | . | . | . |   | 9 | . |
                            +---+---+---+---+---+---+---+---+---+---+
                            | X | . | . |           | . | 0 |   | . |
                            +---+---+---+           +---+---+---+---+
                                                        | . | . | B |
                                                        +---+---+---+

SPECIAL. Keyblade Rider: Teleport to a square of your choice
1. LIGHTNING RAY (THUNDER SURGE after Lightning Ray is obtained)
2. MAGNEGA
3. ZERO GRAVIGA (MAGNEGA after Zero Graviga is obtained)
4. CURA (Disappears after Cura is obtained)
5. SONIC BLADE (Disappears after Sonic Blade is obtained)
6. FISSION FIRAGA (Disappears after Fission Firaga is obtained)
7. AEROGA
8. THUNDAGA
9. BLITZ (Disappears after Blitz is obtained)
0. FIRE SURGE

Arena reward 1. AERIAL SLAM
Arena reward 2. THUNDARA
Arena reward 3. MAGNERA
Arena reward 4. CURA
Arena reward 5. BLITZ
Arena reward 6. FIRE SURGE
Arena reward 7. AERORA
Arena reward 8. THUNDARA
Arena reward 9. CONFUSION STRIKE
Arena reward 0. FIRE DASH


===============================================================================
  [MIN:RR] Mini-games: Rumble Racing
===============================================================================


HOW TO PLAY: Talk to Chip or Dale at the Raceway Registration in Disney Town.

Rumble Racing is like a simplified version of Mario Kart. Press X to
accelerate, O to attack nearby racers (Terra and Ven do a spin attack, and Aqua
shoots arrows), Triangle to pop up a shield to temporarily protect you from
other racers, and Square to brake. If you push Square and a direction, you can
make a sharp turn.

Your main goal here is to follow the course, going through as many booster
rings as possible, and avoiding as many tornados as possible. There are one or
two shortcuts in each course that can be reached only with booster rings -
these are very handy and I will mention exactly where they are below.

First though, here are some general tips to keep in mind:

  - The game cheats massively to help the racers who are behind. If you are
    playing Rumble Racing in Disney Town (as opposed to the Mirage Arena), your
    goal is to come in first place. This basically means only the last part of
    the final lap really matters much. For the rest, relax and don't worry
    about mistakes.

  - If you are playing in the Mirage Arena, your main goal is to beat certain
    times, but you should still make a point of changing the number of racers
    to 2. Fewer opponents means fewer people who will knock you off-course.

  - If you start pushing X right as soon as "Go" appears at the beginning of
    the race, you will start with a speed boost. Not too important, but always
    handy.

  - If you see "Danger" or "Locked On" at the bottom of your screen, press
    Triangle to defend yourself.

  - If you have locked on to a target in front of you, press O to attack it.
    Do NOT do this if the target is itself attacking (i.e., it's spinning in a
    scary sort of way). You can still get hit even while you're attacking.

  - Scattered throughout the courses are shields. If you pick these up, you
    will be immune to other racers and even to tornados. These are very useful,
    especially at the end of each race.

  - In the journal, you will see times listed for a specific number of laps for
    each course. In Disney Town, you can't always fill these records up because
    you cannot change the number of laps in the course, but you will fill up
    those extra entries when you compete in the Mirage Arena.

There are four courses altogether, and winning one course unlocks the next.
Here are some tips specific to each course:

+-ROUND 1: COUNTRY CHASE------------------------------------------------------+
|                                                                             |
| Reward for top-three finish: HI-POTION                                      |
|                                                                             |
| The first booster ring you will see after the start propels you up onto a   |
| shortcut that skips the very slow southernmost part of the course.          |
|                                                                             |
+-ROUND 2: DISNEY DRIVE-------------------------------------------------------+
|                                                                             |
| Reward for first-place finish: FIRE DASH                                    |
|                                                                             |
| This course starts off the same as the previous one, which means you can    |
| use the shortcut. After that though, you will go off in a new direction.    |
|                                                                             |
| The next booster ring will shoot you towards another booster ring that is   |
| floating in the sky. If you aim well, you should be able to go through      |
| both. Not too important, but fun. The next booster ring is the one that     |
| actually matters. It is on the right side of the track and it will propel   |
| you up onto a ledge. Slow down and do a sharp right turn for another        |
| shortcut. If you do it correctly, you will go straight into another         |
| booster as you land, and then a  little ways on, you will find a Shield     |
| inside the tunnel. If you do all that right, you should have a comfortable  |
| lead at the end of each lap.                                                |
|                                                                             |
+-ROUND 3: GRAND SPREE--------------------------------------------------------+
|                                                                             |
| Reward for first-place finish: AERORA                                       |
|                                                                             |
| The only real shortcut here is after the final tunnel. It will propel you   |
| up to a little canyon similar to the previous two courses. When you get     |
| out, you will be right next to a whirlwind though, so do a sharp turn back  |
| onto the course, and be ready to evade. The other booster rings are also    |
| useful though, and be sure to pick up any shields you can. There are a      |
| couple nasty tornados here and the other racers are always going to be      |
| jockeying for position.                                                     |
|                                                                             |
+-ROUND 4: CASTLE CIRCUIT-----------------------------------------------------+
|                                                                             |
| Reward for first-place finish: VICTORY LINE KEYBLADE                        |
|                                                                             |
| I will add more info here soon, after I get the international version of    |
| the game...                                                                 |
|                                                                             |
+-----------------------------------------------------------------------------+

If you win a course multiple times, you will get a HI-POTION for each victory
after the first.


===============================================================================
  [MIN:IB] Mini-games: Ice Cream Beat
===============================================================================


HOW TO PLAY: Talk to Dewey (the blue duck) in the Main Plaza of Disney Town.

This mini-game was crazy hard in the Japanese version of the game, and although
it has been nerfed some, you should still expect a challenge. I really enjoyed
Ice Cream Beat though, and it's very satisfying in the end. You also get a very
nice reward: the FROZEN FORTUNE Command Style. (Note: unlike other command
styles, this can ONLY be triggered by ice cream purchased from the Ice Cream
Shop. See Section COL:IS.)

Huey, Dewey and Louie will clap out a rhythm, and then you need to repeat it.
In theory, all you need to do is go to a duck when the circle surrounding him
is about to disappear and then press X. You will get a "Good" or "Excellent"
message if you time it right. Otherwise, you will get a "Bad" message. The
problem is things get really fast in the later rounds. To have a chance, you
will probably need to rely on the beat in the background music, and also
old-fashioned memorization to know where you should be in advance.

Good notes give you 20 points, Excellent notes give you 40 points, and while
you have a combo of 20+, these points are doubled. In practice, the key to
success is to build a long combo, which means avoiding any Bad notes. The bonus
for getting an Excellent over Good is nice, but it isn't that important. You
also get points for having a high tower at the end, and for repeated notes
(where you need to mash the X button), but these are minor, and not worth
worrying about too much.

Altogether, there are ten rounds. For each round, I will list how to unlock it,
what the reward is for completing it with a Fantastic grade, and the exact
sequence of notes you will have to play. If I write L,U, or R, that means you
need to play a note in the left, up, or right positions. If one of these
letters is followed by a *, then it is a repeated note, and you should just
mash X until you have to stop. Finally, I also list .'s, which indicate pauses.
LL would mean two notes immediately after each other, whereas L...L would give
you some time in between.

Good luck and have fun!

+-ROUND 1a: IT'S A SMALL WORLD (BEGINNER)-------------------------------------+
|                                                                             |
| Starting song                                                               |
| Reward for winning: None                                                    |
| Reward for winning again: None                                              |
|                                                                             |
| Notes: L...L...L...L, R...R...R...R, L...L...L...L, U*, R...R...R...RR,     |
|        R...U...L, L...U...R.R.R, R...L...U.U.U                              |
|                                                                             |
+-ROUND 1b: IT'S A SMALL WORLD (MASTER)---------------------------------------+
|                                                                             |
| Unlocked by completing It's a Small World (Beginner)                        |
| Reward for winning: ELIXIR                                                  |
| Reward for winning again: ETHER                                             |
|                                                                             |
| Notes: L.L.L...L.U.R, U...U...U*, R.R.RRR.U.U.UUU, L.L.L...L.R.U,           |
|        R..RR.R.L.UU, RRR.RRR.UUUUU, U...U...R.L.U, R*L*, L...U...R.RRR,     |
|        L.L.L.L.R.L.U                                                        |
|                                                                             |
+-----------------------------------------------------------------------------+

+-ROUND 2a: BLAST AWAY - GUMMI SHIP II - (BEGINNER)---------------------------+
|                                                                             |
| Starting song                                                               |
| Reward for winning: None                                                    |
| Reward for winning again: None                                              |
|                                                                             |
| Notes: U...U...U...R, R...R...R...L, L.L.L...L.L.L, U*, U...U...R...R,      |
|        R...R...L...L, R*U.U.U,                                              |
|                                                                             |
+-ROUND 2b: BLAST AWAY - GUMMI SHIP II - (MASTER)-----------------------------+
|                                                                             |
| Unlocked by completing Blast Away - Gummi Ship II - (Beginner)              |
| Reward for winning: BLIZZARA                                                |
| Reward for winning again: ETHER                                             |
|                                                                             |
| Notes: L.L.L.LL*R*, RRR.RRR.R.RR*, L*,U*, R*U...U...U, U.U.U.UUR.R.R.R,     |
|        L.L.L.UUR.R.U.L, U...U...U.R.R, UUU*R.R.R, LLL*U.U.U, R*, U...U,     |
|        L...L...L, U*, R.R.R.UUU.U.U.U, R.R.R.UUU.L.U.R, L*R.UUU             |
|                                                                             |
+-----------------------------------------------------------------------------+

+-ROUND 3a: DESSERT PARADISE (BEGINNER)---------------------------------------+
|                                                                             |
| Unlocked by completing It's a Small World (Beginner) and Blast Away - Gummi |
|   Ship II - (Beginner)                                                      |
| Reward for winning: None                                                    |
| Reward for winning again: None                                              |
|                                                                             |
| Notes: U...U...L...R, R...L...U...U, U*, L...L...U.U.U, U.U.U...R...R,      |
|        R*L*, U*, L...L...R...RRR, R...U...LLL.L                             |
|                                                                             |
+-ROUND 3b: DESSERT PARADISE (MASTER)-----------------------------------------+
|                                                                             |
| Unlocked by completing Dessert Paradise (Beginner)                          |
| Reward for winning: FROZEN FORTUNE COMMAND STYLE                            |
| Reward for winning again: HI-POTION                                         |
|                                                                             |
| Notes: LL..LL.R*, L..LL.U.U..UU, R.R.R, U*LL.RR.U, L*R..U..R, UU.R, L.R.LU, |
|        L.L.RLR, U*, LLL.U.R.L*R*U*, U...U, L.UU..R, RRRL*, R.U.LLU*u        |
|                                                                             |
+-----------------------------------------------------------------------------+

+-ROUND 4a: DESTINY ISLANDS (BEGINNER)----------------------------------------+
|                                                                             |
| Unlocked by completing It's a Small World (Beginner) and Blast Away - Gummi |
|   Ship II - (Beginner)                                                      |
| Reward for winning: None                                                    |
| Reward for winning again: None                                              |
|                                                                             |
| Notes: L...U...R.RRR.RR, R...U...L.LLL.LL, R*U.L.L, R*R.R...R,              |
|        L.LL.LL.U.UU.UU, R...UL*, R*L*, UUU.....R.....L, LLL.UUU.RRR...U     |
|                                                                             |
+-ROUND 4b: DESTINY ISLANDS (MASTER)------------------------------------------+
|                                                                             |
| Unlocked by completing Destiny Islands (Beginner)                           |
| Reward for winning: CHAOS CRYSTAL                                           |
| Reward for winning again: HI-POTION                                         |
|                                                                             |
| Notes: U*R.R.L.L, L.L.R.RRU.UUL.LL, U.URL, UU.LR..U, RL.L.LR, UU.R..U,      |
|        L*U*R*L*, U.LL.UU.R.RR.UU, L.R.UUL*R*, L.LL.R.U, L.R.U.UU,           |
|        LLL.R.U, L.RR.U.U, L*R*U*LRU                                         |
|                                                                             |
+-----------------------------------------------------------------------------+

+-ROUND 5a: HAND IN HAND (BEGINNER)-------------------------------------------+
|                                                                             |
| Unlocked by completing Dessert Paradise (Master) and Destiny Islands        |
|   (Master)                                                                  |
| Reward for winning: FREEZE RAID                                             |
| Reward for winning again: None                                              |
|                                                                             |
| Notes: U...U...UL*, R*U.U, L...U...RU*, L*R*, L.R.L.R.U.U.U, L...L...L.R.L, |
|        U*R.R, U*U                                                           |
|                                                                             |
+-ROUND 5b: HAND IN HAND (MASTER)---------------------------------------------+
|                                                                             |
| Unlocked by completing Hand in Hand (Beginner)                              |
| Reward for winning: BLIZZAGA                                                |
| Reward for winning again: MEGA-POTION                                       |
|                                                                             |
| Notes: U...R...LR*, L.R.LU*U.U.U, R...U...LU*, R*UUU.L.L, U.R.L.U.U.RU*,    |
|        L.RL*R.L.R, LLLUUURRR.R.L.U, RRUULUR, R*L*, L*U*,                    |
|        U...U...U.LLLRR.R, L.L.U.R.R.U.U.U, L*UR*U, U*U.U.R.L.U              |
|                                                                             |
+-----------------------------------------------------------------------------+


===============================================================================
  [MIN:FB] Mini-games: Fruitball
===============================================================================


HOW TO PLAY: Talk to Horace the cow in the Fruitball Court of Disney Town.

This game is a pretty mindless (and annoying) variant of volleyball. Fruits
will be shot out into the playing field, and you want to hit them past the
opponents into their goal. Square and X are both normal attacks, and Triangle
is a spike attack that lets you hit fruits into the air, and then down onto the
opponents' side of the court. For the most part, all you can do is mash these
buttons and hope for the best.

I can give you a few general tips though:

  - Spikes generally aim directly for the opponent. If you hit a big fruit into
    them, you might stun them, and if you hit a bunch of bananas into them, it
    will leave banana obstacles all over their side.
  - If you have a clear shot at the goal and just want to score, X and Square
    are better choices.
  - Getting hit directly by a large fruit will stun you. Do your best to hit it
    first. Similarly, walking over a banana will make you fall over. Try not to
    do this.
  - The purple fruits are bunches of grapes that will shatter on impact. Each
    individual grape will then be worth a whole point, so pay special attention
    to these.
  - Pay attention to where the goals are. If they are high in the air, shooting
    a fruit skittering along the ground is not too helpful. Wait until you have
    a shot.
  - Sometimes one or more nets will appear in the middle of the court, and
    these will bounce fruits back. Do NOT keep hitting fruits into the nets
    if they are there. If the nets are low, focus on Spikes to get over them.
    if they are high and are blocking off a whole side of the court, forget
    about that side and focus on the other one.

There are three rounds altogether, and winning one round unlocks the next.

  +------------------------------------+
  | ROUND 1: Vs two Bruisers           |
  | Reward for winning: BALLOON LETTER |
  +------------------------------------+
  | ROUND 2: Vs Chip and Dale          |
  | Reward for winning: MAGNERA        |
  +------------------------------------+
  | ROUND 3: Vs Captain Justice        |
  | Reward for winning: CHAOS SNAKE    |
  +------------------------------------+

If you win a round more than once, you will get a BALLOON LETTER for each
subsequent win. In Aqua's story, there is also one additional round you have to
do at the start vs three Shoegazers.


===============================================================================
  [MIN:PB] Mini-games: Pot Breaker
===============================================================================


HOW TO PLAY: Talk to Hercules in the Vestibule of Olympus Coliseum after
             completing the world.

In this game, your goal is to earn more points than Hercules by destroying
pots. Each little pot is worth 1 point, and each big pot is worth 5 points.

The obvious thing to do is to just go and attack pots directly, but this isn't
very effective. Each pot takes multiple hits, and Hercules will rake up points
faster than you. To win, you are going to want to use barrels:

  Regular barrel: If you see a barrel without stars on it, you can hit it a
    few times to send it rolling. Jump on top and then move around to instantly
    destroy everything you hit.

  Exploding barrel: If you see a barrel with stars on it, you can hit it a few
    times to send it flying. It will explode where it lands, destroying all
    nearby pots, and stunning you or Hercules if either of you is nearby. When
    hitting one of these guys, you should either aim at a clump or pots, or aim
    at Hercules.

If you always prioritize the barrels, you should have no trouble winning. One
word of caution though: I recommend against doing any non-melee attacks. These
will make you switch command styles, which can be pretty bad here.

The first time you win, you will get SONIC BLADE. If you play again, you will
get a PANACEA each time you win.


*******************************************************************************
 _  __ _   _                                                       _  __ _   _
| |/ /| |_| | =================================================== | |/ /| |_| |
|   / |  _  |                   SECTION 8 [COL]                   |   / |  _  |
| \ \ | | | |                    COLLECTATHONS                    | \ \ | | | |
|_|\_\|_| |_| =================================================== |_|\_\|_| |_|

*******************************************************************************


===============================================================================
  [COL:XR] Collectathons: Xehanort's Reports
===============================================================================


To unlock the Final Episode, you need to find all the Xehanort Reports and get
them added to the Trinity Report. For your convenience, I am listing all their
locations here:

  Letter: Ven gets this automatically after leaving the Land of Departure.
  1: Ven can get this in a chest in the Launch Deck area of Deep Space.
  2: Terra gets this automatically after completing Radiant Garden.
  3: Aqua can get this in a chest in Merlin's House in Radiant Garden.
  4: Aqua gets this automatically right before unlocking the Keyblade
     Graveyard.
  5: Terra can get this by clearing Arena Match #5 (Sinister Sentinel) in the
     Mirage Arena.
  6: Aqua gets this automatically after completing the Enchanted Dominion.
  7: Aqua gets this automatically at the end of her story.
  8: Terra gets this automatically right before unlocking the Keyblade
     Graveyard.
  9: Ven gets this automatically right before unlocking the Keyblade Graveyard.
  10: Ven gets this automatically at the end of his story.
  11: Terra gets this automatically at the end of his story.
  12: Ven can get this in a chest in the Seat of War area of the Keyblade
      Graveyard.

If you missed one of these reports during your initial playthrough, you will
have to go back and pick it up, then beat the final boss again to get it added
to the Trinity Report.


===============================================================================
  [COL:CM] Collectathons: Command Melding
===============================================================================


A big part of character growth in Birth by Sleep comes from Command Melding.
You can access this any time you want from the Deck Command menu.

Basically, you use up two commands, and you will get a new and stronger command
for your troubles. You can also optionally use a crystal, in which case you
will get a secondary ability attached to your new command (e.g. Treasure
Magnet, Once More, or HP Boost). Once you level up your new command to max, you
will learn that secondary ability permanently. Unless you have the appropriate
recipe item though, you will not know what command and what secondary ability
you are getting until after the Command Melding is complete. If you want to
know what to expect, or if you want to make one specific command, then the
reference in this section should be helpful.

For each command that can be made by Command Melding, I will list the
following:

  1ST INGREDIENT and 2ND INGREDIENT: Which commands have to be used to make
    it. Often there are several recipes that work - I will list one per line.
  TYP: A letter between A-P that helps determine which secondary ability you
    will get. For a given Command Melding, find its type, and then look up in
    the bottom chart to figure out which secondary ability you will get if you
    use each kind of Crystal.
  WHO: Which character(s) can do this Command Melding. If I list T(erra),
    V(en), or A(qua) here, they can do it. Otherwise they can't.
  %: The percentage of the time that you will get this command when inputting
    the correct ingredients. Sometimes you will get a rare (5%-30%) command
    instead of the normal one, and that is reflected in this stat.

An ingredient can only be used for Command Melding once you have leveled it up
a certain amount, and action commands (e.g. Block, Air Slide, Glide, etc.) can
only be used as an ingredient if you have two copies of that command.

+====================+===================+===================================+
| ATTACK COMMAND     | 1ST INGREDIENT    | 2ND INGREDIENT    |TYP| WHO |  %  |
+====================+===================+===================+===+=====+=====+
| Blitz              | Quick Blitz       | Slot Edge         | O | TVA |  90 |
|                    | Barrier Surge     | Wishing Edge      | P | ..A |  90 |
|                    | Stun Edge         | Slot Edge         | K | TVA |  90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Meteor Crash       | Blitz             | Quake             | N | T.. | 100 |
|                    | Fire Strike       | Brutal Blast      | D | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Magic Hour         | Blitz             | Zero Graviga      | O | ..A |  90 |
|                    | Barrier Surge     | Aeroga            | N | ..A |  90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Fire Dash          | Sliding Dash      | Fire              | D | TVA | 100 |
|                    | Sliding Dash      | Fira              | C | TVA | 100 |
|                    | Confusion Strike  | Fire              | D | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Dark Haze          | Fire Dash         | Zero Gravira      | D | T.. | 100 |
|                    | Fire Dash         | Blackout          | A | T.. | 100 |
|                    | Fire Surge        | Zero Gravity      | C | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Sonic Blade        | Blitz             | Dark Haze         | D | T.. |  90 |
|                    | Blitz             | Air Slide         | N | TVA |  90 |
|                    | Fire Dash         | Thunder Surge     | K | TVA |  90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Chaos Blade        | Dark Haze         | Sonic Blade       | B | T.. |  90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Zantetsuken        | Dark Haze         | Stopga            | B | T.. |  80 |
|                    | Sonic Blade       | Stopga            | F | T.. |  80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Strike Raid        | Quick Blitz       | Sliding Dash      | O | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Freeze Raid        | Strike Raid       | Blizzara          | I | TVA | 100 |
|                    | Blizzard Edge     | Binding Strike    | K | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Treasure Raid      | Strike Raid       | Slot Edge         | O | .V. | 100 |
|                    | Slot Edge         | Magnet            | D | .V. | 100 |
|                    | Slot Edge         | Magnera           | K | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Spark Raid         | Freeze Raid       | Magnega           | J | .V. | 100 |
|                    | Treasure Raid     | Magnega           | N | .V. | 100 |
|                    | Thunder Surge     | Dodge Roll        | P | .V. |  20 |
|                    | Thundaga          | Dodge Roll        | L | .V. |  20 |
|                    | Dodge Roll        | Stun Block        | L | .V. |  20 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Wind Raid          | Freeze Raid       | Aeroga            | B | .V. | 100 |
|                    | Treasure Raid     | Aeroga            | F | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Fire Surge         | Fire Dash         | Ignite            | D | TVA | 100 |
|                    | Fire Strike       | Fira              | A | TVA | 100 |
|                    | Confusion Strike  | Fira              | O | TVA | 100 |
|                    | Binding Strike    | Fira              | K | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Barrier Surge      | Fire Dash         | Barrier           | D | ..A | 100 |
|                    | Stun Edge         | Barrier           | K | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Thunder Surge      | Fire Dash         | Thundara          | D | TVA | 100 |
|                    | Freeze Raid       | Thundara          | G | TVA | 100 |
|                    | Stun Edge         | Thundara          | I | TVA | 100 |
|                    | Confusion Strike  | Thundara          | I | TVA |  95 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Aerial Slam        | Fire Dash         | High Jump         | A | TVA | 100 |
|                    | Fire Surge        | Aero              | D | TVA | 100 |
|                    | Fire Strike       | Aerora            | C | TVA |  90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Ars Solum          | Dark Haze         | Sonic Blade       | B | T.. |  20 |
|                    | Dark Haze         | Stopga            | B | T.. |  20 |
|                    | Sonic Blade       | Stopga            | F | T.. |  20 |
|                    | Sliding Dash      | Thunder           | K | T.. |   5 |
|                    | Strike Raid       | Thunder           | L | T.. |   5 |
|                    | Strike Raid       | Thundara          | K | T.. |   5 |
|                    | Confusion Strike  | Thundara          | I | T.. |   5 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Ars Arcanum        | Blitz             | Aerial Slam       | F | .V. | 100 |
|                    | Quick Blitz       | Slot Edge         | O | .V. |  10 |
|                    | Fire Strike       | Aerora            | C | .V. |  10 |
|                    | Quick Blitz       | Blizzard          | G | .V. |   5 |
|                    | Quick Blitz       | Blizzara          | H | .V. |   5 |
|                    | Sliding Dash      | Blizzard          | E | .V. |   5 |
|                    | Sliding Dash      | Blizzara          | G | .V. |   5 |
|                    | Poison Edge       | Cura              | P | .V. |   5 |
|                    | Blizzard Edge     | Cura              | G | .V. |   5 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Time Splicer       | Aerial Slam       | Stopga            | F | TVA | 100 |
|                    | Stopga            | Barrier           | C | ..A |  20 |
|                    | Barrier Surge     | Wishing Edge      | P | ..A |  10 |
|                    | Stun Edge         | Slot Edge         | K | TVA |  10 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Poison Edge        | Quick Blitz       | Poison            | O | TVA |  95 |
|                    | Sliding Dash      | Poison            | K | TVA |  95 |
|                    | Strike Raid       | Poison            | D | TVA |  95 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Wishing Edge       | Strike Raid       | Barrier Surge     | O | ..A | 100 |
|                    | Barrier Surge     | Stun Edge         | K | ..A | 100 |
|                    | Stun Edge         | Binding Strike    | J | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Blizzard Edge      | Quick Blitz       | Blizzard          | G | TVA |  95 |
|                    | Quick Blitz       | Blizzara          | H | TVA |  95 |
|                    | Sliding Dash      | Blizzard          | E | TVA |  95 |
|                    | Sliding Dash      | Blizzara          | G | TVA |  95 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Stun Edge          | Sliding Dash      | Thunder           | K | TVA |  95 |
|                    | Strike Raid       | Thunder           | L | TVA |  95 |
|                    | Strike Raid       | Thundara          | K | TVA |  95 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Slot Edge          | Wishing Edge      | Cure              | O | ..A | 100 |
|                    | Poison Edge       | Cura              | P | TVA |  95 |
|                    | Blizzard Edge     | Cura              | G | TVA |  95 |
|                    | Curaga            | Focus Block       | P | TV. |  90 |
|                    | Curaga            | Renewal Block     | N | TV. |  90 |
|                    | Curaga            | Focus Barrier     | P | ..A |  90 |
|                    | Curaga            | Renewal Barrier   | N | ..A |  90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Fire Strike        | Poison Edge       | Fira              | D | TVA | 100 |
|                    | Wishing Edge      | Ignite            | A | ..A | 100 |
|                    | Stun Edge         | Fire              | K | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Confusion Strike   | Quick Blitz       | Confuse           | O | TVA | 100 |
|                    | Sliding Dash      | Zero Gravity      | K | TVA | 100 |
|                    | Strike Raid       | Confuse           | G | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Binding Strike     | Quick Blitz       | Bind              | K | TVA | 100 |
|                    | Strike Raid       | Bind              | O | TVA | 100 |
|                    | Stun Edge         | Zero Gravity      | I | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Brutal Blast       | Stun Edge         | Mine Shield       | O | T.. |  70 |
|                    | Binding Strike    | Mine Square       | L | T.. |  70 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Tornado Strike     | Confusion Strike  | Aeroga            | G | .V. | 100 |
|                    | Binding Strike    | Aeroga            | F | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Windcutter         | Binding Strike    | Aeroga            | F | T.. | 100 |
|                    | Confusion Strike  | Aeroga            | G | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Limit Storm        | Brutal Blast      | Confusion Strike  | G | T.. | 100 |
|                    | Brutal Blast      | Binding Strike    | D | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Magnet Spiral      | Binding Strike    | Collision Magnet  | K | TVA | 100 |
|                    | Binding Strike    | Magnega           | J | TVA | 100 |
|                    | Quick Blitz       | Magnera           | K | TVA |  20 |
|                    | Stun Edge         | Magnera           | L | TVA |  20 |
|                    | Zero Gravira      | Magnet            | I | TVA |  20 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Salvation          | Wind Raid         | Curaga            | N | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Collision Magnet   | Quick Blitz       | Magnera           | K | TVA |  80 |
|                    | Stun Edge         | Magnera           | L | TVA |  80 |
|                    | Zero Gravira      | Magnet            | I | TVA |  80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Geo Impact         | Brutal Blast      | Brutal Blast      | N | T.. |  70 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Sacrifice          | Dark Haze         | Warp              | B | T.. | 100 |
|                    | Poison Edge       | Warp              | D | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Break Time         | Curaga            | Renewal Block     | N | TV. |  10 |
|                    | Curaga            | Renewal Barrier   | N | ..A |  10 |
+--------------------+-------------------+-------------------+---+-----+-----+

+====================+===================+===================================+
| MAGIC COMMAND      | 1ST INGREDIENT    | 2ND INGREDIENT    |TYP| WHO |  %  |
+====================+===================+===================+===+=====+=====+
| Fira               | Fire Dash         | Fire              | D | TVA | 100 |
|                    | Fire Strike       | Fire              | D | TVA | 100 |
|                    | Fire              | Fire              | A | TVA | 100 |
|                    | Fire              | Ignite            | C | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Firaga             | Fire Dash         | Fira              | D | TVA |  90 |
|                    | Fire              | Fira              | A | TVA |  90 |
|                    | Fira              | Fira              | B | TVA |  90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Dark Firaga        | Dark Haze         | Firaga            | D | T.. | 100 |
|                    | Firaga            | Blackout          | B | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Fission Firaga     | Fira              | Aeroga            | A | TVA |  80 |
|                    | Firaga            | Aerora            | A | TVA |  80 |
|                    | Firaga            | Aeroga            | B | TVA |  80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Crawling Fire      | Firaga            | Slow              | A | TVA |  80 |
|                    | Firaga            | Stopra            | D | TVA |  80 |
|                    | Firaga            | Stopga            | B | TVA |  80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Triple Firaga      | Fira              | Firaga            | A | ..A |  95 |
|                    | Blitz             | Firaga            | D | ..A |  90 |
|                    | Firaga            | Firaga            | B | ..A |  90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Blizzara           | Strike Raid       | Blizzard          | G | TVA | 100 |
|                    | Blizzard Edge     | Blizzard          | G | TVA | 100 |
|                    | Blizzard          | Blizzard          | E | TVA | 100 |
|                    | Blizzard          | Aero              | H | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Blizzaga           | Blizzard Edge     | Blizzara          | G | TVA | 100 |
|                    | Blizzard          | Blizzara          | E | TVA | 100 |
|                    | Blizzara          | Blizzara          | F | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Triple Blizzaga    | Blitz             | Blizzaga          | G | ..A | 100 |
|                    | Blizzara          | Blizzaga          | E | ..A | 100 |
|                    | Blizzaga          | Blizzaga          | F | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Thundara           | Stun Edge         | Thunder           | K | TVA | 100 |
|                    | Thunder           | Thunder           | I | TVA | 100 |
|                    | Zero Gravity      | Magnet            | L | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Thundaga           | Binding Strike    | Thundara          | K | TVA |  90 |
|                    | Thunder           | Thundara          | I | TVA |  90 |
|                    | Thundara          | Thundara          | J | TVA |  90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Thundaga Shot      | Strike Raid       | Thundaga          | I | ..A |  85 |
|                    | Freeze Raid       | Thundaga          | E | ..A |  85 |
|                    | Firaga            | Thundaga          | A | ..A |  85 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Cura               | Thunder           | Cure              | I | TVA | 100 |
|                    | Cure              | Cure              | M | TVA | 100 |
|                    | Cure              | Aero              | O | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Curaga             | Cure              | Cura              | M | TVA | 100 |
|                    | Cura              | Cura              | N | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Mine Shield        | Fira              | Zero Gravity      | A | TVA | 100 |
|                    | Fira              | Block             | C | TV. | 100 |
|                    | Ignite            | Stop              | D | TVA | 100 |
|                    | Stopra            | Block             | M | TV. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Mine Square        | Fira              | Stop              | A | TVA | 100 |
|                    | Fira              | Barrier           | C | ..A | 100 |
|                    | Aerora            | Ignite            | D | TVA | 100 |
|                    | Stopra            | Barrier           | M | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Seeker Mine        | Mine Shield       | Mine Square       | B | ..A | 100 |
|                    | Mine Shield       | Magnega           | C | ..A | 100 |
|                    | Mine Square       | Magnega           | D | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Zero Gravira       | Thunder           | Zero Gravity      | I | TVA |  90 |
|                    | Zero Gravity      | Zero Gravity      | M | TVA |  90 |
|                    | Magnet            | Aero              | P | TVA |  90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Zero Graviga       | Thundara          | Zero Gravira      | I | TVA |  80 |
|                    | Zero Gravity      | Zero Gravira      | M | TVA |  80 |
|                    | Zero Gravira      | Zero Gravira      | N | TVA |  80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Magnera            | Stun Edge         | Magnet            | K | TVA | 100 |
|                    | Thunder           | Magnet            | I | TVA | 100 |
|                    | Magnet            | Magnet            | M | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Magnega            | Magnet            | Magnera           | I | TVA | 100 |
|                    | Magnera           | Magnera           | J | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Munny Magnet       | Wishing Edge      | Magnera           | K | ..A | 100 |
|                    | Thundara          | Magnera           | I | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Energy Magnet      | Cure              | Magnera           | M | ..A | 100 |
|                    | Cura              | Magnera           | N | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| D-Link Magnet      | Zero Gravira      | Magnera           | L | ..A | 100 |
|                    | Magnera           | Stopra            | I | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Aerora             | Quick Blitz       | Aero              | G | TVA |  95 |
|                    | Thunder           | Aero              | I | TVA |  95 |
|                    | Aero              | Aero              | E | TVA |  95 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Aeroga             | Quick Blitz       | Aerora            | O | TVA |  90 |
|                    | Aero              | Aerora            | M | TVA |  90 |
|                    | Aerora            | Aerora            | N | TVA |  90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Faith              | Wind Raid         | Break Time        | N | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Deep Freeze        | Freeze Raid       | Blizzaga          | G | TVA | 100 |
|                    | Binding Strike    | Blizzaga          | H | TVA | 100 |
|                    | Blizzaga          | Triple Blizzaga   | F | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Glacier            | Blizzaga          | Deep Freeze       | E | ..A | 100 |
|                    | Triple Blizzaga   | Deep Freeze       | F | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Ice Barrage        | Blizzaga          | Mine Shield       | F | ..A | 100 |
|                    | Blizzaga          | Mine Square       | H | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Firaga Burst       | Fira              | Aeroga            | A | ..A |  20 |
|                    | Firaga            | Aerora            | A | ..A |  20 |
|                    | Firaga            | Aeroga            | B | ..A |  20 |
|                    | Firaga            | Slow              | A | ..A |  20 |
|                    | Firaga            | Stopra            | D | ..A |  20 |
|                    | Firaga            | Stopga            | B | ..A |  20 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Raging Storm       | Fission Firaga    | Firaga Burst      | B | ..A | 100 |
|                    | Blitz             | Firaga            | D | ..A |  10 |
|                    | Fire Dash         | Fira              | D | ..A |  10 |
|                    | Fire Surge        | Cartwheel         | C | ..A |  10 |
|                    | Fire              | Fira              | A | ..A |  10 |
|                    | Fira              | Fira              | B | ..A |  10 |
|                    | Fira              | Firaga            | A | ..A |  10 |
|                    | Firaga            | Firaga            | B | ..A |  10 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Mega Flare         | Fission Firaga    | Crawling Fire     | B | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Warp               | Thundara          | Zero Gravira      | I | T.. |  20 |
|                    | Zero Gravity      | Zero Gravira      | M | T.. |  20 |
|                    | Zero Gravira      | Zero Gravira      | N | T.. |  20 |
|                    | Thunder           | Zero Gravity      | I | T.. |  10 |
|                    | Magnet            | Aero              | P | T.. |  10 |
|                    | Zero Gravity      | Zero Gravity      | M | T.. |  10 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Quake              | Brutal Blast      | Zero Graviga      | B | T.. |  90 |
|                    | Brutal Blast      | Magnega           | C | T.. |  90 |
|                    | Stun Edge         | Mine Shield       | O | T.. |  30 |
|                    | Binding Strike    | Mine Square       | L | T.. |  30 |
|                    | Brutal Blast      | Brutal Blast      | N | T.. |  30 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Meteor             | Geo Impact        | Quake             | B | T.. | 100 |
|                    | Brutal Blast      | Zero Graviga      | B | T.. |  10 |
|                    | Brutal Blast      | Magnega           | C | T.. |  10 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Tornado            | Magnega           | Aeroga            | N | .V. | 100 |
|                    | Quick Blitz       | Aerora            | O | .V. |  10 |
|                    | Aero              | Aerora            | M | .V. |  10 |
|                    | Aerora            | Aerora            | N | .V. |  10 |
|                    | Quick Blitz       | Aero              | G | .V. |   5 |
|                    | Thunder           | Aero              | I | .V. |   5 |
|                    | Aero              | Aero              | E | .V. |   5 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Transcendence      | Magnet Spiral     | Zero Graviga      | J | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Mini               | Magnera           | Warp              | N | T.. | 100 |
|                    | Magnega           | Magnega           | J | TVA | 100 |
|                    | Magnega           | Bind              | I | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Blackout           | Zero Gravity      | Confuse           | M | TVA | 100 |
|                    | Zero Gravira      | Confuse           | N | TVA | 100 |
|                    | Zero Gravira      | Poison            | P | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Ignite             | Fire              | Bind              | A | TVA | 100 |
|                    | Fira              | Bind              | C | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Stopra             | Slow              | Slow              | L | TVA | 100 |
|                    | Slow              | Stop              | K | TVA | 100 |
|                    | Stop              | Stop              | I | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Stopga             | Stop              | Stopra            | I | TVA | 100 |
|                    | Stopra            | Stopra            | J | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+

+====================+===================+===================================+
| ACTION COMMAND     | 1ST INGREDIENT    | 2ND INGREDIENT    |TYP| WHO |  %  |
+====================+===================+===================+===+=====+=====+
| Homing Slide       | Sliding Dash      | Magnera           | P | .VA | 100 |
|                    | Sliding Dash      | Air Slide         | C | .VA | 100 |
|                    | Magnet            | Air Slide         | L | .VA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Thunder Roll       | Thunder Surge     | Dodge Roll        | P | .V. |  80 |
|                    | Thundaga          | Dodge Roll        | L | .V. |  80 |
|                    | Stun Block        | Dodge Roll        | L | .V. |  80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Firewheel          | Firaga            | Cartwheel         | B | ..A | 100 |
|                    | Fission Firaga    | Cartwheel         | B | ..A | 100 |
|                    | Fire Surge        | Cartwheel         | C | ..A |  90 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Ice Slide          | Blizzard Edge     | Air Slide         | F | TVA | 100 |
|                    | Blizzaga          | Air Slide         | H | TVA | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Fire Glide         | Fire Surge        | Glide             | C | .V. | 100 |
|                    | Firaga            | Glide             | B | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Renewal Block      | Curaga            | Block             | P | TV. | 100 |
|                    | Esuna             | Block             | C | TV. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Stun Block         | Stun Edge         | Block             | L | TV. | 100 |
|                    | Thundaga          | Block             | I | TV. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Poison Block       | Poison Edge       | Block             | H | TV. |  80 |
|                    | Poison            | Block             | P | TV. |  80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Renewal Barrier    | Curaga            | Barrier           | P | ..A | 100 |
|                    | Esuna             | Barrier           | N | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Confuse Barrier    | Confusion Strike  | Barrier           | C | ..A | 100 |
|                    | Confuse           | Barrier           | L | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Stop Barrier       | Stopga            | Barrier           | C | ..A |  80 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Payback Fang       | Sliding Dash      | Counter Hammer    | P | T.. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Payback Raid       | Sliding Dash      | Strike Raid       | P | .V. | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Payback Surge      | Sliding Dash      | Fire Surge        | C | ..A | 100 |
|                    | Sliding Dash      | Thunder Surge     | L | ..A | 100 |
+--------------------+-------------------+-------------------+---+-----+-----+

+====================+===================+===================================+
| SHOTLOCK COMMAND   | 1ST INGREDIENT    | 2ND INGREDIENT    |TYP| WHO |  %  |
+====================+===================+===================+===+=====+=====+
| Lightning Ray      | Blitz             | Dark Haze         | - | T.. |  10 |
|                    | Blitz             | Air Slide         | - | TVA |  10 |
|                    | Fire Dash         | Thunder Surge     | - | TVA |  10 |
|                    | Binding Strike    | Thundara          | - | TVA |  10 |
|                    | Thunder           | Thundara          | - | TVA |  10 |
|                    | Thundara          | Thundara          | - | TVA |  10 |
|                    | Aeroga            | Barrier Surge     | - | ..A |  10 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Meteor Shower      | Strike Raid       | Thundaga          | - | ..A |  15 |
|                    | Freeze Raid       | Thundaga          | - | ..A |  15 |
|                    | Firaga            | Thundaga          | - | ..A |  15 |
|                    | Blitz             | Zero Graviga      | - | ..A |  10 |
+--------------------+-------------------+-------------------+---+-----+-----+
| Bio Barrage        | Poison Edge       | Block             | - | TV. |  20 |
|                    | Poison            | Block             | - | TV. |  20 |
|                    | Quick Blitz       | Poison            | - | TVA |   5 |
|                    | Sliding Dash      | Poison            | - | TVA |   5 |
|                    | Strike Raid       | Poison            | - | TVA |   5 |
+--------------------+-------------------+-------------------+---+-----+-----+

And now here is the list of what each Command Melding type will give you when
paired with each kind of Crystal. Chaos Crystals act like a random crystal, and
Magic Gems act like a random crystal but start the command at maximum level.
(See the next section for information on how to find each crystal.)

==+===========+==========+==========+==========+==========+==========+=========
  | Shimmering| Fleeting | Pulsing  |Wellspring| Soothing | Hungry   |Abounding
==+===========+==========+==========+==========+==========+==========+=========
A | Fire      | Magic    | Leaf     | Air Combo| HP Boost | HP Prize | Link Prz
  |  Boost    |  Haste   |  Bracer  |  Plus    |          |  Plus    |  Plus
--+-----------+----------+----------+----------+----------+----------+---------
B | Fire      | Reload   | Finish   | Once     | Damage   | HP Prize | EXP
  |  Boost    |  Boost   |  Boost   |  More    |  Syphon  |  Plus    |  Chance
--+-----------+----------+----------+----------+----------+----------+---------
C | Fire      | Attack   | Finish   | Combo    | HP Boost | HP Prize | Link Prz
  |  Screen   |  Haste   |  Boost   |  Plus    |          |  Plus    |  Plus
--+-----------+----------+----------+----------+----------+----------+---------
D | Fire      | Attack   | Leaf     | Combo    | HP Boost | HP Prize | Link Prz
  |  Screen   |  Haste   |  Bracer  |  Plus    |          |  Plus    |  Plus
--+-----------+----------+----------+----------+----------+----------+---------
E | Blizzard  | Magic    | Leaf     | Combo    | Item     | HP Prize | Lucky
  |  Boost    |  Haste   |  Bracer  |  Plus    |  Boost   |  Plus    |  Strike
--+-----------+----------+----------+----------+----------+----------+---------
F | Blizzard  | Reload   | Second   | Air Combo| Damage   | HP Prize | Lucky
  |  Boost    |  Boost   |  Chance  |  Plus    |  Syphon  |  Plus    |  Strike
--+-----------+----------+----------+----------+----------+----------+---------
G | Blizzard  | Attack   | Leaf     | Air Combo| Item     | HP Prize | Luck
  |  Screen   |  Haste   |  Bracer  |  Plus    |  Boost   |  Plus    |  Boost
--+-----------+----------+----------+----------+----------+----------+---------
H | Blizzard  | Magic    | Combo F  | Air Combo| Item     | HP Prize | EXP
  |  Screen   |  Haste   |  Boost   |  Plus    |  Boost   |  Plus    |  Walker
--+-----------+----------+----------+----------+----------+----------+---------
I | Thunder   | Magic    | Combo F  | Air Combo| HP Boost | Treasure | Link Prz
  |  Boost    |  Haste   |  Boost   |  Plus    |          |  Magnet  |  Plus
--+-----------+----------+----------+----------+----------+----------+---------
J | Thunder   | Reload   | Combo F  | Once     | Defender | Treasure | EXP
  |  Boost    |  Boost   |  Boost   |  More    |          |  Magnet  |  Chance
--+-----------+----------+----------+----------+----------+----------+---------
K | Thunder   | Attack   | Finish   | Combo    | HP Boost | Treasure | Link Prz
  |  Screen   |  Haste   |  Boost   |  Plus    |          |  Magnet  |  Plus
--+-----------+----------+----------+----------+----------+----------+---------
L | Thunder   | Attack   | Finish   | Combo    | HP Boost | Treasure | Lucky
  |  Screen   |  Haste   |  Boost   |  Plus    |          |  Magnet  |  Strike
--+-----------+----------+----------+----------+----------+----------+---------
M | Cure      | Magic    | Combo F  | Combo    | Item     | Treasure | Lucky
  |  Boost    |  Haste   |  Boost   |  Plus    |  Boost   |  Magnet  |  Strike
--+-----------+----------+----------+----------+----------+----------+---------
N | Cure      | Reload   | Second   | Combo    | Defender | Treasure | Lucky
  |  Boost    |  Boost   |  Chance  |  Plus    |          |  Magnet  |  Strike
--+-----------+----------+----------+----------+----------+----------+---------
O | Dark      | Attack   | Finish   | Air Combo| Item     | Treasure | Lucky
  |  Screen   |  Haste   |  Boost   |  Plus    |  Boost   |  Magnet  |  Striker
--+-----------+----------+----------+----------+----------+----------+---------
P | Dark      | Magic    | Combo F  | Air Combo| Item     | Treasure | EXP
  |  Screen   |  Haste   |  Boost   |  Plus    |  Boost   |  Magnet  |  Walker
--+-----------+----------+----------+----------+----------+----------+---------


===============================================================================
  [COL:CR] Collectathons: Crystals
===============================================================================


Here is a list of what enemies you can kill to get each type of crystal. You
can fight them anywhere you want EXCEPT the Mirage Arena - no items are dropped
there.

      +==============+=====================+============================+
      | Crystal type | Enemy               | World                      |
      +==============+=====================+============================+
      | Shimmering   | 12%: Blobmob        | Deep Space                 |
      |              | 6%: Blue Sea Salt   | Radiant Garden             |
      |              | 6%: Yellow Mustard  | Never Land                 |
      |              | 5%: Red Hot Chili   | Enchanted Dominion         |
      |              | 5%: Spiderchest     | Dwarf Woodland             |
      +--------------+---------------------+----------------------------+
      | Fleeting     | 12%: Chrono Twister | Radiant Garden             |
      |              | 11%: Sonic Blaster  | Deep Space                 |
      |              | 11%: Thornbite      | Enchanted Dominion         |
      |              | 4%: Shoegazer       | Castle of Dreams           |
      +--------------+---------------------+----------------------------+
      | Pulsing      | 22%: Buckle Bruiser | Olympus Coliseum           |
      |              | 22%: Wild Bruiser   | Never Land                 |
      |              | 10%: Bruiser        | Enchanted Dominion         |
      |              | 7%: Tank Toppler    | Radiant Garden             |
      +--------------+---------------------+----------------------------+
      | Wellspring   | 11%: Triple Wrecker | Never Land                 |
      |              | 3%: Scrapper        | Enchanted Dominion         |
      +--------------+---------------------+----------------------------+
      | Soothing     | 4%: Flood           | Castle of Dreams           |
      |              | 3%: Jellyshade      | Deep Space                 |
      +--------------+---------------------+----------------------------+
      | Hungry       | 10%: Bruiser        | Enchanted Dominion         |
      |              | 7%: Vile Phial      | Deep Space                 |
      |              | 4%: Monotrucker     | Dwarf Woodlands (Ven only) |
      |              | 3%: Hareraiser      | Castle of Dreams           |
      +--------------+---------------------+----------------------------+
      | Abounding    | 14%: Axe Flapper    | N/A                        |
      |              | 8%: Mandrake        | Radiant Garden             |
      +--------------+---------------------+----------------------------+
      | Chaos        | 0.3%: Archraven     | Radiant Garden             |
      +--------------+---------------------+----------------------------+

Magic Gems cannot be obtained from defeating regular enemies. You will have to
buy them from the Mirage Arena if you really want them.


===============================================================================
  [COL:KB] Collectathons: Keyblades
===============================================================================


In this section, I list all Keyblade stats and where they can be found. The
columns mean the following:

  STR: The strength boost given by this Keyblade
  MAG: The magic boost given by this Keyblade.
  LEN: The length of the Keyblade (Short, Medium, Long).
  CRIT RATE: The percentage of attacks that are critical strikes.
  CRIT DMG: The extra damage done during a critical strike.
  WHO: Which characters out of Terra, Ven, Aqua can get the Keyblade.
  LOCATION: Where to get the Keyblade.

+====================+===+===+===+====+=====+=====+===========================+
|                    |   |   |   |CRIT| CRIT|     |                           |
| KEYBLADE           |STR|MAG|LEN|RATE| DMG | WHO | LOCATION                  |
+====================+===+===+===+====+=====+=====+===========================+
| Earthshaker        | 3 | 1 | S | 25%| x1.2| T.. | Terra's starting weapon   |
| Wayward Wind       | 3 | 1 | S | 50%|x1.35| .V. | Ven's starting weapon     |
| Rainfall           | 2 | 2 | S | 25%| x1.2| ..A | Aqua's starting weapon    |
| Treasure Trove     | 3 | 2 | S | 25%| x1.2| TVA | Clear Dwarf Woodlands     |
| Stroke of Midnight | 2 | 2 | M | 75%|x1.35| TVA | Clear Castle of Dreams    |
| Fairy Stars        | 2 | 3 | M | 25%| x1.2| TVA | Clear Enchanted Dominion  |
| Victory Line       | 4 | 2 | L | 75%|x1.35| TVA | Win Rumble Racing: Castle |
| Mark of a Hero     | 5 | 1 | M | 50%| x1.5| TVA | Clear Olympus Coliseum    |
| Hyperdrive         | 4 | 3 | L | 50%|x1.35| TVA | Clear Deep Space          |
| Pixie Petal        | 3 | 6 | S | 75%|x1.35| TVA | Clear Never Land          |
| Ultima Weapon      | 7 | 6 | L | 75%| x1.5| TVA | Complete Arena Match #13  |
| Sweetstack         | 6 | 4 | S |100%| x1.2| TVA | Complete Ice Cream Shop   |
| Darkgnaw           | 5 | 2 | S | 25%|x1.35| T.. | Complete Arena Match #6   |
| Ends of the Earth  | 5 | 3 | M | 50%|x1.35| T.. | Visit Destiny Islands     |
| Chaos Ripper       | 10| -2| L | 25%| x1.5| T.. | Defeat Master Eraqus      |
| Frolic Flame       | 3 | 3 | M | 50%| x1.5| .V. | Clear Radiant Garden      |
| Lost Memory        | 6 | 5 | L | 75%| x1.5| .V. | Visit Destiny Islands     |
| Destiny's Embrace  | 3 | 3 | S | 75%|x1.35| ..A | Help Kairi in Radiant Gdn |
| Rainstorm          | 5 | 4 | M | 50%|x1.35| ..A | Visit Destiny Islands     |
| Brightcrest        | 4 | 7 | L | 75%| x1.5| ..A | Begin Final Episode       |
| Void Gear          | 8 | 4 | L | ?? |  ?? | TVA | Defeat Vanitas's Spirit   |
| No Name            | 6 | 7 | L | ?? |  ?? | TVA | Defeat Mysterious Figure  |
+--------------------+---+---+---+----+-----+-----+---------------------------+


===============================================================================
  [COL:ST] Collectathons: Stickers
===============================================================================


During the game, you will run across some golden crowns. Be sure to pick them
up! They are stickers.

In your journal, you can select Arrange Stickers to place any stickers you have
found onto a picture. Doing so will give you points. You can move stickers at
any time, so be sure to experiment: some locations will give more points than
others. As your total points score increases, you will unlock a few nice
prizes:

   +========+====================+====================+====================+
   | POINTS | TERRA'S PRIZE      | VEN'S PRIZE        | AQUA'S PRIZE       |
   +========+====================+====================+====================+
   |   20   | PULSING CRYSTAL    | WELLSPRING CRYSTAL | IGNITE             |
   |   40   | FIREWORKS          | HUNGRY CRYSTAL     | SHIMMERING CRYSTAL |
   |   60   | LIMIT STORM        | FIREWORKS          | STOP BARRIER       |
   |   80   | SONIC BLADE        | COLLISION MAGNET   | DEEP FREEZE        |
   |  100   | SECRET GEM         | SALVATION          | SECRET GEM         |
   +--------+--------------------+--------------------+--------------------+

The approximate locations of each sticker are available in the walkthrough
sections of the guide. I will update with more specifics after I get the
international version of the game and actually play it through myself.


===============================================================================
  [COL:IS] Collectathons: Ice Cream Shop
===============================================================================


You can visit the Ice Cream Shop by talking to Huey (the red duck) in the Main
Plaza of Disney Town.

The shop has several recipes, and your goal is to collect all the ingredients.
You can get them from Prize Pods, and I have details within the walkthrough
for each world about where to find the Prize Pods. (Use the charts below to
figure out which world you need to go to for a specific ingredient.) Once you
have everything you need for a specific recipe, you will get a free copy of the
ice cream that is made, and you will then be able to buy that flavor for Munny
in the future.

Each flavor is an item that you can use to instantly transform you into a
certain command style, or to fill up your Command Gauge if you are already in
that style. If you have unlocked it from Ice Cream Beat, there is also a chance
you will switch into the Frozen Fortune command style every time you use a
flavor. This is the ONLY way to get into that command style!

However, the main prize from the Ice Cream Shop is that if you complete every
recipe, you will earn the SWEETSTACK KEYBLADE, one of the strongest weapons in
the game.

Anyway, here is the full list of flavors for each character, and how to make
them.

+================+========================+====================+==============+
| TERRA FLAVOR   | INGREDIENTS            | WORLDS             | COMMAND STYLE|
+================+========================+====================+==============+
| VANILLA GLITZ  | 1 Bijou Bean           | Enchanted Dominion | Critical     |
|                | 3 Crystal Sugars       | Castle of Dreams   |  Impact      |
|                | 1 Golden Jam           | Never Land         |              |
+----------------+------------------------+--------------------+--------------+
| BUENO VOLCANO  | 5 Prickle Peppers      | Disney Town        | Firestorm    |
|                | 3 Toonbascos           | Disney Town        |              |
+----------------+------------------------+--------------------+--------------+
| SNOW BEAR      | 3 Open Sesames         | Mirage Arena       | Diamond Dust |
|                | 5 Soy Milks            | Radiant Garden     |              |
+----------------+------------------------+--------------------+--------------+
| SPARK LEMON    | 3 Dancin' Lemons       | Never Land OR      | Thunderbolt  |
|                |                        |  Mirage Arena      |              |
|                | 2 Rocket Sodas         | Radiant Garden     |              |
|                | 4 Thundercrackers      | Olympus Coliseum   |              |
+----------------+------------------------+--------------------+--------------+
| ROYALBERRY     | 8 Birthday Cakes       | Castle of Dreams   | Bladecharge  |
|                | 7 Gaspberries          | Dwarf Woodlands    |              |
|                | 10 Nebula Nectars      | Radiant Garden     |              |
|                | 7 Rose Honeys          | Enchanted Dominion |              |
+----------------+------------------------+--------------------+--------------+
| ROCKIN' CRUNCH | 15 Galactic Caramels   | Deep Space         | Rockbreaker  |
|                | 12 Nutty Nuts          | Dwarf Woodlands OR |              |
|                |                        |  Olympus Coliseum  |              |
+----------------+------------------------+--------------------+--------------+
| BIG BAD PETE   | 20 Bizarro Beans       | Deep Space         | Dark Impulse |
|                | 20 Whipped Dreams      | Never Land         |              |
+----------------+------------------------+--------------------+--------------+

+================+========================+====================+==============+
| VEN FLAVOR     | INGREDIENTS            | WORLDS             | COMMAND STYLE|
+================+========================+====================+==============+
| HONEYBUNNY     | 2 Apple Pies           | Dwarf Woodlands    | Fever Pitch  |
|                | 3 Honeybunches         | Never Land         |              |
+----------------+------------------------+--------------------+--------------+
| BUENO VOLCANO  | 5 Prickle Peppers      | Disney Town        | Firestorm    |
|                | 3 Toonbascos           | Disney Town        |              |
+----------------+------------------------+--------------------+--------------+
| SNOW BEAR      | 3 Open Sesames         | Mirage Arena       | Diamond Dust |
|                | 5 Soy Milks            | Radiant Garden     |              |
+----------------+------------------------+--------------------+--------------+
| SPARK LEMON    | 3 Dancin' Lemons       | Never Land OR      | Thunderbolt  |
|                |                        |  Mirage Arena      |              |
|                | 2 Rocket Sodas         | Radiant Garden     |              |
|                | 4 Thundercrackers      | Olympus Coliseum   |              |
+----------------+------------------------+--------------------+--------------+
| GOOFY PARFAIT  | 5 Chocolate Valentines | Castle of Dreams   | Cyclone      |
|                | 10 Forest Muffins      | Enchanted Dominion |              |
|                | 6 Jumbo Almonds        | Enchanted Dominion |              |
|                | 7 Moogle Coffees       | Radiant Garden     |              |
+----------------+------------------------+--------------------+--------------+
| MILKY WAY      | 14 Cotton Cloudcandies | Olympus Coliseum   | Sky Climber  |
|                | 10 Cream Fluffs        | Deep Space         |              |
|                | 8 Rainbow Syrups       | Never Land         |              |
+----------------+------------------------+--------------------+--------------+
| DOUBLE CRUNCH  | 9 Cherryberries        | Enchanted Dominion | Wingblade    |
|                | 5 Merry Dairies        | Dwarf Woodlands    |              |
|                | 15 Star Syrups         | Deep Space         |              |
|                | 14 Wedding Cakes       | Castle of Dreams   |              |
+----------------+------------------------+--------------------+--------------+

+================+========================+====================+==============+
| AQUA FLAVOR    | INGREDIENTS            | WORLDS             | COMMAND STYLE|
+================+========================+====================+==============+
| FABRACADABRA   | 2 Balloon Melons       | Deep Space         | Spell Weaver |
|                | 2 Heroic Oranges       | Olympus Coliseum   |              |
|                | 1 Peach Fantasy        | Dwarf Woodlands    |              |
+----------------+------------------------+--------------------+--------------+
| BUENO VOLCANO  | 5 Prickle Peppers      | Disney Town        | Firestorm    |
|                | 3 Toonbascos           | Disney Town        |              |
+----------------+------------------------+--------------------+--------------+
| SNOW BEAR      | 3 Open Sesames         | Mirage Arena       | Diamond Dust |
|                | 5 Soy Milks            | Radiant Garden     |              |
+----------------+------------------------+--------------------+--------------+
| SPARK LEMON    | 3 Dancin' Lemons       | Never Land OR      | Thunderbolt  |
|                |                        |  Mirage Arena      |              |
|                | 2 Rocket Sodas         | Radiant Garden     |              |
|                | 4 Thundercrackers      | Olympus Coliseum   |              |
+----------------+------------------------+--------------------+--------------+
| ROYALBERRY     | 8 Birthday Cakes       | Castle of Dreams   | Bladecharge  |
|                | 7 Gaspberries          | Dwarf Woodlands    |              |
|                | 10 Nebula Nectars      | Radiant Garden     |              |
|                | 7 Rose Honeys          | Enchanted Dominion |              |
+----------------+------------------------+--------------------+--------------+
| MILKY WAY      | 14 Cotton Cloudcandies | Olympus Coliseum   | Sky Climber  |
|                | 10 Cream Fluffs        | Deep Space         |              |
|                | 8 Rainbow Syrups       | Never Land         |              |
+----------------+------------------------+--------------------+--------------+
| DONALD FIZZ    | 8 Crystal Sodas        | Castle of Dreams   | Ghost Drive  |
|                | 15 Fizzy Tizzies       | Deep Space         |              |
|                | 13 Mermaid Salts       | Never Land         |              |
|                | 8 Sky Blue Mousses     | Enchanted Dominion |              |
+----------------+------------------------+--------------------+--------------+


===============================================================================
  [COL:FC] Collectathons: Finish Commands
===============================================================================


When you charge up your Command Gauge, you will either switch command styles or
you will do a special finish command. As the game progresses, you will unlock
new finish commands, which you can then equip in the menu. In this section, I
will list all the options, and what you have to do to get them.

Note: You can only make progress towards learning a new finish command if one
      of its prerequisites is equipped. So for example, picking up Munny will
      only help you learn Surprise 1 if Gold Rush is equipped.

+==================+================================+=========================+
| TERRA FINISHER   | HOW TO GAIN EXPERIENCE         | PREREQUISITE FINISHER   |
+==================+================================+=========================+
| Finish           | N/A                            | N/A                     |
+------------------+--------------------------------+-------------------------+
| Heat Slash       | Activate Fire Storm 8 times    | Finish                  |
| Rising Rock 1    | Earn 2000 CP                   | Finish                  |
| Gold Rush        | Earn 1000 Munny                | Finish                  |
+------------------+--------------------------------+-------------------------+
| Ramuh's Judgment | Activate Thunderbolt 12 times  | Rising Rock 1           |
| Rising Rock 2    | Earn 4200 CP                   | Rising Rock 1           |
| Twisted Hours    | Walk 7000 steps                | Rising Rock 1,Gold Rush |
| Surprise! 1      | Earn 1400 Munny                | Gold Rush               |
+------------------+--------------------------------+-------------------------+
| Dark Star 1      | Kill 420 enemies               | Rising Rock 2           |
| Heal Strike      | Survive lethal damage with Once| Rising Rock 2           |
|                  |   More,Second Chance 5 times   |                         |
| Random End       | Walk 8000 steps                | Twisted Hours           |
| Surprise! 2      | Earn 5200 Munny                | Twisted Hours,Surprise 1|
+------------------+--------------------------------+-------------------------+
| Dark Star 2      | Kill 550 enemies               | Dark Star 1             |
| Explosion        | Earn 6400 CP                   | Dark Star 1             |
+------------------+--------------------------------+-------------------------+
| Demolition       | Earn 10000 CP                  | Dark Star 2             |
+------------------+--------------------------------+-------------------------+

+==================+================================+=========================+
| VEN FINISHER     | HOW TO GAIN EXPERIENCE         | PREREQUISITE FINISHER   |
+==================+================================+=========================+
| Finish           | N/A                            | N/A                     |
+------------------+--------------------------------+-------------------------+
| Heat Slash       | Activate Fire Storm 8 times    | Finish                  |
| Air Flair 1      | Earn 2000 CP                   | Finish                  |
| Gold Rush        | Earn 1000 Munny                | Finish                  |
+------------------+--------------------------------+-------------------------+
| Ramuh's Judgment | Activate Thunderbolt 12 times  | Air Flair 1             |
| Air Flair 2      | Earn 4000 CP                   | Air Flair 1             |
| Twisted Hours    | Walk 7000 steps                | Air Flair 1, Gold Rush  |
| Surprise! 1      | Earn 1400 Munny                | Gold Rush               |
+------------------+--------------------------------+-------------------------+
| Air Flair 3      | Walk 4500 steps                | Air Flair 2             |
| Heal Strike      | Survive lethal damage with Once| Air Flair 2             |
|                  |   More,Second Chance 5 times   |                         |
| Surprise! 2      | Earn 5200 Munny                | Twisted Hours,Surprise 1|
+------------------+--------------------------------+-------------------------+
| Air Flair 4      | Walk 7000 steps                | Air Flair 3             |
| Explosion        | Earn 6400 CP                   | Air Flair 3             |
| Celebration      | Earn 7000 Munny                | Surprise! 2             |
+------------------+--------------------------------+-------------------------+
| Stratosphere     | Kill 800 enemies               | Air Flair 4             |
+------------------+--------------------------------+-------------------------+

+==================+================================+=========================+
| AQUA FINISHER    | HOW TO GAIN EXPERIENCE         | PREREQUISITE FINISHER   |
+==================+================================+=========================+
| Finish           | N/A                            | N/A                     |
+------------------+--------------------------------+-------------------------+
| Heat Slash 1     | Activate Fire Storm 8 times    | Finish                  |
| Magic Pulse 1    | Earn 2000 CP                   | Finish                  |
| Gold Rush        | Earn 1000 Munny                | Finish                  |
+------------------+--------------------------------+-------------------------+
| Heat Slash 2     | Activate Fire Storm 12 times   | Heat Slash 1            |
| Ramuh's Judgment | Activate Thunderbolt 12 times  | Magic Pulse 1           |
| Magic Pulse 2    | Earn 3800 CP                   | Magic Pulse 1           |
| Twisted Hours    | Walk 7000 steps                | Magic Pulse 1, Gold Rush|
| Surprise! 1      | Earn 1400 Munny                | Gold Rush               |
+------------------+--------------------------------+-------------------------+
| Magic Pulse 3    | Kill 350 enemies               | Magic Pulse 2           |
| Heal Strike      | Survive lethal damage with Once| Magic Pulse 2           |
|                  |   More,Second Chance 5 times   |                         |
| Surprise! 2      | Earn 5200 Munny                | Twisted Hours,Surprise 1|
+------------------+--------------------------------+-------------------------+
| Magic Pulse 4    | Kill 500 enemies               | Magic Pulse 3           |
| Explosion        | Earn 6400 CP                   | Magic Pulse 3           |
| Ice Burst        | Activate Diamond Dust 15 times | Magic Pulse 3           |
+------------------+--------------------------------+-------------------------+
| Teleport Spike   | Kill 800 enemies               | Magic Pulse 4           |
+------------------+--------------------------------+-------------------------+


===============================================================================
  [COL:TR] Collectathons: Trophies
===============================================================================


After completing the game with at least one character, you will unlock the
Trinity Archives. One of the options here is a Trophy List. There are 8
trophies altogether, achieved by completing various tasks over the course of
the game. There is no point to this, except for fun.

Here is the full list of trophies:

  STEP TROPHY: Walk 99999 steps
  BATTLE TROPHY: Kill 9999 enemies
  TIME TROPHY: Complete all stories within 80 hours
  ARENA TROPHY: Complete all arena matches
  ICE CREAM TROPHY: Eat 30 ice cream items from the Ice Cream Shop
  MUNNY TROPHY: Earn 33333 Munny
  CLEAR TROPHY: Clear one story
  TRINITY TROPHY: Clear all stories on Proud mode

Note: This list is from the Japanese version. Some details may have changed in
the international version, but I am not sure.


*******************************************************************************
 _  __ _   _                                                       _  __ _   _
| |/ /| |_| | =================================================== | |/ /| |_| |
|   / |  _  |                   ACKNOWLEDGMENTS                   |   / |  _  |
| \ \ | | | |                                                     | \ \ | | | |
|_|\_\|_| |_| =================================================== |_|\_\|_| |_|

*******************************************************************************


A huge thanks to the people who helped with translations for those of us who
don't speak Japanese:

  - Perf3ct_Cha0s, tgirl, and everyone else who contributed to the translation
    compendium on GameFAQs.
  - strwbrymilk for her excellent cutscene translations.
  - popiah01 for his translation guide on GameFAQs.

I also learned tricks from many people:

  - The Japanese wiki sites were an invaluable reference in the early days:
     http://masterwiki.net/khbbs/index.php and kh_bbs.wikiwiki.jp/
  - I learned a number of clever strategies from MikachuTuhonen's no-damage
    videos on YouTube.
  - Mark Serrano pointed out the Confetti secret in Disney Town.
  - And many others from the forums. Thanks everyone!

If you have any comments about this guide, you can contact me here:

  darthur@gmail.com

Except for serious mistakes, I will probably stop editing the guide a month or
two after the game comes out internationally, but I am always glad to hear
feedback. I do get a lot of email though, so if I don't respond to you, don't
take it personally. I promise I still read your email!