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http://www.ziddu.com/download/16715456/KingdomheartU.zip.htmlStory spoilers are avoided where possible. However, the Journal and D Report sections contain in-game entries on most of the game itself, so skip these parts of the document if you want to find out on your own. Chain of Memories occurs immediately after the events of the original Kingdom Hearts, but it is not necessary to have played the original game to understand the events which occur in Chain of Memories. Chain of Memories has two main stories, the first of which focuses on the key master Sora and the second of which revolves around the warrior of dawn, Riku. About myself: My name is Stephen Hsu and I study physics in college. My GameFAQs alias is CMK TacTican though I go by different names in different places. It's a wonder this document was produced at all when you consider the Fundamental Theorem of Physics: physics major = no free time. Many different sites host this document, but the latest version can always be found at GameFAQs.com. Much as I'd love to, I simply can't keep tabs on every single website which has permission to use the FAQ. =============================================================================== ------------------------------------------------------------------------------- REVISION HISTORY code: revhist ------------------------------------------------------------------------------- =============================================================================== Version 1.30 - February 27, 2009 Made a few corrections, and finally figured out what the deal is with the Trickmaster. I'm amazed that so many people still write in. Added some extra notes and made some minors fixes and tweaks, especially uncoventional_evolution's tip on substituting Keyblades for spells when going after White Mushrooms. Did some extra research into the conditions which allow 0 Trinity cards to appear in battle, and added the information to the bosses in Sora's section. Added some miscellaneous information contributed by EchoPhoenix which I had missed. Fixed a GLARING error with attack keyblades. Remember how in the old versions I claimed that the attack power of the Keyblades was determined by the combo order? That was all completely wrong, it's determined by the relative positioning of Sora and his target. More info in the key section. C- and B-economizer decks have been removed due to this. ... I'm starting to think that Renowned Decks might be a stupid idea for a game like this. What do you think? Added Judgment Flare to the Renowned Deck section (thanks GameFanNo1!) Allowed Mr. Saturn, KH13, and KH United to use this guide. This will probably be my final updated. Version 1.20 - January 2, 2006 Added a whole truckload of statistical information and a few miscellaneous notes, including Echo Charlie's observations about the elemental Keyblades. Also made good on my threat of learning the Moogle point selling prices of all the cards. Added an identifier for each Renowned Deck listing what it should be used for, so hopefully no more of this Bio deck against Marluxia II business. Corrected a mistake concerning Diamond Dust and One-Winged Angel (you do NOT have to possess Ultima Weapon to pick up those two). Put in a few notes on Riku's normal attacks. I'm probably forgetting to list a few updates that I implemented. Allowed Square-Alliance to use this guide. Version 1.10 - August 26, 2005 Fixed a number of errors where information listed in one section wasn't included in another when appropriate. Added a note to e-mail policy. Put in a few entries in the Frequently Asked Questions section. Also, finally got around to manually proofreading the blasted document, which ate up time like you wouldn't believe but at least fixed nearly all the errors in the first draft. Added Luminaire, Stop Storm, B Economizer, C Economizer, Fatal Rush, and Zero Gambit to the Renowned Deck section. To do list: Find out how many Moogle points you can get selling cards. Add miscellaneous tidbits of information, and do something about the Renowned Deck section. Version 1.00 - July 16, 2005 After four or five months of work, all the main sections have been written out. Introduction and both Sora's and Riku's walkthroughs have been added. Game Mechanics are included for both characters and lists compiled and commented for cards and enemies. Journal and D Report entries are fully written out. The document now includes a Glossary and a FAQ section. As of this version, the guide is 677 Kb in size ... and to think that I was certain it would never grow larger than 350. This FAQ is submitted and going public for the first time! Added Diamond Crackdown and Bio Warfare to the Renowned Deck section. =============================================================================== ------------------------------------------------------------------------------- GAME MECHANICS code: engineabuse ------------------------------------------------------------------------------- =============================================================================== We've all had this adage shoved down our throats, so let's hear it one more time: Knowledge is the key to victory. The most basic knowledge of all is understanding how to interface with the game. ------------------------------------------------------------------------------- Controls ------------------------------------------------------------------------------- DIRECTION PAD - Movement Move Sora or Riku around, easy as that. Sora and Riku both run at the same speed outside of battle. Tapping left or right twice in battle triggers the dodge/roll, one of the most useful abilities that you have. Your character will roll or jump in that direction, safely passing through any attack for the duration of the evasion. (Dark-mode Riku's dodge takes him across nearly the whole screen in battle.) You can also dodge upwards or downwards by tapping the appropriate keys (Dark-mode Riku only). A button - Action Swing your Keyblade or Soul Eater outside of battle. Striking certain room objects will trigger a reaction; chests, for example, are opened by striking, and certain room features will also yield bounties when struck. Striking a room door will open the menu for room synthesis. Striking an enemy on the room map will give you a distinct edge in battle, as enemies start off stunned and also take a bit of damage. Depending on the properties of the room, you may also gain other advantages. During story events, pressing the A button will scroll down the text. Just don't keep it depressed, as the text will very occasionally skip out entirely if you do. In battle, the A button uses the selected card. The card that occupies the action bracket will be used if the A button is pressed. B button - Cancel Jump. The B button causes Sora and Riku to jump, which can yield benefits in a room if you jump upon certain objects. There is no penalty for falling from any height, no matter how great it is. The B button also cancels out of most menus. In battle, the B button again triggers a jump. Hold down the D-pad before you press the B button to jump in a direction, and note that jumps can still be maneuvered in midair. In Dark Mode, Riku can double jump upon a second press of the B key while he is still airborne. L button - Shift Left In battle, pressing L shifts your deck one card to the right, or clockwise. If it is held, it will cause a continuous shift after a moment of delay, which can be useful for grabbing that one card you need from the other side of your deck. Continuous shift stops at the reload space. R button - Shift Right In battle, pressing R shifts your deck one card to the left, or counter- clockwise. Holding the R button causes a continuous shift after a brief delay, a shift which stops at the reload space. See the section on sleights for information on how to kick butt by holding down R and L simultaneously. START button - Pause Outside battle, the Start button accesses the menu, where you interact with Sora or Riku. In battle, the Start button pauses the game. Cheap players can abuse the fact that the screen does not fade out to assess a situation before making a move. Note that when a battle is paused, all menus vanish from the screen - in other words, you can't see your HP, deck, stocked cards, card effects, DP (Riku only), or any of the above for your enemy. You can also skip story sequences by holding down the Start button for a few seconds. The skip won't engage immediately, but after a few moments the screen will fade to black and leave you at the next major scene. SELECT button - Miscellaneous On the field, the Select button displays the World map for easy reference. In battle, the Select button switches between the normal deck and the enemy cards stocked in your deck. The game tells you about this quite early in the game bdfore you have any enemy cards. Consequently, most people (including myself) forget about the use of the Select button until well into their first run of the game. ------------------------------------------------------------------------------- Menus ------------------------------------------------------------------------------- REVIEW DECK Here, you deal with the core essence of your ability to fight your way through the game. The Review Deck command allows you to view your deck of cards as well as all the cards currently in your possession. You are limited to a maximum of 99 cards in your deck. Riku is stuck looking at how the castle has decided to screw him over, while Sora can build and customize his own decks and the cards in them. Riku can also only use a single deck at any given time, while Sora can store up to three separate decks (but Sora can only have one equipped at a time). In Sora's mode, pressing L will enter remove mode, where you may remove cards from your deck. Pressing R enters add move, where you may decide upon the cards to place in your deck. The neutral menu is used to rearrange your current deck. Sora can rename any of his decks and he can build whatever he wants, so long as he has the necessary capacity points to support his cards. (More on CP later.) It is vitally important to keep your deck organized at all times. WORLD MAP This command brings up a picture of the current world which you are in. The lower left hand corner shows the current floor of the castle, the lower right hand corner displays the name of that floor, and the upper right hand corner tells you which card you used to synthesize the room you are in. You may press the A button to bring up a detailed assessment of the cost of making that room. MAP CARDS Map cards are used to synthesize rooms in the floors of Castle Oblivion. The Map Cards menu brings up a list of the map cards you hold, as well as a breakdown of each one. Note that you are limited to holding 99 map cards at any given time; if you are at this capacity, then you will receive no more map cards from battle. You may press the A button to choose to discard a map card, and press A again to confirm the selection. The headers at the top of the map card menu separate your cards by type. WORLD CARDS This menu displays a chart of the worlds which you've visited, as well as giving you an idea of how much further you have to go. Sora's story covers thirteen worlds; Riku's covers twelve. The floor you are currently on is highlighted in a different color. STATUS All the information you could ever want, and packaged in an easily legible form. Here, you can check on your current level, your HP, your CP (Sora only), your Moogle points (Sora only), your currently equipped deck (still Sora only), your attack rating (Riku only), your dark points (again, Riku only), your current levels of experience, and the experience needed to reach the next level. You can also check your sleights, which are sorted by type, for details on how to use them and what they do. Finally, your friends (if you have any) are displayed in a small box. Sora can have up to three friends and Riku up to one. JOURNAL (Sora only) Jiminy Cricket appears to help you keep track of the story, your cards, and the characters you've met so far. The journal fills up as you encounter more objects of interest and unfilled entries are denoted by question marks. Being the nice guy that he is, Jiminy highlights each new entry with a "New" banner. When an entire category is filled, he'll stamp the Mickey Mouse emblem next to that category as a token of your achievement. See the Journal section further down the document for the full lists. D REPORT (Riku only) Riku's progress is cataloged by the D Report, which takes note of much of what he does and meets. Basically, it's Riku's equivalent of Sora's Journal, only he doesn't get a handy cricket to keep track of it for him. QUICK SAVE This option makes an instant save into the memory in case you need to turn off your Gameboy Advance (or emulator ...) and can't make it to a save point in time. Which, by the way, can happen quite often. When you load the save, it vanishes from the game - so no, you can't use it to abuse the game. =============================================================================== ------------------------------------------------------------------------------- SORA'S EPIC code: handinhand ------------------------------------------------------------------------------- =============================================================================== Sora's tale begins immediately after the events of Kingdom Hearts. If you never played Kingdom Hearts, don't panic - you should be able to understand why he's doing what he's doing within the first half hour. All of Sora's story happens inside the thirteen above ground floors of Castle Oblivion. ------------------------------------------------------------------------------- SORA'S EPIC - Introduction code: knowingsora ------------------------------------------------------------------------------- First off, if you're going to challenge a friend in link games, then you have an interest in building up the best possible Sora that you can. Only Sora can participate in link battles (Riku is stuck with fixed decks - and fixed can be used in both senses of the word - and as a result would probably be murdered in link battles against Sora). Sora relies on the power of his cards, spells, and friends to see him through a battle. Thus, his potential is directly affected by how well you build your deck. Sora's deck is his single biggest advantage in the game; if made properly, he can run over just about anything that has the misfortune to meet him. ------------------------------------------------------------------------------- INTRODUCTION - Battling with Sora ------------------------------------------------------------------------------- At the beginning of the game, you will be led through a tutorial of how to fight. Battles start in the classic Final Fantasy style - the screen shifts into an in-battle display. Sora's deck is shown in the lower left hand corner; the currently highlighted card is the one that he will use when the A button is pressed. Pressing the L and R buttons cycles through the available cards. Battles are initiated as either plot events or as random encounters on the room map. In the room map, running into an enemy starts a battle. Striking an enemy with the Keyblade also initiates a battle, but with the advantage that the enemy begins stunned and with a little HP knocked off. Thus, it is to your advantage to start off battles with a Keyblade strike whenever possible. Story battles cannot use this advantage. Card types used in battle are broadly separated into three categories: attack, magic, and item. See the card section for more information on these cards and how to use them. Early in the game, Sora will also be taught how to use sleights. A sleight is simply a set of more than one card. Instead of using a card immediately in battle, pressing L and R simultaneously allows you to stock up to three cards, where they are displayed underneath Sora's HP bar. The bar then indicates the total value of the sleight and the type of sleight (if applicable). Once the sleight has been filled, pressing L and R together one final time triggers the sleight. More on using sleights in the sleight battle section. Sora's HP is displayed in the upper left corner along with a picture of himself. As Sora takes damage, his HP will decrease. When he is down to about fifteen percent of his maximum HP, the bar will begin to flash red, his status box will change to display a fatigued picture of himself, and the game emits a VERY annoying continuous beep. Being at critical health has its own benefits, but in general you'll want to heal yourself up as fast as you can. In battle, Sora will automatically acquire targets. A target will have a bracket centered over its body and its HP displayed in the upper right corner. Some cards and sleights will track their targets, but all sleights and cards can be used without first designating a target. Just as Sora uses cards, so too do his enemies. Only one set of cards can be in action at any given time. Enemies will attack Sora using their cards, which are displayed in the center of the screen. Each enemy card will have the portrait of the enemy using it along with a number in the card denoting that card's value. This, of course, leads us to the concept of card breaking. If Sora and an enemy both play a card simultaneously, the card with the higher number wins. The loser's card is broken, which is shown on screen by the text message "card break," and the loser reels back for a moment. The winner's card and attack go through. Consider the following examples: Sora vs. Shadow Sora plays a 4 Kingdom Key and the Shadow plays a 1 attack. Sora wins the attack. Sora vs. Fat Bandit Sora plays a 7 Oblivion and the Fat Bandit plays a 5 attack. Sora wins the attack. Sora vs. Blue Rhapsody Sora plays a 2 Fire and the Rhapsody plays a 5 attack. The Rhapsody wins the attack, hitting Sora while he is reeling. Sora vs. Soldier The Soldier first plays a 5 attack. Midway through, Sora breaks it with an 18 Omnislash sleight. Sora wins the attack and his sleight executes. Sora vs. Defender The Defender first plays a 9 attack. Sora attempts to trigger a 6 Ars Arcanum but his attack fails to go through and the Defender's attack continues without interruption. Note that breaking a card will cause an opponent to reel backward. Having a card broken does the same to you. However, if your opponent already has a card in play and you fail to break it, nothing happens except that your cards are used up. You do not suffer from card break effects; in the last example, Sora loses his cards but does not reel back. The sole exception to the normal "higher numbers beat lower numbers" rule is the very special 0 card. Broadly speaking, the progression is this: 0 > 10+ > 9 > 8 > 7 > 6 > 5 > 4 > 3 > 2 > 1 > 0 where a card breaks anything to the right of it. 0 breaks everything, but is also broken by everything. In other words, you can use a 0 card to break any attack that is coming at you; however, as long as the 0 card is in play, the next attack that comes along will break it. If Sora and an opponent both play cards of the same value simultaneously, both cards will break and both of them will reel. Pressing the Select button switches from the normal battle deck to the enemy card deck. Enemy cards grant Sora a special advantage of some sort. The bottom left corner next to the card list displays this advantage along with an indicator of how long it lasts. The enemy card section has much more detailed information about effects and usage. So what happens if you use up all your cards? Without cards, you can't do anything. However, you can always reload your deck at any time by going to the black card square and holding down the A button until your gauge is full. The number on the card gauge determines how many times you must refill it until the cards return to you. The gauge starts off at 1, but each reload increases the meter by 1 to a maximum of 3 consecutive reloads. Sora has to stand still as he reloads (unless he uses a certain card to lift this restriction), making him very vulnerable to enemy attack while he calls back his deck. There are some item cards which will quick-reload a deck and even reset the counter. When Sora defeats an enemy, that enemy will drop experience balls and very rarely a Premium bonus (more on Premium bonuses in the Journal). Defeating an opponent alone is not enough to earn experience - you must also run around and collect the experience balls that a defeated opponent drops before you can earn any experience. In most battles, the enemies do not all appear at once; when Sora defeats a certain number of opponents, more will appear until he has beaten them all. When all opponents are defeated, a map card or enemy card is dropped (unless you have 99 map cards already) and the battle ends once all items are collected. Do note that experience balls disappear if you haven't collected them within a certain amount of time. Sora can also end battles by fleeing. To run from battle, run to the edge of the battlefield and keep pressing the D-pad in that direction. An escape gauge will then appear and when it fills up (typically in about 1.25 seconds) Sora escapes from the battle. Escape can be interrupted by enemy attacks or if you let go of the D-pad; once interrupted, the gauge resets back to 0. ------------------------------------------------------------------------------- INTRODUCTION - Leveling Sora ------------------------------------------------------------------------------- As with virtually all RPGs, Sora increases his abilities by level gains. A level gain allows Sora to increase one of his fighting capacities. You may choose to raise one of the following: HP Boost: Sora gains +15 hit points. Maxed at 560 HP. CP Boost: Sora gains +25 capacity points. Maxed at 1900 CP. Sleight: Sora learns a new sleight (not always available). 11 total. Sora can go up to level 99, but he can only maximize two of the three bonus categories. Of the bonuses, the Sleight bonus is not always available but can only be accessed once Sora has reached a certain level. More information is available in the Sleights section. Personally, I recommend that you learn a Sleight when you can and gain just enough HP to survive a long battle (around 200 HP should be enough). Then concentrate on taking your CP up as high as it can go. Maximizing HP and CP gives you one sleight at level 99. Maximizing HP and sleights gives you 1650 CP at level 99. Maximizing CP and sleights gives you 410 HP at level 99. ------------------------------------------------------------------------------- INTRODUCTION - Room Synthesis ------------------------------------------------------------------------------- Everything in Castle Oblivion is governed by cards. Naturally, you'll need cards to be able to go anywhere. When you enter a floor, the first room of that floor is automatically created for you. To go any further, you'll have to bang on a door with your Keyblade and then synthesize the room beyond with a map card. The rules for synthesis are simple: the cost of the card needed to synthesize the next room is the cost of the card used to synthesize the room you are in, plus 1. For example, if Sora is currently in a 4 Teeming Darkness room, to go to the next room he has to use a card of at least 5 or greater. 0 cards are again special since they can be used to synth any room. (Note that these rules apply only to normal rooms. Storyline rooms and Reward rooms have their own unique requirements.) Additionally, the 0 card resets the counter - if Sora synthed the next room with a zero card, the value of that room is 0, not 4. (In the first version of this guide I wrote that room values carry over through 0 cards, but I've since learned that I was mistaken.) You can also recreate rooms that you've already been in by resynthing them from the other side. Rooms have a limited number of enemies, so if you need to level then you'll find yourself resynthing rooms quite often. Rooms vary in size and shape. When Sora enters a new room, you'll see an animation of him walking while the room loads. The longer this animation lasts the bigger the room into which you are walking. Floor layouts in Castle Oblivion are fixed. The first floor always has the same layout regardless of which world card you used to synthesize it and so forth with all floors. For this reason, I can't tell you which world has what kind of layout, all I can tell you is which floor has what kind of layout. Once you leave a floor, it is reset. This means that if you wish to return to that floor, you must resynthesize all rooms anew. (This has its advantages, as you will probably find out if you return to previous floors.) Each floor also has a Save Station and a Warp Point before you enter the world of that floor. Storyline and Key to Rewards rooms have their own requirements which are listed along with the door in question. The game may ask for a card lower than such a number, or higher than, or exactly equal to. Sometimes it'll ask just for a card of a certain color. Sometimes it'll give you a number and you'll have to feed cards to reduce that number down to zero before the door will open for you. (One memorable Key to Rewards door required blue cards of at least 33 combined value, red cards of at least 33 combined value, and green cards of at least 33 combined value PLUS the Key to Rewards card before it would open, but man was that Megalixir worth it.) ------------------------------------------------------------------------------- MAP CARDS code: ineedacompass ------------------------------------------------------------------------------- The following is an index of all map cards in the game, as taken directly from their Journal entries in the order which they appear in-game. Sora can only hold a maximum of 99 map cards. The total number of map cards that you have is listed in the map card menu in the top right corner - if you've hit that limit, you cannot win any more map cards in battle without first trashing map cards that you already have. The number of Heartless in each type of room is predetermined and can't be altered; also, each room can only have so many Heartless on the screen at a time. Each card has its Journal entry copied over as well as my own commentary on the card. Do note that map cards fall into one of four categories: Red - affects enemies while in the room Green - affects Sora while in the room Blue - affects the room itself Yellow - Storyline or Reward card ------------------------------Red Cards (9 total)------------------------------ Red cards can have either good or bad effects on the Heartless in the room. In the early parts of the story mode, you'll usually pick up cards that allow you to debilitate the Heartless, but as the story progresses you'll find more and more map cards which give the Heartless an edge. You are advised to hold at least one red card of every value for the sake of opening doors, though it's likely you'll find yourself burning through the lower-numbered cards more quickly than the higher numbers. _______________________________________________________________________________ TRANQUIL DARKNESS 1/26 "A room where only a few Heartless appear." 5 Heartless total, 1 Heartless onscreen maximum Exactly as the card says, only a few Heartless will pop up to interfere with you in these rooms. These rooms also tend to be small and cramped; use them at important junctions if you don't feel like walking. When you first synthesize a new world, the first room defaults to Tranquil Darkness. However, note that these particular cards seem to become rarer as you ascend the castle. _______________________________________________________________________________ TEEMING DARKNESS 2/26 "A room where many Heartless appear. Enemies are more likely to drop enemy cards." 8 Heartless total, 3 Heartless onscreen maximum. Teeming Darkness rooms tend to be large and filled with objects. Lots of Heartless present and the room structure is usually simple. Simply put, this is one of the best map cards if you want to power level or just grab a lot of Moogle points/health balls/cards - synth two of these rooms next to each other, clear them out, and you're set. Note that most rooms have only two enemies on the screen at one time. Teeming Darkness rooms, however, can have up to three. The flip side is that this is one of the rooms which give you a 2.5 times greater chance of winning an enemy card at the end of the battle.
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