Forum:Notes 44, (KHIII, journal entries) - Neumannz

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Forums: Index > Ansem's Computer > Notes 44, (KHIII, journal entries) - Neumannz


Adversaries

The Heartless

Shadow

These shifty shades skulk around, then strike out of the blue. Stay locked on to make sure they don't give you the slip.

They're immune to normal attacks when they dive beneath the surface, but a splash of Water magic will yank them out of hiding in a hurry!

Neoshadow

These souped-up Shadows hit hard and fast with their jump attacks; if they're in the air, better get out of there.

Once they melt into the ground, they're beyond the reach of most attacks, but that's nothing a little Water magic can't fix. Fight puddles with puddles!

Fluttering

Your best bet against these feather-flinging dive-bombers is a blast of magic to keep them still just long enough to lay down some hits.

If they drop to the floor, get ready for a nasty spinning charge attack. Jump over it and watch them go sailing past.

Keep an eye on the sky when you're out and about; they like to perch on tree branches and other high spots to get the drop on prey.

Flame Core

Make snuffing out these flame-flinging fiends a top priority, or you're toast! And whoever said to fight fire with fire never met these things; your red-hot spells won't even tickle.

When in danger, they'll burst into flames and really bring the heat. Douse them with a well-aimed Water or Blizzard spell to chill them out, then finish the job.

Water Core

Hit these sopping scoundrels while they're coated in water and they'll only teleport away. That's your cue to being the magical heat; a Fire spell will evaporate that shield in no time.

Don't get caught out in their rain, or you'll come down with the extremely annoying cloud status.

Earth Core

If you want to rock these baddies' world, aim for the face; their pointy posteriors will only deflect your blows. Physical attacks will pass through them when they sand-travel, but spells still hit home, so mash that magic!

When they gather sand and grow enormous, a Goofy Bombardier will cut them down to size in no time.

Dark Inferno

These dastardly dual-wielders are like blenders on roller skates, except worse. You can try to keep your distance, but they'll soon close in on you, or else just huck a fireball your way.

Be careful attacking when their blades are crossed; that means they're ready to counter. Stay cool, bide your time, then strike when they drop their guard.

Soldier

As threats go, these aren't all that threatening, but that's no reason to be reckless.

Just be careful not to get surrounded. Focus on taking them down one by one!

High Soldier

These are more or less just like vanilla Soldiers, except way angrier.

Air Soldier

A Soldier in flight is no cause for fright; just watch for that charging attack and you'll be all right.

When they fly out of walloping range, a blast of magic will do the trick.

Large Body

Don't get bodychecked by these oversized oafs, and watch out for the shock waves when they come down from a jump. Their jelly bellies will bounce any frontal attacks, so circle round to the rear before slashing away. Magic works, too.

Get on their nerves, and they'll turn red and charge at you. A Blizzard spell ought to cool them off.

Helmed Body

Basically your garden-variety Large Body...if your garden is full of extra-aggressive monsters (which would raise more questions than it answers, really.

Vermilion Samba

These fiery fliers come to a midair halt and conjure up a sigil before they launch flaming badness at you. Use that opportunity to strike!

When they do start dishing out the rapid-fire spells, keep a cool head and dodge out of the way.

Nothing rains of their parade quite like a cool sip of Water magic. If you've got the MP to spare, go ahead and make a splash!

Marine Rumba

These watery wizards swim through the air with the grace of the majestic trout. Before casting magic, they come to a stop and summon spheres of water, leaving themselves open to attack.

Think fast if they do start conjuring, because the speed of their spells is no joke!

Nothing dries them up faster than a zap of Thunder magic. If you've got the MP to spare, use it to give 'em a thousand-volt jolt!

Gold Beat

These electrical enemies zip through the air and zap you. They have to stop and conjure up a sigil before they can rain lightning down on you, so take that chance to exact brutal prevenge.

Their rapid-fire thunderstorm will electrify you if it connects, so watch for the tell and don't get too close.

Aero magic will have them winded in no time flat. If you've got the MP to spare, start flinging those gales!

Malachite Bolero

These blustery baddies dance and whirl on the wind, but can't use magic without stopping to summon their sigil first. That's your cue to blow 'em away.

If you see wind gathering at your feet, move away—fast. Unless you like getting swept up in a tornado, that is.

Nothing freezes them in their tracks quite like Blizzard magic. If you've got the MP to spare, use it to put them on ice!

Popcat

Keep your wits about you when walking past pottery; you never know when it might sprout fuzzy limbs and attack!

Once these scaredy-cats show themselves, they'll start running around like crazy. If you try to create some distance, they'll huck smaller pots your way, but a well-timed block will return those to sender.

Popcats are top-heavy and prone to face-planting. When they stumble, make sure it's the last trip they take.

Vitality Popcat

Smash these green Popcats to get at the bounty of HP prizes inside. Refreshing!

Magic Popcat

Smash these blue Popcats to get at the bounty of MP prizes inside. Energizing!

Focus Popcat

Smash these red Popcats to get at the bounty of Focus prizes inside. Invigorating!

Munny Popcat

Smash these gold Popcats to get at the mountain of munnies inside. Score!

Bizarre Archer

Archers that shoot arrows from their bows. Sound obvious? Well, that's honestly all there is to 'em.

They pose little threat to you alone, but in packs, they're a problem. Return fire from afar with magic, or close the distance and introduce them to your Keyblade.

They'll sometimes team up with Air Soldiers. Maybe they're buddies?

Nobodies