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Outside the door to the heroes' cell, Heartless and a shadowy Sora block the way. These aren't too tough, though, and the shadow in particular leaves behind some excellent power-ups. Hop and jump up to the last platform, and go through the right-hand door, opposite the one with the Yellow Trinity. In this next room, kill the shadow and the Barrel Spiders, then drop down through the hole in the floor. In the deep hold below, cross over to the opposite ladder to enter the Galley.
In the Galley, Peter introduces the basic mechanics of flight via pixie dust, while Riku and Captain Hook plot above. After the cutscene, jump up on the shelf at the one end of the room and through the hole in the netting above. Then, enter the door to the immediate left, where there's a save point and a Green Trinity on the other side. Climb up the ladder thus revealed to enter the Captain's Cabin.
BOSS: Shadow Sora
He can appear and disappear into the ground like the regular Heartless Shadows, but his really nasty tactic is creating doubles of himself, which break Sora's lock-on and confuse the question of who to attack. The doubles go down after one good whack, but they still waste valuable time and attacking power, and towards the end, the shadow teleports almost constantly. Break through that obfuscation as best as you can and hack away at the shadow -- he's also vulnerable to Stop magic. With the whole party pitching in, he'll go down in time. Victory earns the Cura magic.
Once the shadow is defeated, examine the faint outline of a trap door in front of the door Riku left by. Drop through there to find Wendy and bid Peter a brief farewell, then go out the main door next to the save point. Now, we're back in a familiar place, and heading for a familiar door -- go through the one with the communication trumpet-thingy next to it, through which lies the ladder up to the Captain's Cabin. Now that Wendy's been saved, go through the door Riku left by and confront Captain Hook.
Hook bugs out, but there are still Heartless to take care of. They come in a couple of waves, culminating in an attack by flying Battleships. Those aren't so hard, though -- flying in Neverland is just like swimming back in Atlantica. Destroy them, and then Captain Hook shows out for a final duel.
BOSS: Captain Hook
Followers of the stories know that Captain Hook is pretty much all talk in comparison to his adversaries. Such is the case here. The Battleships can be annoying as they circle around the battlefield and shell the party, but it's pretty easy to take to the air and take them out. Back on the ground, attack Hook head-on with physical attacks and keep Sora's strength up with the new Cura spell. A determined attack will make short work of Hook, and net some sweet booty: the Ars Arcanum combo for Sora, and another Ansem's Report.
One last task remains. Fly up to Big Ben and look for the one clock face that isn't showing midnight. Hit it three times (to knock the minute hand up from quarter-till) and Sora locks the Neverland Keyhole. This earns the party a Navi-G Piece, which means it's time to drop in at Cid's back in Traverse Town. Watch the brief flashback and flash-forward, then warp back to town. The save point on the clock can be a little hard to find -- it's on the corner of a roof just above the level where Wendy's standing. Finish this off to get the Tinker Bell summon, the Fairy Harp keychain, and the Glide skill.
This is also a good time to go back to several previous areas and gather extra items. The tournaments at the Coliseum await, and with the party's Glide Trinity abilities, many Dalmatians and Trinity Points that were not yet available are now there for the taking. Consult the Secrets section of this guide for some directions towards interesting sidequests and bonus items.
Traverse Town
Talking to Cid back in District 1 triggers a long flashback, and from thence proceeds to bad news from Cid. Apparently, the Heartless are massing. Head out in the Gummi Ship to the far right area of the map -- the way to go is to warp to Neverland and hop from there to the new area.
Hollow Bastion
Upon entering the Bastion, jump and glide across the platforms to make it to the castle in the distance. Partway there, Riku confronts the Beast, and in turn Sora confronts Riku...with unpleasant results. On the flip side, Beast joins the party, and he's plenty powerful.
After the cutscene, clear the Rising Falls of treasure chests using the Glide ability, and then take the platform that leads to the Castle Gates. Go to the right, down the short steps to the iron gate, and through there to the next platform. Activate the two sensors as they flash, and then descend to the watery depths. There, you can see a couple of air bubbles. Jump in the one that's near and to the right -- it takes Sora underwater to the Waterway. There, examine the iron bars by the save point. That's Beast's cue to smash through and into the next area. Go through the hole and hop in the air bubble.
Emerging from the air bubble, proceed to the zig-zagging passage, keeping an eye out for gems on the walls. Examine them in order -- there are four of them. The first three are on the walls to Sora's left as he proceeds, and the last is behind him, on the ground. Don't worry, the cinemas point things out very simply. After releasing the fourth gem, proceed to the next air bubble through the passage that opens.
Beyond this bubble, more stones await. First, release the one that's directly to Sora's right as he appears -- this activates an elevator. Go up that, and examine the last gem on the right-hand wall, after Beast takes care of the tough Heartless guarding it. From here, proceed to the castle gates, all the way back where you came from (yes, this necessitates hitting the gems in reverse order). On the way back, stop in the Base Level area and use the other bubble to access some extra treasure chests.
Back at the Castle Gates, the large double doors are unlocked now, so go through those. Beyond those doors lies quite the showdown...
BOSS: Riku
Time to give the little trash-talker what-fer. This is mainly a physical battle, since Riku is immune to most magics. There's an advantage to be found around this arena, though -- smash the pots about the edge to reveal HP power-ups and Hi-Potions. Keep that HP up and slam away at Riku, preferably from behind. His quickness and dodging ability can grow very frustrating, but with the Keyblade back, Sora has the offensive power to take him down. Just be patient, and take shots when he's open. Once Riku goes down, the party gets the White Trinity ability.
Time for more maze-chasing around the castle. Go up the stairs in this entry chamber and around to the left, through the door to the Library. Inside, follow the path and grab the red book in the corner: "Khama No. 8." Just a little further down that path, there's a set of red books with gap in it on the shelf -- examine that gap to replace the book and open the path further. Next, go up the stairs beyond there to the second floor, where there's a brown book on a desk, near a save point. That's "Theon No. 6." Just past the desk, on the left wall, there's a shelf where a set of brown books is interrupted by a green one, "Mava No. 5." Examine it to swap in the Theon volume, opening yet another hidden spot. In this case, it's a button on the wall. Hit the button to unlock the door to your right and go through it to the Entrance Hall.
Just to the left, there's a small tombstone with a lighting emblem on it. Zap that with Thunder magic to drop a platform that leads to the center of this room (although you can also just Glide there). Before crossing over, though, light all the candles in the sconces on the wall (they're flanking the nasty-looking mouths) to reveal a blue Emblem Piece.
Grab that, and then move on to some more random destruction. Next up are the two vases, on either side of a statue of a misshapen face. Do that, and a pink Emblem Piece drops into a fountain down on the floor. After that, use the floating platforms to make it up to the second level again. In front of a bull's-head bust on the inner edge of the balcony, there's a Red Trinity point. Use the save point back in the Library if you need to re-order your party, and activate that point. Smashing open the statue drops a green Emblem Piece down to the floor. Finally, up on the second floor, there's a tusked statue standing against the outer wall with an empty square on the floor just to its left. Push it over to that empty square, and a chest appears down on the first floor with one last Emblem Piece. To finish off this puzzle, go through the central door on the first floor and put the Emblem Pieces into the big Heartless seal.
Meanwhile, Riku meets something...less than pleasant. No good can come of this.
Back in the Entrance Hall, go through the Heartless door to the Lift Stop. Follow the balcony around to the left and go through the passageway to the Castle Gates. Take the path up and to the right and activate the blue crystal on the left, taking the platform up. Flying enemies beset you here, but be careful not to fall off the edge -- that drops the party way down to the Base Level, and it's a long trudge back up through strong enemies.
The next step is to go up the stairs to the right. Hit the orange crystal to activate the large platform there, which slowly transports the party to a battle with Heartless wizards. After they're taken down, examine the crystal that appears in the middle of the ring. The platform then lets the party off in front of a Blue Trinity and a chest. Clear those and head down the stairs to the left, back to the Lift Stop area.
Now, examine the blue crystal and take the lift up to the higher part of the Great Crest area -- take the stairs to the right after getting off the lift. Examine the blue crystal there to summon another lift. That takes you to an area filled with Heartless, where there's an orange crystal tucked in a corner. Activate that to lower one-half of a large block bridge. To get the other half, turn around and enter the dark passageway nearby.
Another area full of Heartless -- take these out and cross over to the other side, which leads to the High Tower. In this, and a couple of other areas, you may see chests high out of reach. Cast Gravity magic on the pedestals holding those to lower them. This one, for example, contains Dalmatians. After battling the waves of Heartless up here on the tower, activate the orange crystal to lower the other half of the bridge, or perhaps it would be better to call it a staircase. Climb up and around to the dark passageway on the left, back into the Lift Stop. From there, cross the hall into the entrance to the Castle Chapel.
After the cutscene, enter the Chapel proper.
BOSS: Maleficent.
Baaaad juju up in here. Maleficent flies about on a floating platform, which can be targeted independently. Whack at that to begin with until she falls down into a more convenient position, or achieve the same effect by casting Gravity magic on it. Be careful when attacking the platform, though, since she occasionally sweeps its edge with a lightning blast.
When she's in range, swing away, but do so cautiously -- if you hear her yelling about meteors, run like hell. That's the cue for her deadly Dark Meteor attack, which pelts anyone near her with serious damage. Avoid that by sticking to the sides of the circular area. She also summons Heartless to aid her, so use those to restore MP. Ranged magic attacks are perhaps the safest way to target Maleficent, but a judicious melee attack will get the battle over quicker, especially with Sora's new combo attacks like Ars Arcanum in the mix. Win and get the Cheer ability for Donald, plus Ansem's Report 5.
After beating Maleficent, hit the Save Point and swap Beast in the party if he isn't already there. His brute strength will be very useful in the coming battle. Equip items and abilities, making sure to have Sora's combo attacks ready, and enter the void...
BOSS: Dragon
Very, very tough one, this. The Dragon is deadly from head-on, with powerful area-effect attacks that'll knock the party flat. The best trick is to get behind him, climb up in back, and whack him in the head with ranged attacks like spells and Strike Raid -- it's a little like what you might have tried to do with Cerberus early in the game. Attacking from the fore can deal big damage, but likely as not he'll fry Sora with his acid breath and stomp attacks well before the end of the battle. Use Aero for defense here, and in fact in just about every other boss battle subsequent, and if you're going to swing from the front, stick to an aerial attack and glide away frequently to use recovery items and magic. Winning earns the Fireglow summon gem, containing Mushu.
Once that nightmare is over, go back out to the Chapel through the void. A new entrance shows itself just beyond the save point, which looks like as good an invitation as any. This leads to another part of the Lift Stop area, and around there through to the entrance to the Grand Hall. Go through the large double doors there for another showdown.
BOSS: Riku
Little punk just won't stay down. Like the last fight with Riku, this is another slow, methodical physical encounter. Good fencing skills can make it much easier, if you're deft with Sora's sword abilities like Guard and Counterattack. Stick and move, landing combo attacks when Riku is at rest. When he attacks, it's generally best to get out of his way, using Dodge Roll or Glide to avoid his strikes when he charges up for a running slash or his whim-whamming circuit around the arena. The most effective attack is landing Ars Arcanum while he's vulnerable, but that expends MP and often misses. This battle can grow very frustrating towards the end, as Riku shows fewer and fewer holes in his defense, but take advantage of the opportunity to earn Tech points with guards and counterattacks. After a hard-won victory, Sora learns the Ragnarok special combo.
After the theatrics following Riku's defeat (pretty sweet, huh?), Sora takes the form of a Shadow for a little while. Head back out to the High Tower area through the Castle Chapel, from whence you came, and go for a long fall down to the Castle Gates. Seriously, just jump off a ledge when you see one, and eventually you'll get there. From the Castle Gates, go back into the Entrance Hall through the big double doors and run to the rest of the party. Now, it's time to return to Traverse Town and prepare for more battles.
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2006-06-05 12:02:25
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answer #1
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answered by nine in the afternoon 4
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