Forum:Notes 53 (KHII, mechanics + backups from Pastebin) - Ultima Spark

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Forums: Index > Ansem's Computer > Notes 53 (KHII, mechanics + backups from Pastebin) - Ultima Spark

Posting here since Pastebin's "smart" filters have essentially made it useless for the purpose of data storage. Feel free to use for whatever reason you wish (ideally incorporating into the wiki pages…).

Download to text files as originally posted.

Battle characters[edit]

**WORK IN PROGRESS**

(Currently in the middle of a major revamp.)

Ultimania links: https://archive.org/details/KHUltimania
 
Feel free to take and use this document for your own purposes.
I'm not fluent in Japanese, so any help (clarification, etc.) is highly appreciated. (I've been using the KanjiTomo OCR program to translate most of this)

If you spot any errors or something similar, or just want to contribute something useful to the document, contact me through GameFAQs PM/reply (Kalavinka).

CREDITS
SolitaireD (translating the damage formula: http://www.gamefaqs.com/boards/718920-kingdom-hearts-iii/69274895)
Glavewurm, Zeanoto & Thundaka (various corrections/clarifications/discussion: http://www.gamefaqs.com/boards/735143-kingdom-hearts-hd-25-remix/69863894)
Ahirun255 (revenge value data: http://khdata.web.fc2.com/index.html)

Ahirun's notes on revenge value concern the FM version. Some bosses seem to have different RVs between OG and FM, but I'm unsure of the exact values.

DAMAGE CALCULATION
1. Attacker's Str/Mag stat (whatever's relevant to the attack) − target's Def
2. Attack's power modifier/s
3. Elemental attributes** (in the case of element-resisting armour, resistance stacks exponetially)
4. Boosting abilities (Fire Boost, etc. increase damage by ×1.2 and stack additively [ie. 1 = ×1.2, 2 = ×1.4, 3 = ×1.6])
5. Game mode affects damage dealt to and by Sora and co. (Standard is the baseline which the others are adjusted around)
   *Beginner: ×1.5 dealt, ×0.5 taken
   *Standard: ×1 dealt, ×1 taken
   *Proud: ×1 dealt, ×2 taken
   *Critical: ×1.25 dealt, ×2 taken
**If the modifier is ×0 here, the entire attack is nullified.
[Glavewurm's notes on (Air) Combo Boost, clean up later: (Air) Combo Boost is (non-finisher hits+1)*10% increase on all Finishers' damage in the combo. Yes, it does give a boost to a full Negative Combo set up (10%).]

Damage calculation is rounded up to the nearest whole number at each step.

Lingering Will has unique properties as noted by ahirun below. (calculated at step 2; not entirely sure how this works)
["Continuous damage" - 0.01 times.]
[After continuous damage reaches to 100, the correction is turned off.]

The game has a damage floor (to prevent the player from dealing too little damage) and a damage cap (to prevent enemies from dealing too much) [dependent on enemy type for the party (player and allies) and battle level for enemies].
* Superbosses (Data Org., Lingering Will, possibly Sephiroth): floor is 60 for all stats; cap is 78 for Str/Mag, 76 for Def.
* Hades Paradox Cup: cap is 165 for Str/Mag, unknown for Def.
* Final boss sequence (everything after the "point of no return" door) reportedly disables stat boosts from their respective items (Power Boost/Magic Boost/Defense Boost).

[NOTE: must remove after clarification/clean-up; "Anything appearing like (×1.5)×4 indicates that the attack POTENTIALLY hits that amount of times maximum, for the listed multiplier/s; other factors may occur to reduce the amount of hits actually dealt."]

GENERAL NOTES
* "Formchange" (pp. 130–131) refers to the various Drive Forms and the act of changing into one; 13 years before KH III did it!
* Various stuff in columns (drive drain, revenge value, etc.) is per hit [unless noted otherwise], if the attack has multiple potential hits (eg. the RCs following Ragnarok).
* Movement abilities are measured in otherwise-unspecified "units"; 1 unit = 1 full-length/height standard Jump.
* 突き is variously translated as thrust/stab/lunge.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

NAME
AP: —
MP: —
Type: Physical/Fire/Blizzard/Thunder/Dark/Neutral
Stat: Strength/Magic
Power modifier: ×0.00
Form: 0s
Revenge value: —→
Maximum hit count: 0
Guard: Yes (repel)/Yes (negate)/No
Finisher: Yes/No
Description: —

28: 
29: 
30: 
31: 
32: 
33: 
34: 
35: DRIVE VALUE / FORM VALUE: Drive valueは, 攻撃が敵に当たったときにDrive gaugeがたまる量の基本値(see p. 121). Form valueは, 攻撃が敵に当たったときにForm gaugeが減る量の基本値(see p. 131).
36: 
37: 
38: 

NOTE: THE DIFFERENCES BETWEEN PARTS AND HITS
--------------------------------------------
PARTS: The number of actions undertaken when a technique is used.
HITS: Number of successive hits. Hit数は別の攻撃から連続で当たったときも引き継がれる

EDITOR'S NOTES
--------------
* Standard Form's equipped support abilities (Second Chance, etc.) carry over into a formchange and stack as indicated by the ability.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SORA

ATTACKS WITH VARIOUS WEAPONS, MAGIC, ETC.

The story's main protagonist, who you control after completing Roxas's story. He wields a key-shaped sword known as a Keyblade and can use a variety of techniques; in addition, he can use six types of magic and enhance his capabilities by changing form.

INITIAL STATS
-------------
* Maximum HP: 30 (Note: 24 in Critical Mode.)
* Maximum MP: 100
* Armour slots: 1
* Accessory slots: 1
* Item slots: 3

INITIAL EQUIPMENT
-----------------
Whatever Roxas had equipped at the end of the prologue.

SUPPORT ABILITIES [OG]
----------------------
NAME                AP   EFFECT
Scan                2    Displays the HP gauge of a locked-on enemy
Aerial Recovery     2    When launched into the air, can regain composure and jump up by pressing Circle
Combo Plus          1    Increases maximum air combo length by 1
Air Combo Plus      1    Increases maximum ground combo length by 1
Combo Boost         3    Increases ground combo finisher damage proportionate to the maximum combo length
Air Combo Boost     3    Increases air combo finisher damage proportionate to the maximum combo length
Reaction Boost      2    Increases the damage dealt by offensive reaction commands by 1.5×
Finishing Plus      5    Adds another combo finisher
Negative Combo      2    Decreases maximum ground and air combo length by 1
Berserk Charge      5    During MP Charge, increases Strength by 1 and increases maximum combo length to infinite
Damage Drive        3    Restores the Drive gauge when damaged
Drive Boost         3    Increases Drive gauge accumulation by 1.2× (only effective during MP Charge)
Form Boost          5    Slows Form gauge drain to 0.8× normal speed
Summon Boost        5    Slows Summon gauge drain to 0.8× normal speed
Combination Boost   4    Slows Limit gauge drain to 0.8× normal speed
Experience Boost    3    Increases experience gain by 2× when HP is at 25% or less
Leaf Bracer         1    When using Cure-line magic, renders self invincible and can deflect attacks
Magic Lock-On       1    Automatically locks-on when using offensive magic
Draw                3    Pulls in prizes and expands collection range
Jackpot             4    Increases the amount of prizes dropped (except prize boxes) by 1.5×
Lucky Lucky         5    Increases prize box drop chances by 1.3×
Fire Boost          3    Increases damage dealt by Fire-type attacks by 1.2×
Blizzard Boost      4    Increases damage dealt by Blizzard-type attacks by 1.2×
Thunder Boost       5    Increases damage dealt by Thunder-type attacks by 1.2×
Item Boost          2    Increases the efficacy of healing items used outside the menu by 1.5×
MP Rage             3    Restores MP when damaged
MP Haste            3    MP Charge's speed increases by 1.25×
Defender            3    Increases Defense by 2 when HP is at 25% or less
Second Chance       4    Can survive a fatal hit with 1 HP remaining as long as previous HP total was at least 2
Once More           4    Can survive a fatal combo attack with 1 HP remaining as long as previous HP total was at least 2
* You can obtain two copies of Combo Plus, Air Combo Plus, Form Boost and MP Rage.

NEW SUPPORT ABILITIES [FM]
--------------------------

ALTERED SUPPORT ABILITIES [FM]
------------------------------
NAME               AP   EFFECT
Combo Boost        5    Increases ground combo finisher damage proportionate to the maximum combo length
Air Combo Boost    4    Increases air combo finisher damage proportionate to the maximum combo length
Berserk Charge     5    During MP Charge, increases Strength by 2 and increases maximum combo length to infinite
Experience Boost   4    Increases experience gain by 2× when HP is at 50% or less
Magic Lock-On      2    Automatically locks-on when using offensive magic
Lucky Lucky        5    Increases prize box drop chances by 1.5×
MP Rage            3    Restores MP when damaged
MP Hastega         5    MP Charge's speed increases by 1.75×
Defender           4    Increases Defense by 3 when HP is at 25% or less

(Note: See "Support Abilities" section at the bottom of this document for accurate formulae.)
(Note: All abilities can be stacked to enhance their effects.)

LEVEL GROWTH [OG/FM]
--------------------
LEVEL   EXPERIENCE   STRENGTH   MAGIC   DEFENSE   AP
1       0            2/2        6/6     2/2       2/2
2       40           2/2        6/6     4/3       2/2
3       100          3/4        6/6     4/3       2/4
4       184          3/4        6/6     6/4       2/4
5       296          4/4        6/6     6/5       4/6
6       440          4/6        7/6     8/6       4/6
7       620          5/6        7/6     8/7       4/6
8       840          5/6        8/8     8/7       6/8
9       1128         6/6        8/8     8/8       6/8
10      1492         6/8        9/8     10/8      6/8
11      1940         7/8        9/8     10/9      8/10
12      2480         7/8        10/10   10/9      8/10
13      3120         8/8        10/10   10/10     10/12
14      3902         8/10       11/10   12/10     10/12
15      4838         9/10       11/10   12/11     10/12
16      5940         9/10       12/12   12/11     12/14
17      7260         10/10      12/12   12/12     12/14
18      8814         10/12      13/14   14/12     12/14
19      10618        11/12      13/14   14/13     14/16
20      12688        11/12      14/16   14/13     14/16
21      15088        12/12      14/16   14/14     16/18
22      17838        12/14      15/16   16/14     16/18
23      20949        13/14      15/16   16/15     16/18
24      24433        13/14      16/18   16/15     18/20
25      28302        14/14      16/18   16/16     18/20
26      32622        14/16      17/18   18/16     18/20
27      37407        15/16      18/18   18/17     18/20
28      42671        15/16      19/20   18/17     18/20
29      48485        16/16      19/20   18/18     20/22
30      54865        16/18      20/20   20/18     20/22
31      61886        17/18      20/20   20/19     20/22
32      69566        18/18      21/22   20/19     20/22
33      77984        19/18      21/22   20/20     20/22
34      87160        19/20      22/22   22/20     20/22
35      97177        20/20      22/22   22/21     22/24
36      108057       20/20      23/24   22/21     22/24
37      119887       21/20      23/24   22/22     24/26
38      132691       21/22      24/24   24/22     24/26
39      146560       22/22      24/24   24/23     24/26
40      161520       22/22      25/26   24/23     26/28
41      177666       23/22      25/26   24/24     26/28
42      195026       23/24      26/26   26/24     26/28
43      213699       24/24      27/26   26/25     26/28
44      233715       24/24      28/28   26/25     26/28
45      255177       25/24      28/28   26/26     28/30
46      278117       25/26      29/28   28/26     28/30
47      302642       26/26      29/28   28/27     28/30
48      328786       27/26      30/30   28/27     28/30
49      356660       28/26      30/30   28/28     28/30
50      386378       28/28      31/30   30/28     28/30
51      417978       29/28      31/30   30/29     30/32
52      450378       29/28      32/32   30/29     30/32
53      483578       30/28      32/32   30/30     30/32
54      517578       30/30      33/32   32/30     30/32
55      552378       31/30      33/32   32/31     32/34
56      587978       31/30      34/34   32/31     32/34
57      624378       32/30      34/34   32/32     34/36
58      661578       32/32      35/34   34/32     34/36
59      699578       33/32      35/34   34/33     34/36
60      738378       33/32      36/36   34/33     34/36
61      777978       34/32      36/36   34/34     36/38
62      818378       34/34      37/36   36/34     36/38
63      859578       35/34      37/36   36/35     38/40
64      901578       35/34      38/38   36/35     38/40
65      944378       36/34      38/38   36/36     38/40
66      987978       36/36      39/38   38/36     38/40
67      1032378      37/36      39/38   38/37     40/42
68      1077578      37/36      40/40   38/37     40/42
69      1123578      38/36      40/40   38/38     42/44
70      1170378      38/38      41/40   40/38     42/44
71      1217978      39/38      41/40   40/39     44/46
72      1266378      39/38      42/42   40/39     44/46
73      1315578      40/38      42/42   40/40     44/46
74      1365578      40/40      43/42   42/40     44/46
75      1416378      41/40      43/42   42/41     46/48
76      1467978      41/40      44/44   42/41     46/48
77      1520378      42/40      44/44   42/42     48/50
78      1573578      42/42      45/44   44/42     48/50
79      1627578      43/42      45/44   44/43     50/52
80      1682378      43/42      46/46   44/43     50/52
81      1737978      44/42      46/46   44/44     52/54
82      1794378      44/44      47/46   46/44     52/54
83      1851578      45/44      47/46   46/45     54/56
84      1909578      45/44      48/48   46/45     54/56
85      1968378      46/44      48/48   46/46     54/56
86      2027978      46/46      49/48   48/46     54/56
87      2088378      47/46      49/48   48/47     56/58
88      2149578      47/46      50/50   48/47     56/58
89      2211578      48/46      50/50   48/48     58/60
90      2274378      48/48      51/50   50/48     58/60
91      2337978      49/48      51/50   50/49     60/62
92      2402378      49/48      52/52   50/49     60/62
93      2467578      50/48      52/52   50/50     62/64
94      2533578      50/50      53/52   52/50     62/64
95      2600378      51/50      53/52   52/51     64/66
96      2667978      51/50      54/54   52/51     64/66
97      2736378      52/50      54/54   52/52     66/68
98      2805578      52/52      55/54   54/52     66/68
99      2875578      53/52      55/54   54/53     66/68

(Notes: Critical Mode starts you off with 50 AP Boosts already applied; the Struggle weapons at the start of the prologue each count as one Strength, Magic or Defense Boost, depending on the chosen weapon.)

TECHNIQUES
----------
BASIC TECHNIQUES

GROUND VERTICAL SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 4%
Revenge value: 1
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Groundで敵が近くにいると出るtechnique. Moves slightly forward and swings weapon downward from overhead.

GROUND HORIZONTAL SWING 
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Drive: 3%
Revenge value: 1
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Groundで複数の敵が近くにいると出るtechnique. Swings weapon widely from left to right, striking multiple surrounding enemies.

GROUND THRUST
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier:
 - Thrust:
   - Sora: ×0.65
   - Roxas: ×1
 - Sweep: ×0.33
Drive:
 - Thrust: 3%
 - Sweep: 1%
Revenge value:
 - Thrust: 1
 - Sweep: 0
Maximum hit count:
 - Thrust: 1
 - Sweep: 1
Guard: Yes (repel)
Finisher: No
Description: Groundで敵が少し遠くにいると出るtechnique. Thrusts with weapon while approaching an enemy, then sweeps sideways (*1).
*1: Roxas can only use the thrust.

GROUND VERTICAL SPIN SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×2
Drive: 4%
Revenge value: 3
Maximum hit count: 1
Guard: Yes (repel)
Finisher: Yes
Description: Ground combo finisher. Jumps lightly and swings weapon downward in one movement.
Note: Prevents forced counteractions.

GROUND HORIZONTAL SPIN SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1.5
Drive: 3%
Revenge value: 3
Maximum hit count: 1
Guard: Yes (repel)
Finisher: Yes
Description: 複数の敵敵が近くにいると出る, ground combo finisher. 身をひねりながら武器を払う

AIR UPWARD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 4%
Revenge value: 1.5
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Groundで敵が頭上にいるときか, air combo中に出るtechnique. Swings weapon upward from below.

AIR DOWNWARD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 4%
Revenge value: 1.5
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Airにいると出るtechnique. Attacks by swinging weapon diagonally downward one-handed.

AIR VERTICAL SPIN SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×2
Drive: 4%
Revenge value: 3.5
Maximum hit count: 1
Guard: Yes (repel)
Finisher: Yes
Description: Air combo finisher. Swings weapon straight downward while somersaulting forward.
Note: Prevents forced counteractions.

AIR HORIZONTAL SPIN SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1.5
Drive: 3%
Revenge value: 3.5
Maximum hit count: 1
Guard: Yes (repel)
Finisher: Yes
Description: 複数の敵が近くにいると出る, air combo finisher. Attacks by swinging weapon wide.

ABILITY TECHNIQUES

GUARD
AP: 2
MP: —
Type: —
Stat: —
Power modifier: —
Drive: —
Revenge value: —
Guard: —
Finisher: —
Description: Technique used when you press the Square button while on the ground (*2). Assumes a defensive pose with weapon and blocks (and deflects some) frontal attacks.
FM change: Its effective range is expanded.
*2: If growth ability Quick Run is equipped, Guard activates when the Square button is pressed without touching the left stick.

UPPER SLASH
AP: 4
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 3%
Revenge value: 3
Maximum hit count: 1
Guard: Yes (negate)
Finisher: Yes
Description: Ground combo中にSquare buttonを押すと出るtechnique. Swings weapon upward and launches enemies.

HORIZONTAL SLASH
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier [OG]:
 - Parts 1 and 2: ×0.25
 - Part 3: ×1
Power modifier [FM]:
 - Parts 1 and 2: ×0.5
 - Part 3: ×1
Drive:
 - Parts 1 and 2: 1%
 - Part 3: 3%
Revenge value:
 - Parts 1 and 2: 0
 - Part 3: 1.5
Maximum hit count: [check later]
 - Part 1: 2
 - Part 2: 1
 - Part 3: 1
Guard: Yes (negate)
Finisher:
 - Parts 1 and 2: No
 - Part 3: Yes
Description: Air combo中にSquare buttonを押すと出るtechnique. Attacks by swinging weapon left-and-right three times.
FM change: Comboがつながりやすくなった

FINISHING LEAP
AP: 5
MP: —
Type: Neutral
Stat: Strength
Power modifier:
 - OG: ×2
 - FM: ×2.5
Drive: 3%
Revenge value: 3
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Ground combo finishが出せるときにSquare buttonを押すと出るtechnique. Lunges at the ground, launching surrounding enemies on impact.
FM change: Has a wider attack range.

RETALIATING SLASH
AP: 3
MP: —
Type: Physical
Stat: Strength
Power modifier:
 - Part 1:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Part 2: ×0.65
Drive:
 - Part 1:
   - Hit 1: 3%
   - Hits 2+: 1%
 - Part 2: 3%
Revenge value:
 - Part 1:
   - Hit 1: 1.5
   - Hits 2+: 0
 - Part 2: 0
Maximum hit count: 3 [?]
Guard:
 - Part 1: Yes (negate)
 - Part 2: Yes (repel)
Finisher: No
Description: 吹き飛び中にSquare buttonを押すと出るtechnique. Regains composure in the air and attacks by swinging weapon wide, then vertically.

SLAPSHOT
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×1.5
 - FM: ×1.25
Drive: 4%
Revenge value: 1
Maximum hit count: 1
Guard: Yes (negate)
Finisher: No
Description: Ground敵が至近距離にいると出るtechnique. Quickly swings weapon upward.
FM change: Comboがつながりやすくなった

DODGE SLASH
AP: 2
MP: —
Type: Physical
Stat: Strength1
Power modifier [OG]:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Power modifier [FM]:
 - All except final: ×0.25
 - Final: ×1
Drive [OG]:
 - Hit 1: 3%
 - Hits 2+: 1%
Drive [FM]:
 - All except final: 1%
 - Final: 3%
Revenge value:
 - All except final: 0
 - Final: 1
Maximum hit count: 3 [?]
Guard [OG]: Yes (negate)
Guard [FM]:
 - All except final: Yes (negate)
 - Final: Yes (repel)
Finisher: No
Description: Groundで敵が近くにいると出るtechnique. Swings weapon three times while approaching an enemy.

SECRET NO. 10: DODGE SLASHで一方的に攻撃する方法
---------------------------------------------
Dodge Slashは, 敵を攻撃してからSoraが動けるようになるまでの時間がとても短い. そのため, Slapshot → Dodge Slashと攻撃したあと, combo finishが出ないように少し待ち, もう一度同じことをくり返せば, 一方的に攻撃をくり返せる. ただし, 一部のboss敵など, 攻撃を受けつづけるとひるまない状態になる相手には通用しない.

FLASH STEP [FM-EX]
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier:
 - Part 1: ×0.5
 - Part 2: ×1
Drive:
 - Part 1: 1%
 - Part 2: 3%
Revenge value:
 - Part 1: 0
 - Part 2: 1
Maximum hit count: [check later]
 - Part 1: 1
 - Part 2: 1
Guard:
 - Part 1: Yes (negate)
 - Part 2: No
Finisher: No
Description: Groundで敵が少し遠くにいると出るtechnique. Rushes while swinging weapon backhand.

SLIDE DASH
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Drive:
 - Hit 1: 3%
 - Hits 2+: 1%
Revenge value:
 - Hit 1: 1
 - Hits 2+: 0
Maximum hit count: ?
Guard:
 - Part 1: Yes (negate)
 - Part 2: Yes (repel)
Finisher: No
Description: Groundで敵が少し遠くにいると出るtechnique. 前に踏みこみながら武器で突き, さらに横へ払う
FM change: Part 1が弾き返されると動作が中断されるようになった

VICINITY BREAK [FM-EX]
AP: 2
MP: —
Type: Neutral
Stat: Strength
Power modifier: ×1.25
Drive: 3%
Revenge value: 1
Maximum hit count: 1
Guard: No
Finisher: No
Description: Groundで敵が近くにいると出るtechnique. Turnしながら武器を振り, 自分の周囲にshock waveを放つ

GUARD BREAK
AP: 3
MP: —
Type: Physical
Stat: Strength
Power modifier: ×2.5
Drive: 4%
Revenge value: 3
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Ground combo finisher (*3). Retreats slightly, then lunges forward with weapon. Can deflect enemy attacks during retreat.
*3: If Explosion is equipped and multiple enemies are nearby, Explosion is used instead.

EXPLOSION
AP: 3
MP: —
Type: Neutral
Stat: Magic
Power modifier:
 - Explosion: ×0.25
 - Knockback: ×1.5
Drive:
 - Explosion: 1%
 - Knockback: 3%
Revenge value:
 - Explosion: 0
 - Knockback: 3
Maximum hit count:
 - Explosion: 4
 - Knockback: 2
Guard: No
Finisher: Yes
Description: Ground combo finisher. Light orbs spin around Sora, deal damage four times, and launch enemies.

AERIAL SWEEP
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier:
 - Hit 1: ×0.65
 - Hits 2+: ×0.25
Drive:
 - Hit 1: 3%
 - Hits 2+: 1%
Revenge value:
 - Hit 1: 2.5
 - Hits 2+: 0
Maximum hit count: 3
Guard: Yes (negate)
Finisher: No
Description: Groundで敵が頭上にいると出るtechnique. 真上に跳び, きりもみ回転しながら武器を振りまわす

AERIAL DIVE
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Drive:
 - Hit 1: 3
 - Hits 2+: 1
Revenge value:
 - Hit 1: 1.5
 - Hits 2+: 0
Maximum hit count: 4
Guard: Yes (negate)
Finisher: No
Description: Soraがgroundに, 敵が少し遠くのairにいると出る技. 敵に近づきながら4回宙返りして武器を振りまわす

AERIAL SPIRAL
AP: 2
MP: —
Type: Physical
Stat: Strength
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Drive:
 - Hit 1: 3%
 - Hits 2+: 1%
Revenge value:
 - Hit 1: 1.5
 - Hits 2+: 0
Maximum hit count: 3
Guard:
 - OG: Yes (negate)
 - FM: Yes (repel)
Finisher: No
Description: Airにいると出るtechnique. 敵に近づきながら何度も宙返りして武器を振りまわす

AERIAL FINISH
AP: 3
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.5× → 0.25 → ×0.25 → ×0.25 → ×2
Drive: 3% → 1% → 1% → 1% → 3%
Revenge value: 0 → 0 → 0 → 0 → 3.5
Maximum hit count: 5
Guard: Yes (negate)
Finisher: Yes
Description: Air combo finisher. Swings weapon five times and launches enemies. Not used when multiple enemies are nearby.

MAGNET BURST
AP: —
MP: 3
Type: Neutral
Stat: Magic
Power modifier:
 - Part 1: ×0.25
 - Part 2: ×1.5
Drive:
 - Part 1: 1%
 - Part 2: 3%
Revenge value:
 - Part 1: 0
 - Part 2: 3.5
Maximum hit count: [check later]
 - Part 1: 1
 - Part 2: 1
Guard: No
Finisher: Yes
Description: Air combo finisher. 自分の周囲に磁場を発生させ, 敵を引き寄せたあと吹き飛ばす

COUNTERGUARD
AP: 4
MP: —
Type: Neutral
Stat: Strength
Power modifier: ×1
Drive: 3%
Revenge value: 1
Maximum hit count: 1
Guard: No
Finisher: No
Description: 弾き返しで防御姿勢をとっているときに{Attack}commandで出るtechnique. 軽く前進して周囲にshock waveを放つ

OTHER TECHNIQUES

FORMCHANGE ATTACK
AP: —
MP: —
Type: Neutral
Stat: Magic
Power modifier: ×2
Drive: 0%
Revenge value: 0
Maximum hit count: 1
Guard: No
Finisher: No
Description: Releases a shock wave while changing form. Invincible during use; can also deflect enemy attacks.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: TRINITY LIMIT

The trio's power eradicates all enemies.

Obtained: Olympus Coliseum episode 1; defeat Pete (second)
Invocation: Trinity
AP: 5
MP: All remaining
Limit gauge: 3 seconds

The trio version is used when Sora, Donald and Goofy are fighting together; otherwise the solo version is used. The trio version allows you to select any of three commands once; an already-selected command changes to Begin Combo. Begin Combo draws in enemies and deals high amounts of damage, so is most effective against a group of enemies. The maximum hit count increases with each use.

On the other hand, the solo version launches a concentrated attack on a single enemy and deals great damage to it. Normally Break can be used up to twice, but equipping the support ability Combination Boost allows it to be used up to three times.

[Caption: Sora, Donald and Goofy attack the Volcanic Lord and a Soldier with Begin Combo] Begin Combo: A finisher in which the trio raise their weapons and engulf their enemies with light, dealing damage many times over.

ATTACK SEQUENCE
---------------
TRIO

1. Ground/air: Trinity

2. THE FOLLOWING TECHNIQUES CAN BE USED ONE AT A TIME
   - Triangle: Major Drive
   - Square: Ultima
   - X: Break

3. PRESS A BUTTON THAT WAS ALREADY USED
   - Begin Combo

SOLO

1. Ground/air: Trinity

-AUTOMATICALLY USES BREAK WHEN ACTIVATED-

2. THE FOLLOWING TECHNIQUE CAN BE USED FREELY
   - Triangle: Break

TECHNIQUES
----------
BREAK (TRIO)
Type: Physical
Stat: —
Power modifier: ×0
Revenge value: 0
Maximum hit count: Unlimited
Finisher: No
Description: The party attacks repeatedly with their weapons.

ULTIMA
Type: Physical
Stat: —
Power modifier: ×0
Revenge value: 0
Maximum hit count: Unlimited
Finisher: No
Description: Unleashes a shower of sparks around the party.

MAJOR DRIVE
Type: Physical
Stat: —
Power modifier: ×0
Revenge value: 0
Maximum hit count: Unlimited
Finisher: No
Description: Scatters yellow orbs in a roughly forward (and changeable) direction.

BEGIN COMBO
Type: Physical
Stat: Strength
Power modifier:
 - All except final: ×0.01
 - Final: ×10
Revenge value: 0
Maximum hit count: Unlimited
Finisher:
 - All except final: No
 - Final: Yes
Description: Draws in enemies and deals damage to them.

BREAK (SOLO)
Type: Physical
Stat: Strength
Power modifier [OG]:
 - All except charge: ×0.01
 - Charge: ×5
Power modifier [FM]:
 - Hits 1–8: ×0.25
 - Hit 9: ×0.5
 - Charge: ×3
Revenge value: 0
Maximum hit count:
 - All except charge: 9 [?]
 - Charge: 1
Finisher:
 - All except charge: No
 - Charge: Yes
Description: Sora charges the enemy with his weapon nine times.

(Ultimania says nine; this seems to exclude the final charge, but I'm not completely sure. Check later.)

SECRET NO. 8: TRINITY LIMIT'S GRADUAL POWER INCREASE
----------------------------------------------------
When using Trinity Limit (trio), the finisher Begin Combo's hit count is determined as follows. 最低でも[previous maximum hit count + 1]回の攻撃をくり出すため, 連携の途中で敵を全滅させないかぎりはmaximum hit countが更新され, 使うたびに強くなっていくのだ.

TRINITY LIMIT STRUCTURE

1. Use Trinity
2a. Use any of Break, Ultima or Major Drive, and Begin Combo appears in its place
2b. 直前に使った[Break][Ultima][Major Drive]のhit数の合計(画面には表示されない)と, {Trinity Limit}の過去のmaximum hit countのうち, 多いほうが[Break][Begin Combo]の[攻撃回数]になる
* BEGIN COMBO (Steps 3 & 4)
3. 威力補正が[×0.01]の攻撃を[攻撃回数]分くり返す. 攻撃が当たる相手は, 攻撃1回ごとにランダムで決まる
4. 威力補正が[×10.0]の攻撃を, 敵全員に1回ずつくり出す

EXAMPLE
1. 3体の敵に, 過去のmaximum hit countが100になっている{Trinity Limit}を使う
2a. [Break](30 hit)と[Ultima](25 hit)を使ったあと, [Begin Combo]を出す
* Hit countはあくまで一例
2b. [Break]と[Ultima]のhit数の合計(55)よりも, {Trinity Limit}の過去のmaximum hit count(100)のほうが多いので, [Begin Combo]の[攻撃回数]は100になる
* BEGIN COMBO (Steps 3 & 4)
3. 威力補正が[×0.01]の攻撃を100回くり出し, hit数が100になる
4. 威力補正が[×10.0]の攻撃を敵全員にくり出す. 敵が3体残っていればhit数が103になり, maximum hit countが更新される

FINAL MIX CHANGES
-----------------
* Previous maximum hit counts no longer affect the hit count of Begin Combo.

(Note: This change was made for international OG and carried over into FM.) 

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

MAGIC

NOTES
* "Any form" and variations mean "any form that can use magic"; this excludes Valor and Limit Forms.

(Check later: weapon attacks for Master and Final Forms.)

FIRE-LINE (FIRE, FIRA, FIRAGA)

MP consumed:
 - OG: 10
 - FM: 12
Type: Fire
Stat: Magic
Guard: No
Finisher: Yes
Power-up: Fire Element
Obtained:
1. Hollow Bastion (episode 1): Defeat enemies in the Bailey.
2. Pride Lands (episode 1): Clear episode 1.
3. Agrabah (episode 2): Defeat Jafar.

Flames revolve around Sora, damaging enemies many times. As the spell is upgraded, both power and hit counts increase, increasing the amount of damage dealt to enemies. Can be incorporated into a ground combo in any form, and into an air combo in Master and Final Forms.

DIAGRAM
1. Flames appear and revolve around Sora (in the centre).
2. The flames vanish after a few revolutions.

FIRE-LINE MAGIC UTILITY
-----------------------
It has a small hitbox; you can either use it when enemies gather together (thus dealing damage to many of them simultaneously), or you can begin a standard Attack combo and use Fire-line magic as a finisher. It's also useful for mobility in a formchange; Final Form is of note as its weapon attacks can deal great amounts of damage to any enemy.

[Caption: Sora casts Fire on a group of Undead Pirates] Chicken Little's finger whistle, which draws in enemies, provides another opportunity to use Fire-line magic.

DISTINCT EFFECTS IN EACH FORM
-----------------------------
NORMAL: Movement is impossible while the flames revolve around you. Each power-up increases attack range and maximum hit count.

FIRE
Power modifier [OG]:
 - Standard: ×0.5 → ×0.5 → ×1
 - Finish: ×0.5 → ×0.5 → ×2
Power modifier [FM]:
 - Standard: ×0.5 → ×0.5 → ×1.5
 - Finish: ×0.5 → ×0.5 → ×2.75
Drive: 4% → 4% → 4%
Revenge value: ?
Maximum hit count: 3

FIRA
Power modifier [OG]:
 - Standard: ×0.5 → ×0.5 → ×0.5 → ×1
 - Finish: ×0.5 → ×0.5 → ×0.5 → ×2
Power modifier [FM]:
 - Standard: ×0.5 → ×0.5 → ×0.5 → ×1.5
 - Finish: ×0.5 → ×0.5 → ×0.5 → ×3
Drive: 4% → 3% → 1% → 4%
Revenge value: ?
Maximum hit count: 4

FIRAGA
Power modifier [OG]:
 - Standard: ×0.5 → ×0.5 → ×0.5 → ×0.5 → ×1
 - Finish: ×0.5 → ×0.5 → ×0.5 → ×0.5 → ×2
Power modifier [FM]:
 - Standard: ×0.5 → ×0.5 → ×0.5 → ×0.5 → ×1.75
 - Finish: ×0.5 → ×0.5 → ×0.5 → ×0.5 → ×3.5
Drive: 3% → 1% → 3% → 1% → 4%
Revenge value: 3 → 1 → 3 → 1 → 4
 - Standard: 0 → 0 → 0 → 0 → 1
 - Finish: 0 → 0 → 0 → 0 → 3
Maximum hit count: 5

WISDOM: Automatically moves forward (or in the direction of a locked-on enemy) as the flames spin. Somewhat stronger.

FIRE
Power modifier [OG]:
 - Standard: ×1 → ×1
 - Finish: ×1 → ×2
Power modifier [FM]:
 - Standard: ×1 → ×1.5
 - Finish: ×1.5 → ×2.25
Form [OG]:
 - Standard: 0.66 seconds → 0.66 seconds
 - Finish: 0.66 seconds → 1.32 seconds
Form [FM]:
 - Standard: 0.5 seconds → 0.75 seconds
 - Finish: 0.75 seconds → 1.25 seconds
Revenge value: ?
Maximum hit count: 2

FIRA
Power modifier [OG]:
 - Standard: ×1 → ×0.5 → ×1
 - Finish: ×1.5 → ×0.65 → ×1.5
Power modifier [FM]:
 - Standard: ×1 → ×0.5 → ×1.5
 - Finish: ×1.5 → ×0.75 → ×2.25
Form [OG]:
 - Standard: 0.66 seconds → 0.32 seconds → 0.66 seconds
 - Finish: 1 second → 0.42 seconds → 1 second
Form [FM]:
 - Standard: 0.5 seconds → 0.25 seconds → 0.25 seconds
 - Finish: 0.75 seconds → 0.5 seconds → 1.25 seconds
Revenge value: ?
Maximum hit count: 3

FIRAGA
Power modifier [OG]:
 - Standard: ×1 → ×0.5 → ×0.5 → ×1
 - Finish: ×1.5 → ×0.65 → ×0.65 → ×1.5
Power modifier [FM]:
 - Standard: ×1 → ×0.5 → ×0.75 → ×1.5
 - Finish: ×1.5 → ×0.75 → ×1 → ×2.25
Form [OG]:
 - Standard: 0.66 seconds → 0.42 seconds → 0.42 seconds → 0.66 seconds
 - Finish: 1 second → 0.42 seconds → 0.42 seconds → 1 second
Form [FM]:
 - Standard: 0.5 seconds → 0.25 seconds → 0.25 seconds → 0.75 seconds
 - Finish: 0.75 seconds → 0.25 seconds → 0.5 seconds → 1.25 seconds
Revenge value:
 - Standard: 0 → 0 → 0 → 2
 - Finish: 0 → 0 → 0 → 3
Maximum hit count: 4
Note: Standard version prevents forced counteractions.

MASTER: Sora quickly moves forward (in the direction of the lock-on reticule), and deals damage in sequence: weapon → fire → weapon.

FIRE
Power modifier:
 - Fire: ×2
 - Weapon: ×0.33 → ×0.5
Form [OG]:
 - Fire: 1.32 seconds
 - Weapon: 0.38 seconds → 0.6 seconds
Form [FM]:
 - Fire: 2 seconds
 - Weapon: 0.38 seconds → 0.6 seconds
Revenge value: ?
Maximum hit count:
 - Fire: 1 [check later]
 - Weapon: 2

FIRA
Power modifier:
 - Fire: ×2.4
 - Weapon: ×0.33 → ×0.5
Form [OG]:
 - Fire: 1.6 seconds
 - Weapon: 0.38 seconds → 0.6 seconds
Form [FM]:
 - Fire: 2.25 seconds
 - Weapon: 0.38 seconds → 0.6 seconds
Revenge value: ?
Maximum hit count:
 - Fire: 1 [check later]
 - Weapon: 2

FIRAGA
Power modifier:
 - Fire: ×3
 - Weapon: ×0.33 → ×0.5
Form [OG]:
 - Fire: 2 seconds
 - Weapon: 0.38 seconds → 0.6 seconds
Form [FM]:
 - Fire: 3 seconds
 - Weapon: 0.38 seconds → 0.6 seconds
Revenge value:
 - Fire: 2.5
 - Weapon: 0
Maximum hit count:
 - Fire: 1 [check later]
 - Weapon: 2

FINAL: The weapons behind Sora attack his surroundings simultaneously.

FIRA
Power modifier:
 - Fire:
   - Standard: ×1 → ×0.5 → ×1
   - Finish: ×1.5 → ×0.65 → ×1.5
 - Weapon: (×0.2 → ×2) × 3
Form [OG]:
 - Fire:
   - Standard: 0.66 seconds → 0.32 seconds → 0.66 seconds
   - Finish: 1 second → 0.42 seconds → 1 second
 - Weapon: (0.24 seconds → 2.4 seconds) × 3
Form [FM]:
 - Fire:
   - Standard: 1 second → 0.5 seconds → 1 second
   - Finish: 1.5 seconds → 0.5 seconds → 1.5 seconds
 - Weapon: (0.24 seconds → 2.4 seconds) × 3
Revenge value: ?
Maximum hit count:
 - Fire: 3
 - Weapon: 6

FIRAGA
Power modifier:
 - Fire:
   - Standard: ×1 → ×0.5 → ×0.5 → ×1
   - Finish: ×1.5 → ×0.65 → ×0.65 → ×1.5
 - Weapon: (×0.2 → ×2) × 3
Form [OG]:
 - Fire:
   - Standard: 0.66 seconds → 0.32 seconds → 0.32 seconds → 0.66 seconds
   - Finish: 1 second → 0.42 seconds → 0.42 seconds → 1 second
 - Weapon: (0.24 seconds → 2.4 seconds) × 3
Form [FM]:
 - Fire:
   - Standard: 1 second → 0.5 seconds → 0.5 seconds → 1 second
   - Finish: 1.5 seconds → 0.5 seconds → 0.5 seconds → 1.5 seconds
 - Weapon: (0.24 seconds → 2.4 seconds) × 3
Revenge value:
 - Fire:
   - Standard: 0 → 0 → 0 → 2.5
   - Finish: 0 → 0 → 0 → 3.5
 - Weapon: 0
Maximum hit count:
 - Fire: 4
 - Weapon: 6

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BLIZZARD-LINE (BLIZZARD, BLIZZARA, BLIZZAGA)

MP consumed:
 - OG: 12
 - FM: 15
Type: Blizzard
Stat: Magic
Guard: No
Finisher: Yes
Power-up: Blizzard Element
Obtained:
1. Hollow Bastion (episode 1): Visit Merlin's House.
2. Hollow Bastion (episode 2): Defeat Demyx.
3. Atlantica (episode 5): Clear episode 5.

Shoots ice crystals directly forward (in the direction of a locked-on enemy or object, if possible). The ice pierces through enemies, and the spell's power increases when upgraded. Can be incorporated into a ground combo in any form (and into an air combo in Master and Final Forms); the exact nature of the combo finisher differs between forms.

DIAGRAM
1. Shoots ice forward with the Keyblade.
2. The ice vanishes after travelling a certain distance or if it hits an obstacle.

BLIZZARD-LINE MAGIC UTILITY
---------------------------
Can be used to safely attack enemies from afar; in this capacity, you should fire it rapidly. Wisdom Form combo finishers and Master Form attacks fire multiple ice projectiles simultaneously, but each projectile has low power and rarely do all of them strike the same enemy; use another attack when there aren't many enemies around.

[Caption: Sora casts Blizzard at an Assault Rider] Remember to equip Magic Lock-On if attacking an enemy from afar.

DISTINCT EFFECTS IN EACH FORM
-----------------------------
NORMAL: Shoots a single ice crystal forward. The combo finisher is more powerful, but takes longer to fire. When used in the air, it takes significantly longer to fire, and can't be used in a combo (and aborts active combos).

BLIZZARD
Power modifier [OG]:
 - Standard: ×2
 - Finish: ×3
Power modifier [FM]:
 - Standard: ×2.5
 - Finish: ×3.75
Drive: 6%
Revenge value: ?
Maximum hit count: 1

BLIZZARA
Power modifier [OG]:
 - Standard: ×2.4
 - Finish: ×3.6
Power modifier [FM]:
 - Standard: ×3
 - Finish: ×4.5
Drive: 6%
Revenge value: ?
Maximum hit count: 1

BLIZZAGA
Power modifier [OG]:
 - Standard: ×3
 - Finish: ×4.5
Power modifier [FM]:
 - Standard: ×3.75
 - Finish: ×5.5
Drive: 6%
Revenge value:
 - Standard: 2
 - Finish: 4
Maximum hit count: 1
Note: Finisher prevents forced counteractions. (Note: Apparently this doesn't work in the PS4 version.)

WISDOM: You can move quickly and attack simultaneously. The standard version only fires one ice crystal; the combo finisher fires five ice crystals to both sides, ensnaring surrounding enemies.

BLIZZARD
Power modifier [OG]:
 - Standard: ×2
 - Finish: ×0.65
Power modifier [FM]:
 - Standard: ×2.5
 - Finish: ×1
Form [OG]:
 - Standard: 1.32 seconds
 - Finish: 0.42 seconds
Form [FM]:
 - Standard: 1.5 seconds
 - Finish: 0.5 seconds
Revenge value: ?
Maximum hit count:
 - Standard: 1
 - Finish: 5

BLIZZARA
Power modifier [OG]:
 - Standard: ×2.4
 - Finish: ×0.8
Power modifier [FM]:
 - Standard: ×3
 - Finish: ×1.2
Form [OG]:
 - Standard: 1.6 seconds
 - Finish: 0.52 seconds
Form [FM]:
 - Standard: 1.75 seconds
 - Finish: 0.75 seconds
Revenge value: ?
Maximum hit count:
 - Standard: 1
 - Finish: 5

BLIZZAGA
Power modifier [OG]:
 - Standard: ×3
 - Finish: ×1
Power modifier [FM]:
 - Standard: ×3.75
 - Finish: ×1.5
Form [OG]:
 - Standard: 2 seconds
 - Finish: 0.66 seconds
Form [FM]:
 - Standard: 2.25 seconds
 - Finish: 0.75 seconds
Revenge value:
 - Standard: 2.5
 - Finish: 1
Maximum hit count:
 - Standard: 1
 - Finish: 5

MASTER: Attacks twice with weapon while moving forward (or in the direction of the locked-on target) and fires seven ice crystals in multiple directions. It is wide-ranging, but each projectile has low power.

BLIZZARD
Power modifier:
 - Weapon: ×0.33 → ×0.5
 - Ice: ×0.65
Form [OG]:
 - Weapon: 0.38 seconds → 0.6 seconds
 - Ice: 0.42 seconds
Form [FM]:
 - Weapon: 0.38 seconds → 0.6 seconds
 - Ice: 0.5 seconds
Revenge value: ?
Maximum hit count:
 - Weapon: 2
 - Ice: 7

BLIZZARA
Power modifier:
 - Weapon: ×0.33 → ×0.5
 - Ice: ×0.8
Form [OG]:
 - Weapon: 0.38 seconds → 0.6 seconds
 - Ice: 0.52 seconds
Form [FM]:
 - Weapon: 0.38 seconds → 0.6 seconds
 - Ice: 0.75 seconds
Revenge value: ?
Maximum hit count:
 - Weapon: 2
 - Ice: 7

BLIZZAGA
Power modifier:
 - Weapon: ×0.33 → ×0.5
 - Ice: ×1
Form [OG]:
 - Weapon: 0.38 seconds → 0.6 seconds
 - Ice: 0.66 seconds
Form [FM]:
 - Weapon: 0.38 seconds → 0.6 seconds
 - Ice: 1 second
Revenge value:
 - Weapon: 0
 - Ice: 0.5
Maximum hit count:
 - Weapon: 2
 - Ice: 7

FINAL: Can be used while moving in any direction. The standard version fires one projectile from each shoulder weapon simultaneously, while the combo finisher fires a total of six projectiles in the following order: right → left → right → left → left and right simultaneously.

BLIZZARA
Power modifier: ×1.2
Form:
 - OG: 0.8 seconds
 - FM: 1 second
Revenge value: ?
Maximum hit count:
 - Standard: 2
 - Finish: 6

BLIZZAGA
Power modifier: ×1.5
Form [OG]: 1 second
Form [FM]: 1.5 seconds
Revenge value: 1.25
Maximum hit count:
* Standard: 2
* Finish: 6

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

THUNDER-LINE (THUNDER, THUNDARA, THUNDAGA)

MP consumed:
 - OG: 15
 - FM: 18
Type: Thunder
Stat: Magic
Guard: No
Finisher: Yes
Power-up: Thunder Element
Obtained:
1. Olympus Coliseum (episode 1): Defeat the Hydra.
2. The Land of Dragons (episode 2): Defeat the Storm Rider.
3. Pride Lands (episode 2): Defeat the Groundshaker.

Lightning strikes enemies, and the subsequent discharge hits non-targets in range. The spell's power and range increases when upgraded, 基本的に1体の敵には落雷と放電のどちらかしか当たらない. Can be incorporated into a ground combo in any form, and into an air combo in Master and Final Forms.

DIAGRAM
1. Lightning strikes in front of Sora (or on the location of the lock-on reticule).
2. The discharge spreads from the point of impact, ensnaring surrounding enemies.

THUNDER-LINE MAGIC UTILITY
--------------------------
Can be used to safely attack enemies from afar. It consumes more MP than Fire-line and Blizzard-line magic, but you won't have to worry about the location of locked-on enemies when using it, and it can also catch other enemies within range. Use Master Form when focusing on a single target, or Wisdom and Final Forms for extended range.

[Caption: Sora casts Thunder on an enemy in Disney Castle's Courtyard] ほかの敵や障害物に攻撃をさえぎられず, 確実に命中させることができる.

DISTINCT EFFECTS IN EACH FORM
-----------------------------
NORMAL: Raises weapon and calls down a single bolt of lightning. The combo finisher is 1.5× more powerful than the standard version, but takes slightly longer to execute than usual, and its range remains the same.

THUNDER
Power modifier [OG]:
 - Standard: ×2
 - Finish: ×3
Power modifier [FM]:
 - Standard: ×2.5
 - Finish: ×3.75
Drive: 5%
Revenge value: ?
Maximum hit count: 1

THUNDARA
Power modifier [OG]:
 - Standard: ×2.4
 - Finish: ×3.6
Power modifier [FM]:
 - Standard: ×3
 - Finish: ×4.5
Drive: 5%
Revenge value: ?
Maximum hit count: 1

THUNDAGA
Power modifier [OG]:
 - Standard: ×3
 - Finish: ×4.5
Power modifier [FM]:
 - Standard: ×3.75
 - Finish: ×5.5
Drive: 5%
Revenge value: 4
Maximum hit count: 1

WISDOM: The attack's power is the same as in Standard Form, but you can move quickly and attack simultaneously. The other major difference is that the combo finisher calls down four lightning bolts.

THUNDER
Power modifier [OG]:
 - Standard: ×2
 - Finish: ×1.5
Power modifier [FM]:
 - Standard: ×2.5
 - Finish: ×2
Form [OG]:
 - Standard: 1.32 seconds
 - Finish: 1 second
Form [FM]:
 - Standard: 1.5 seconds
 - Finish: 1.25 seconds
Revenge value: ?
Maximum hit count:
 - Standard: 1
 - Finish: 4

THUNDARA
Power modifier [OG]:
 - Standard: ×2.4
 - Finish: ×1.8
Power modifier [FM]:
 - Standard: ×3
 - Finish: ×2.4
Form [OG]:
 - Standard: 1.6 seconds
 - Finish: 1.2 seconds
Form [FM]:
 - Standard: 1.75 seconds
 - Finish: 1.5 seconds
Revenge value: ?
Maximum hit count:
 - Standard: 1
 - Finish: 4

THUNDAGA
Power modifier [OG]:
 - Standard: ×3
 - Finish: ×2.25
Power modifier [FM]:
 - Standard: ×3.75
 - Finish: ×3
Form [OG]:
 - Standard: 2 seconds
 - Finish: 1.5 seconds
Form [FM]:
 - Standard: 2.25 seconds
 - Finish: 1.75 seconds
Revenge value: 4.5
Maximum hit count:
 - Standard: 1
 - Finish: 4

MASTER: Moves to the left (or around a locked-on target) and unleashes a simultaneous lightning and weapon attack four times in succession. Enemies can deflect weapon attacks.

THUNDER
Power modifier:
 - Lightning: ×1
 - Weapon: ×0.25
Form [OG]:
 - Lightning: 0.66 seconds
 - Weapon: 0.3 seconds
Form [FM]:
 - Lightning: 1 second
 - Weapon: 0.3 seconds
Revenge value: ?
Maximum hit count: [check later]
 - Lightning: 2 or 4
 - Weapon: 2 or 4

THUNDARA
Power modifier:
 - Lightning: ×1.2
 - Weapon: ×0.25
Form [OG]:
 - Lightning: 0.8 seconds
 - Weapon: 0.3 seconds
Form [FM]:
 - Lightning: 1 second
 - Weapon: 0.3 seconds
Revenge value: ?
Maximum hit count: [check later]
 - Lightning: 2 or 4
 - Weapon: 2 or 4

THUNDAGA
Power modifier:
 - Lightning: ×1.5
 - Weapon: ×0.25
Form [OG]:
 - Lightning: 1 second
 - Weapon: 0.3 seconds
Form [FM]:
 - Lightning: 1.5 seconds
 - Weapon: 0.3 seconds
Revenge value:
 - Lightning: 0.875
 - Weapon: 0
Maximum hit count: [check later]
 - Lightning: 2 or 4
 - Weapon: 2 or 4

FINAL: Rains down lightning not only in front of Sora (or a locked-on target), but also around him. The standard version calls down three lightning bolts, and the combo finisher calls down eight; the attack has extensive range.

THUNDARA
Power modifier: ×2.4
Form:
 - OG: 1.6 seconds
 - FM: 2.25 seconds
Revenge value: ?
Maximum hit count:
 - Standard: 3
 - Finish: 8

THUNDAGA
Power modifier: ×3
Form:
 - OG: 2 seconds
 - FM: 3 seconds
Revenge value: 1.25
Maximum hit count:
 - Standard: 3
 - Finish: 8

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CURE-LINE (CURE, CURA, CURAGA)

MP consumed: All remaining
Type: —
Stat: Magic
Guard: —
Finisher: —
Power-up: Cure Element
Obtained:
1. Beast's Castle (episode 1): Clear episode 1.
2. Hollow Bastion (episode 2): Reunite with Mickey, Donald and Goofy in the Crystal Fissure.
3. 100 Acre Wood (episode 5): Clear episode 5.

Restores the HP of the selected ally (always Sora when used via shortcut) and other allies in range. Provides invincibility during certain points, and increases in power and range when upgraded.

DIAGRAM
1. Raises the Keyblade. If Leaf Bracer is equipped, all incoming attacks are negated (and deflected, if possible).
2. Restores the HP of the target and nearby allies. All incoming attacks are negated during this action, regardless of whether Leaf Bracer was equipped.

CURE-LINE MAGIC UTILITY
-----------------------
It restores a high amount of HP and consumes all remaining MP, and thus should be utilised differently from recovery items (eg. Potions); in particular, you should use this magic when your allies' health (along with Sora's) is low. In particular, you should use this magic when your allies' health (along with Sora's) is low. Be sure to equip Leaf Bracer so you aren't interrupted during use.

[Caption: Sora retreats from Cerberus's Dark Breath] Assign Cure-line magic to a shortcut so you can use it quickly when in trouble.

DISTINCT EFFECTS IN EACH FORM
-----------------------------
NORMAL: Allies recover less HP than the target, and may not recover fully. It takes a while to execute, so be sure to equip Leaf Bracer.

CURE
HP recovered:
 - Target: Magic × 4
 - Others: Magic × 2
Drive: 0%
Revenge value: —

CURA
HP recovered:
 - Target: Magic × 5
 - Others: Magic × 2.5
Drive: 0%
Revenge value: —

CURAGA
HP recovered:
 - Target: Magic × 6
 - Others: Magic × 3
Drive: 0%
Revenge value: —

WISDOM: Recovers twice the amount of HP as Standard Form; you can move in any direction while in use. Its casting time remains the same, so move away from enemies when in use.

CURE
HP recovered:
 - Target: Magic × 8
 - Others: Magic × 4
Form: 0 seconds
Revenge value: —

CURA
HP recovered:
 - Target: Magic × 10
 - Others: Magic × 5
Form: 0 seconds
Revenge value: —

CURAGA
HP recovered:
 - Target: Magic × 12
 - Others: Magic × 6
Form: 0 seconds
Revenge value: —

MASTER: Recovers much more HP and executes faster than Standard Form, and strikes with a weak weapon attack.

CURE
HP recovered: Magic × 30
Power modifier (weapon): ×0.25
Form:
 - Recovery: 0 seconds
 - Weapon: 0.3 seconds
Revenge value: 0

CURA
HP recovered: Magic × 30
Power modifier (weapon): ×0.25
Form:
 - Recovery: 0 seconds
 - Weapon: 0.3 seconds
Revenge value: 0

CURAGA
HP recovered: Magic × 30
Power modifier (weapon): ×0.25
Form:
 - Recovery: 0 seconds
 - Weapon: 0.3 seconds
Revenge value: 0

FINAL: Recovers a lot of HP and executes quickly, and can move around while in use; in addition, the ability Auto Assault enables multiple automatic weapon attacks than can deal great damage.

CURA
HP recovered: Magic × 30
Power modifier (weapon): (×0.2 → ×2) × 3
Form:
 - Recovery: 0 seconds
 - Weapon: (0.24 seconds → 2.4 seconds) × 3
Revenge value: 0

CURAGA
HP recovered: Magic × 30
Power modifier (weapon): (×0.2 → ×2) × 3
Form:
 - Recovery: 0 seconds
 - Weapon: (0.24 seconds → 2.4 seconds) × 3
Revenge value: 0

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MAGNET-LINE (MAGNET, MAGNERA, MAGNEGA)

MP consumed: 30
Type: Neutral
Stat: Magic
Guard: No
Finisher: Yes
Power-up: Magnet Element
Obtained:
1. Halloween Town (episode 1): Clear episode 1.
2. Port Royal (episode 2): Defeat the Grim Reaper (second).
3. The World That Never Was: Defeat Xigbar [OG] / Luxord [FM].

Generates a magnetic field in the air, which pulls in and deals damage to nearby enemies (some enemies are immune, whether inherently or due to being in a certain state). Cannot be incorporated into a combo. The spell's duration, range and power increases as it powers up.

DIAGRAM
1. Generates a magnetic field above Sora's head (or a locked-on enemy).
2. Pulls in nearby enemies and stops moving until the magnetic field disappears.
3. Deals continuous damage at a steady pace (depending on Sora's current form) to enemies in contact with the field.

MAGNET-LINE MAGIC UTILITY
-------------------------
Use this when facing a multitude of and/or rushing enemies to stop them and attack while they're bound. For maximum damage, use it in Final Form; however, using it in Master Form deals more damage to immune enemies.

[Caption: Sora's Magnet spell ensnares a group of Crimson Jazzes] Magnet-line magic gives you the initiative against continuously-attacking enemies like Crimson Jazzes and Hot Rods.

DISTINCT EFFECTS IN EACH FORM
-----------------------------
NORMAL: Each stage of the spell generates a magnetic field that lasts for a certain period of time; Magnet lasts for 3 seconds, Magnera lasts for 3.4 seconds, and Magnega lasts for 3.8 seconds. Usually, damage is only dealt once (when the enemy is initially pulled in), but certain exceptions exist (see p. 686).

MAGNET
Power modifier: ×1
Drive: 5%
Revenge value: ?
Maximum hit count: 1

MAGNERA
Power modifier:
 - OG: ×1.2
 - FM: ×1
Drive: 5%
Revenge value: ?
Maximum hit count: 1

MAGNEGA
Power modifier:
 - OG: ×1.5
 - FM: ×1
Drive: 5%
Revenge value: 4.5
Maximum hit count: 1

WISDOM: The magnetic field lasts for as long as in Standard Form, but it can deal damage 3–5 times; as such, a single use can greatly reduce enemies' HP.

MAGNET
Power modifier: ×0.5
Form:
 - OG: 0.32 seconds
 - FM: 0.25 seconds
Revenge value: ?
Maximum hit count: 3–5

MAGNERA
Power modifier:
 - OG: ×0.6
 - FM: ×0.5
Form:
 - OG: 0.4 seconds
 - FM: 0.25 seconds
Revenge value: ?
Maximum hit count: 3–5

MAGNEGA
Power modifier:
 - OG: ×0.75
 - FM: ×0.5
Form:
 - OG: 0.5 seconds
 - FM: 0.25 seconds
Revenge value:
 - Pull-in: 4.5
 - Knockback: 1
Maximum hit count: 3–5

MASTER: Generates a magnetic field while attacking twice with weapons. The magnetic field lasts 1.8 times longer than in Standard Form.

MAGNET
Power modifier:
 - Weapon: ×0.25
 - Magnetic field:
   - Pull-in: ×0.5
   - Knockback: ×1
Form [OG]:
 - Weapon: 0.3 seconds
 - Magnetic field:
   - Pull-in: 0.32 seconds
   - Knockback: 0.66 seconds
Form [FM]:
 - Weapon: 0.3 seconds
 - Magnetic field:
   - Pull-in: 0.5 seconds
   - Knockback: 1 second
Revenge value: ?
Maximum hit count:
 - Weapon: 2
 - Magnetic field:
   - Pull-in: 1
   - Knockback: ?

MAGNERA
Power modifier [OG]:
 - Weapon: ×0.25
 - Magnetic field:
   - Pull-in: ×0.6
   - Knockback: ×1.2
Power modifier [FM]:
 - Weapon: ×0.25
 - Magnetic field:
   - Pull-in: ×0.6
   - Knockback: ×1
Form [OG]:
 - Weapon: 0.3 seconds
 - Magnetic field:
   - Pull-in: 0.4 seconds
   - Knockback: 0.8 seconds
Form [FM]:
 - Weapon: 0.3 seconds
 - Magnetic field:
   - Pull-in: 0.5 seconds
   - Knockback: 1 second
Revenge value: ?
Maximum hit count:
 - Weapon: 2
 - Magnetic field:
   - Pull-in: 1
   - Knockback: ?

MAGNEGA
Power modifier [OG]:
 - Weapon: ×0.25
 - Magnetic field:
   - Pull-in: ×0.75
   - Knockback: ×1.5
Power modifier [FM]:
 - Weapon: ×0.25
 - Magnetic field:
   - Pull-in: ×0.75
   - Knockback: ×1
Form [OG]:
 - Weapon: 0.3 seconds
 - Magnetic field:
   - Pull-in: 0.5 seconds
   - Knockback: 1 second
Form [FM]:
 - Weapon: 0.3 seconds
 - Magnetic field:
   - Pull-in: 0.75 seconds
   - Knockback: 1 second
Revenge value:
 - Weapon: 0
 - Magnetic field:
   - Pull-in: 4.5
   - Knockback: 1
Maximum hit count:
 - Weapon: 2
 - Magnetic field:
   - Pull-in: 1
   - Knockback: ?

FINAL: The magnetic field lasts for just over a second, but deals damage 6–7 times in succession. It also instantly pulls in newly dropped prizes (except prize boxes) to Sora.

MAGNERA
Power modifier [OG]:
 - Hit 1: ×1.2
 - Hits 2+: ×0.6
Power modifier [FM]:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Form [OG]:
 - Hit 1: 0.8 seconds
 - Hits 2+: 0.4 seconds
Form [FM]:
 - Hit 1: 1 second
 - Hits 2+: 0.5 seconds
Revenge value: ?
Maximum hit count: 6–7

MAGNEGA
Power modifier [OG]:
 - Hit 1: ×1.5
 - Hits 2+: ×0.75
Power modifier [FM]:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Form:
 - Hit 1: 1 second
 - Hits 2+: 0.5 seconds
Revenge value:
 - Hit 1: 4.5
 - All others except final: 0
 - Final: 3
Maximum hit count: 6–7

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

REFLECT-LINE (REFLECT, REFLERA, REFLEGA)

MP consumed: 10
Type: Neutral
Stat: Magic
Guard: No
Finisher: Yes
Power-up: Reflect Element
Obtained:
1. Timeless River (episode 1); Defeat Pete (fourth).
2. Beast's Castle (episode 2); Defeat Xaldin.
3. Space Paranoids (episode 2); Defeat the MCP.

Generates a barrier that repels enemy attacks and lasts for one second. When an enemy's attack makes contact with the barrier, it explodes (whether or not it was successfully blocked [?]), dealing damage and launching enemies in range. Comboで出すとbarrierを連続で張れるが, そのときはcomboが終わる爆発が起きない.

DIAGRAM
1. A barrier forms around Sora, negating all enemy attacks for its duration.
2. The barrier repels enemies that come in contact and generates several small explosions around it.

REFLECT-LINE MAGIC UTILITY
--------------------------
Repel powerful attacks and multiple enemies with this magic. Unlike Guard, it is instantly effective and can block attacks from behind. You automatically use weapon attacks in Master and Final Forms when casting; in such cases, approach enemies beforehand.

[Caption: Sora defends himself from Dusks and Berserkers with Reflect] Can be used freely and costs a small amount of MP. Quickly use it when you sense danger.

DISTINCT EFFECTS IN EACH FORM
-----------------------------
NORMAL: Generates a barrier on the spot. The explosions have varying maximum hit counts depending on the level of the spell; the final hit deals great damage and launches enemies.

REFLECT
Power modifier [OG]:
 - Explosion: ×0.5
   - Knockback: ×1.5
Power modifier [FM]:
 - Explosion: ×0.5
   - Knockback: ×5.5
Drive:
 - Hit 1: 8%
 - Hits 2+: 2%
Revenge value: ?
Maximum hit count:
 - OG: 3
 - FM: 4

REFLERA
Power modifier [OG]:
 - Explosion: ×0.5
   - Knockback: ×1.6
Power modifier [FM]:
 - Explosion: ×0.5
   - Knockback: ×5.5
Drive:
 - Hit 1: 8%
 - Hits 2+: 2%
Revenge value: ?
Maximum hit count:
 - OG: 4
 - FM: 5

REFLEGA
Power modifier [OG]:
 - Explosion: ×0.5
   - Knockback: ×2
Power modifier [FM]:
 - Explosion: ×0.5
   - Knockback: ×5.5
Drive:
 - Hit 1: 8%
 - Hits 2+: 2%
Revenge value:
 - Explosion: 0
   - Knockback: 3
Maximum hit count:
 - OG: 4
 - FM: 6

WISDOM: The barrier's size and the power of its explosions are the same as in Standard Form. If used while moving, the barrier stretches in the direction of movement (if used while still, you can't move for its duration).

REFLECT
Power modifier [OG]:
 - Explosion: ×0.5
   - Knockback: ×1.5
Power modifier [FM]:
 - Explosion: ×0.5
   - Knockback: ×5.5
Form [OG]:
 - Explosion: 0.32 seconds
   - Knockback: 1 second
Form [FM]:
 - Explosion: 0.25 seconds
   - Knockback: 3.25 seconds
Revenge value: ?
Maximum hit count:
 - OG: 3
 - FM: 4

REFLERA
Power modifier [OG]:
 - Explosion: ×0.5
   - Knockback: ×1.6
Power modifier [FM]:
 - Explosion: ×0.5
   - Knockback: ×5.5
Form [OG]:
 - Explosion: 0.32 seconds
   - Knockback: 1.06 seconds
Form [FM]:
 - Explosion: 0.25 seconds
   - Knockback: 3.25 seconds
Revenge value: ?
Maximum hit count:
 - OG: 4
 - FM: 5

REFLEGA
Power modifier [OG]:
 - Explosion: ×0.5
   - Knockback: ×2
Power modifier [FM]:
 - Explosion: ×0.5
   - Knockback: ×5.5
Form [OG]:
 - Explosion: 0.32 seconds
   - Knockback: 1.32 seconds
Form [FM]:
 - Explosion: 0.25 seconds
   - Knockback: 3.25 seconds
Revenge value:
 - Explosion: 0
   - Knockback: 3
Maximum hit count:
 - OG: 4
 - FM: 6

MASTER: The barrier acts the same as in Standard Form. Weapons are swung five times in succession when the barrier is generated; this attack can be blocked by enemies.

REFLECT
Power modifier [OG]:
 - Explosion: ×0.5
   - Knockback: ×1.5
 - Weapon: ×0.25
Power modifier [FM]:
 - Explosion: ×0.5
   - Knockback: ×5.5
 - Weapon: ×0.25
Form [OG]:
 - Explosion: 0.32 seconds
   - Knockback: 1 second
 - Weapon: 0.3 seconds
Form [FM]:
 - Explosion: 0.5 seconds
   - Knockback: 5.5 seconds
 - Weapon: 0.3 seconds
Revenge value: ?
Maximum hit count:
 - Explosion:
   - OG: 3
   - FM: 4
 - Weapon: 5

REFLERA
Power modifier [OG]:
 - Explosion: ×0.5
   - Knockback: ×1.6
 - Weapon: ×0.25
Power modifier [FM]:
 - Explosion: ×0.5
   - Knockback: ×5.5
 - Weapon: ×0.25
Form [OG]:
 - Explosion: 0.32 seconds
   - Knockback: 1.06 seconds
 - Weapon: 0.3 seconds
Form [FM]:
 - Explosion: 0.5 seconds
   - Knockback: 5.5 seconds
 - Weapon: 0.3 seconds
Revenge value: ?
Maximum hit count:
 - Explosion:
   - OG: 4
   - FM: 5
 - Weapon: 5

REFLEGA
Power modifier [OG]:
 - Explosion: ×0.5
   - Knockback: ×2
 - Weapon: ×0.25
Power modifier [FM]:
 - Explosion: ×0.5
   - Knockback: ×5.5
 - Weapon: ×0.25
Form [OG]:
 - Explosion: 0.32 seconds
   - Knockback: 1.32 seconds
 - Weapon: 0.3 seconds
Form [FM]:
 - Explosion: 0.5 seconds
   - Knockback: 5.5 seconds
 - Weapon: 0.3 seconds
Revenge value:
 - Explosion: 0
   - Knockback: 3
 - Weapon: ?
Maximum hit count:
 - Explosion:
   - OG: 4
   - FM: 6
 - Weapon: 5

FINAL: You can move in any direction while the spell is in use (unlike other forms). Furthermore, when a barrier is generated, weapons attack six times through the ability Auto Assault.

REFLERA
Power modifier [OG]:
 - Explosion: ×0.5
   - Knockback: ×1.6
 - Weapon: (×0.2 → ×2) × 3
Power modifier [FM]:
 - Explosion: ×0.5
   - Knockback: ×5.5
 - Weapon: (×0.2 → ×2) × 3
Form [OG]:
 - Explosion: 0.32 seconds
   - Knockback: 1.06 seconds
 - Weapon: (0.24 seconds → 2.4 seconds) × 3
Form [FM]:
 - Explosion: 0.5 seconds
   - Knockback: 5.5 seconds
 - Weapon: (0.24 seconds → 2.4 seconds) × 3
Revenge value: ?
Maximum hit count:
 - Explosion:
   - OG: 4
   - FM: 5
 - Weapon: 6

REFLEGA
Power modifier [OG]:
 - Explosion: ×0.5
   - Knockback: ×2
 - Weapon: (×0.2 → ×2) × 3
Power modifier [FM]:
 - Explosion: ×0.5
   - Knockback: ×5.5
 - Weapon: (×0.2 → ×2) × 3
Form [OG]:
 - Explosion: 0.32 seconds
   - Knockback: 1.32 seconds
 - Weapon: (0.24 seconds → 2.4 seconds) × 3
Form [FM]:
 - Explosion: 0.5 seconds
   - Knockback: 5.5 seconds
 - Weapon: (0.24 seconds → 2.4 seconds) × 3
Revenge value:
 - Explosion: 0
   - Knockback: 3
 - Weapon: 0
Maximum hit count:
 - Explosion:
   - OG: 4
   - FM: 6
 - Weapon: 6

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

FORMCHANGES

VALOR FORM

Obtained: Twilight Town episode 0 (Tower: Wardrobe); obtain new clothes from the three fairies.
Drive gauges consumed: 3
Required allies: Goofy

A form that specialises in weapon attacks and can dual-wield Keyblades; it also allows you to run faster and jump higher. You can't use magic while so transformed, so it may struggle against certain enemies.

MAIN CHANGES
------------
* Dual-wields in battle with equipped sub-weapon.
* Runs and jumps at 1.4× Standard Form's speed.
* Jump height at Level 1 is 1.3× Standard Form's (maximum 3.2× at Level MAX).
* Ground and air combo length is increased by 1.
* Cannot use magic.

GROWTH ABILITY
--------------
HIGH JUMP
AP: 2

Once Valor Form reaches Level 3, you can use High Jump in Standard Form, but its slower speed compared to Valor Form means it's only at about 70% potency when compared to the figures below.

LEVEL           HEIGHT   DISTANCE
Standard Jump   1        1
Level 1         1.3      1.7
Level 2         1.7      1.9
Level 3         2.1      2.1
Level MAX       3.2      2.4
* Height and distance are compared to standard Jump's length unit of 1.

SUPPORT ABILITIES
-----------------
Equipped with Standard Form support abilities in addition to the following.

NAME             EFFECT
Synch Blade      Equips two Keyblades and dual-wields in battle
Combo Plus       Increases maximum ground combo length by 1
Air Combo Plus   Increases maximum air combo length by 1

FORM LEVEL
----------
Gains experience by hitting enemies with an attack.
* Gains 1 EXP per hit.
* Includes reaction commands and skateboard attacks.
* Excludes the shock wave emitted by Formchange Attack.

LEVEL   EXPERIENCE [OG/FM]   REWARDS (STANDARD)   REWARDS (VALOR)
1       0                    —                    High Jump LV1
2       100/80               Auto Valor           Form gauge +1
3       400/240              High Jump LV1        Form gauge +1, High Jump LV2
4       760/520              Combo Plus           Form gauge +1
5       1210/968             High Jump LV2        Form gauge +1, High Jump LV3
6       1750/1528            Combo Plus           Form gauge +1
7       2500/2200            High Jump LV3        Form gauge +1, High Jump MAX

NON-ATTACK ACTION ABILITIES
---------------------------
NAME           EFFECT
Omega Finale   Pressing the Square button during a combo unleashes a finisher; Brave Shot on the ground and Sonic Strike in the air

HOW TO FIGHT WHEN IN VALOR FORM
-------------------------------
In Standard Form, you can usually complete a full Attack combo, but some enemies are likely to retaliate midway through. Valor Form allows you to instantly execute a finisher during a combo by pressing Square; Square buttonの連打でOver the Horizon → Sonic Strikeの順に攻撃し, すばやく大damageを与えていくのがオススメだ.

[Caption 1: Sora attacks an Assault Rider] 間合いを詰めてからSquare buttonを連打するだけで, つぎつぎと敵を倒していける.

TECHNIQUES
----------
BASIC TECHNIQUES

VALOR GROUND VERTICAL SWING
Type: Physical
Stat: Strength
Power modifier: ×0.5 → ×0.65
Form: 0.6 seconds → 0.78 seconds
Revenge value: 0.5 → 0.5
Maximum hit count: 2
Guard: Yes (repel)
Finisher: No → Yes
Description: Groundで敵が近くにいると出るtechnique. 両手の武器を交互に振り下ろして攻撃する

VALOR GROUND HORIZONTAL SWING
Type: Physical
Stat: Strength
Power modifier: ×0.25
Form: 0.3 seconds
Revenge value: 0 → 0 → 0.5 → 0.5
Maximum hit count: 4
Guard: Yes (repel)
Finisher: No → No → Yes → Yes
Description: Groundで複数の敵が近くにいると出るtechnique. 両手の武器を合計4回に渡って連続で振りまわす

VALOR GROUND THRUST
Type: Physical
Stat: Strength
Power modifier: ×0.5 → ×0.25 → ×0.5
Form: 0.6 seconds → 0.3 seconds → 0.6 seconds
Revenge value: ×0.00 → ×0.00 → ×0.00
Maximum hit count: 3
Guard: Yes (negate) → Yes (repel) → Yes (repel)
Finisher: No → Yes → Yes
Description: Groundで敵が少し遠くにいると出るtechnique. 近づきながら武器で突き, さらに両手の武器を横へ払う

VALOR AIR HORIZONTAL-VERTICAL SWING
Type: Physical
Stat: Strength
Power modifier: ×0.5
Form: 0.6 seconds
Revenge value: 0 → 0.75 → 0.75
Maximum hit count: 3
Guard: Yes (repel)
Finisher: No → Yes → Yes
Description: Groundで敵が頭上にいるときか, air comboに出るtechnique. 右手の武器を振り上げたあと, 両手の武器を横へ払う

VALOR AIR UP-DOWN SWING
Type: Physical
Stat: Strength
Power modifier: ×0.65
Form: 0.78 seconds
Revenge value: 0.75
Maximum hit count: 2
Guard: Yes (repel)
Finisher: No → Yes
Description: Airにいると出るtechnique. 右手の武器を振り上げ, さらに左手の武器を振り下ろす

ABILITY TECHNIQUES

BRAVE SHOT
Type: Physical
Stat: Strength
Power modifier:
 - Weapon: ×1.5
 - Shock wave: ×1.5
Form:
 - Weapon: 1.8 seconds
 - Shock wave: 1.8 seconds
Revenge value:
 - Weapon: 1.5
 - Shock wave: 1.5
Maximum hit count:
 - Weapon: 1
 - Shock wave: 1
Guard:
 - Weapon: Yes (negate)
 - Shock wave: No
Finisher: Yes
Description: Ground combo finisher. 軽く跳んでから武器を振り下ろし, 衝撃波で敵を上に吹き飛ばす

BRAVE BEAT
Type: Physical
Stat: Strength
Power modifier: ×0.25 → ×0.25 → ×0.25 → ×0.25 → ×1 → ×1
Form: 0.3 seconds → 0.3 seconds → 0.3 seconds → 0.3 seconds → 1.2 seconds → 1.2 seconds
Revenge value: 0 → 0 → 0 → 0 → 3 → 3
Maximum hit count: 6
Guard: Yes (negate)
Finisher: Yes
Description: 復数の敵が近くにいると出るground combo finisher. 横に2回転しながら武器を振りまわす

SONIC STRIKE
Type: Physical
Stat: Strength
Power modifier:
 - Horizontal swing: ×0.5
 - Thrust: ×2.5
Form:
 - Horizontal swing: 0.6 seconds
 - Thrust: 3 seconds
Revenge value:
 - Horizontal swing: 0
 - Thrust: 3.5
Maximum hit count:
 - Horizontal swing: 1
 - Thrust: 1
Guard:
 - Horizontal swing: Yes (negate)
 - Thrust: No
Finisher: Yes
Description: 復数の敵が近くにいると出る, air combo finisher. 敵の背後まですばやく移動しながら横振り→突きの順に攻撃する

SONIC END
Type: Physical
Stat: Strength
Power modifier: ×0.25 → ×0.25 → ×0.25 → ×0.25 → ×1 → ×1
Form: 0.3 seconds → 0.3 seconds → 0.3 seconds → 0.3 seconds → 1.2 seconds → 1.2 seconds
Revenge value: 0 → 0 → 0 → 0 → 1.75 → 1.75
Maximum hit count: 6
Guard: Yes (negate)
Finisher: Yes
Description: Air combo finisher. 両手の武器を何度も斜めに振って攻撃する

OVER THE HORIZON
Type: Physical
Stat: Strength
Power modifier: ×0.65
Form: 0.78 seconds
Revenge value: 0.75
Maximum hit count: 2
Guard: Yes (repel)
Finisher: No → Yes
Description: Technique used when Square is pressed while on the ground. 前方に跳びながら右手の武器を振り上げ, さらに左手の武器を振り下ろす

RETALIATING SLASH
Type: Physical
Stat: Strength
Power modifier: ×0.5
Form: 0.6 seconds
Revenge value: 0 → 0.75 → 0.75
Maximum hit count: 3
Guard: Yes (repel)
Finisher: No → Yes → Yes
Description: 吹き飛び中にSquare buttonを押すと出るtechnique. Airで体勢を立て直し, 武器を3回振って攻撃する

[Caption 1: Sora attacks the Dark Thorn with Brave Shot] Brave Shot: 武器で攻撃しながら前方へ衝撃波を走らせ, 敵そ上に吹き飛ばす. 衝撃波を発するまでのスキがやや大きい.
[Caption 2: Sora attacks Pete with Brave Beat] Brave Beat: Groundで武器を横に振りながら1回転したあと, 前方に浮かび上がりつつ武器を大きく振りまわして広範囲に攻撃.
[Caption 3: Sora attacks the Hydra with Sonic Strike] Sonic Strike: 武器をかまえたのち, すばやい動きで突進. 敵に攻撃を弾き返きれないうえ, 対象の背後にいる敵もめる.
[Caption 4: Sora attacks Bolt Towers with Retaliating Slash] Retaliating Slash: Standard Formで使ったときとちがい,  2–3段目では武器を横に振るため, groundにいる敵には当たりにくい.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

WISDOM FORM

Obtained: Clear Disney Castle episode 1.
Drive gauges consumed: 3
Required allies: Donald

A form that specialises in magic; it is much more efficient than Standard Form at using magic. A significant change comes in the form of the basic attack becoming a projectile attack; it's not as powerful (per shot), but allows you to hit distant enemies. Its growth ability Quick Run is useful for moving quickly and dodging enemy attacks.

MAIN CHANGES
------------
* Attack changes to Shoot.
* Slides along the ground.
* Can use techniques, magic and items while moving.
* Moves at 1.4× Standard Form's speed.
* Enhances magic and executes actions more quickly.
* Ground combo length is increased by 1.
* Cannot use air combos.

GROWTH ABILITY
--------------
QUICK RUN
AP: 2

Pressing Square while holding the left stick in a given direction will enact a low-altitude hovering dash in that direction (it stops when Square is released); you can't do anything else while moving, but you can use aerial moves and magic just before landing. It can also be used to avoid enemy attacks, as you're invincible at the moment you start moving (ie. when Sora's figure appears to blur).

LEVEL           DISTANCE   INVINCIBILITY (SECONDS)
Standard Jump   1          —
Level 1         1.5        —
Level 2         1.9        0.3
Level 3 [OG]    2.2        0.4
Level 3 [FM]    2.8        0.4
Level MAX       3.7        0.5
* Distance is compared to standard Jump's length unit of 1.

(Note: If Dodge Roll and Quick Run are equipped simultaneously, tap for Dodge Roll and hold for Quick Run.)

SUPPORT ABILITIES
-----------------
Equipped with Standard Form support abilities in addition to the following.

NAME         EFFECT
Combo Plus   Increases maximum ground combo length by 1
MP Hastega   MP Charge's speed increases by 2×

FORM LEVEL
----------
Gains experience by defeating Heartless.
* Gains 1 EXP for each one defeated.
* Includes reaction commands and skateboard attacks.
* Excludes the shock wave emitted by Formchange Attack.

LEVEL   EXPERIENCE [OG/FM]   REWARDS (STANDARD)   REWARDS (WISDOM)
1       0                    —                    Quick Run LV1
2       20/12                Auto Wisdom          Form gauge +1
3       80/36                Quick Run LV1        Form gauge +1, Quick Run LV2
4       152/84               MP Rage              Form gauge +1
5       242/160              Quick Run LV2        Form gauge +1, Quick Run LV3
6       350/293              MP Haste             Form gauge +1
7       500/450              Quick Run LV3        Form gauge +1, Quick Run MAX

NON-ATTACK ACTION ABILITIES
---------------------------
NAME            EFFECT
Wisdom Shot     Attack command changes to Shoot
Mobile Action   Can attack and use items while moving
Magic Haste     Casts magic more quickly compared to Standard Form
Magic Spice     Magic combo finishers are more powerful compared to Standard Form

HOW TO FIGHT WHEN IN WISDOM FORM
--------------------------------
Take advantage of this Form's characteristics by attacking with magic as much as possible. Shotで攻撃しながら敵に近づき, combo finishでのみmagicを使うようにすれば, MPを尽きてしまったら, MP Chargeが終わるまでQuick Runで逃げつつ, 必要に応じてEther, etc.のitemで回復させること.

[Caption 1: Sora attacks enemies with Thunder-line magic] Magicは, 敵の数が少なければ1発ずつ出し, 敵の数が多ければcombo finishで出すといい.

HOW ACTION ABILITIES ENHANCE MAGIC
----------------------------------
Wisdom, Master and Final Forms come with action abilities (see below) that strengthen magic power, increase their range, etc. These altered effects can be seen in the respective magic section (pp. 46–51). Wisdom Form's Magic Spice's description claims that it "Powers up the finishing move of magic combos"; it doesn't mention that it also enhances Magnet-line and Cure-line magic (which can't be incorporated into combos).

[Caption 2: The menu screen highlights Magic Spice] These action abilities cannot be equipped in Standard Form.

ABILITY              FORM     EFFECT
Magic Haste          Wisdom   Enables faster movement
Magic Spice          Wisdom   Enhances magic combo finishers
Master Magic         Master   Enhances magic and enables magic air combos
Crime & Punishment   Final    Enhances magic and enables magic air combos

TECHNIQUES
----------
BASIC TECHNIQUES

GROUND SHOT
Type: Neutral
Stat: Magic
Power modifier:
 - OG: ×0.25
 - FM: ×0.2 → ×0.2 → ×0.25
Form: 0.16 seconds
Revenge value: 0 → 0 → 2.5
Maximum hit count: 3
Guard: No
Finisher: No → No → Yes
Description: Groundにいると出るtechnique. 前方に光の弾を3回連続で撃つ. 弾の軌道は狙った敵の位置に応じて曲がる

GROUND FINISH SHOT
Type: Neutral
Stat: Magic
Power modifier [OG]:
 - Parts 1–2: ×0.25
 - Part 3: ×0.5
Power modifier [FM]:
 - Parts 1–2: ×0.25
 - Part 3: ×1
Form:
 - Parts 1–2: 0.16 seconds
 - Part 3: 0.32 seconds
Revenge value: 0 → 0 → 2.5 → 0 → 0 → 2.5 → 0 → 0 → 4.5
Maximum hit count: 9
Guard: No
Finisher: Yes
Description: Ground combo finisher. 弾の3連射を3回連続で行なう. 3回目の連射では威力が2倍になる

AIR SHOT
Type: Neutral
Stat: Magic
Power modifier:
 - OG: ×0.25
 - FM: ×0.2 → ×0.2 → ×0.25
Form: 0.16 seconds
Revenge value: 0 → 0 → 2.5
Maximum hit count: 3
Guard: No
Finisher: No → No → Yes
Description: Airにいると出るtechnique. 光の弾を3連射する. Groundとちがってcomboで出すことができない

ABILITY TECHNIQUES

RETALIATING SLASH
Type: Neutral
Stat: Magic
Power modifier:
 - OG: ×0.25
 - FM: ×0.2 → ×0.2 → ×0.25
Form: 0.16 seconds
Revenge value: 0 → 0 → 2.5
Maximum hit count: 3
Guard: No
Finisher: No → No → Yes
Description: 吹き飛び中にSquare buttonを押すと出るtechnique. Airで体勢を立て直し, 前方に光の弾を3回連続で撃つ

[Caption 3: Sora attacks Undead Pirates with Ground Shot] Ground Shot: 弾を撃っているあいだは, 向きを変えないまま前後左右の好きな方向ヘ移動することができる.
[Caption 4: Sora attacks enemies with Ground Finish Shot] Ground Finish Shot: [横になった姿勢で3発→軽くjumpして3発→降りぎわに3発]という流れで弾を撃つ.

FM CHANGES
----------
* Removes Combo Plus and adds a second MP Hastega.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT FORM [FM-EX]

Obtained: Clear Twilight Town episode 1.
Drive gauges consumed: 4
Required allies: None

A form that looks like KH I clothing; the Limit command replaces Magic, allowing you to use certain special techniques. This formchange can be used without allies in the various Underdrome cups (except when the rules explicitly forbid it).

MAIN CHANGES
------------
* Magic changes to Limit.
* Jump height and length is 1.5× Standard Form's.

GROWTH ABILITY
--------------
DODGE ROLL
AP: 3

Pressing Square while holding the left stick in a given direction causes you to roll forward in that direction. It's slightly faster than running and can be used to dodge attacks as you're invincible during the roll.

LEVEL           DISTANCE   INVINCIBILITY (SECONDS)
Standard Jump   1          —
Level 1         1          0.3
Level 2         1          0.5
Level 3         1          0.8
Level MAX       1          1.1
* Distance is compared to standard Jump's length unit of 1.

(Note: If Dodge Roll and Quick Run are equipped simultaneously, tap for Dodge Roll and hold for Quick Run.)

SUPPORT ABILITIES
-----------------
Equipped with Standard Form support abilities in addition to the following.

NAME          EFFECT
HP Gain       Restores Sora's HP when a Limit technique hits an enemy
Draw          Pulls in prizes and expands collection range
Lucky Lucky   Increases prize box drop chances by 1.5×
MP Rage       Restores MP when damaged
MP Haste      MP Charge's speed increases by 1.25×

FORM LEVEL
----------
Gains experience by using any of Blast, The End, Judgment or Giga Impact.
* Gains 1 EXP for each use.
* Doesn't necessarily have to hit an enemy.

LEVEL   EXPERIENCE   REWARDS (STANDARD)   REWARDS (LIMIT)
1       0            —                    Dodge Roll LV1
2       3            Auto Limit           Form gauge +1
3       9            Dodge Roll LV1       Form gauge +1, Dodge Roll LV2
4       21           Draw                 Form gauge +1
5       40           Dodge Roll LV2       Form gauge +1, Dodge Roll LV3
6       63           Lucky Lucky          Form gauge +1
7       90           Dodge Roll LV3       Form gauge +1, Dodge Roll MAX

NON-ATTACK ACTION ABILITIES
---------------------------
NAME               EFFECT
Zantetsu Counter   Uses Zantetsuken by selecting Attack while in a defensive stance after blocking or deflecting an attack
Reflect Combo      Can block during a combo by pressing the Square button

HOW TO FIGHT WHEN IN LIMIT FORM
-------------------------------
The Form-specific techniques (accessed through the Limit command) are powerful but MP cost-heavy; use them when in trouble to take advantage of HP Gain (thus attacking and healing yourself simultaneously). It's recommended to use Sonic Rave on grounded enemies and Strike Raid on aerial enemies, as they cost comparatively less MP, are more likely to land hits, and it's easier to react to counterattacks while using them.

[Caption: Sora attacks an enemy with Sonic Rave] The Limit command is only available in active combat. Find and challenge enemies if you want to gain Form experience.

TECHNIQUES
----------
LIMIT TECHNIQUES

SONIC RAVE
MP: 60
HP recovery: 5
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form: 1.5 seconds
Revenge value: 0
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: A Limit technique. Unleashes a charging lunge.

RAVE
MP: —
HP recovery: 5
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form: 1.5 seconds
Revenge value: 0
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Technique used by pressing the Triangle button after Sonic Rave. Unleashes a charging lunge. Can be used up to five times in succession.

BLAST
MP: —
HP recovery: 5
Type: Physical
Stat: Strength
Power modifier: ×3
Form: 3 seconds
Revenge value: 9.375
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Technique used by pressing the Triangle button after the fifth Rave. Unleashes a charging lunge.

LAST ARCANUM
MP: 75
HP recovery: 3 → 1 → 1 → 1 → 1 → 1 → 2
Type: Physical
Stat: Strength
Power modifier:
 - All except final: ×1
 - Final: ×1.5
Form:
 - All except final: 1 second
 - Final: 1.5 seconds
Revenge value: 0
Maximum hit count: 7
Guard: No
Finisher: Yes
Description: A Limit technique. Attacks with light-infused weapon seven times.

BASH
MP: —
HP recovery: 2
Type: Physical
Stat: Strength
Power modifier: ×1.5
Form: 1.5 seconds
Revenge value: 0
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Technique used by pressing the Triangle button after Last Arcanum. Swings weapon with various motions. Can be used up to five times in succession.

THE END
MP: —
HP recovery: 2
Type: Physical
Stat: Strength
Power modifier: ×2.5
Form: 2.5 seconds
Revenge value: 9.375
Maximum hit count: 2 [?]
Guard: No
Finisher: Yes
Description: Technique used by pressing the Triangle button after the fifth Bash. Swings weapon downward twice while somersaulting.

STRIKE RAID
MP: 65
HP recovery: 8
Type: Physical
Stat: Strength
Power modifier: ×2
Form: 2 seconds
Revenge value: 0
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: A Limit technique. Throws spinning weapon.

RAID
MP: —
HP recovery: 8
Type: Physical
Stat: Strength
Power modifier: ×2
Form: 2 seconds
Revenge value: 0
Maximum hit count: 3
Guard: No
Finisher: Yes
Description: Technique used by pressing the Triangle button after Strike Raid. Throws spinning weapon. Can be used up to three times in succession.

JUDGMENT
MP: —
HP recovery: 8
Type: Physical
Stat: Strength
Power modifier: ×5
Form: 5 seconds
Revenge value: 9.375
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Technique used by pressing the Triangle button after the third Raid. Throws spinning weapon.

INFINITY
MP: 80
HP recovery: 10 → 5 → 5 → 5 → 15
Type: Neutral
Stat: Magic
Power modifier:
 - All except final: ×1
 - Final: ×2
Form:
 - All except final: 1 second
 - Final: 2 seconds
Revenge value: 0
Maximum hit count: 5
Guard: No
Finisher: Yes
Description: A Limit technique. Quickly swings weapon five times while rising. Can move in the air with the left stick for one second after attacking.

SHOOT
MP: —
HP recovery: 0
Type: Neutral
Stat: Magic
Power modifier: ×0.65
Form: 0.5 seconds
Revenge value: 0.625
Maximum hit count: 10
Guard: No
Finisher: Yes
Description: Technique used by pressing Triangle after Infinity at a specific time (*3). Simultaneously fires 10 bullets that home in on enemies.

IMPACT
MP: —
HP recovery: 0
Type: Neutral
Stat: Magic
Power modifier: ×0.65
Form: 0.5 seconds
Revenge value: 0.625
Maximum hit count: 17
Guard: No
Finisher: Yes
Description: Technique used by pressing Triangle after Infinity at a specific time (*3). Simultaneously fires 17 bullets that home in on enemies.

GIGA IMPACT
MP: —
HP recovery: 0
Type: Neutral
Stat: Magic
Power modifier: ×0.65
Form: 0.5 seconds
Revenge value: 0.625
Maximum hit count: 25
Guard: No
Finisher: Yes
Description: Technique used by pressing Triangle after Infinity at a specific time (*3). Simultaneously fires 25 bullets that home in on enemies.

ABILITY TECHNIQUES

ZANTETSUKEN
MP: —
HP recovery: —
Type: Physical
Stat: Strength
Power modifier: ×6
Form: 9 seconds
Revenge value: 3
Maximum hit count: 1
Guard: No
Finisher: Yes
Description: Ground combo finisher. Holds weapon in a reverse grip and cuts through on the charge.

RIPPLE DRIVE
MP: —
HP recovery: —
Type: Neutral
Stat: Magic
Power modifier: ×2
Form: 3 seconds
Revenge value: 3
Maximum hit count: 0
Guard: No
Finisher: Yes
Description: 復数の敵が近くにいると出る, ground combo finisher. 自分の周囲に球形の力場を発生させ, 敵を真上へ吹き飛ばす

HURRICANE PERIOD
MP: —
HP recovery: —
Type: Physical
Stat: Strength
Power modifier:
 - Part 1:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Part 2: ×1
Form:
 - Part 1:
   - Hit 1: 1.5 seconds
   - Hits 2+: 0.25 seconds
 - Part 2: 1.5 seconds
Revenge value: 3.5
Maximum hit count: Unlimited
Guard: Yes (negate)
Finisher: Yes
Description: Air combo finisher. 2回宙返りしつつ武器を振ったあと, 下から上ヘと斬り上げる

GUARD
MP: —
HP recovery: —
Type: —
Stat: —
Power modifier: —
Form: —
Revenge value: —
Maximum hit count: —
Guard: —
Finisher: —

SLAPSHOT
MP: —
HP recovery: —
Type: Physical
Stat: Strength
HP recovery: —
Power modifier: ×1.25
Form: 1 second
Revenge value: 1
Maximum hit count: 1
Guard: Yes (negate)
Finisher: No
Description: —

SLIDE DASH
MP: —
Type: Physical
Stat: Strength
HP recovery: —
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Form:
 - Hit 1: 0.75 seconds
 - Hits 2+: 0.25 seconds
Revenge value:
 - Hit 1: 1
 - Hits 2+: 0
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: —

AERIAL SWEEP
MP: —
HP recovery: —
Type: Physical
Stat: Strength
HP recovery: —
Power modifier:
 - Hit 1: ×0.65
 - Hits 2+: ×0.25
Form:
 - Hit 1: 0.75 seconds
 - Hits 2+: 0.25 seconds
Revenge value:
 - Hit 1: 2.5
 - Hits 2+: 0
Maximum hit count: 3
Guard: Yes (negate)
Finisher: No
Description: —

* All of Standard Form's basic techniques (except its finishers) are available.
* Recovery shows the amount of HP healed through HP Gain.
* Guard functions identically to Standard Form's version (only the visual pose differs).
* Slapshot, Slide Dash and Aerial Sweep function identically to Standard Form's versions.
* Shortcuts are as follows: Sonic Rave (Circle); Last Arcanum (Triangle); Strike Raid (Square); Infinity (X); items replace these shortcuts if assigned so.

*3: Infinity's reaction commands are displayed in the following order for a set amount of time: Shoot (0.5 seconds) → Impact (0.17 seconds) → Giga Impact (0.17 seconds) → Shoot (0.17 seconds).

(Note: Supposedly Limit Form's Guard begins and ends a few frames earlier than Standard's, but I haven't verified this.)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MASTER FORM

Obtained: Hollow Bastion episode 2 (Ansem's Study); investigate the writing on the wall.
Drive gauges consumed: 4
Required allies: Both (non-specific)

A versatile form that can be used for dual-wielding and enhanced magic; furthermore, it has distinctive abilities, such as being able to double-jump and attacking with weapons when magic is used. However, this formchange consumes plenty of Drive gauges and both allies are unavailable while it's active.

MAIN CHANGES
------------
* Dual-wields in battle with equipped sub-weapon.
* Runs and jumps at 1.25× Standard Form's speed.
* Jump height is 1.25× Standard Form's.
* Can double-jump.
* Maximum air combo length is increased by 2.
* Magic combos last indefinitely.

GROWTH ABILITY
--------------
AERIAL DODGE
AP: 3

Pressing Circle while jumping or falling from a foothold allows you to jump again in mid-air (except after using magic or other technique). Jumpをはじめた直後は高速回転しながらKeybladeで身を守る動作をとるが, そのあいだは敵の攻撃を弾き返すことが可能. また, この動作中は移動速度が速く, 通常のjumpよりも飛距離が長くなる.

LEVEL           HEIGHT   DISTANCE   INVINCIBILITY (SECONDS)
Standard Jump   1        1          —
Level 1         0.8      1.7        0.2
Level 2         1        1.9        0.3
Level 3         1.1      2.2        0.4
Level MAX       1.6      2.5        0.5
* Height and distance are compared to standard Jump's length unit of 1.

SUPPORT ABILITIES
-----------------
Equipped with Standard Form support abilities in addition to the following.

NAME             EFFECT
Synch Blade      Equips two Keyblades and dual-wields in battle
Endless Magic    Magic combos last indefinitely
Air Combo Plus   Increases maximum air combo length by 1
Draw             Pulls in prizes and expands collection range
MP Hastera       MP Charge's speed increases by 1.5×
* Equipped with two Air Combo Pluses.

FORM LEVEL
----------
Gains experience by collecting Drive prizes.
* Small = 1 EXP, large = 3 EXP.

LEVEL   EXPERIENCE [OG/FM]   REWARDS (STANDARD)   REWARDS (MASTER)
1       0                    —                    Aerial Dodge LV1
2       60/40                Auto Master          Form gauge +1
3       240/120              Aerial Dodge LV1     Form gauge +1, Aerial Dodge LV2
4       456/260              Air Combo Plus       Form gauge +1
5       726/484              Aerial Dodge LV2     Form gauge +1, Aerial Dodge LV3
6       1050/932             Air Combo Plus       Form gauge +1
7       1500/1600            Aerial Dodge LV3     Form gauge +1, Aerial Dodge MAX

NON-ATTACK ACTION ABILITIES
---------------------------
NAME           EFFECT
Master Magic   Enhances magic, enabling simultaneous magic and weapon attacks and magic air combos

HOW TO FIGHT WHEN IN MASTER FORM
--------------------------------
Attackもmagicも強力なので, 両方をbalanceよく使おう. ただし, Attackはmaximum combo lengthが多い関係で(上記column参照), finish技が出る前に別の敵が攻めてくることが多い点には注意. Magicに関しては, Fire-line, Thunder-line, Magnet-lineのうち, 敵に無効化されないものを使っていくのがオススメだ.

[Caption 1: Sora attacks Bolt Towers with Fire-line magic] Master Formでは, Fire-line magicを使うと, 敵に接近して攻撃するため命中させやすい.

MASTER FORMにはATTACKのGROUND COMBOが存在しない
--------------------------------------------
Master Formの基本技は, いずれもairに浮かんで攻撃する. そのため, groundとairのどちらから攻撃しても, comboがair用のものになるのだ. ここで重要なのは, Master FormではふたつのAir Combo Plusが強制的に装備されること. たとえFenrir(→p. 143)とNegative Comboを装備しても, Attackのmaximum combo lengthは3までしか減らせない.

TECHNIQUES
----------
BASIC TECHNIQUES

MASTER LEFT-RIGHT SWING
Type: Physical
Stat: Strength
Power modifier: ×0.33 → ×0.65 → ×0.33
Form: 0.38 seconds → 0.78 seconds → 0.38 seconds
Revenge value: 0 → 2.5 → 0
Maximum hit count: 3
Guard: Yes (repel) → Yes (negate) → Yes (negate)
Finisher: No → Yes → Yes
Description: Groundにいるときか, air combo中に出るtechnique. 前進して右手の武器を斜め下ヘ振り, さらに両手の武器を右ヘ払う

MASTER SOMERSAULT SWING
Type: Physical
Stat: Strength
Power modifier: ×0.33 → ×0.33 → ×0.65
Form: 0.38 seconds → 0.38 seconds → 0.78 seconds
Revenge value: 0 → 0 → 2.5
Maximum hit count: 3
Guard: Yes (repel) → Yes (repel) → Yes (negate)
Finisher: No → No → Yes
Description: Airにいるか, groundで複数の敵が近くにいると出るtechnique. 宙返り1回ひねりをしながら両手の武器を振りまわす

MASTER HORIZONTAL-VERTICAL SWING
Type: Physical
Stat: Strength
Power modifier: ×0.33 → ×0.65
Form: 0.38 seconds → 0.78 seconds
Revenge value: 0 → 2.5
Maximum hit count: 2
Guard: Yes (repel) → Yes (negate)
Finisher: No → Yes
Description: Airにいるか, groundで敵が頭上にいると出るtechnique. 右手の武器を大きく振り上げたあと, 左手の武器を真横に振る

ABILITY TECHNIQUES

MASTER STRIKE
Type: Physical
Stat: Strength
Power modifier: ×0.25 → ×0.5 → ×0.25 → ×0.25 → ×0.5 → ×0.25 → ×0.5 → ×0.5 → ×0.25 → ×0.65 → ×1.5
Form: 0.3 seconds → 0.6 seconds → 0.3 seconds → 0.3 seconds → 0.6 seconds → 0.3 seconds → 0.6 seconds → 0.6 seconds → 0.3 seconds → 0.78 seconds → 1.8 seconds
Revenge value: 0 → 0 → 0 → 0 → 0 → 0 → 0 → 0 → 0 → 1.75 → 1.75
Maximum hit count: 11
Guard: Yes (negate)
Finisher: Yes
Description: Combo finisher. 両手の武器を交互に振りまわし, 最後は交差させるように振り下ろす

DISASTER
Type: Neutral
Stat: Strength
Power modifier:
 - Whirlwind: ×0.1
 - Knockback: ×1.5
Form:
 - Whirlwind: 0.12 seconds
 - Knockback: 1.8 seconds
Revenge value:
 - Whirlwind: 0
 - Knockback: 3.5
Maximum hit count:
 - Whirlwind: 10
 - Knockback: 2
Guard: No
Finisher: Yes
Description: 復数の敵が近くにいると出る, combo finisher. 横に回転しながら武器を振り, 発生させた旋風に敵を巻きこんだあと遠くヘ吹き飛ばす

MASTER MAGIC EFFECT TECHNIQUES
------------------------------
AUTO MAGIC ATTACK
Type: Physical
Stat: Strength
Power modifier: (See respective magic)
Form: (See respective magic)
Revenge value: ?
Maximum hit count: (See respective magic)
Guard: Yes (negate)
Finisher: No
Description: Magicを使うと自動的に出るtechnique. 魔法ごとに威力や攻撃回数がちがう

[Caption 1: Sora attacks Bolt Towers and Assault Riders with Master Left-Right Swing] Master Left-Right Swing: 武器を左→右の順に払うが, 右ヘ払うときは両手の武器を使うため, 攻撃が2回hitする.
[Caption 2: Sora attacks Icy Cubes with Master Somersault Swing] Master Somersault Swing: 右手の武器を縦に振りながら前に回転し, 頭が下に向いたところで両手の武器を斜めに払う.
[Caption 3: Sora attacks the Grim Reaper with Master Strike] Master Strike: 敵に大damageを与える攻撃を連続で出す. 攻撃範囲が広く, はずれることはまずない
[Caption 4: Sora attacks the Halloween Town imps with Disaster] Disaster: 巨大な旋風を発生させる攻撃. 動作中は前後左右に移動できるので, 多くの敵を巻きこもう.

FM CHANGES
----------
* Adds a second Draw.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

ANTI-FORM

Obtained: None (see below)
Drive gauges consumed: All remaining (at least 3)
Required allies: Both (non-specific)

A form overtaken by the power of darkness; may activate when any of Valor, Wisdom, Limit or Master Forms are activated under certain conditions (detailed below). Though agile, its drawbacks are many, including the disabling of magic and items and the taking of more damage than usual. To return to normal, either wait for the Form gauge to completely empty, enter another room, or finish the battle and use the Revert command.

MAIN CHANGES
------------
* Can only use Attack (and Revert outside of battle).
* Cannot use Reaction Commands.
* Runs and jumps at 2× Standard Form's speed.
* Takes 1.5× more damage than usual.
* Cannot pick up HP prizes.
* Cannot gain EXP.
* Drive prizes drain the Form gauge.
* Cannot open the Menu.

GROWTH ABILITY
--------------
N/A

(Note: See Anti Glide below; cannot be leveled up or transferred to Standard Form.)

SUPPORT ABILITIES
-----------------
N/A; equipped with Standard Form support abilities.

TRIGGERING ANTI-FORM
--------------------
A hidden number called the Anti-Count changes under certain circumstances; the higher the number, the more likely you'll trigger Anti-Form (see below). Anti-Form will never activate when changing to Final Form.

TABLE 1: ANTI-FORM COUNTER FLUCTUATION
--------------------------------------
SITUATION                                           ANTI-COUNT
Activate any of Valor, Wisdom, Limit, Master Form   +1
Activate Final Form                                 −10
Activate Anti-Form                                  −4 [OG] / −5 [FM]
Obtain a new Form                                   Reduced to 0
* Does not change if an ally is incapacitated while formchanging.

TABLE 2: ANTI-FORM TRANSFORMATION PROBABILITIES
-----------------------------------------------
ANTI-COUNT   PROBABILITY
0–4          0%
5–9          10%
10+          25%
* Altered for certain battles as seen in Table 3 below.
* Cannot trigger Anti-Form outside battle, while an ally is incapacitated, or when activating Final Form.

TABLE 3: BATTLES WHERE ANTI-FORM'S TRANSFORMATION PROBABILITIES VARY
--------------------------------------------------------------------
PROBABILITY CHANGE   BATTLES
×2                   Required battles during an episode (except the following)
×4                   Organization XIII members
×10                  Xemnas (Armored)
×0                   Beast, Hades, Pete, Pete?, Barbossa, battles with co-operative characters, etc.

(Note: Co-operative characters are those allies without a health bar, eg. Hercules or the FF characters in Hollow Bastion.)

FINAL FORM AND ITS CONNECTION TO ANTI-FORM
------------------------------------------
After entering The World That Never Was: Memory's Skyscraper, there is a chance that when entering Anti-Form, it will instead redirect to and unlock Final Form; this makes Final Form available in the Drive menu.

CHANCES OF ENTERING FINAL FORM INSTEAD OF ANTI-FORM

ATTEMPT          PROBABILITY [OG/FM]
1st              25%/3%
2nd              50%/9%
3rd              100%/27%
4th and onward   100%/75%
* Only when the Drive gauge is at least five bars full.
* Fixed at 0% after unlocking Final Form.

HOW TO FIGHT WHEN IN ANTI-FORM
------------------------------
すばやく攻撃できるが, 1発あたりの威力は小さく, HPを回復する手段もないので, 早めにもとの姿ヘもどったほうが安全. 別のmapへ移動できる状況ならそこへ逃げこめばいいが, boss敵とのbattleどではその方法が使えない. ひたすら逃げまわりつつ, スキあらば敵に攻撃を当てることでForm gaugeを減らしていこう.

[Caption: Sora attacks the Blizzard Lord] 敵に攻撃するときは, air comboで攻めこんだほうが反撃を受けにくい.

TECHNIQUES
----------
BASIC TECHNIQUES

ANTI GROUND SCRATCH
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×0.25 → ×0.25 → ×0.1 → ×0.1 → ×0.5
 - FM: ×0.5 → ×0.5 → ×0.2 → ×0.2 → ×1
Form: 0.4 seconds → 0.4 seconds → 0.16 seconds → 0.16 seconds → 0.8 seconds
Revenge value: 0.5 → 0.5 → 0 → 0 → 1
Maximum hit count: 5
Guard: Yes (negate)
Finisher: No
Description: Groundにいると出るtechnique. 左右の手で交互に引っかいたのち, 前ヘ転がってから両手を同時に振り下ろす

ANTI GROUND UPWARD KICK/FLING [check later]
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×0.25 → ×0.25 → ×0.5
 - FM: ×0.5 → ×0.5 → ×1
Form: 0.4 seconds → 0.4 seconds → 0.8 seconds
Revenge value: 1 → 0 → 3
Maximum hit count: 3
Guard: Yes (negate)
Finisher: No
Description: Groundで敵が少し遠くにいると出るtechnique. 左右の手で引っかき, さらにbackfallをしながら蹴り上げる

ANTI GROUND DANCE KICK
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×0.25 → ×0.1 → ×0.1 → ×0.25 → ×0.25 → ×0.5
 - FM: ×0.5 → ×0.2 → ×0.2 → ×0.5 → ×0.5 → ×1
Form: 0.4 seconds → 0.16 seconds → 0.16 seconds → 0.4 seconds → 0.4 seconds → 0.8 seconds
Revenge value: 1.5 (first three hits total) → 0.5 → 0.5 → 1
Maximum hit count: 6
Guard: Yes (negate)
Finisher: No
Description: Groundで復数の敵が近くにいると出るtechnique. Breakdanceのような動きから何度もkickを放つ

ANTI GROUND HORIZONTAL SPIN
Type:
 - Backfall: Physical
 - Spin: Dark
Stat: Strength
Power modifier [OG]:
 - Backfall: ×0.25
 - Spin:
   - All except final: ×0.1
   - Final: ×0.5
Power modifier [FM]:
 - Backfall: ×0.5
 - Spin:
   - All except final: ×0.2
   - Final: ×1
Form:
 - Backfall: 0.4 seconds
 - Spin: 0.16 seconds
   - All except final: 0.16 seconds
   - Final: 0.8 seconds
Revenge value:
 - Backfall: 0
 - Spin:
   - All except final: 1 (total)
   - Final: 3
Maximum hit count:
 - Backfall: ?
 - Spin: ?
Guard: Yes (negate)
Finisher: No
Description: Ground comboにSquare buttonを押すと出るtechnique. Backfallの動作で敵を蹴り上げたあと, 横に何度も回転しながら両手で引っかき, 最後に敵を吹き飛ばす

ANTI GROUND DANCE
Type:
 - Scratch: Physical
 - Swoop: Dark
Stat: Strength
Power modifier [OG]:
 - Scratch:
   - Hit 1: ×0.25
   - Hits 2+: ×0.1
 - Swoop: ×1.5
Power modifier [FM]:
 - Scratch:
   - Hit 1: ×0.5
   - Hits 2+: ×0.2
 - Swoop: ×3
Form:
 - Scratch:
   - Hit 1: 0.4 seconds
   - Hits 2+: 0.16 seconds
 - Swoop: 2.4 seconds
Revenge value:
 - Scratch: 0
 - Swoop: 3
Maximum hit count:
 - Scratch: ?
 - Swoop: 1
Guard: No
Finisher:
 - Scratch: No
 - Swoop: Yes
Description: Ground combo finisher. 敵の周囲を上下左右に瞬間移動しながら引っかき, 最後に上空から急降下して攻撃する

ANTI GROUND FLASH/BRANDISH [check later]
Type: Physical
Stat: Strength
Power modifier [OG]:
 - All except final: ×0.1
 - Final: ×1
Power modifier [FM]:
 - All except final: ×0.2
 - Final: ×2
Form:
 - All except final: 0.16 seconds
 - Final: 1.6 seconds
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher:
 - All except final: No
 - Final: Yes
Description: 復数の敵が近くにいると出る, combo finisher. 一瞬立ち止まったあと, 前後左右に瞬間移動しながら周囲の敵を3–4回引っかき, 最後に敵を吹き飛ばす

ANTI AIR DANCE KICK
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×0.25 → ×0.1 → ×0.1 → ×0.5
 - FM: ×0.5 → ×0.2 → ×0.2 → ×1
Form: 0.4 seconds → 0.16 seconds → 0.16 seconds → 0.8 seconds
Revenge value: 1.5 → 0 → 0 → 1.5
Maximum hit count: 4
Guard: Yes (negate)
Finisher: No
Description: Airにいると出るtechnique. Upperのあと左右の足で蹴り, さらに前方ヘ飛びつく

ANTI AIR GIANT WHEEL/FRENZY [check later]
Type: Physical
Stat: Strength
Power modifier [OG]:
 - Knee kick: ×0.25
 - Spin kick: ×0.1
 - Axe kick: ×0.25
 - Scratch: ×0.5
Power modifier [FM]:
 - Knee kick: ×0.5
 - Spin kick: ×0.2
 - Axe kick: ×0.5
 - Scratch: ×1
Form:
 - Knee kick: 0.4 seconds
 - Spin kick: 0.16 seconds
 - Axe kick: 0.4 seconds
 - Scratch: 0.8 seconds
Revenge value:
 - Knee kick: ?
 - Spin kick: ?
 - Axe kick: ?
 - Scratch: ?
 - Ahirun note: In the middle 2.5 × 2hit + the final part 0.75 × 2hit (we can skip the final part)
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: Air combo中に出るtechnique. [Knee kickで接近→敵を中心に回転しながら8回連続で蹴る→宙返りからheel drop→左にscratch]の順に攻撃する

ANTI AIR DANCE
Type:
 - Combo attack: Physical
 - Swoop: Dark
Stat: Strength
Power modifier [OG]:
 - Combo attack:
   - Hit 1: ×0.25
   - Hits 2+: ×0.1
 - Swoop: ×1.5
Power modifier [FM]:
 - Combo attack:
   - Hit 1: ×0.5
   - Hits 2+: ×0.2
 - Swoop: ×3
Form:
 - Combo attack:
   - Hit 1: 0.4 seconds
   - Hits 2+: 0.16 seconds
 - Swoop: 2.4 seconds
Revenge value:
 - Combo attack: 0
 - Swoop: 3.5
Maximum hit count:
 - Combo attack: ?
 - Swoop: 1
Guard: No
Finisher:
 - Combo attack: No
 - Swoop: Yes
Description: Air combo finisher. 前に進みながら手足で何度もpunch and kickをくり出したのち, 上空から急降下して攻撃する

ANTI AIR DOME
Type: Dark
Stat: Strength
Power modifier [OG]:
 - All except final: ×0.1
 - Final: ×1
Power modifier [FM]:
 - All except final: ×0.2
 - Final: ×2
Form:
 - All except final: 0.16 seconds
 - Final: 1.6 seconds
Revenge value: ?
 - Ahirun note: 3.5 × 2hit in the final part
Maximum hit count: ?
Guard: No
Finisher:
 - All except final: No
 - Final: Yes
Description: 複数の敵が近くにいると出る, air combo finisher. 敵の頭上にまわりこみ, 巨大な球体を描くように闇の刃を何度も行き来させる

ANTI GLIDE
Type: —
Stat: —
Power modifier: —
Form: —
Revenge value: —
Maximum hit count: —
Guard: —
Finisher: —
Description: Technique used when Square is pressed while on the ground. Glides backward and U-turns, moving slightly forward of the original position when activated (or behind an enemy, if possible).

(Note: Anti Glide provides invincibility for an estimated 0.4 seconds.)

* Combo finish以外は, 攻撃が当たった瞬間にbuttonを押すと, 動作の途中でもつぎの技を出せる

[Caption 1: Sora attacks an Assault Rider with Anti Ground Dance] Anti Ground Dance: すばやい動きで敵を引っかいたのち, 急降下攻撃で周囲の敵もろとも大damageを与える.
[Caption 2: Sora attacks a Toy Soldier with Anti Air Dome] Anti Air Dome: Soraの真下にいる敵たちを闇の刃で何度も攻撃する. やや高めの位置から使うと効果大.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

FINAL FORM

Obtained: The World That Never Was (Memory's Skyscraper); defeat Roxas and formchange afterward under the conditions required for Anti-Form.
Drive gauges consumed: 5
Required allies: Both (non-specific)

This ultimate form strengthens various abilities; another of its advantages is that it will never trigger Anti-Form (→p. 58). Though it has some minor drawbacks, such as consuming plenty of Drive gauges and being difficult to level up, it is virtually unmatched in terms of practicality.

MAIN CHANGES
------------
* Dual-wields in battle with equipped sub-weapon.
* Slides along the ground.
* Can use techniques, magic and items while moving.
* Runs and jumps at 1.7× Standard Form's speed.
* Jumps 1.5× higher and further than Standard Form.
* 風に乗って空を飛ベる
* Automatically attacks with Keyblades when jumping, using magic or items, when hit by an enemy's attack, etc.
* Boosts magic efficiency and executes actions more quickly.

GROWTH ABILITY
--------------
GLIDE
AP: 3

AirでSquare buttonを押すと, Square buttonを放すまで前後左右に飛ベる(技やmagicの使用後はのぞく). 高度は少しずつ下がっていくが, 地表スレスレまで降下しても, 坂や障害物にぶつかるまでは着地しない(LV1のみしばらくすると着地). なお, Final FormでGlideを使っているときは, Keybladeが自動的に攻撃する(右page参照).

LEVEL       MAXIMUM SPEED
Level 1     2×
Level 2     2.5×
Level 3     3×
Level MAX   4×
* Maximum speed is compared to running speed of 1×.
* Gradually accelerates to maximum speed.

SUPPORT ABILITIES
-----------------
Equipped with Standard Form support abilities in addition to the following.

NAME          EFFECT
Synch Blade   Equips two Keyblades and dual-wields in battle
MP Haste      MP Charge's speed increases by 1.25×

FORM LEVEL
----------
Gains experience by defeating Nobodies.
* Gains 1 EXP for each one defeated.
* Includes reaction commands and skateboard attacks.
* Excludes the shock wave emitted by Formchange Attack.

LEVEL   EXPERIENCE [OG/FM]   REWARDS (STANDARD)   REWARDS (FINAL)
1       0                    —                    Glide LV1
2       20/12                Auto Final           Form gauge +1
3       80/36                Glide LV1            Form gauge +1, Glide LV2
4       152/84               Form Boost           Form gauge +1
5       242/160              Glide LV2            Form gauge +1, Glide LV3
6       350/293              Form Boost           Form gauge +1
7       500/450              Glide LV3            Form gauge +1, Glide MAX

NON-ATTACK ACTION ABILITIES
---------------------------
NAME                 EFFECT
Auto Assault         Keyblades automatically attack in certain situations; see above for these situations and their effects
Crime & Punishment   Enhances magic, enabling magic air combos
Mobile Action        Can attack and use items while moving

HOW TO FIGHT WHEN IN FINAL FORM
-------------------------------
基本的にはAttackを連発していればいいが, 技を使うとForm gaugeが大幅に減るので, magicも使っていこう. Magicに関しては, 敵に無効化されることが少ないFire-line and Magnet-lineを使うのがオススメだ. なお, Leaf Bracerを装備した状態でCure-lineのmagicを使えば, 敵の攻撃を弾き返しつつ自動的にKeybladeで反撃できる.

[Caption: Sora attacks Sark with Fire-line magic] Final Formで使うFire-line magicは, 同時に武器でも攻撃するので無効化されにくい.

TECHNIQUES
----------
BASIC TECHNIQUES

FINAL GROUND CROSS-SWING
Type: Physical
Stat: Strength
Power modifier: ×0.33
Form: 0.38 seconds
Revenge value: 0.5
Maximum hit count: 3
Guard: Yes (negate)
Finisher: No
Description: Groundにいると出るtechnique. 左右の武器を交互に振る. 敵が近くにいると自動的に{Final Ground Thrust}ヘ移行

FINAL GROUND THRUST
Type: Physical
Stat: Strength
Power modifier: ×0.25
Form: 0.3 seconds
Revenge value: 0.25
Maximum hit count: 6 [7?]
Guard: No
Finisher:
 - Hits 1–4, 7[?]: No
 - Hits 5–6: Yes
Description: {Final Ground Cross-Swing}のあとに出るtechnique. 突きを6回連続でくり出すが, 敵がいなくなると攻撃が中断される
Note: Ahirun claims this attack has a maximum hit count of 7.

FINAL GROUND COMBO SWING
Type: Physical
Stat: Strength
Power modifier: ×0.25
Form: 0.3 seconds
Revenge value: 0.25
Maximum hit count: 6
Guard: Yes (negate)
Finisher: Yes
Description: Ground combo中に出るtechnique. 横に回転しながら左右の武器を何度も斜めに振りまわす

FINAL AIR DIAGONAL SPIN
Type: Physical
Stat: Strength
Power modifier: ×0.33
Form: 0.38 seconds
Revenge value: 0.5
Maximum hit count: 4
Guard: Yes (negate)
Finisher: Yes
Description: Airにいるか, groundで敵が頭上にいると出るtechnique. Jump後, 何度も斜めに回転しながら武器を振る

FINAL AIR LEFT-RIGHT SWING
Type: Physical
Stat: Strength
Power modifier:
 - Spin: ×0.2
 - Sweep & cross-swing: ×0.25
Form:
 - Spin: 0.24 seconds
 - Sweep & cross-swing: 0.3 seconds
Revenge value: —
 - Spin: 0.25
 - Sweep & cross-swing: 0.5
Maximum hit count:
 - Spin: 10
 - Sweep: 4
 - Cross-swing: 2
Guard: Yes (negate)
Finisher:
 - Spin & sweep: No
 - Cross-swing: Yes
Description: Airで復数の敵が近くにいると出るtechnique. 何度も左に回転しながら攻撃したあと, 左右の武器を右に払ってから交差するように振り上げる

ABILITY TECHNIQUES

FINAL ARCANA
Type: Physical
Stat: Strength
Power modifier:
 - Weapon: ×0.2
 - Sparks: ×0.5
Form:
 - Weapon: 0.3 seconds
 - Sparks: 0.6 seconds
Revenge value:
 - Weapon: 0.125 [?] (1 total)
 - Sparks: 0.65 [?] (3.25 total)
Maximum hit count:
 - Weapon: 8
 - Sparks: 5
Guard: No
Finisher: Yes
Description: Ground combo finisher. 武器を横にまわしながら投げたあと, 武器から激しい火花を散らす

FINAL STRIKE
Type: Physical
Stat: Strength
Power modifier:
 - Spin: ×0.2
 - Light: ×0.25
 - Somersault: ×0.5
 - Swoop: ×1
Form:
 - Spin: 0.24 seconds
 - Light: 0.3 seconds
 - Somersault: 0.6 seconds
 - Swoop: 1.2 seconds
Revenge value:
 - Spin: 0
 - Light: 0.25
 - Somersault: 0
 - Swoop: 2.5 [check later; unsure if 2.5 each or total]
Maximum hit count:
 - Spin: 2
 - Light: 8
 - Somersault: 2
 - Swoop: 2
Guard: No
Finisher: Yes
Description: Air combo finisher. [武器を手首で回転させる→Soraの両脇に立てた武器から上下に光を連続放出→Soraが宙返りしながら上昇する→急降下しながら突き]の順に攻撃する

FINAL ARTS
Type: Physical
Stat: Strength
Power modifier:
 - Swing: ×0.33
 - Rush: ×0.5
 - Wide sweep: ×1
Form:
 - Swing: 0.38 seconds
 - Rush: 0.6 seconds
 - Wide sweep: 1.2 seconds
Revenge value: ?
Maximum hit count:
 - Swing: 4
 - Rush: 5
 - Wide sweep: 2
Guard:
 - Swing: Yes (negate)
 - Rush & wide sweep: No
Finisher: Yes
Description: 復数の敵が近くにいると出る, combo finisher. Soraを中心に武器を横に振りまわしたあと, Sora自身が周囲を飛びまわりながら突進し, 最後に武器を大きく横に払う

AUTO ASSAULT EFFECT TECHNIQUES

AUTO JUMP SUPPORT
Type: Physical
Stat: Strength
Power modifier: ×0.2 → ×0.2 → ×0.1 → ×0.1
Form: 0.24 seconds → 0.24 seconds → 0.12 seconds → 0.12 seconds
Revenge value: ?
Maximum hit count: 4
Guard: Yes (negate)
Finisher: No
Description: Jumpをした直後に出るtechnique. 左右の武器がSoraの周囲を高速でまわる

AUTO FALLING SUPPORT
Type: Physical
Stat: Strength
Power modifier: ×0.2 → ×0.2
Form: 0.24 seconds → 0.24 seconds
Revenge value: ?
Maximum hit count: 2
Guard: Yes (negate)
Finisher: No
Description: Jumpで降下をはじめたり, 足場から落ちはじめたときに出るtechnique. 左右の武器が交差するように斜めに回転する

AUTO LANDING SUPPORT
Type: Physical
Stat: Strength
Power modifier: ×0.2 → ×0.2
Form: 0.24 seconds → 0.24 seconds
Revenge value: 0.5 → 0.5
Maximum hit count: 2
Guard: Yes (negate)
Finisher: No
Description: Soraが着地した瞬間に出るtechnique. 左右の武器がSoraのまわりを1周する

AUTO GLIDE SUPPORT
Type: Physical
Stat: Strength
Power modifier: ×1
Form: 1.2 seconds
Revenge value: 1.25
Maximum hit count: 1
Guard: Yes (negate)
Finisher: No
Description: {Glide}で移動していると出るtechnique. 武器がpropellerのように回転をくり返す

AUTO ITEM SUPPORT
Type: Physical
Stat: Strength
Power modifier: ×0.2 → ×0.2 → ×0.2 → ×0.2 → ×0.2 → ×0.2 → ×2 → ×2 → ×2 → ×2
Form: 0.24 seconds → 0.24 seconds → 0.24 seconds → 0.24 seconds → 0.24 seconds → 0.24 seconds → 2.4 seconds → 2.4 seconds → 2.4 seconds → 2.4 seconds
Revenge value: 0 → 0 → 0 → 0 → 0 → 0 → 0 → 0 → 3 → 3
Maximum hit count: 10
Guard: Yes (negate)
Finisher: No
Description: Itemを使うと山るtechnique. 武器がSoraの周囲を何度もまわり, 敵に大damageを与える

AUTO MAGIC SUPPORT
Type: Physical
Stat: Strength
Power modifier: (See respective magic)
Form: (See respective magic)
Revenge value: (See respective magic)
Maximum hit count: (See respective magic)
Guard: Yes (negate)
Finisher: No
Description: Technique used alongside Fire-line, Cure-line and Reflect-line magic. どのmagicでも攻撃の内容は同じ

AUTO KNOCKBACK SUPPORT
Type: Physical
Stat: Strength
Power modifier: ×0.2
Form: 0.24 seconds
Revenge value: —
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: Soraが敵の攻撃で吹き飛ばされると出るtechnique. 左右の武器が敵めがけて攻撃する

AUTO RECOVERY SUPPORT
Type: Physical
Stat: Strength
Power modifier: ×0.2
Form: 0.24 seconds
Revenge value: ?
Maximum hit count: 6
Guard: Yes (negate)
Finisher: No
Description: {Aerial Recovery}で体勢を立て直した瞬間に出るtechnique. 左右の武器がSoraの周囲を何度もまわる

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LION FORM

Major changes in both appearance and techniques.

The form Sora takes in the Pride Lands. As a quadruped, your movement and offensive techniques are substantially different.

MAIN CHANGES
------------
* Runs and jumps at 2.2× Standard Form's speed (4× when using Dash).
* Cannot hang from ledges, scaffolding, etc.
* Has its own basic techniques and action abilities.
* Can use magic while moving.
* Cannot formchange.
* Cannot use Limits or summons (except Simba's).
* Most enemy reaction commands are disabled.
* Maximum ground and air combo length is increased by 2.

EVENT REWARDS
-------------
EPISODE   CONDITION                           REWARD
1         Enter Wildebeest Valley             Dash
2         Talk with Simba in The King's Den   Running Tackle

SUPPORT ABILITIES
-----------------
Equipped with Standard Form support abilities in addition to the following.

NAME             EFFECT
Combo Plus       Increases maximum ground combo length by 1
Air Combo Plus   Increases maximum air combo length by 1
* Equipped with two of each ability.

NON-ATTACK ACTION ABILITIES
---------------------------
NAME   EFFECT
Dash   Runs even faster for as long as the Square button is held; slips a little when changing direction or coming to a stop

HOW TO FIGHT WHEN IN LION FORM
------------------------------
敵にdamageを与えるpaceを考えると, Attackのground comboやAerial Impulseを使っていくのが有効. また, 移動しながらmagicが使えるため, Fire-line magicも役に立つはずだ. なお, Finishing BlastとRunning Tackleは, 出しにくいうえに威力もそれほど大きくないので, 無理に使わなくてもいい.

[Caption 1: Sora attacks a Living Bone with Aerial Impulse] Airで基本技を当てたら, すぐにSquare buttonを連打し, Aerial Impulseでrushをかはよう.

TECHNIQUES
----------
BASIC TECHNIQUES

LION GROUND VERTICAL SWING
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 0%
Revenge value: 1
Maximum hit count: 1
Guard: Yes (negate)
Finisher: No
Description: Groundにいると出るtechnique. 前方ヘ軽く跳んでから武器を振り下ろす

LION GROUND HORIZONTAL SWING
Type: Physical
Stat: Strength
Power modifier: ×0.65
Drive: 0%
Revenge value: 1
Maximum hit count: 1
Guard: Yes (negate)
Finisher: No
Description: Groundで復数の敵が近くにいると出るtechnique. 円を描くように進みながら武器を振り, 周囲の敵にも攻撃する

LION GROUND RUSH SWING
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 0%
Revenge value: 1
Maximum hit count: 1
Guard: Yes (negate)
Finisher: No
Description: Groundで敵が少し遠くにいると出るtechnique. 前方に飛びかかり, 左下にかまえていた武器を振りまわす

LION GROUND DROP SWING
Type: Physical
Stat: Strength
Power modifier: ×2
Drive: 0%
Revenge value: 3
Maximum hit count: 1
Guard: Yes (negate)
Finisher: Yes
Description: Ground combo finisher. 前方にjumpし, 敵の頭上から武器を振り下ろす

LION GROUND KNOCKBACK
Type: Physical
Stat: Strength
Power modifier:
 - Charge: ×0.5
 - Knockback: ×1
Drive: 0%
Revenge value:
 - Charge: 5
 - Knockback: 5
Maximum hit count:
 - Charge: 1
 - Knockback: 1
Guard: Yes (negate)
Finisher: Yes
Description: 敵が遠くにいると出る, ground combo finisher. 前方に突進しつつ武器を振り上げて敵を遠くヘ吹き飛ばす

LION AIR UPWARD SWING
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 0%
Revenge value: 1.5
Maximum hit count: 1
Guard: Yes (negate)
Finisher: No
Description: Groundで敵が頭上にいるときか, air combo中に出るtechnique. 武器を真下から振り上げて攻撃する

LION AIR VERTICAL SWING
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 0%
Revenge value: 1.5
Maximum hit count: 1
Guard: Yes (negate)
Finisher: No
Description: Airにいると出るtechnique. 前方ヘ飛びかかり, 上段にかまえた武器を振り下ろす

LION AIR SPIN SWING
Type: Physical
Stat: Strength
Power modifier: ×1.5
Drive: 0%
Revenge value: 3.5
Maximum hit count: 1
Guard: Yes (negate)
Finisher: Yes
Description: Air combo finisher. 斜め上に向かってきりもみ回転しながら武器を振りまわし, 敵を吹き飛ばす

ABILITY TECHNIQUES

COMBO UPPER
Type: Physical
Stat: Strength
Power modifier:
 - Charge: ×0.25
 - Knockback: ×0.65
Drive: 0%
Revenge value:
 - Charge: 0
 - Knockback: 4.5
Maximum hit count:
 - Charge: 1
 - Knockback: 2
Guard: Yes (negate)
Finisher:
 - Charge: No
 - Knockback: Yes
Description: Ground combo中にSquare buttonを押すと出るtechnique. 軽い後退から一気に突進し, 武器を振り上げて敵を上に吹き飛ばす

AERIAL IMPULSE
Type: Physical
Stat: Strength
Power modifier: ×0.25 → ×0.25 → ×0.65 → ×0.65
Drive: 0%
Revenge value: 0 → 0 → 3 → 3
Maximum hit count: 4
Guard: Yes (negate)
Finisher: No
Description: Air combo中にSquare buttonを押すと出るtechnique. きりもみ回転しながら突進し, 最後に敵を遠くヘ吹き飛ばす

FINISHING BLAST
Type: Magic
Stat: Neutral
Power modifier:
 - Knockback: ×2
 - Rest of attack: ×0.25
Drive: 0%
Revenge value: ?
 - Ahirun note: 5 × 2 hits in the final part
Maximum hit count: ?
Guard: No
Finisher: Yes
Description: Ground combo finishが出せるときにSquare buttonを押すと出るtechnique. 激しく吠え, 上空に向けてshock waveを放つ. Shock waveに当たった敵は上に吹き飛び, さらにairでdamageを4回受けたあと, 遠くへ吹き飛ぶ. ただし, Living Boneなどの巨大な敵には, 1 hit目のdamageしか与えられない

RETALIATING SMASH
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 0%
Revenge value: 3
Maximum hit count: 1
Guard: Yes (negate)
Finisher: No
Description: 吹き飛び中にSquare buttonを押すと出るtechnique. Airで体勢を立て直し, きりもみ回転しながら敵に突進する

RUNNING TACKLE
Type: Physical
Stat: Strength
Power modifier:
 - All except final: ×0.25
 - Final: ×0.5
Drive: 0%
Revenge value:
 - Hits 1–2: 0
 - Hits 3–4: 2.5 (5 total)
Maximum hit count: 4
Guard: Yes (negate)
Finisher:
 - All except final: No
 - Final: Yes
Description: {Dash}中に{Attack}commandで出るtechnique. 横に2回転しながら突進し, 最後に敵を上ヘ吹き飛ばす

[Caption 2: Sora attacks a hyena with Aerial Impulse] Aerial Impulse: 短時間のうちに連続でdamageを与える. 敵ぬがけてすばやく突進するため, 攻撃を当てやすいのが魅力.
[Caption 3: Sora attacks a hyena with Finishing Blast] Finishing Blast: 連続hitの最後に大damageを与える技だが, timingよくSquare buttonを押さないと出せないのが難点.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CARPET RIDE

使用できる基本技が多くなる

Used when moving around Agrabah's Sandswept Ruins and when fighting Jafar. ほかの場所で使える基本技に加えて, 下記の基本技が出世るようになる.

MAIN CHANGES
------------
* 空を飛行できる
* Moves at 2.5× Standard Form's speed (up to 10× when accelerating).
* 移動の操作方法が変わる(→p. 111)
* 使用できる基本技が増える
* Sora fights alone, cannot formchange, and cannot use Limits or summon magic.

HOW TO FIGHT WHEN RIDING CARPET
-------------------------------
敵が上下左右から攻めてくるが, Attackを使えば敵がいる場所まで一気に近づけるので, それほど苦戦しないはず. 敵の数が多いときや敵が強いときは, Thunder-line and Magnet-line magicも使っていこう. なお, mini-game Magic Carpet でもSoraはCarpetに乗るが, そこでの操作方法は大きく変わる(→p. 470).

[Caption: Sora attacks Rapid Thrusters] 敵が頭上にいるときでも有利に戦えるように, Aerial Sweepも装備しておくといい

TECHNIQUES
----------
CARPET WHIRLWIND SWING
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 0 seconds
Revenge value: ?
Maximum hit count: 3
Guard: Yes (repel)
Finisher: No
Description: 敵が遠くにいると出る技. すばやく前進し, 武器を手首で回転させながら攻撃する

CARPET HORIZONTAL SPIN SWING
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 0 seconds
Revenge value: ?
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: 敵がSoraよりはるかに高い位置にいると出る技. 武器を横に振りまわしながら上昇する

CARPET VERTICAL SPIN SWING
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 0 seconds
Revenge value: ?
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: 敵が低い位置にいると出る技. Carpetを軸に何度も縦に回転し, 武器を振りまわす

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

DICE AND CARD FORMS

敵の攻撃でGAMBLING道具の姿に

Forms that can be forced upon Sora by Gamblers (→p. 378) and Luxord (→p. 425). As a die, you can't use any commands, and as a card, you can only use basic Attacks. You revert to normal when the Form gauge reaches 0 or when moving to another room.

[Caption 1: A Gambler forces Sora into Dice Form] Dice Form: その場から動けなくなるが, left stickを入力しながらCircle buttonを押せば, 入力方向へ移動しつつ攻撃できる.
[Caption 2: A Gambler forces Sora into Card Form] Card Form: 移動速度がとても遅くなる. X buttonで攻撃できるがその性能は低い. 背後から受けた攻撃を弾き返す能力を持つ.

HOW TO FIGHT WHEN DICE OR CARD FORM
-----------------------------------
どちらの姿も無力に等しいので, 敵から逃げまわるしかない. 技を出すのは, 攻めてきた敵をひるませたり, 敵の攻撃を弾き返すときだけにしよう. なお, Form gaugeがzeroになっても, 技の動作が終わるまではもとの姿にもどれない. Diceの姿でCircle buttonを連打していると, 変身した状態がいつまでもつづくので注意すること.

[Caption 3: Dice Form Sora attacks a Gambler] Diceの姿なら, ひたすら攻撃して敵をひるませつづける手もあるが, 成功させるのは難しい.

TECHNIQUES
----------
DICE ATTACK
Type: Physical
Stat: Strength
Power modifier: ×0.25
Form:
 - OG: 0 seconds
 - FM: 2.5 seconds
Revenge value: ?
Maximum hit count: 3
Guard: ?
Finisher: Yes
Description: Diceの姿でのみ使用できる技. 前に飛びつきながら体当たりする

CARD ATTACK
Type: Physical
Stat: Strength
Power modifier: ×0.25
Form:
 - OG: 0 seconds
 - FM: 2.5 seconds
Revenge value: ?
Maximum hit count: 3
Guard: ?
Finisher: Yes
Description: Cardの姿でのみ使用できる技. 身体の向きを水平にし, 大きく2回転して攻撃する

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SHIP RIDE

ATTACKS WITH THE KEYBLADE AND TWO TYPES OF LASERS

Xemnasとの決戦で, Sora and Rikuが一緒に戦闘機に乗っている状態. Laserで攻撃したり, 敵が撃ってきた弾のenergyを吸収したりできる. Energyを限界までためれば, reaction command Megalaserで大damageを与えることが可能. 敵が近くにいれば, Attackで吹き飛ばし, Xemnasの機体にぶつけられる.

TECHNIQUES
----------
See p. 432.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ROXAS

A MYSTERIOUS KEYBLADE-WIELDING BOY

The playable character of the prologue; he wields the Keyblade and can use the same basic techniques as Sora. When fighting Axel in The Old Mansion: Basement Hall, he wields two Keyblades and the techniques he uses temporarily change; he also has additional support abilities equipped for that specific fight.

INITIAL STATS
-------------
* Maximum HP: 20
* Maximum MP: 100
* Armour slots: 1
* Accessory slots: 1
* Item slots: 3
* Equipment: None

LEVEL GROWTH
------------
Same as Sora.

VICTORY BONUSES
---------------
NO.   CONDITION                                       REWARD
1     Defeat the enemies at the Station of Serenity   Aerial Recovery
2     Defeat Twilight Thorn                           Maximum HP increase, Guard
3     Defeat Axel (first)                             Scan
4     Defeat Axel (second)                            Maximum HP increase

(Note: 3 is FM-exclusive.)

EVENT BONUSES
-------------
EPISODE   CONDITION                                              REWARD
—         Pick a weapon before fighting Seifer in the Sandlot    Strength, Magic or Defense +1
—         Earn at least 650 additional munny in part-time jobs   AP +1 or +2

(Note: These count as using the respective Boost items.)

DUAL-WIELDING SUPPORT ABILITIES
-------------------------------
Equipped with Standard Form support abilities in addition to the following.

NAME             EFFECT
Scan             Displays the HP gauge of a locked-on enemy
Item Boost       Increases the efficacy of healing items used outside the menu by 1.5×
Defender         Increases Defense by 2 when HP is at 25% or less
Damage Control   Halves damage taken when HP is at 25% or less
Second Chance    Can survive a fatal hit with 1 HP remaining as long as previous HP total was at least 2
Once More        Can survive a fatal combo attack with 1 HP remaining as long as previous HP total was at least 2

(Note: Damage Control is FM-exclusive and is equipped twice, thereby activating at 50% HP.)

DUAL-WIELDING TECHNIQUES
------------------------
DUAL-WIELDING GROUND CROSS-SWING
Type: Physical
Stat: Strength
Power modifier:
 - Right hand: ×0.5
 - Left hand: ×0.25
Revenge value:
 - Right hand: 1 [?]
 - Left hand: 0
Maximum hit count:
 - Right hand: 1 [?]
 - Left hand: 2
Guard: Yes (negate)
Finisher: No
Description: Groundで敵が近くにいると出る技. 武器を右手→左手の振り下ろす

DUAL-WIELDING GROUND HORIZONTAL SWING
Type: Physical
Stat: Strength
Power modifier: ×0.25 → ×0.25 → ×0.5
Revenge value: 1 → 0 → 0
Maximum hit count: 3
Guard: Yes (negate)
Finisher: No
Description: Groundで敵が少し遠くにいると出る技. 前に走り, 2本のKeybladeを同時に払う

DUAL-WIELDING GROUND COMBO SWING
Type: Physical
Stat: Strength
Power modifier:
 - Hits 1–7: ×0.2
 - Hit 8: ×0.65
Revenge value:
 - Hits 1–7: 0
 - Hit 8: 1
Maximum hit count: 8
Guard: Yes (negate)
Finisher: Yes
Description: Ground combo finisher; can also be used by pressing Square while on the ground. 前後に動きながら両手の武器を振り, 最後は敵を上に吹き飛ばす

DUAL-WIELDING AIR THRUST
Type: Physical
Stat: Strength
Power modifier: ×0.5
Revenge value: 0.75
Maximum hit count: 2
Guard: Yes (negate)
Finisher: No
Description: Airにいると出る技. 右手の武器で突き, 左手の武器を横に振る

DUAL-WIELDING AIR UPWARD SWING
Type: Physical
Stat: Strength
Power modifier: ×0.5
Revenge value: 0.75
Maximum hit count: 2
Guard: Yes (negate)
Finisher: No
Description: Groundで敵が頭上にいるときか, air combo中に出る技. 武器を右手→左手の順に連続で振り上げる

DUAL-WIELDING AIR SPIN SWING
Type: Physical
Stat: Strength
Power modifier:
 - Hits 1–3: ×0.2
 - Hits 4: ×0.65
Revenge value:
 - Hits 1–3: 0
 - Hits 4: 3.5
Maximum hit count: 4
Guard: Yes (negate)
Finisher: Yes
Description: Air combo finisher. Swings both weapons while spinning vertically, then swings both weapons again and launches enemies.

[Caption: Roxas attacks Axel with Dual-Wielding Ground Combo Swing] Dual-Wielding Ground Combo Swing: 大damageを与えて敵を上に吹き飛ばす. Finisherだが, Square buttonでいきなり出せる.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MICKEY MOUSE

May help Sora in a pinch.

If Sora loses all HP in certain battles, the options "I won't give up!" and "It's all over…" may appear; choosing "It's all over…" leads to a game over, but choosing "I won't give up!" gives you the opportunity to control Mickey in Sora's place.

INITIAL STATS
-------------
* Maximum HP: 60
* Maximum MP: 100
* Armour slots: 0
* Accessory slots: 0
* Item slots: 0

INITIAL EQUIPMENT
-----------------
* Weapon: Kingdom Key D (Strength +3)
* Armour: —
* Accessory: —
* Item: —

SUPPORT ABILITIES
-----------------
NAME             EFFECT
Scan             Displays the HP gauge of a locked-on enemy
Air Combo Plus   Increases maximum air combo length by 1

LEVEL GROWTH
------------
[To be done later.]

POTENTIAL RESCUE BATTLES
------------------------
Does not appear in the Underdrome and Paradox Cups.
* Shan-Yu
* Thresholder & Possessor
* Shadow Stalker
* Dark Thorn
* Cerberus
* Hydra
* Volcanic Lord & Blizzard Lord
* Storm Rider
* Xaldin
* Grim Reaper (first)
* Xemnas (armored; first)

RESCUE PROBABILITY
------------------
Applies across the whole story (ie. doesn't reset between battles).

RESCUE NO.   PROBABILITY
1            100%
2            80%
3            64%
4+           50%

REVIVING SORA
-------------
にもDrive gaugeがあり, 下記の方法で最大値の3までためれば, Healing LightでSoraを復活させることができる. しかも, SoraのHP, MP, Drive gaugeが満タンになるのだ. 一方, MickeyのHPが1まで減ったときもSoraは復活するが, HPの回復量は[Soraの最大HPの半分]と少ないうえ, MPやDrive gaugeは変化しない.

HOW TO FILL THE DRIVE GAUGE
* Land a successful hit on an enemy with a technique.
* Collect Drive prizes
* Use the reaction command D-Charge

[Caption: Mickey uses D-Charge in the Hydra fight] Drive gaugeが3になったら, すぐにHealing Lightを使おう.

HOW TO FIGHT AS MICKEY MOUSE
----------------------------
Drive gaugeをためてHealing Lightを使うか, Drive gaugeは無視して敵にdamageを与えていこう. 攻撃するときは, Pearlで敵をひるませ, そのスキにAttackで攻めこむといい. なお, Mickeyの技ではboss敵にトドメを刺すことができない. Boss敵のHPが残り少なくなったら, 早めにSoraを復活させること.

[Caption: Mickey attacks the Storm Rider with Pearl] 敵の遠くからPearlを連発したあと, MP Charge完了まで逃げるという戦法も悪くない.

TECHNIQUES
----------
LEFT-RIGHT SWING
Type: Physical
Stat: Strength
Power modifier:
 - Hit 1: ×0.65
 - Hits 2+: ×0.25
Drive:
 - Hit 1: 3%
 - Hits 2+: 1%
Revenge value: ?
Maximum hit count: 3
Finisher: No
Description: Technique used on both the ground and in the air. Swings weapon horizontally three times.

RISING SPIN
Type: Physical
Stat: Strength
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.33
Drive:
 - Hit 1: 3%
 - Hits 2+: 1%
Revenge value: ?
Maximum hit count: ?
Finisher: No
Description: Ground technique. Floats up and attacks while spinning sideways.

JUMP THRUST
Type: Physical
Stat: Strength
Power modifier: ×1
Drive: 3%
Revenge value: ?
Maximum hit count: ?
Finisher: No
Description: Ground technique. Jumps diagonally upward and thrusts with weapon.

FALLING COMBO THRUST
Type: Physical
Stat: Strength
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Drive:
 - Hit 1: 3%
 - Hits 2+: 1%
Revenge value: ?
Maximum hit count: ?
Finisher: No
Description: Air technique. Continuously lunges while falling.

VERTICAL SPIN SWING
Type: Physical
Stat: Strength
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Drive:
 - Hit 1: 3%
 - Hits 2+: 1%
Revenge value: ?
Maximum hit count: ?
Finisher: No
Description: Air technique. Spins vertically many times while falling.

COMBO SWING
Type: Physical
Stat: Strength
Power modifier: ×0.65 → ×0.25 → ×0.25 → ×0.25 → ×0.25 → ×2
Drive: 3% → 1% → 1% → 1% → 1% → 6%
Revenge value: ?
Maximum hit count: 6
Finisher: No
Description: Combo finisher. Launches enemies with continuous attacks.

SPIN SWING
Type: Physical
Stat: Strength
Power modifier: ×0.65 → ×0.25 → ×0.25 → ×1.5
Drive: 3% → 1% → 1% → 3%
Revenge value: ?
Maximum hit count: 4
Finisher: No
Description: Combo finisher. Flies around in a circle and attacks.

PEARL
MP: 18
Type: Neutral
Stat: Magic
Power modifier:
 - Hit 1: ×2
 - Hits 2–5: ×0.01
Drive:
 - Hit 1: 6%
 - Hits 2–5: 1%
Revenge value: ?
Maximum hit count: 5
Finisher: No
Description: Fires homing projectiles.

D-CHARGE
Type: —
Stat: —
Power modifier: —
Drive: 12–15%
Revenge value: —
Maximum hit count: —
Finisher: No
Description: Fills the Drive gauge; can be extended by pressing Triangle repeatedly.

HEALING LIGHT
Type: —
Stat: —
Power modifier: —
Drive: —
Revenge value: —
Maximum hit count: —
Finisher: No
Description: Techniques that can be used by pressing Triangle when the Drive gauge is is three bars full. Completely restores Sora's HP, MP and Drive gauge.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DONALD DUCK

TECHNIQUES (STANDARD)
---------------------
BASIC TECHNIQUES

VERTICAL SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Swings staff downward. Very short range.

COMBO SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.5
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Swings staff downward, then swings it again while moving forward.

AIR DOWNWARD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Jumps and swings staff downward.

AIR UPWARD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Swings staff upward while jumping.

ABILITY TECHNIQUES

DONALD FIRE
AP: 2
MP: 10
Type: Fire
Stat: Magic
Power modifier:
 - Hits 1–2: ×0.5
 - Hit 3: ×1.25
Revenge value: ?
Maximum hit count: 3
Guard: No
Finisher: No
Description: Flames revolve around Donald.

DONALD BLIZZARD
AP: 2
MP: 10
Type: Blizzard
Stat: Magic
Power modifier: ×2.5
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: Shoots an ice crystal at enemies; the crystal can pierce through them and continue.

DONALD THUNDER
AP: 2
MP: 10
Type: Thunder
Stat: Magic
Power modifier: ×1
Revenge value: ?
Maximum hit count: 2
Guard: No
Finisher: No
Description: Rains down lightning directly above the target; it can also strike nearby enemies.

DONALD CURE
AP: 3
MP: All remaining
Type: —
Stat: Magic
HP recovered: Donald's Magic × 2
Revenge value: —
Maximum hit count: —
Guard: —
Finisher: —
Description: Restores a selected ally's HP.

TECHNIQUES (PRIDE LANDS)
------------------------
BASIC TECHNIQUES

FLYING DOWNWARD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Swings staff downward. Very short range.

FLYING UPWARD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Swings staff downward. Same range as Flying Downward Swing.

ABILITY TECHNIQUES

DONALD FIRE
AP: 2
MP: 10
Type: Fire
Stat: Magic
Power modifier:
 - Hits 1–2: ×0.75
 - Hits 3+: ×1.5
Revenge value: ?
Maximum hit count: 4
Guard: No
Finisher: No
Description: More powerful than Standard Form; can be used while moving.

DONALD BLIZZARD
AP: 2
MP: 10
Type: Blizzard
Stat: Magic
Power modifier: ×3
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: 通常時より威力が大きいうえに氷の結晶を3回連続で飛ばす

DONALD THUNDER
AP: 2
MP: 10
Type: Thunder
Stat: Magic
Power modifier: ×1.25
Revenge value: ?
Maximum hit count: 2
Guard: No
Finisher: No
Description: More powerful than Standard Form.

DONALD CURE
AP: 3
MP: All remaining
Type: —
Stat: Magic
HP recovered: Donald's Magic × 0.7
Revenge value: —
Maximum hit count: —
Guard: —
Finisher: —
Description: Restores HP of all allies in range.
Note: 味方のHPはひとりずつ順に回復していく. そのさいに遠くにいたmemberには効果が届かず, かわりに別のcharacterのHPがもう一度回復する

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: FANTASIA

Unleashes a wide-ranging shower of sparks.

Obtained: Timeless River episode 1; defeat Pete (third)
Invocation: Comet
AP: 3
MP: All remaining
Limit gauge:
 - OG: 10 seconds
 - FM: 5 seconds

発動中は, Triangle buttonを押すと{Comet}が出せるうえ, Soraは通常どおり移動でき, {Attack}も使える. X buttonを連打しながらこまめにTriangle buttonを押し, {Attack} and {Comet}の両方で敵にdamageを与えていこう. Finisherの{Comet Rain}はSoraの周辺を狙う攻撃なので, 敵を引きつけてから出すといい.

[Caption: Sora and Donald attack Dusks and Berserkers with Comet Rain] Comet Rain: 円を描くようにつぎつぎと爆発を起こす. 10 hit以上することも.

ATTACK SEQUENCE
---------------
1. Ground/air: Comet

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
   - Triangle: Comet
   - X: Comet Rain (replaces Limit command; using it ends the Limit)

-USE COMET FIVE TIMES-

3. Triangle: Comet Rain

TECHNIQUES
----------
COMET
Type: Neutral
Stat: Magic
Power modifier: 
 - OG: ×0.25 → ×0.75 → ×2
 - FM: ×0.25 → ×0.25 → ×0.5
Revenge value: 0 → 0.125 → 0.125
Maximum hit count: 3
Finisher: Yes
Description: Attacks enemies with explosions.

COMET RAIN
Type: Neutral
Stat: Magic
Power modifier: ×2.5
Revenge value: 0.375
Maximum hit count: Unlimited
Finisher: Yes
Description: Generates explosions around Sora.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: FLARE FORCE

Fires a multitude of homing rockets.

Obtained: Port Royal (episode 2); defeat Grim Reaper (second)
Invocation: Duck Flare
AP: 3
MP: All remaining
Limit gauge:
 - OG/FMi: 10 seconds
 - FMj: 5 seconds

The attack sequence is similar to Fantasia's, but the attack itself strikes with rockets instead of explosions. 1発の威力が小さいかわりに, rocketが短時間のうちに連続で当たり, 敵の動きを止めることが可能. そのスキに{Attack}などで攻めこもう.

[Caption: Sora and Donald attack a Large Body with Megaduck Flare] Megaduck Flare: Airにrocketがつぎつぎと現れては, 敵めがけて順番に飛んでいく.

ATTACK SEQUENCE
---------------
1. Ground/air: Duck Flare

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
   - Triangle: Rocket Flare
   - X: Megaduck Flare (replaces Limit command; using it ends the Limit)

-OG: USE ROCKET FLARE FOUR TIMES-
-FM: USE ROCKET FLARE THREE TIMES-

3. Triangle: Megaduck Flare

TECHNIQUES
----------
DUCK FLARE
Type: Neutral
Stat: Magic
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Fires rockets at an enemy.

ROCKET FLARE
Type: Neutral
Stat: Magic
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Attacks with homing rockets.

MEGADUCK FLARE
Type: Neutral
Stat: Magic
Power modifier: ×0.01
Revenge value: 0.125
Maximum hit count:
 - OG/FMi: Unlimited
 - FMj: 30
Finisher: Yes
Description: Attacks with countless rockets.

(Note: FM stats and changes are only relevant to JP; international FM uses OG stats.)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

GOOFY

TECHNIQUES (STANDARD)
---------------------
BASIC TECHNIQUES

SHIELD STANCE
AP: —
MP: —
Type: —
Stat: —
Power modifier: —
Revenge value: —
Maximum hit count: —
Guard: —
Finisher: No
Description: Holds up shield, deflecting frontal attacks. This is Goofy's default state in active combat when on the ground.

SHIELD RUSH
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier:
 - Hit 1: ×0.33
 - Hits 2+: ×0.1
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Runs while holding shield, damaging any enemies in the way. Goofy always uses this when running durning active combat.

SHIELD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Nimbly holds shield and swings it upward.

SHIELD SPIN
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.5
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Spins sideways while swinging shield.

AIR DOWNWARD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Swings shield downward immediately after jumping.

AIR UPWARD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Jumpすると同時に盾を真上に向けるように振る

ABILITY TECHNIQUES

GOOFY TORNADO
AP: 2
MP: 10
Type: Physical
Stat: Strength
Power modifier: ×0.25
Revenge value: ?
Maximum hit count: 10+
Guard: Yes (negate)
Finisher: No
Description: Rushes while spinning, causing enemies to float in the air. Maximum [up to] 20+ hits, but half of these deal no damage.

GOOFY BASH
AP: 2
MP: 10
Type: Physical
Stat: Strength
Power modifier: ×0.25
Revenge value: ?
Maximum hit count: 10
Guard: Yes (negate)
Finisher: No
Description: Raises one leg and throws shield; the shield returns to Goofy when it ceases hitting a valid target.

GOOFY TURBO
AP: 2
MP: 10
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: Rides on the shield and circles around on the ground, launching enemies in Sora's direction.

TECHNIQUES (PRIDE LANDS)
------------------------
BASIC TECHNIQUES

SHELL RUSH
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: Hides in shell and rams enemies while spinning sideways.

SHELL SPIN
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.5
Revenge value: ?
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: 大きな円を措くように転がりながら攻撃する. 3周するが攻撃は1回しかhitしない

AIR RAM
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: 横に何度も回転しつつjumpして敵にぶつかる

AIR UPPER
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: Simultaneously jumps and rushes forward in a tailspin motion.

ABILITY TECHNIQUES

GOOFY TORNADO
AP: 2
MP: 10
Type: Physical
Stat: Strength
Power modifier: ×0.25
Revenge value: ?
Maximum hit count: 5
Guard: No
Finisher: No
Description: Rushes enemies while spinning sideways repeatedly. Maximum 10 hits, but half of those deal no damage.

GOOFY TURBO
AP: 2
MP: 10
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: 何度も横に回転し, 飛び跳ねながら敵に向かって体当たりする

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: TORNADO FUSION

Sora and Goofy attack together.

Obtained: The Land of Dragons (episode 2); defeat Storm Rider
Invocation: Whirli-Goof
AP: 3
MP: All remaining
Limit gauge: 0 seconds (pausing the attack ends the Limit)

When activated, press X or Triangle repeatedly to use Whirli-Goof twice → Whirli-Goofra three times → Whirli-Goofga. You can use the left stick to move around while the powerful Whirli-Goofga is active to chase and damage enemies repeatedly.

[Caption: Sora and Goofy attack the Blizzard Lord with Whirli-Goofga] Whirli-Goofga: Sora and Goofy curl into a circle shape and roll at high speed, scattering enemies about.

ATTACK SEQUENCE
---------------
1. Ground/air: Whirli-Goof
2. X/Triangle: Whirli-Goof

-USE WHIRLI-GOOF TWO TIMES-

3. X/Triangle: Whirli-Goofra

-USE WHIRLI-GOOFRA THREE TIMES-

4. X/Triangle: Whirli-Goofga

TECHNIQUES
----------
WHIRLI-GOOF
Type: Physical
Stat: Strength
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Rushes at enemies while spinning sideways.

WHIRLI-GOOFRA
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×0.01
 - FM: ×0.2
Revenge value: 0.125
Maximum hit count: ?
Finisher: Yes
Description: Attacks by moving up and down while spinning sideways.

WHIRLI-GOOFGA
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×1
 - FM: ×0.65
Revenge value: 0.375
Maximum hit count: ?
Finisher: Yes
Description: Rushes forward while spinning like a wheel.

FINAL MIX CHANGES
-----------------
* It is more difficult to land successive hits with Whirli-Goofga.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: TEAMWORK

いろいろ飛ばして大damage

Obtained: Port Royal (episode 1); defeat Barbossa
Invocation: Knocksmash
AP: 3
MP: All remaining
Limit gauge: 0 seconds (pausing the attack ends the Limit)

You can use powerful techniques in exchange for lack of mobility while active. Knocksmash and Duo Raid can only hit a single enemy at a time, so it's best to use them on enemies with a lot of HP. Remember to hit X and/or Triangle repeatedly to keep the Limit going. Sora can move around freely right after launching Goofy with Cosmo Boost; chase down and attack enemies during this time.

[Caption: Sora and Goofy attack a group of Berserkers with Cosmo Boost] Sora throws Goofy, who rushes around in the air.

ATTACK SEQUENCE
---------------
1. Ground: Knocksmash
2. X/Triangle: Knocksmash

-USE KNOCKSMASH FOUR TIMES-

3. X/Triangle: Duo Raid

-USE DUO RAID THREE TIMES-

4. X/Triangle: Cosmo Boost

TECHNIQUES
----------
KNOCKSMASH
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×3
 - FM: ×1
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Hurls shield as if batting it.

DUO RAID
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×0.01
 - FM: ×0.25
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Throws shield and weapon like a bowling ball.

COSMO BOOST
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×5
 - FM: ×2
Revenge value: 1
Maximum hit count: ?
Finisher: Yes
Description: Sora launches Goofy to attack.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MULAN

TECHNIQUES (PING)
-----------------
VERTICAL SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.33
Revenge value: ?
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Clumsily swings sword diagonally downward.

VERTICAL TUMBLING SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.33
Revenge value: ?
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: Tries to swing sword downward, but trips and falls.

UPWARD THRUST
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.33
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: へっぴり腰の体勢で剣を斜め上ヘ突き出す

AIR SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.33
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: 前方に軽くjumpしながら振り上げる

TECHNIQUES (MULAN)
------------------
BASIC TECHNIQUES

HORIZONTAL SWING COMBO
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier:
 - Sword & sweep: ×0.65
 - Thrust: ×1
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Attacks with sword and foot sweeps while twisting/spinning her body, then thrusts with sword immediately afterward.

VERTICAL SWING COMBO
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Attacks twice with vertical sword swings, then strikes with her palm.

AIR VERTICAL SPIN SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: 2
Guard: Yes (repel)
Finisher: No
Description: Jumpと同時に身体を横に向け, 何度も回転しながら剣を振る

AIR HORIZONTAL SPIN SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: 3
Guard: Yes (repel)
Finisher: No
Description: Jumps and attacks with sword while spinning sideways.

ABILITY TECHNIQUES

MUSHU FIRE
AP: 2
MP: 10
Type: Fire
Stat: Magic
Power modifier:
 - Hits 1–3: ×0.5
 - Hit 4: ×1.5
Revenge value: ?
Maximum hit count: 4
Guard: No
Finisher: No
Description: Swings Mushu, who breathes fire around Mulan.

FLAMETONGUE
AP: 2
MP: 10
Type: Fire
Stat: Strength
Power modifier: ×4
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: Mulan and Mushu rush toward enemies, then simultaneously attack with sword and flame.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: DRAGONBLAZE

Invokes various techniques that utilise flames.

Obtained: The Land of Dragons (episode 1) / Mulan returns to normal
Invocation: Red Rocket
AP: 3
MP: All remaining
Limit gauge: 5.2 seconds

When activated, you float in the air (you can move up and down with the right stick) and can use Flametongue and Heat Lance; attack bulkier enemies with these techniques and finish off the rest with Red Meteor. Optimise this Limit by using its techniques as follows: Flametongue four times → Heat Lance four times → Flametongue four times → either technique once → Red Meteor.

[Caption 1: Sora and Mulan attack enemies with Heat Lance] Heat Lance: The flames have a short range; when they make contact, the resulting explosion strikes nearby enemies.
[Caption 2: Sora and Mulan attack enemies with Red Meteor] Red Meteor: The flames Mushu breathes repeatedly spread out, damaging many enemies.

ATTACK SEQUENCE
---------------
1. Ground: Red Rocket

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
   - X: Flametongue
   - Triangle: Heat Lance

-SATISFY ONE OF THE FOLLOWING CONDITIONS-
a. Use Flametongue five times
b. Use Heat Lance five times
c. Flametongue use count − Heat Lance use count (Flametongueを最初に使うまでの使用回数はのぞく) = 5

3. X/Triangle: Red Meteor

TECHNIQUES
----------
RED ROCKET
Type: Fire
Stat: Magic
Power modifier: ×1
Revenge value: 0
Maximum hit count: ?
Finisher: No
Description: Generates explosions above the party.

FLAMETONGUE
Type: Fire
Stat: Strength
Power modifier: ×0.25
Revenge value: 0
Maximum hit count: 2
Finisher: Yes
Description: Sora attacks by charging.

HEAT LANCE
Type: Fire
Stat: Magic
Power modifier: ×0.5
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Mushu breathes fire that explodes.

RED METEOR
Type: Fire
Stat: Magic
Power modifier: ×1.5
Revenge value: 0
Maximum hit count: 4
Finisher: Yes
Description: Rains down countless flames.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

BEAST

TECHNIQUES
----------
BASIC TECHNIQUES

GROUND RIGHT CLAW SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: 右手を横に払って引っかく. その場で攻撃ためリーチがとても短い

GROUND LEFT CLAW SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.5
Revenge value: ?
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: 左手を横に払って引っかく. 攻撃できる範囲はGround Right Claw Swingと同じ

GROUND DIAGONAL SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: 右手を斜めに振り下ろして引っかく. 威力はあるが, リーチが短い

RISING CLAW SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Jumpすると同時に左手を振り上げて引っかく

FALLING CLAW SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Jumpしたあと, 落下中に右手を振り下ろして引っかく

ABILITY TECHNIQUES

FURIOUS SHOUT
AP: 2
MP: 10
Type: Neutral
Stat: Strength
Power modifier: ×5
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: Unleashes an intense roar that launches surrounding enemies. Powerful, but has a limited range.

FEROCIOUS RUSH
AP: 2
MP: 10
Type: Physical
Stat: Strength
Power modifier:
 - All except final: ×0.01
 - Final: ×2
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: 走りながら正面の敵に何度も攻撃し, 最後に前へ跳びながら突進する

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: HOWLING MOON

Obtained: Initial
Invocation: Twin Howl
AP: 3
MP: All remaining
Limit gauge: 5.3 seconds

When activated, you can use such powerful techniques as Outcry and Stalwart Fang; alternate between them as much as possible before the finisher appears.

[Caption 1: Sora and Beast attack a Hook Bat with Stalwart Fang] Stalwart Fang: Beast strikes the ground with both hands, その衝撃で周囲にいる敵を攻撃.
[Caption 2: Sora and Beast attack Xaldin with Last Howl] Last Howl: Sora and Beast roar, dealing great damage to surrounding enemies and launching them.

ATTACK SEQUENCE
---------------
1. Ground: Twin Howl

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
   - X: Outcry
   - Triangle: Stalwart Fang

-USE OUTCRY AND/OR STALWART FANG SIX TIMES (CUMULATIVE)-

3. X/Triangle: Last Howl

TECHNIQUES
----------
TWIN HOWL
Type: Neutral
Stat: Magic
Power modifier: ×0.75
Revenge value: 0
Maximum hit count: 1
Finisher: No
Description: Attacks surrounding enemies with a powerful roar.

OUTCRY
Type: Neutral
Stat: Strength
Power modifier: ×1
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Deals damage with charges and shock waves.

STALWART FANG
Type: Neutral
Stat: Magic
Power modifier: ×0.5
Revenge value: 0
Maximum hit count: 3
Finisher: Yes
Description: Attacks by striking the ground.

LAST HOWL
Type: Neutral
Stat: Magic
Power modifier: ×5
Revenge value: 0
Maximum hit count: 1
Finisher: Yes
Description: Deals great damage to surrounding enemies with a roar.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

AURON

TECHNIQUES
----------
BASIC TECHNIQUES

GROUND HORIZONTAL SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: 軽く踏みこみながら身体をひねり, 刀を左から右へ払う

GROUND VERTICAL SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Quickly swings sword diagonally downward. Executes quickly, but has a short reach.

AIR UPWARD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Jumps, then immediately swings sword upward from directly below.

AIR DOWNWARD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Attacks by swinging sword downward after descending from a jump.

ABILITY TECHNIQUES
------------------
DIVIDER
AP: 2
MP: 10
Type: Physical
Stat: Strength
Power modifier:
 - Parts 1–7:
   - Hit 1: ×1
   - Hits 2–7: ×0.25
 - Part 8: ×2
Revenge value: ?
Maximum hit count: 8 [?]
Guard: No
Finisher: No
Description: Swings sword eight times successively while chasing enemies.

HEALING WATER
AP: 3
MP: 99
Type: —
Stat: —
Amount recovered: 60% maximum HP
Revenge value: —
Maximum hit count: —
Guard: —
Finisher: —
Description: Restores 60% of a selected ally's maximum HP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: OVERDRIVE

Auron's techniques can also be used by Sora.

Obtained: Initial
Invocation: Bushido
AP: 3
MP: All remaining
Limit gauge: 2.1 seconds

Pressing X immediately after pressing Triangle will cause Sora to attack with the same technique; the command vanishes if X is pressed too late, so press X and Triangle repeatedly to maximise usage. Sora cannot move freely while the Limit is in use, so approach enemies closely before activating it.

[Caption 1: Sora and Auron attack a Rabid Dog with Shooting Star] Shooting Star: 攻撃する前に敵をすばやく追うため, 空振りに終わることは少ない
[Caption 2: Sora and Auron attack enemies with Spiral] Spiral: Sora and Auron spin their weapons many times, generating a tornado. Has a wide range.

ATTACK SEQUENCE
---------------
1. Ground: Bushido

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
2a.
* Shooting Star
Auronが{Shooting Star}を使った直後のみ
b. [check later]

-AURON USES SHOOTING STAR THREE TIMES-

3. X/Triangle: Spiral

[Old; check later]
2a. [Only] after Auron uses Banishing Blade
    - X/Triangle: Shooting Star
2b. [Only] after Auron uses Shooting Star
    - X/Triangle: Banishing Blade
*Auron switches techniques with each command input
3. After Auron uses Shooting Star three times [needs clarification]
   - X/Triangle: Spiral
[This was weird to try and clarify in a not-so-messy manner…retry later.]

TECHNIQUES
----------
BUSHIDO
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: 0
Maximum hit count: ?
Finisher: No
Description: Attacks by swinging weapon sideways on the spot.

SHOOTING STAR
Type: Physical
Stat: Strength
Power modifier: ×0.5
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Swings weapon sideways while running at enemies.

BANISHING BLADE
Type: Neutral
Stat: Strength
Power modifier: ×0.5
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Sends out several homing fire pillars at enemies.

SPIRAL
Type: Neutral
Stat: Strength
Power modifier: ×5
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Ensnares surrounding enemies in a giant tornado.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

JACK SPARROW

TECHNIQUES
----------
BASIC TECHNIQUES

PARRY
AP: —
MP: —
Type: —
Stat: —
Power modifier: —
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Holds up sword, deflecting frontal attacks. This is Jack's default state when on the ground.

SWEEP
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Sweeps with sword while spinning sideways on one leg. Jackの正面にいる相手には2 hitする

GROUND COMBO
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: 剣を手首で軽くまわしたのち, 前に進みながら振り上げ, さらに身をひねって振り下ろす

AIR THRUST
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Simultaneously jumps and thrusts sword diagonally upward.

AIR VERTICAL SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Jumps lightly and quickly swings sword downward.

ABILITY TECHNIQUES

NO MERCY
AP: 2
MP: 10
Type: Physical
Stat: Strength
Power modifier: ×3
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: 軽くスキツプしながら前進しつつ, 剣を2回連続で振り上げる

RAIN STORM
AP: 2
MP: 10
Type: Physical
Stat: Strength
Power modifier: ×3
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: その場からknifeを5回連続で投げる

BONE SMASH
AP: 2
MP: 10
Type: Fire
Stat: Strength
Power modifier: ×3
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: 前3方向に爆弾を投げる. 爆弾は直後に爆発し, 周囲の敵を上に吹き飛ばす

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: TREASURE ISLE

Draws in enemies and routs them with bombs.

Obtained: Initial
Invocation: Bluff
AP: 3
MP: All remaining
Limit gauge: 2.1 seconds

Sora cannot move freely while the Limit is active, but all newly-spawning enemies will be drawn directly overhead. Quickly alternate between Triangle → X → Triangle → X, etc. to have Jack and Sora attack one at a time. Final Trap launches enemies upward; follow it up with combos, etc.

[Caption 1: Sora and Jack gather enemies with Bluff] Bluff: Light expands from the treasure chest Sora opens, which draws enemies in and prevents them from moving.
[Caption 2: Sora and Jack attack enemies with Final Trap] Jack drops a bomb in the chest, and the resulting explosion launches surrounding enemies.

ATTACK SEQUENCE
---------------
1. Ground: Bluff

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
a. Triangle: Jackknife
-ONLY AFTER JACK USES JACKKNIFE-
b. X/Triangle: Slasher

-AFTER JACK USES JACKKNIFE SEVEN TIMES-

3. X/Triangle: Final Trap

TECHNIQUES
----------
BLUFF
Type: —
Stat: —
Power modifier: ×0
Revenge value: —
Maximum hit count: —
Finisher: No
Description: Enemies gather above Sora.

JACKKNIFE
Type: Physical
Stat: Strength
Power modifier: ×0.75
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Jack attacks by swinging his sword.

SLASHER
Type: Physical
Stat: Strength
Power modifier: ×0.75
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Sora jumps lightly and swings his weapon.

FINAL TRAP
Type: Fire
Stat: Magic
Power modifier: ×5
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: A large explosion deals great damage to surrounding enemies.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ALADDIN

TECHNIQUES
----------
BASIC TECHNIQUES

VERTICAL SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Steps forward and swings sword downward from overhead.

LEFT-RIGHT SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: 2
Guard: Yes (repel)
Finisher: No
Description: Sweeps to the left with sword, then quickly brings it back to the right.

AIR UPWARD SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Jumps, then immediately swings sword straight upward.

AIR VERTICAL SWING
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: 1
Guard: Yes (repel)
Finisher: No
Description: Swings sword downward after descending from a jump.

ABILITY TECHNIQUES

SLASH FRENZY
AP: 2
MP: 10
Type: Physical
Stat: Strength
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.25
Revenge value: ?
Maximum hit count: 8
Guard: No
Finisher: No
Description: Quickly approaches an enemy and attacks eight times while circling around it. The attack ends when the targeted enemy is defeated.

QUICKPLAY
AP: 2
MP: 10
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: 3
Guard: No
Finisher: No
Description: Runs at an enemy and attacks three times. 攻撃が当たるたびにMP prize (small)が4個出現

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: TRICK FANTASY

Blindingly fast rapid attacks.

Obtained: Initial
Invocation: Speedster
AP: 3
MP: All remaining
Limit gauge: 5 seconds

Prizes appear as you attack enemies (see table below). Once activated, alternate techniques between Sora and Aladdin to obtain as many prizes as possible, then use Trickster to inflict great damage on enemies. Using Trickster automatically draws all prizes to Sora, so don't worry about going out of your way to collect them.

[Caption 1: Aladdin attacks the Blizzard Lord with Speedster] Speedster: Aladdin instantly attacks, then leans toward Sora and speaks to him.
[Caption 2: Sora and Aladdin activate Trickster → they attack the Blizzard Lord with Trickster] Trickster: Sora and Aladdin jump around the area, repeatedly damaging enemies.

ATTACK SEQUENCE
---------------
1. Ground: Speedster

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
   - X: Quickplay (Sora's attack)
   - Triangle: Quickplay (Aladdin's attack)

-AFTER SORA AND/OR ALADDIN USE QUICKPLAY SIX TIMES-

3. X/Triangle: Trickster

TECHNIQUES
----------
SPEEDSTER
Type: Physical
Stat: Strength
Power modifier:
 - Hit 1: ×0.1
 - Hits 2+: ×0.01
Revenge value: 0
Maximum hit count: 3
Finisher: No
Description: Attacks all enemies.

QUICKPLAY
Type: Physical
Stat: Strength
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: 6
Finisher: Yes
Description: Approaches enemies and swings weapon upward.

TRICKSTER
Type: Physical
Stat: Strength
Power modifier: ×0.45
Revenge value: 0
Maximum hit count: 10
Finisher: Yes
Description: Sora and Aladdin attack simultaneously.

TABLE: LIMIT TECHNIQUE PRIZES PER SUCCESSFUL HIT
------------------------------------------------
TECHNIQUE                      HIT COUNT   PRIZE
Speedster                      3           HP prize [1] ×1
Quickplay (Sora's attack)      3           HP prize [1] ×1
Quickplay (Aladdin's attack)   3           MP prize [1] ×1
Trickster                      10          Drive prize [1%] ×1

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

JACK SKELLINGTON

TECHNIQUES
----------
BASIC TECHNIQUES

2-HAND PUNCH
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: 2
Guard: Yes (repel)
Finisher: No
Description: Takes a small step forward and swings both hands downward.

HORIZONTAL SPIN ATTACK
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Strikes with right hand while stooping low, then spins sideways and kicks with left and right feet.

AIR SPIN KICK
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Jumpしたあと, 足をあげたまま横に何度も回転して攻撃する

AIR AXE KICK
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.65
Revenge value: ?
Maximum hit count: ?
Guard: Yes (repel)
Finisher: No
Description: Jumps, then somersaults forward and attacks with heel.

ABILITY TECHNIQUES

BLAZING FURY
AP: 2
MP: 10
Type: Fire
Stat: Magic
Power modifier: ×0.75
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: Runs around and attacks enemies with three lit flames in front of himself.

ICY TERROR
AP: 2
MP: 10
Type: Blizzard
Stat: Magic
Power modifier: ×0.5
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: Launches homing ice crystals; struck enemies are launched and take repeated damage.

BOLTS OF SORROW
AP: 2
MP: 10
Type: Thunder
Stat: Magic
Power modifier: ×0.5
Revenge value: ?
Maximum hit count: 6 [?]
Guard: No
Finisher: No
Description: Floats in the air, then rains down six successive bolts of lightning.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: APPLAUSE, APPLAUSE

Dances, ghosts, bats and fireworks.

Obtained: Initial
Invocation: Dance Call
AP: 3
MP: All remaining
Limit gauge: 5.1 seconds

Dance Call is automatically launched when activated; it remains in use except when another technique is in progress. Sora and Jack can move around (with either one above the other's head), dealing slight damage on enemies that make contact. Downbeat and Synchronization are largely similar, only differing in location of activation (and thus hitbox); for this reason, it's recommended to use Synchronization as it's more likely to hit enemies.

[Caption 1: Sora and Jack attack the Experiment with Synchronization] Synchronization: Bats and ghosts emerge from several pumpkins and strike enemies.
[Caption 2: Sora and Jack attack enemies with Finale] Finale: After bats and ghosts rush enemies, fireworks launch enemies.

ATTACK SEQUENCE
---------------
1. Ground: Dance Call

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
a. Loop to b afterward
   - X: Downbeat
   - Triangle: Synchronization
b. Loop to a afterward
   - X: Synchronization
   - Triangle: Downbeat
* Commands switch whenever Sora or Jack use a technique.
* Repeats Dance Call if a technique isn't used.

-USE DOWNBEAT AND/OR SYNCHRONIZATION FIVE TIMES (CUMULATIVE)-

3. X/Triangle: Finale

TECHNIQUES
----------
DANCE CALL
Type: Physical
Stat: Magic
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Finisher: No
Description: Launches kicks while spinning.

DOWNBEAT
Type: Physical
Stat: Magic
Power modifier: ×0.5
Revenge value: 0
Maximum hit count: 6
Finisher: Yes
Description: Attacks from below.

SYNCHRONIZATION
Type: Physical
Stat: Magic
Power modifier: ×0.5
Revenge value: 0
Maximum hit count: 6
Finisher: Yes
Description: Attacks from above.

FINALE
Type: Physical
Stat: Magic
Power modifier:
 - All except final fireworks: ×0.01
 - Final fireworks: ×5
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Ghosts, fireworks, etc. attack surrounding enemies.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SIMBA

TECHNIQUES
----------
BASIC TECHNIQUES

RAM
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: Charges at an enemy, headbutts it, and quickly retreats.

2-PART RAM
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: 2
Guard: Yes (negate)
Finisher: No
Description: Charges directly at an enemy with his head thrust forward.

UPWARD KICK
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: Runs up to an enemy, then kicks it while somersaulting backward.

AIR PUNCH
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: Attacks immediately after jumping by swinging left foreleg sideways.

ABILITY TECHNIQUES

FIERCE CLAW
AP: 2
MP: 10
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: Rushes at enemies eight times successively while spinning sideways at high speed.

GROUNDSHAKER
AP: 2
MP: 10
Type: Neutral
Stat: Magic
Power modifier:
 - Hits 1–4: ×0.01
 - Hit 5: ×5
Revenge value: ?
Maximum hit count: 5
Guard: No
Finisher: No
Description: Damages surrounding enemies with a roar.

HEALING HERB
AP: 3
MP: 99
Type: —
Stat: Magic
HP recovered: Simba's Magic × 2
Revenge value: —
Maximum hit count: —
Guard: —
Finisher: —
Description: Restores a selected ally's HP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: KING'S PRIDE

Rapidly rams enemies and finishes with roaring.

Obtained: Initial
Invocation: Wildcat
AP: 3
MP: All remaining
Limit gauge: 5.1 seconds

When activated, you can use two different techniques and move around freely. Ideally you'll want to attack repeatedly to prevent the Limit gauge from completely emptying; note that continuous use of X-Claw can push targets out of range and doesn't strike other enemies, so it's recommended to use High Fang instead.

[Caption 1: Sora and Simba attack Scar with High Fang] High Fang: Simba rushes forward while spinning sideways, while Sora attacks in a drilling motion.
[Caption 2: Sora and Simba attack Scar with Proud Roar] Proud Roar: Sora and Simba roar to attack; it can deal a lot of damage to enemies caught in the full sequence.

ATTACK SEQUENCE
---------------
1. Ground: Wildcat

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
   - X: X-Claw
   - Triangle: High Fang

-USE X-CLAW AND/OR HIGH FANG 20 TIMES (CUMULATIVE)-

3. X/Triangle: Proud Roar

TECHNIQUES
----------
WILDCAT
Type: Neutral
Stat: Magic
Power modifier: ×0.25
Revenge value: 0
Maximum hit count: 3–4
Finisher: No
Description: Triggers an earthquake.

X-CLAW
Type: Physical
Stat: Strength
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Sora and Simba (in that order) ram enemies.

HIGH FANG
Type: Physical
Stat: Strength
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Simba and Sora (in that order) ram enemies.

PROUD ROAR
Type: Neutral
Stat: Magic
Power modifier:
 - Hits 1–10: ×0.01
 - Hit 11: ×5
Revenge value: 0
Maximum hit count: 11
Finisher: Yes
Description: Attacks surrounding enemies.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

TRON

TECHNIQUES
----------
BASIC TECHNIQUES

PIERCING DISC THROW
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: Aims at an enemy and throws disc; the disc flies straight through the enemy.

REFLECTING DISC THROW
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: Aims at an enemy and throws disc; the disc either hits the enemy or changes direction directly upward after travelling a certain distance.

(Note: Could possibly be "disc flies directly upward after hitting an enemy or travelling a certain distance"; check later.)

DISC SPIN
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.25
Revenge value: ?
Maximum hit count: 4
Guard: No
Finisher: No
Description: Throws disc that revolves around himself several times.

DISC RISING SPIN
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier: ×0.25
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: Throws disc (that slowly ascends) in a circular motion.

ABILITY TECHNIQUES

SCOUTING DISK
AP: 2
MP: 10
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: Throws homing disc. Has great homing ability, but always remains at the same height.

PULSING THUNDER
AP: 2
MP: 10
Type: Thunder
Stat: Magic
Power modifier: ×2
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: Releases five electric shocks times around himself.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: COMPLETE COMPILEMENT

Unleashes various attack programs.

Obtained: Datascapeでprogramを受け取る
Invocation: Setup
AP: 3
MP: All remaining
Limit gauge: 5.1 seconds

Sora and Tron can move around in the air when activated. Use Cluster Code immediately after your first use of Burst Pulse; doing so greatly increases Burst Pulse's power, and the process can be repeated. After using Reprogram, Sora can move around freely and the programs released by Tron continue to attack for a while; quickly follow up with your own attacks.

[Caption: Sora and Tron attack the Hostile Program with Burst Pulse] Burst Pulse: Releases attack programs (triangular and quadrilateral objects) around Tron.

ATTACK SEQUENCE
---------------
1. Ground: Setup

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
   - X: Cluster Code
   - Triangle: Burst Pulse

-USE CLUSTER CODE AND/OR BURST PULSE FOUR TIMES (CUMULATIVE)-

3. X/Triangle: Reprogram

* When Reprogram is used, the Limit continues (even after the Limit gauge empties) until all programs disappear.

TECHNIQUES
----------
SETUP
Type: Physical
Stat: Magic
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Finisher: No
Description: Damages surrounding enemies.

CLUSTER CODE
Type: Physical
Stat: Magic
Power modifier: ×0.5
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Sora fires programs directly forward.

BURST PULSE
Type: Physical
Stat: Magic
Power modifier: ×0.01 (*1)
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Releases attack programs around Tron.
*1: 動作中に{Cluster Code}か{Reprogram}を使うと技が切りかわる直前のpower modifier ×1.5になる

REPROGRAM
Type: Physical
Stat: Magic
Power modifier: ×0.25
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Attacks enemies with homing programs.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

RIKU

TECHNIQUES
----------
BASIC TECHNIQUES

GROUND COMBO
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier:
 - Horizontal swing: ×0.65
 - Vertical swing & thrust: ×1
Revenge value: ?
Maximum hit count: 10
Guard: Yes (negate)
Finisher: No
Description: Attacks by continuously swinging weapon.

AIR COMBO
AP: —
MP: —
Type: Physical
Stat: Strength
Power modifier:
 - Horizontal swing: ×0.65
 - Vertical swing: ×1
Revenge value: ?
Maximum hit count: 10
Guard: Yes (negate)
Finisher: No
Description: Floats in the air and swings weapon repeatedly while chasing enemies.

ABILITY TECHNIQUES

DARK AURA
AP: 2
MP: 10
Type: Physical
Stat: Magic
Power modifier: ×0.25
Revenge value: ?
Maximum hit count: 4 [?]
Guard: No
Finisher: No
Description: Can be used by pressing Triangle when an enemy is launched. Warps near an enemy and rapidly fires four dark orbs.

DARK SHIELD
AP: 2
MP: 10
Type: Physical
Stat: Magic
Power modifier: ×2
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: Can be used by pressing Triangle when Sora is attacked. Moves in front of Sora and raises a barrier that deflects attacks.

CURE POTION
AP: 3
MP: 99
Type: —
Stat: —
HP recovered: Amount recovered: 60% maximum HP
Revenge value: —
Maximum hit count: —
Guard: —
Finisher: —
Description: Restores 60% of a selected ally's maximum HP. Effect is boosted by 1.5× if Item Boost is equipped.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: ETERNAL SESSION

Sora and Riku's magnificent combined attack.

Obtained: Initial
Invocation: Session
AP: 3
MP: All remaining
Limit gauge: 5.1 seconds

Allows you to use a variety of techniques, but only All's End deals plenty of damage. Sora can move around normally while the Limit is active; you should gather as many enemies while attacking, then finish them all off together with All's End. Optimise this Limit's hit count by using its techniques as follows: Last Saber once → Dark Cannon twice → Master Hearts once → XIII Blades twice → All's End.

[Caption 1: Sora and Riku attack enemies with Dark Cannon] Dark Cannon: Sora and Riku fire projectiles from both hands four times consecutively; it can strike distant enemies.
[Caption 2: Sora and Riku attack enemies with All's End] All's End: Sora and Riku round up nearby enemies between their weapons and destroy them with the intense light released by the weapons.

ATTACK SEQUENCE
---------------
1. Ground/air: Session

-AUTOMATICALLY USES LAST SABER WHEN ACTIVATED-

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
   - X: Last Saber
   - Triangle: Dark Cannon

-AUTOMATICALLY USES MASTER HEARTS WHEN EITHER LAST SABER OR DARK CANNON IS USED TWICE-

3. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
   - X: XIII Blades
   - Triangle: Master Hearts

-USE XIII BLADES OR MASTER HEARTS TWICE-

4. X/Triangle: All's End

TECHNIQUES
----------
SESSION
Type: Physical
Stat: Strength
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Sora and Riku attack while dancing in mid-air.

LAST SABER
Type: Physical
Stat: Strength
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Approaches enemies and repeatedly swings weapons.

DARK CANNON
Type: Physical
Stat: Strength
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Sora and Riku fire a barrage of dark projectiles.

XIII BLADES
Type: Physical
Stat: Strength
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Attacks by swinging many swords.

MASTER HEARTS
Type: Physical
Stat: Strength
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Finisher: Yes
Description: Sora and Riku swing their weapons.

ALL'S END
Type: Neutral
Stat: Strength
Power modifier:
 - All except final: ×0.01
 - Final: ×10
Revenge value: 0
Maximum hit count: ?
Finisher: No
Description: Draws in surrounding enemies and attacks continuously.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SUMMONS

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

CHICKEN LITTLE

Though weak, he has excellent support abilities!

Obtained: 100 Acre Wood episode 0; talk to Pooh, then return to Hollow Bastion and receive the Baseball Charm from Merlin.

Follows Sora, sometimes using Ball, Firecracker or Whistle to hinder enemies. Furthermore, he heals Sora with Salve when the latter is reduced to 25% HP.

HOW TO FIGHT WHEN CHICKEN LITTLE IS SUMMONED
--------------------------------------------
Wait for Chicken Little to attack, then strike enemies hindered by Ball and Whistle; alternatively, you can focus on attacking and hope he'll heal you with Salve. Whatever the case, activate the Limit to render yourself invincible when an enemy uses a dangerous attack.

[Caption 1: Sora attacks enemies drawn in by Chicken Little's Whistle] Use combos and Fire-line magic on enemies drawn in by Whistle.

TECHNIQUES
----------
BALL
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×0
 - FM: ×0.01
Revenge value: 0
Maximum hit count: ?
Guard: No
Finisher: No
Description: Throws balls that stagger enemies.

FIRECRACKER
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×0
 - FM: ×0.01
Revenge value: 0
Maximum hit count: ?
Guard: No
Finisher: No
Description: Stops enemies directly in front.

WHISTLE
Type: Neutral
Stat: —
Power modifier: ×0
Revenge value: 0
Guard: No
Finisher: No
Description: Draws in surrounding enemies.

SALVE
Type: —
Stat: —
Power modifier: —
Guard: —
Finisher: —
Description: Heals 40% of Sora's maximum HP.

[Caption 2: Chicken Little draws in Shadows with Whistle] Whistle: Draws enemies into a cluster, preventing them from moving for a moment.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LIMIT: FPS SHOT

Stalls enemies with balls and firecrackers.

Invocation: FPS Mode
Summon gauges consumed:
 - OG: 2
 - FM: 5
Limit gauge:
 - OG: 10 seconds
 - FM: 5 seconds

When activated, the screen shifts to first-person view, and crosshairs are displayed on the centre of the screen. Left stickをするか, R1 buttonでlock-onして敵がいる方向を向き, 攻撃を仕掛けよう. The Balls deal little damage, but are more useful for evasion than offense anyway, since you're invincible for the Limit's duration.

[Caption 3: Sora and Chicken Little attack Demyx's water clones with Firecracker] Firecracker: Throws firecrackers directly forward, halting enemies caught in the blast.

ATTACK SEQUENCE
---------------
1. Ground: FPS Mode

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
   - X: Balls
   - Triangle: Firecracker

* Pressing Square ends the Limit.

TECHNIQUES
----------
BALLS
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×0.01
 - FM: ×0.25
Revenge value: 0.25
Maximum hit count: ?
Finisher: No
Description: Aims and throws balls at enemies.

(Different to the above; this one is "Pitching" in JP.)

FIRECRACKER
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×0
 - FM: ×0.01
Revenge value: 0
Maximum hit count: ?
Finisher: No
Description: Stops enemies directly in front.

FINAL MIX DIFFERENCES
---------------------
* Button inputs for Firecracker and End are switched. [check later? JP: Limit時のFirecracker and Endのbuttonが逆になった]

(Note: This might be an international change carried into FM.)

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

STITCH

Healing and defensive expert.

Obtained: Space Paranoids episode 1; reactivate the energy core, then retrieve the Ukulele Charm from the treasure chest in Hollow Bastion: Ansem's Study.

Can play his ukulele to make enemies drop HP prizes and use Lick to restore Sora's MP, but does so randomly. Steadily restores Sora's HP.

HOW TO FIGHT WHEN STITCH IS SUMMONED
------------------------------------
Ideally you should leave him to heal and defend you, instead of using his Limit. He'll continuously restore your MP, allowing you to use magic with relative impunity; he can also counter attacks with Countershot. Summon him in magic-heavy battles.

[Caption 1: Sora heals himself as Xaldin attacks] You can use Cure-line magic at your leisure while Stitch is active.

TECHNIQUES
----------
UKULELE
Type: Neutral
Stat: —
Power modifier: ×0
Revenge value: 0.375
Maximum hit count: 12 [?]
Guard: No
Finisher: No
Description: Makes enemies drop small HP prizes.

LICK
Type: —
Stat: —
Power modifier: —
Guard: —
Finisher: —
Description: Restores all of Sora's MP.

COUNTERSHOT
Type: Physical
Stat: —
Power modifier: ×0
Revenge value: ?
Maximum hit count: ?
Guard: No
Finisher: No
Description: Deflects attacks aimed at Sora with his gun.

[Caption 2: Stitch attacks Gargoyle Knights and Warriors with Countershot] Shoots at and deflects enemies trying to attack Sora. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

OHANA!

Sora and Stitch perform a jam session.

Invocation: Ohana!
Summon gauges consumed:
 - OG: 2
 - FM: 5
Limit gauge:
 - OG: 10 seconds
 - FM: 5 seconds

When activated, enemies stop moving and the screen shifts to a dedicated viewpoint. Shoot has low power, and enemies struck by it will begin moving again, so it's better to make them drop HP prizes with Ukulele. Ukulele only strikes on-screen enemies, so move around with the right stick to get as many enemies as possible in sight. Remember to use Blast when the Limit gauge is almost empty.

[Caption 3: Sora and Stitch attack enemies with Blast] Blast: Sora's performance and Stitch's attacks together deal some damage to all on-screen enemies.

ATTACK SEQUENCE
---------------
1. Ground: Ohana!

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
   - X: Shoot
   - Square: Ukulele
   - Triangle: Blast

* Using Blast ends the Limit.

TECHNIQUES
----------
SHOOT
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×0.01
 - FM: ×0.2
Revenge value: 0.125
Maximum hit count: 4
Finisher: No
Description: Fires at a random on-screen enemy with gun.

UKULELE
Type: Neutral
Stat: —
Power modifier: ×0
Revenge value: 0.375
Maximum hit count: 7 [?]
Finisher: No
Description: Makes on-screen enemies drop small HP prizes.

BLAST
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×0.01
 - FM: ×0.2
Revenge value: 6.375
Maximum hit count: ?
Finisher: No
Description: Deals damage and produces small HP prizes.

SECRET NO. 9: MAGNET AND UKULELE'S STRONG HARMONY
-------------------------------------------------
Standard Formで使ったMagnet-line magicは引き寄せた敵に1回だけdamageを与える. しかし, 引き寄せられている敵にStitch's Ukuleleが当たれば, そのたびにMagnet-line magicのdamageを与えられるのだ.

[Caption: Stitch plays his Ukulele while enemies are ensnared by Sora's Magnet spell] SoraのHPが残り25%以下だと, StitchがUkuleleを使う確率が上がり, このtechniqueをやりやすくなる.

FINAL MIX CHANGES
-----------------
* The interval between each hit of Ukulele is slightly longer, and it launched enemies higher up (applies to both normal and Limit versions).

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

GENIE

Fights spectacularly in four different forms.

Obtained: Clear Agrabah episode 1 and obtain the Lamp Charm.

Idles about when a Limit isn't in use, and heals Sora with Salve when the latter is reduced to 25% HP. Can switch into a form available to Sora, each with their own unique Limit; the form he begins in is random, and can be changed at will with the Drive? command.

FORMS
* Valor Genie
* Wisdom Genie
* Master Genie
* Final Genie

HOW TO FIGHT WHEN GENIE IS SUMMONED
-----------------------------------
Keep him active so he can heal Sora in a pinch. Valor and Final Genie deal heavy damage, but consume Summon gauges, so don't overuse them; Wisdom and Master Genie deal too little damage to be of practical use.

[Caption 1: Sora and Genie attack Saïx with Rave] Valor Genie's Limit is a bit inaccurate, but can quickly wipe out enemies' HP.

(Note: The FM differences are especially noticeable here, with Valor becoming virtually useless and Wisdom and Master finding their own niches due to the power boost and changed costs.)

TECHNIQUES
----------
SALVE
Type: —
Stat: —
Power modifier: —
Guard: —
Finisher: —
Description: Heals 40% of Sora's maximum HP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SONIC RAVE

Attacks a specific enemy multiple times.

Invocation: Sonic
Summon gauges consumed: 1
Limit gauge: 0.4 seconds

Usable with Valor Genie. Both Sonic and Rave deal heavy damage, but Sonic can only strike enemies within Sora's immediate reach; close in on the target before using it.

[Caption 2: Sora and Genie attack a Fat Bandit with Rave] Rave: Genieが巨大な拳となり, Soraに乗せたまま強烈なpinchをくり出す.

ATTACK SEQUENCE
---------------
1. Ground: Sonic
2. X/Triangle: Rave

TECHNIQUES
----------
SONIC
Type: Physical
Stat: Strength
Power modifier: ×1
Revenge value: 0.75
Maximum hit count: 4
Finisher: No
Description: Sora attacks by swinging Genie around.

RAVE
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×10
 - FM: ×1
Revenge value:
 - Hit 1: 0.75
 - Hit 2: 1
Maximum hit count: 2
Finisher: Yes
Description: 正面に向かってGenieが体当たり

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STRIKE JUDGMENT

Fires a multitude of homing projectiles.

Invocation: Strike
Summon gauges consumed: 1
Limit gauge: 0.4 seconds

Usable with Wisdom Genie. Both techniques fire a multitude of homing projectiles, but their low power means you're unlikely to defeat an enemy with the Limit alone.

[Caption 3: Sora and Genie attack enemies with Judgment] Judgment: Genie spins sideways on the spot and and fires many homing projectiles from both hands.

ATTACK SEQUENCE
---------------
1. Ground: Strike
2. X/Triangle: Judgment

TECHNIQUES
----------
STRIKE
Type: Neutral
Stat: Magic
Power modifier:
 - OG: ×0.01
 - FM: ×0.1
Revenge value: 0.25
Maximum hit count: ?
Finisher: No
Description: Genie shoots a barrage of projectiles forward.

JUDGMENT
Type: Neutral
Stat: Magic
Power modifier:
 - OG: ×0.01
 - FM: ×0.2
Revenge value: 0.375
Maximum hit count: ?
Finisher: Yes
Description: Scatters homing projectiles while spinning.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

FINAL ARCANA

Homing projectiles launch enemies into the air.

Invocation: Arcana
Summon gauges consumed:
 - OG: 1
 - FM: 3
Limit gauge: 1 second

Usable with Master Genie. It deals little damage, but can launch enemies upward. また, Limit技の動作(無敵になる時間)が長いので, そのぶん敵の攻撃をかわしやすい.

[Caption 4: Sora and Genie attack enemies with Bash] Bash: 巨大な顔に変身したGenieの口のなかから, Soraが追尾弾を撃つ.

ATTACK SEQUENCE
---------------
1. Ground: Arcana
2. X/Triangle: Bash

TECHNIQUES
----------
ARCANA
Type: Physical
Stat: Magic
Power modifier:
 - OG: ×0.01
 - FM: ×0.2
Revenge value: 0.125
Maximum hit count: ?
Finisher: No
Description: Sora attacks while Genie swings him around.

BASH
Type: Neutral
Stat: Magic
Power modifier:
 - OG: ×0.01
 - FM: ×0.2
Revenge value: 0.25
Maximum hit count: ?
Finisher: Yes
Description: Sora fires homing projectiles while spinning.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

INFINITY

This powerful Limit deals heavy damage.

Invocation: Infinity
Summon gauges consumed:
 - OG: 1
 - FM: 5
Limit gauge: 1 second

Usable with Final Genie. Take advantage of Impact's sheer power by moving around while Infinity is active to draw in surrounding enemies, then defeat them with Impact.

[Caption 5: Sora and Genie attack enemies with Impact] Impact: Stops time, then attacks; enemies take nine successive hits of damage when time resumes.

ATTACK SEQUENCE
---------------
1. Ground: Infinity
2. X/Triangle: Impact

TECHNIQUES
----------
INFINITY
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×0.01
 - FM: ×0.2
Revenge value: 0.125
Maximum hit count: ?
Finisher: No
Description: Genies unleashes many punches.

IMPACT
Type: Neutral
Stat: Strength
Power modifier:
 - OG: ×1
 - FM: ×0.65
Revenge value: 1
Maximum hit count: 9
Finisher: Yes
Description: Attacks nearby enemies.

(Note: The four limits correspond to the special techniques of KHI—Sonic Blade, Strike Raid, Ars Arcanum, and Ragnarok—the translators somehow missed this, and the HD remasters didn't fix it.)

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

PETER PAN

攻撃だけでなく回復も万全

Obtained: Port Royal episode 2; retrieve the Feather Charm from the treasure chest in Ship Graveyard: The Interceptor's Hold.

Both Peter Pan and Tinker Bell appear when summoned. Peter Pan attacks when Sora uses a basic or ability technique. Tinker Bell heals Sora's HP by 10 [?] [OG] / 5 [FM] every 5 seconds, and completely heals him when he loses all HP; after a revival, she disappears and must be resummoned to regain her healing boons.

HOW TO FIGHT WHEN PETER PAN IS SUMMONED
---------------------------------------
The most useful component of this particular summon is Tinker Bell's healing and revival abilities, so it's better to avoid the Limit and its Summon gauge consumption; however, if you need to defeat enemies quickly, activate it and use The Flying Boy repeatedly. If Sora is revived, you may want to dismiss and resummon Peter Pan again to regain Tinker Bell's healing boons.

[Caption 1: Sora and Peter Pan attack Rabid Dogs with The Flying Boy] It has a small hitbox, so close in on enemies before you use it.

TECHNIQUES
----------
FORWARD THRUST
Type: Physical
Stat: Strength
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: Leaps forward and thrusts with sword.

2-PART THRUST
Type: Physical
Stat: Strength
Power modifier [OG]: ×0.01
Power modifier [FM]:
 - Vertical slash: ×0.2
 - Thrust: ×0.01
Revenge value: 0
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: Approaches enemy and swings sword vertically, then thrusts out.

COMBO THRUST
Type: Physical
Stat: Strength
Power modifier: ×0.01
Revenge value: 0
Maximum hit count: ?
Guard: Yes (negate)
Finisher: No
Description: Moves forward and strikes continuously with sword.

[Caption 2: Peter Pan attacks enemies with 2-Part Thrust] 2-Part Thrust: Flies toward and enemy and attacks twice with his sword. A weak attack.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEVER LAND

Flies and swings enemies around.

Invocation: Never Land
Summon gauges consumed: 2
Limit gauge:
 - OG: 10 seconds
 - FM: 3 seconds

When activated, Sora flies around (and can be moved up and down with the right stick), halting and dragging along enemies that make contact with him (large enemies such as Large Bodies can't be dragged along). Enemies struck by Tiny Fairy drop three small MP prizes each, and those struck by The Flying Boy drop three small HP prizes each. The finisher isn't that powerful, but launches all non-large enemies.

[Caption 3: Sora and Peter Pan attack enemies with Journey's End] Journey's End: Scenes from the Never Land section of the previous game are shown fleetingly during Journey's End.

ATTACK SEQUENCE
---------------
1. Ground/air: Never Land

2. THE FOLLOWING TECHNIQUES CAN BE USED FREELY
   - X: Tiny Fairy
   - Triangle: The Flying Boy

-USE TINY FAIRY AND/OR THE FLYING BOY EIGHT TIMES (CUMULATIVE)-

3. Journey's End

TECHNIQUES
----------
TINY FAIRY
Type: Physical
Stat: Strength
Power modifier [OG]:
 - All except final: ×0.01
 - Final (on large enemies): ×0.01
 - Final (on other enemies): ×1
Power modifier [FM]: ×0.2
Revenge value: 0.125
Maximum hit count: ?
Finisher: No
Description: Performs a somersault attack that launches enemies upward.

THE FLYING BOY
Type: Physical
Stat: Strength
Power modifier:
 - OG: ×2
 - FM: ×0.2
Revenge value: 0.125
Maximum hit count: ?
Finisher: No
Description: Performs a somersault attack that deals heavy damage.

JOURNEY'S END
Type: Physical
Stat: Strength
Power modifier [OG]: ×0.01
Power modifier [FM]:
 - All except final: ×0.2
 - Final: ×0.5
Revenge value:
  - Pre-final: 0.125
  - Final: 1 [?]
 * Ahirun note: 1 x 2hit in the final part?
Maximum hit count:
  - Pre-final: ?
  - Final: 2 [?]
Finisher: No
Description: Both characters wield their weapons and attack.

FINAL MIX CHANGES
-----------------
* Cannot activate Limit while in the air.
* Can no longer change altitude with the right stick during the Limit.
* The Limit gauge decreases while Journey's End is in use.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SUPPORT ABILITIES

SYNCH BLADE
AP: —
Effect: Allows you to equip two Keyblades at once and dual-wield in combat.
Learned: Valor Form, Master Form, Final Form
Availability:
 - Characters: Dual-Wielding Roxas (default)
 - Formchanges: Valor Form (default), Master Form (default), Final Form (default)

HP GAIN [FM-EX]
AP: —
Effect: Allows Sora to recover HP when using a Limit technique; varies for each technique (→p. 41).
Availability:
 - Formchanges: Limit Form (default)

ENDLESS MAGIC
AP: —
Effect: Increases maximum magic combo length to infinite.
Availability:
 - Formchanges: Master Form (default)

LIGHT & DARKNESS [FM-EX]
AP: —
Effect: Alters the chances of entering Anti-Form or Final Form when changing form.
Availability:
 - Weapons: Two Become One

(Note: See Anti-Form section for specific details. tl;dr forces all Drive attempts into Anti-Form when possible, except during the initial unlocking of Final Form.)

SCAN
AP: 2
Effect: Displays the HP gauge of a locked-on target (including auto lock-on) in the screen's upper right corner.
Availability:
 - Characters:
   - OG: Sora (Sword 4, Rod 4, Shield 4), Dual-Wielding Roxas (default), Mickey Mouse (default)
   - FM: Sora (defeat Axel [first]), Dual-Wielding Roxas (default), Mickey Mouse (default)

AERIAL RECOVERY
AP: 2
Effect: When launched into the air, you can regain your composure and briefly jump up by pressing Circle. Some attacks can be deflected when jumping.
Availability:
 - Characters: Sora (defeat enemies at the Station of Serenity)

COMBO MASTER [FM-EX]
AP: 4
Effect: Can continue a combo even if it doesn't hit a valid target.
Availability:
 - Characters: Sora (defeat Roxas)

COMBO PLUS
AP: 1
Effect: Extends maximum ground combo length by 1 for each one equipped.
Availability:
 - Characters:
   - OG: Sora (Valor 4/6)
   - FM: Sora (Valor 4/6)
 - Weapons: Sleeping Lion
 - Formchanges:
   - OG: Valor Form (default), Wisdom Form (default), Lion Form [×2] (default)
   - FM: Valor Form (default), Lion Form [×2] (default)

AIR COMBO PLUS
AP: 1
Effect: Extends maximum air combo length by 1 for each one equipped.
Availability:
 - Characters: Sora (Master 4/6), Mickey Mouse
 - Weapons: Star Seeker
 - Formchanges: Valor Form (default), Master Form [×2] (default), Lion Form [×2] (default)

COMBO BOOST
AP:
 - OG: 3
 - FM: 5
Effect: Increases ground combo finisher damage by (maximum combo length × 10)%. Has no effect on magic.
Availability:
 - Characters: Sora (Sword 7, Rod 17, Shield 9)
 - Weapons: Decisive Pumpkin
Note: (Maximum combo length × 20)% with two equipped.

AIR COMBO BOOST
AP:
 - OG: 3
 - FM: 4
Effect: Increases air combo finisher damage by (maximum combo length × 10)%. Has no effect on magic.
 - Characters: Sora (Sword 36, Rod 73, Shield 44)
 - Weapons: Hero's Crest
Note: (Maximum combo length × 20)% with two equipped.

(Note: Unsure if these affect combos consisting solely of finishers.)

REACTION BOOST
AP: 2
Effect: Increases damage dealt by offensive reaction commands (excluding Limits, etc.) by 1.5×.
Availability:
 - Characters:
   - OG: Sora (Sword 15, Rod 33, Shield 23)
   - FM: Sora (Critical Mode Day 3), Sora (Sword 15, Rod 33, Shield 23)
 - Weapons: Guardian Soul
Note: 2× with two equipped, 3× with three equipped.

FINISHING PLUS
AP: 5
Effect: Adds 1 extra combo finisher for each one equipped.
Availability:
 - Characters:
   - OG: Sora (Sword 49, Rod 85, Shield 65)
   - FM: Sora (Critical Mode Day 3), Sora (Sword 49, Rod 85, Shield 65)
 - Weapons: Rumbling Rose

NEGATIVE COMBO
AP: 2
Effect: Decreases maximum combo length by 1 for each one equipped.
Availability:
 - Characters: Sora (Sword 36, Rod 44, Shield 73)
 - Weapons: Fenrir

BERSERK CHARGE
AP: 5
Effect: 
 - OG: Provides the following effects during MP Charge: increases Strength by 1 for each one equipped, Attack changes to Berserk (techniques remain the same), and maximum combo length is extended to infinite.
 - FM: Provides the following effects during MP Charge: increases Strength by 2 for each one equipped, Attack changes to Berserk (techniques remain the same), and maximum combo length is extended to infinite.
Availability:
 - Characters: Sora (Sword 65, Rod 49, Shield 85)
 - Weapons: Fatal Crest

DAMAGE DRIVE
AP: 3
Effect: When damaged, restores the Drive gauge by (HP damage taken ÷ maximum HP × 50)%.
Availability:
 - Characters: Sora (Sword 33, Rod 23, Shield 15)

DRIVE BOOST
AP: 3
Effect: Increases Drive gauge restoration by 1.2×.
Learned: 
Items: Sora (Oblivion)
Availability:
 - Characters: Sora (Sword 25, Rod 47, Shield 28)
 - Weapons: Oblivion
Note: 1.4× with two equipped.

FORM BOOST
AP: 5
Effect: Slows down timed Form gauge drain to 0.8× normal speed.
Availability:
 - Characters: Sora (Final 4/6)
 - Weapons: Oathkeeper
Note: 0.64× with two equipped; 0.512× with three equipped.

SUMMON BOOST
AP: 5
Effect: Slows down timed Summon gauge drain to 0.8× normal speed.
Availability:
 - Characters:
   - OG: Sora (defeat Grim Reaper [first])
   - FM: Sora (defuse the trap in The Cave of Wonders: Stone Guardians)

COMBINATION BOOST
AP: 4
Effect: Slows down timed Limit gauge drain to 0.8× normal speed.
Availability:
 - Characters: Sora (Sword 31, Rod 39, Shield 59)

EXPERIENCE BOOST
AP:
 - OG: 3
 - FM: 4
Effect: 
 - OG: When at or below 25% HP, the party gains 2× EXP from a defeated enemy. Does not affect Form level or Summon level EXP.
 - FM: When at or below 50% HP, the party gains 2× EXP from a defeated enemy. Does not affect Form level or Summon level EXP.
Availability:
 - Characters: Sora (Sword 9, Rod 7, Shield 17)
 - Weapons: Gull Wing
Note: 3× with two equipped.

LEAF BRACER
AP: 1
Effect: When using Cure-line magic, renders self invincible and can deflect certain attacks.
Availability:
 - Characters: Sora (Sword 20, Rod 20, Shield 20)

MAGIC LOCK-ON
AP:
 - OG: 1
 - FM: 2
Effect: Automatically locks onto the nearest enemy when using magic. Does not work at very long range.
Availability:
 - Characters: Sora (Sword 12, Rod 12, Shield 12)

DRAW
AP: 3
Effect: Expands prize collection range by 125 units for each one equipped.
Availability:
 - Characters:
   - OG: Sora (Sword 28, Rod 25, Shield 47), Donald (defeat the Undead Pirates on the Interceptor), Goofy (defeat Grim Reaper [first]), Mulan (default), Jack Sparrow [×3] (default)
   - FM: Sora (Critical Mode Day 3), Sora (Sword 28, Rod 25, Shield 47), Sora (Limit 4), Donald (defeat the Undead Pirates on the Interceptor), Goofy (defeat Grim Reaper [first]), Mulan (default), Jack Sparrow [×3] (default)
 - Weapons: Follow the Wind
 - Accessories: Draw Ring
 - Formchanges:
   - OG: Master Form (default)
   - FM: Limit Form (default), Master Form [×2] (default)
Note: Default collection range with no abilities equipped is 100 units.

JACKPOT
AP: 4
Effect: Increases the number of prizes dropped (except prize boxes) by enemies and other valid targets by 1 + (0.5 × no. equipped)× (*1).
Learned: Sora (Sword 73, Rod 44, Shield 36), Donald (defeat the Experiment), , 
Items: Sora (Wishing Lamp)
Availability:
 - Characters: Sora (Sword 73, Rod 44, Shield 36), Donald (defeat the Experiment), Goofy (defeat the Hostile Program), Aladdin (default), Tron (default)
 - Weapons: Wishing Lamp

LUCKY LUCKY
AP: 5
Effect:
 - OG: Increases the drop rate of prize boxes by 1 + (0.3 × no. equipped)× (*1).
 - FM: Increases the drop rate of prize boxes by 1 + (0.5 × no. equipped)× (*1).
Availability:
 - Characters:
   - OG: Sora (Sword 41, Rod 99, Shield 53), Donald (defeat the Nobodies at The Old Mansion), Goofy (defeat Hyenas [first]), Jack Sparrow (default), Jack Skellington (default)
   - FM: Sora (Critical Mode Day 3) [×2], Sora (Limit 6), Donald (defeat the Nobodies at The Old Mansion), Goofy (defeat Hyenas [first]), Jack Sparrow (default), Jack Skellington (default)
 - Weapons:
   - OG: Meteor Staff, Genji Shield
 - Accessories: Lucky Ring
 - Formchanges:
   - FM: Limit Form (default)
*1: JackpotとLucky Luckyは, Soraの武器についているabilityのみ, summon magicの使用中だと2個分の効果が発生する

(Note: Check later, but it seems like if summon magic is active while wielding a Keyblade with Jackpot and/or Lucky Lucky, the game acts as if the Keyblade has two of that ability equipped instead of one.)

DRIVE CONVERTER [FM-EX]
AP: 5
Effect: Changes 50% of munny prizes into Drive prizes; small munny becomes small Drive prizes, medium and large munny become large Drive prizes.
Availability:
 - Characters: Sora (Sword 41, Rod 99, Shield 53)
 - Weapons: Sweet Memories
Note: 75% with two equipped; 87.5% with three equipped. Sora must use summon magic while having both the learned ability and Sweet Memories equipped for maximum efficacy (ie. three equipped).

FIRE BOOST
AP: 3
Effect: Increases damage dealt by Fire-type attacks by 20% for each one equipped.
Availability:
 - Characters: Sora (Sword 23, Rod 15, Shield 33), Donald (defeat Scar), Mulan (defeat the Heartless at the Summit), Jack Skellington (default)
 - Weapons:
   - OG: Bond of Flame
   - FM: Bond of Flame, Rising Dragon

BLIZZARD BOOST
AP: 4
Effect: Increases damage dealt by Blizzard-type attacks by 20% for each one equipped.
Availability:
 - Characters: Sora (Sword 39, Rod 32, Shield 59), Donald (defeat Demyx [second]), Jack Skellington (default)
 - Weapons:
   - OG: Mysterious Abyss
   - FM: Mysterious Abyss, Shaman's Relic

THUNDER BOOST
AP: 5
Effect: Increases damage dealt by Thunder-type attacks by 20% for each one equipped.
Availability:
 - Characters: Sora (Sword 53, Rod 41, Shield 99), Donald (freeze the computers in the Dataspace), Jack Skellington (default), Tron (obtain the deletion program in the I/O Tower: Communications Room)
 - Weapons:
   - OG: Photon Debugger
   - FM: Photon Debugger, Meteor Staff
 - Armour:
   - FM: Shock Charm+

ITEM BOOST
AP: 2
Effect: Increases efficacy of healing items used through the command window (including shortcuts) by 1.5× (*2).
Learned: 
Items:
 - OG: Sora (Monochrome), Donald (Rising Dragon), Goofy (Save the King)
 - FM: Sora (Monochrome), Donald (Nobody Lance), Goofy (Save the King)
Availability:
 - Characters: Sora (Sword 17, Rod 9, Shield 7), Dual-Wielding Roxas (default), Goofy (default), Mulan (default), Beast (default), Jack Sparrow (default), Aladdin (default), Tron (default), Riku (default)
 - Weapons:
   - OG: Monochrome, Rising Dragon, Save the King
   - FM: Monochrome, Nobody Lance, Save the King
Note: 2× with two equipped.
*2: Also affects Riku's ability technique Cure Potion and various summons' Salve.

MP RAGE
AP: 3
Effect:
 - OG: When damaged, restores (HP damage taken ÷ maximum HP × 100 × no. equipped) MP. Does not work during MP Charge.
 - FM: When damaged, restores (HP damage taken ÷ maximum HP × 75 × no. equipped) MP. Does not work during MP Charge.
Availability:
 - Characters:
   - OG: Sora (Sword 99, Rod 53, Shield 41), Sora (Wisdom 4), Donald (defeat Demyx [first]), Goofy (defeat Hyenas [second]), Auron (default), Simba (default)
   - FM: Sora (Wisdom 4), Donald (defeat Demyx [first]), Goofy (defeat Hyenas [second]), Auron (default), Simba (default)
 - Weapons: x
   - OG: Hidden Dragon, Shaman's Relic, Save the King+
   - FM: Hidden Dragon, Save the Queen+, Nobody Guard
 - Accessories:
   - FM: Shadow Archive+

MP HASTE
AP: 3
Effect: Speeds up MP Charge restoration time by 25%. Restoration time speeds up accordingly when stacked with multiples of itself and/or MP Hastera and MP Hastega.
Availability:
 - Characters: Sora (Wisdom 6), Auron (default), Aladdin (default), Tron (default)
 - Weapons:
   - OG: Circle of Life, Akashic Record
   - FM: Circle of Life, Precious Mushroom Akashic Record
 - Accessories:
   - FM: Full Bloom+
 - Formchanges:
   - OG: Final Form (default)
   - FM: Limit Form (default), Final Form (default)

MP HASTERA
AP: 4
Effect: Speeds up MP Charge restoration time by 50%. Restoration time speeds up accordingly when stacked with multiples of itself and/or MP Haste and MP Hastega.
Availability:
 - Characters:
   - OG: Donald (defeat the Heartless in the Solar Sailer Simulator), Jack Skellington (default)
   - FM: Sora (Critical Mode Day 3), Donald (defeat the Heartless in the Solar Sailer Simulator), Jack Skellington (default)
 - Weapons:
   - FM: Precious Mushroom+, Akashic Record+
 - Formchanges: Master Form (default)

MP HASTEGA
AP: 5
Effect:
 - OG: Speeds up MP Charge restoration time by 100%. Restoration time speeds up accordingly when stacked with multiples of itself and/or MP Haste and MP Hastera.
 - FM: Speeds up MP Charge restoration time by 75%. Restoration time speeds up accordingly when stacked with multiples of itself and/or MP Haste and MP Hastera.
Availability:
 - Characters: Riku (default)
 - Weapons:
   - OG: Ultima Weapon, Save the Queen+
   - FM: Ultima Weapon, Premium Mushroom, Frozen Pride+
 - Formchanges: Wisdom Form (default)

DEFENDER
AP:
 - OG: 3
 - FM: 4
Effect:
 - OG: Increases Defense by 2 for each one equipped when at or below 25% HP.
 - FM: Increases Defense by 3 for each one equipped when at or below 25% HP.
Availability:
 - Characters: Sora (Sword 59, Rod 39, Shield 31), Dual-Wielding Roxas (default), Goofy (defeat Beast), Beast (default), Jack Sparrow (default), Simba (default), Riku (default)
   - OG: Kingdom Key, Nobody Lance, Ogre Shield
   - FM: Shaman's Relic+, Ogre Shield

DAMAGE CONTROL [FM-EX]
AP: 5
Effect: Halves damage received when at or below 25% HP.
Availability:
 - Characters: Sora (Sword 99, Rod 53, Shield 41), Dual-Wielding Roxas [×2] (default), Goofy (defeat Zexion's Absent Silhouette)
 - Weapons: Kingdom Key, Centurion+, Save the King+
Note: 50% HP with two equipped.

(Note: This also halves the effect of Cure-line magic on the target.)

PROTECT [FM-EX]
AP: —
Effect: Reduces damage received to 0.9× normal.
Availability:
 - Weapons: Majestic Mushroom

PROTECTRA [FM-EX]
AP: —
Effect: Reduces damage received to 0.8× normal.
Availability:
 - Weapons: Majestic Mushroom+

PROTECTGA [FM-EX]
AP: —
Effect: Reduces damage received to 0.6× normal.
Availability:
 - Weapons: Ultimate Mushroom

SECOND CHANCE
AP: 4
Effect: Survives an otherwise-fatal hit with 1 HP remaining. Does not work if at 1 HP when struck.
Availability:
 - Characters: Sora (Sword 85, Rod 65, Shield 49), Dual-Wielding Roxas (default), Goofy (launch the barrels away from the Interceptor), Beast (default), Riku (default)

ONCE MORE
AP: 4
Effect: Cannot be reduced below 1 HP by enemy combo attacks. Does not work if at 1 HP when first struck.
Availability:
 - Characters: Sora (Sword 47, Rod 28, Shield 25), Dual-Wielding Roxas (default), Goofy (defeat Oogie Boogie), Auron (default), Aladdin (default), Riku (default)

NO EXPERIENCE [FM-EX]
AP: 1
Effect: Cannot gain experience.
Availability:
 - Characters: Sora (Critical Mode Day 3)
 - Weapons: Winner's Proof

AUTO LIMIT
AP: 1
Effect: If an active party member has this equipped and is near Sora, that party member's Limit can be used as a reaction command.
Availability:
 - Characters: Donald (defeat Pete [third]), Goofy (defeat Barbossa), Mulan (defeat the Heartless at the Summit), Beast (default), Auron (default), Jack Sparrow (default), Aladdin (default), Jack Skellington (default), Simba (default), Tron (default), Riku (default)

(Note: If Donald or Goofy have both of their Limits equipped, the game decides which one appears randomly.)

AUTO CHANGE
AP: 5
Effect: Automatically switches out an incapacitated party member for an inactive one, if possible.
Availability:
 - Characters: Goofy (defeat Lock, Shock & Barrel), Aladdin (default), Jack Skellington (default), Tron (default)

HYPER HEALING
AP: 3
Effect:
 - OG: Speeds up incapacitated party members' recovery time by 2× (4× with two equipped), and doubles the amount of HP restored when they recover.
 - FM: Speeds up incapacitated party members' recovery time by 1.33× (1.78× with two equipped), and doubles the amount of HP restored when they recover. 
Availability:
 - Characters: Donald (defeat Prison Keeper), Goofy (defeat Pete [second]), Mulan (defeat the Heartless in the Village Cave), Beast (default), Simba (default), Riku (default)
 - Weapons:
   - OG: Save the Queen, Nobody Guard
   - FM: Save the Queen, Genji Shield

AUTO HEALING
AP: 3
Effect: Inactive party members recover 1 HP per second.
Availability:
 - Characters: Donald (defeat Xaldin), Goofy (defeat the Heartless in The Cave of Wonders: Treasure Room), Jack Sparrow (default), Simba (default)

Bestiary[edit]

KINGDOM HEARTS II & KINGDOM HEARTS II FINAL MIX BESTIARY

Ultimania downloads: https://archive.org/details/KHUltimania

OG: The original release (Japan: December 2005, English: March 2006)
FM: Final Mix (Japan: March 2007, English: December 2014)
* FM has many little (and sometimes big) mechanical changes, hence the distinction. FM is the one most people are concerned with, since PS4s are widely available (if that's not possible, any decent computer should be able to emulate it; patches are readily available online).
* If differences between a given detail are not noted, assume it's the same for both versions. Enemies exclusive to FM are noted as [FM-EX].
* I may make a "FM" spin-off of this document (containing only FM details and changes) at some point.

Playable Roxas always fights alone. All of his stats, abilities, etc. pass on to Sora when the transition is made.

NOTES ON GUARDING: I may use either "blocking" or "guarding" for the action as I deem appropriate. Repel indicates an attack that can be stopped (causing the attacker to stagger) or (in the case of projectiles) deflected. Negate (ie. "negate damage") indicates an attack that continues throughout the guard (projectiles dissipate). No is self-explanatory. Reflect can block attacks that Guard won't, at the cost of MP, dexterity and a short "sitting duck" period at the end. It's worth pointing out that Reflect is NOT intended as a substitute for Guard; rather, they should be used in tandem and as approriate.

LEVELLING UP FORMS (must fulfil condition while in that specific form; this includes bosses)
* Valor: 1 EXP per successful hit
* Wisdom: 1 EXP per Heartless defeated
* Limit: 1 EXP per successful Limit finisher execution
* Master: 1 EXP per small Drive prize collected / 3 EXP per large Drive prize collected
* Final: 1 EXP per Nobody defeated

Enemies never drop standard rewards in the Underdrome and Paradox Cups; instead, they drop unique prize orbs (details: https://pastebin.com/34DsQCbg)

Limit Form can be used when Donald and Goofy are otherwise unavailable (ie. you can use it against Final Xemnas, Sephiroth, rounds 41+ of the Hades Paradox Cup, etc.); it is only disabled in situations where formchanges are COMPLETELY banned.

Hollow Bastion and Radiant Garden are the same world, renamed after clearing Space Paranoids fully. I'm calling it Hollow Bastion throughout for consistency, since the Ultimania does it (Space Paranoids episode 2 is optional).

Unless noted otherwise, assume power modifiers are per hit.

Revenge value details are courtesy of ahirun255: http://khdata.web.fc2.com/
HP amounts (based on HP bar phases) listed are estimates.

Sometimes the Ultimania recommends the usage of certain abilities or equipment in a given fight; these are not necessarily optimal, and you can feel free to ignore them if you have a better strategy.

NAMING NOTES: I'm consciously ignoring the BradyGames guide names (so expect different names for Gummi enemies). I'm also translating FF character move names from scratch whenever possible, so they won't always match with translations in their respective games.
* Magnum Loader is a mistranslated reference to the Magna Roader enemy of FFVI.
* Beffudler really is spelled like that (correct is Befuddler); JP is "Perplex".
* Burst Edge was changed to "Burst Frontier" in 2.5, but that's clearly a copy-paste error regarding the "Frontier" (JP: EDGE) puzzle.

[Note: Need to re-check "counters with X when Y occurs" statements, they might be occasional counters, not guaranteed.]

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ENEMY PAGE OVERVIEW

The party fights various enemies throughout their adventure. ここでは, 以降のpageで紹介する敵のdataや攻略法の見かたと, いくつかの基本的な情報を説明するので, 一度は目を通しておいてほしい.

Normal敵(Heartless, Nobody)はJiminy's Journalでの並び順に, normal敵(その他)とboss敵はscenario攻略(→pp. 172–343)で出会う順に掲載

1. CLASSIFICATION: The enemy's classification, which is either Heartless, Nobody, or Other.
2. HP MODIFIER: Modifier that determines the enemy's maximum HP; this modifier, when multiplied by the base HP corresponding to the relevant battle level (→p. 437), becomes the actual HP value (rounded up to the next whole number).
3. EXPERIENCE MODIFIER: Modifier that determines the amount of EXP the enemy gives when defeated; this modifier, when multiplied by the base EXP corresponding to the relevant battle level (→p. 437), becomes the actual EXP given (rounded up to the next whole number).
4. CHARACTERISTICS: A description of the enemy's general behaviour and any specific actions it uses when certain conditions are met.
5. REACTION COMMANDS: A description of reaction commands that can be used against the enemy; name, display, and effects. Multiple reaction commands that can be used in succession are listed in display order. (Mid-air enabled) indicates the reaction command can be used in mid-air. Reaction commands are Physical-type unless specified otherwise. (Finisher) indicates the reaction command can defeat a boss.
6. TYPE AFFINITIES: Modifier that determines how resistant the enemy is to attacks of a certain type; a modifier of ×0 indicates a complete immunity.
7. PRIZE DROPS: Prizes dropped when defeated. 倒す以外の条件で落とすものは, その条件をすぐ上に記載している. HP, MP, Driveの各prize, およびmunnyについては, prizeのsizeと基本個数を併記. Prize boxについては, その中身と, 落とす基本確率を併記している.
8. TECHNIQUES: Data on the techniques used by the enemy.
* Technique name/type: The technique's name and type.
* Power modifier: The attack's modifier that determines how much damage it can deal. Battle levelに応じたbase Strength(→p. 437)と相手のDefenseから算出された数値に, この倍率と, 相手の耐性などによる修正を加えたものが, 与えるdamage量となる. Damage量や回復量を記載. 特殊な表記の意味はp. 41を参照
* Guard: Whether the technique can be blocked; Yes (repel) and Yes (negate) mean that it can; No means that it can't. See below for details on Yes (repel) and Yes (negate).

ON NORMAL ENEMIES AND BOSSES
----------------------------
Each enemy is classified as "normal" or "boss" according to the following criteria.

NORMAL
* Respawns in the same area after moving away from the area.
* Quantity (of a given enemy species) defeated is listed in Jiminy's Journal.

BOSS
* Do not respawn once defeated (except in the Underdrome and Paradox Cups).
* Quantity defeated is not listed in Jiminy's Journal.
* Can only be defeated by using a finisher (some exceptions exist [?]).

ON NOTES (SUCH AS BOSS HP)
--------------------------
Bossは, 出現する場所とbattle levelが決まっているため, 出現する場所はmap名を, HPとEXPは補正倍率ではなく実際の値を掲載. 項目名も, それぞれ[出現場所][HP][EXP]と表記している.

ON THE DIFFERENCES BETWEEN YES (REPEL) AND YES (NEGATE)
-------------------------------------------------------
Yes (repel) and Yes (negate) indicate that an attack can be blocked, but the specifics are different for each.

* Yes (repel): Projectiles turn back upon the enemy; other attacks cause them to stagger. Soraの反応は, 基本的には, 弾き返した手段が武器による攻撃ならよろめき, Guardなら防御姿勢をとり, それ以外なら無反応.
* Yes (negate): Projectiles ricochet indiscriminately or dissipate; other attacks don't cause a reaction. Soraの反応は, 弾き返した手段が武器による攻撃かGuardなら防御姿勢をとり, それ以外なら無反応.

ON THE DIFFERENCES BETWEEN PARTS AND HITS
-----------------------------------------
* Part x: ひとつの技のなかで攻撃する動作をとったのが何回目か. xにはその回数が入る
* Hit x: Number of continuous hits [in a part]. ヒット数は別の攻撃から連続で当たったときも引き継がれる

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

COLUMN: ENEMY CLASSIFICATION

About 120 different types of enemies appear in the game. Most are classified as Heartless and Nobodies depending on their various features; these classifications affect the levelling-up method of a given Form (→pp. 54, 60). Visual and written descriptions of enemies can be viewed in Jiminy's Journal.

[Caption: A Bolt Tower appears in The Land of Dragons / A Berserker appears in The World That Never Was] Heartless and Nobodies have different animation effects when spawning and when defeated.

HEARTLESS

Enemies that appear throughout the Kingdom Hearts series. They appear in most worlds, with different types appearing in different worlds. Most Heartless have an emblem somewhere on their bodies (→p. 37).

NOBODIES

A different sort of creature to the Heartless, they primarily appear in areas where the Organization has affected events. Most Nobodies are characterised by a unique sigil and their whitish, flexible bodies; Organization members are also Nobodies, but look identical to humans.

OTHERS

Primarily Disney villains and Final Fantasy characters. そのcharacterと関連の深いworldで, 冒険の節目に戦うことが多い.

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

COLUMN: ENEMY SPAWNS

Enemies don't necessarily instantly appear in a room; instead, they appear and trigger a battle when you go to a specific point or when an event occurs. Certain details may change depending on the situation (see below).

Map内の特定の場所ヘ行ったときに現れる敵は, 時期が同じであれば組み合わせも同じ. ただし, episode 2以降の一部のmapでは, 敵の組み合わせが[Heartless数体]と[Nobody数体]の2種類あり, どちらが現れるはそのmapに入った時点でrandomに決まる. たとえば, 一方の集団を全滅させたあと, 敵が再出現する条件を満たす前にふたたびそのmapを訪れたときに, もう一方の集団が現れる可能性があるわけだ.

ENEMY SPAWN CIRCUMSTANTIAL DIFFERENCES 
--------------------------------------
SPECIFIC PLACE
* Enemy combinations: Changes (to an extent) as the game progresses
* Escape during battle: Possible
* Defeated enemy respawns: Under specific conditions (typically: move three rooms away; leave the world; load a save)

EVENT
* Enemy combinations: Always fixed
* Escape during battle: Impossible (with some exceptions)
* Defeated enemy respawns: No (with some exceptions)

[Caption: Heartless appear in the Entrance Hall / Nobodies appear in the Entrance Hall] Example: After Beast's Castle episode 2 is completed, either Hammer Frames and Morning Stars (left image) or Dusks and Dragoons (right image) appear in the Entrance Hall.

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ENEMY PAGE OVERVIEW [FM]

New enemies have been added in FM. 彼らと戦ううえで役立つ情報を, normal敵(復数の場所に現れるenemy)とboss敵(特定の場所でのみ戦えるenemyにわけて紹介していこう.

1. CLASSIFICATION: The enemy's classification, which is either Heartless, Nobody, or Other.
2. HP: The enemy's maximum HP.
3. EXPERIENCE: The EXP the party receives when the enemy is defeated (×0.75 the listed amount in Critical Mode). Only listed for normal enemies; bosses don't give EXP.
4. BATTLE RESTRICTIONS: Restrictions imposed in that battle; only applies to additional bosses.
5. RECOMMENDED ABILITIES: その敵とのbattleで, p. 68で紹介している[かならず装備したいability]と合わせて装備しておきたいability. 追加boss敵にのみ記載
6. CHARACTERISTICS: 特定の条件を満たしたときなどに行なう, 通常とは異なる行動pattern.
7. REACTION COMMANDS: 表示されるreaction commandの名前. 表示timing, 使ったときの効果. 複数のreaction commandが連続して表示される場合は, 表示順に並ベている. 空中でも使用できる場合は, 名前の横に(mid-air enabled)と記載. なお, 攻撃のtypeがとくに記されていない場合は, Physical-typeの攻撃であることを示す. また, その攻撃でboss敵にトドメを刺せる場合は, [トドメ可]と記している.
8. TYPE AFFINITIES: Modifier that determines how resistant the enemy is to attacks of a certain type; a modifier of ×0 indicates a complete immunity.
9. PRIZE DROPS: 倒したときなどに落とすprize. 倒す以外の条件で落とすものは, その条件をすぐ上か左に記載している. HP, MP, Driveの各prize, およびmunnyについては, prizeのsizeと基本個数を併記. Prize boxについては, その中身と, 落とす基本確率を併記している.
10. TECHNIQUES: Data on the attacks used by the enemy.
* Attack name/type: The attack's name and type.
* Power modifier: 攻撃のdamage量に関わる倍率. Battle levelに応じたbase Strength(→p. 105)と相手のDefenseから算出された数値に, この倍率と, 相手の耐性などによる修正を加えたものが, 与えるdamage量となる. Damage量が特殊な法則で決まる攻撃の場合は, そのdamage量を記載. なお, [◯段目]は, その技のなかで攻撃する動作をとったのが何回目かを示す. [◯hit目]は, 相手に攻撃が連続して当たっているときの, 何回目に当たったかを示す(別の攻撃からつづけて当たったときにも回数が引き継がれる).
* Guard: 弾き返しの可否. [Yes (repel)]は弾き返し可能で, 弾を飛ばす攻撃なら跳ね返し, それ以外の攻撃なら敵がよろめく. [Yes (negate)]弾き返し可能だが攻撃を防ぐのみで, 弾を飛ばす攻撃なら跳ね返せず, それ以外の攻撃なら敵は攻撃動作をつづける. [No]は弾き返し不可能.

Additional normal enemies are listed as they appear in Jiminy's Journal, and additional bosses are listed in the following order: Absent Silhouettes, Roxas, Organization XIII's Replica Data, and the Lingering Will.

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

COLUMN: ADDITIONAL ENEMIES

All additional normal enemies in FM are Heartless, and appear only in the Cavern of Remembrance (→p. 171). The Cavern is first accessible during Hollow Bastion episode 2; it's unlikely you'll survive if you enter immediately, since the enemies inside are so strong. Enemies near the entrance are at battle level 35, while further in they reach 60+.

[Caption: Sora attacks a Magic Phantom] 最初のmapから, 特定の方法でしか倒せないような強敵が現れる. Soraのlevelが低いとかなりツラい.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DAMAGE DETERMINATION

Damage dealt by or taken from an attack is calculated as shown below. Base damage has upper and lower limits; this prevents too much or too little damage from being dealt or taken regardless of stats. Statusを上げてもdamage量が変わらなくなってきたら, typeなどの補正に注目してみよう.

[Caption: Sora attacks surrounding enemies with Explosion] Each attack uses either Strength or Magic, as specified in its details.
[Caption: The party fight in Port Royal] xxx

DAMAGE FORMULA
--------------
1. BASE DAMAGE CALCULATION

Attacker's Strength or Magic − target's Defense

Base damage has upper and lower limits as noted in the table below, preventing it from being too large (or too small).

TABLE: DAMAGE BASE UPPER AND LOWER LIMITS
-----------------------------------------
TARGET    UPPER AND LOWER LIMITS
Allies    Determined by the type of (attacking) enemy
Enemies   Determined by battle level

2. MAKING VARIOUS REVISIONS

Step 1's result is modified by the factors below to calculate the final damage dealt.

DAMAGE REVISION FACTORS
-----------------------
* Attack's power modifier
* Elemental type resistance and damage alteration
* Type-affecting ability (Fire Boost, etc.) effects
* Game mode modifiers (→p. 684)

EDITOR'S NOTES
--------------
* Floors and caps are essentially the range of "effective" stats for Sora and co.; if their stats are below the floor, the damage formula acts as if their stats are at the floor; likewise if above the cap.
* The last battle sequence temporarily disables stat boosts (unverified).
Unverified claims by JolosGhost: (https://gamefaqs.gamespot.com/boards/735143-kingdom-hearts-hd-25-remix/72260812)
* Strength and Magic Cap = Boss' Defense + 27. No cap against regular enemies (their max HP is the damage cap)
* Defense Cap = highest enemy's Strength/Magic − 10.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

COLUMN: ENEMIES' HP GAUGE
-------------------------
Sora and Roxasがsupport ability Scanを装備していると, lock-on(またはauto lock-on)している敵のHPが, 画面の右上にgaugeの形で表示される. あとどのくらいで敵を倒せるかの目安になって便利なので, Scanはなるベく装備しておこう.

[Caption 1: A red shape surrounds a black portion of the HP gauge] 敵のHPの減った部分
[Caption 2: A red shape surrounds empty space normally occupied by the HP gauge] Gaugeの使われていない部分. 表示されている大きいgaugeがHP 200ぶんに満たないときのみ表示される
[Caption 3: A red shape surrounds green portions of the HP gauge] 敵の残りHP. 下の小さいgaugeは, HPが[上の大きいgauge何本分残っているか]を表しており, 上の大きいgaugeがzeroになると, 下の小さいgaugeがひとつカラになるかわりに, 上の大きいgaugeが満タンになる. なお, gaugeは大小ともに, 1本でHP 200を表す

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ULTIMANIA PRIMER III: ADVICE FOR EXPERIENCED PLAYERS

Data and strategies for each enemy are presented on pp. 350–435. ここでは, 敵全般に関わるいくつかのsystemについて, さらに深く掘り下げていく. 敵のstatusが決まる仕組みや, 強敵が特殊な状態になったときの対処法など, 実際にplayに役立つ情報が満載だ.

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

DETERMINING ENEMY STATS

Enemies have four basic stats: HP, experience, Strength, and Defense. Base stats according to the battle level are listed below; HP and EXP yield are further modified depending on the enemy, but Strength and Defense are the same for all enemies of that battle level. Enemies lack a Magic stat, using Strength for all relevant damage calculations.

[Caption: Sora attacks Pete in the Well of Captivity] Both normal enemies and bosses have the same Strength and Defense. しかし, 攻撃のdamage量は威力補正などによって変わるため, 実感は薄いだろう.

TABLE: HOW STATS ARE DETERMINED
-------------------------------
STATS               DETERMINATION METHOD
HP, Experience      Battle level's base HP and experience is multiplied by an enemy's relevant modifier
Strength, Defense   Battle level's base Strength and Defense is applied as is
* HP and EXP calculated results are rounded up to the next whole number.
* Most bosses give 0 EXP.

LEVEL   BASE HP   STRENGTH   DEFENSE   BASE EXP
0       —         —          —         —
1       20        5          2         4
2       21        6          2         5
3       23        7          3         6
6       28        9          4         9
7       29        10         5         10
8       31        11         5         12
10      34        12         6         16
13      39        15         8         23
15      43        17         9         29
16      44        17         9         33
18      48        19         10        41
19      49        20         11        45
20      51        21         11        50
22      54        22         12        61
24      57        24         13        73
25      59        25         14        —
26      61        26         14        87
28      64        27         15        102
30      67        29         16        119
32      71        31         17        —
34      74        32         18        159
35      76        34         19        170
36      77        34         19        182
37      79        35         20        194
38      81        36         20        207
39      82        37         21        220
40      84        37         21        234
41      86        39         22        248
43      89        40         23        278
45      92        42         24        310
47      95        43         25        344
50      100       45         26        400
53      105       48         28        —
55      109       50         29        400
60      117       54         31        —
70      133       62         36        —
75      142       67         39        400
80      150       70         41        —
99      181       87         51        — [OG]
99      181       86         51        — [FM]

BL 0: Atlantica
BL 1: Roxas Days 1–3, 100 Acre Wood
BL 2: Roxas Days 4–5
BL 3: Roxas Day 6
BL 6: Twilight Town (episode 0; pre-Mysterious Tower)
BL 7: Twilight Town (episode 0; Mysterious Tower)
BL 8: Hollow Bastion (episode 1)
BL 10: The Land of Dragons (episode 1)
BL 13: Beast's Castle (episode 1)
BL 15: Hollow Bastion (post-episode 1, pre-episode 2; trigger 100 Acre Wood episode 0)
BL 16: Olympus Coliseum (episode 1)
BL 18: Disney Castle (episode 1)
BL 19: Timeless River (episode 1)
BL 20: Port Royal (episode 1), Pain & Panic Cup [OG]
BL 22: Agrabah (episode 1)
BL 24: Halloween Town (episode 1)
BL 25: Absent Silhouette (Zexion), Pain & Panic Cup [FM]
BL 26: Pride Lands (episode 1)
BL 28: Twilight Town (episode 1), Hollow Bastion (episode 2; part 1), Space Paranoids (episode 1), Cerberus Cup [OG]
BL 30: Hollow Bastion (episode 2; part 2), Cerberus Cup [FM]
BL 32: Absent Silhouette (Larxene)
BL 34: Hollow Bastion (post-episode 2, pre-episode 3), Timeless River (post-1000 Heartless), Space Paranoids (post-episode 1, pre-episode 2), Mushroom No. 5/7/10
BL 35: The Land of Dragons (episode 2), Cavern of Remembrance (Depths, Mineshaft / Lower)
BL 36: Beast's Castle (episode 2)
BL 37: Port Royal (episode 2)
BL 38: Agrabah (episode 1; post-1000 Heartless)
BL 39: Olympus Coliseum (episode 2), Halloween Town (episode 1; post 1000-Heartless)
BL 40: Agrabah (episode 2), Absent Silhouette (Lexaeus)
BL 41: Halloween Town (episode 2), Pride Lands (episode 1; post 1000-Heartless), Titan Cup [OG]
BL 43: Pride Lands (episode 2)
BL 45: Hollow Bastion (episode 3), Space Paranoids (episode 2), Titan Cup [FM]
BL 47: Twilight Town (episode 2)
BL 50: The World That Never Was, Absent Silhouette (Vexen)
BL 53: Goddess of Fate Cup [OG]
BL 55: Goddess of Fate Cup [FM], Cavern of Remembrance (Engine Room, Mineshaft / Central)
BL 60: Pain & Panic Paradox Cup
BL 70: Cerberus Paradox Cup
BL 75: Cavern of Remembrance (Transport to Remembrance)
BL 80: Sephiroth, Titan Paradox Cup, Absent Silhouette (Marluxia)
BL 99: Hades Paradox Cup, Organization XIII Replica Data, Lingering Will

EDITOR'S NOTES
--------------
Multiply base stats as shown with specific enemy (see below for rounding notes), unless enemy is noted to have set stats for such.
* EXP yield in Critical is ×0.75 compared to the other modes. Yield should be read as "Beginner, etc./Critical".
  - Judging by Cavern of Remembrance and 1k Heartless tests, calculation seems to work as noted below; I'm tentatively using this calculation until yields can be checked and finalised. (I haven't tested Experience Boost modifiers.)
    - Step 1: Multiply base EXP by modifier (round up the result if necessary).
	- Step 2: If on Critical, multiply the result of step 1 by ×0.75 (truncate the result [of step 2] if necessary).
* Experience Boost (level up, Gull Wing) boosts yield by 2×.
* EXP modifiers stack.
* Small swarms of bees can be fought in 100 Acre Wood, hence its non-zero battle level
* Unless noted otherwise, enemies will always spawn somewhere in a given location.
* Additional notes are given in [parentheses]. Many events are forced; you must defeat all enemies to continue. Some events are optional; either the event itself is optional, or the event itself is forced but enemies during the event can be ignored.

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DEFLECTED ENEMY PROJECTILES

Some projectiles fired by enemies can be blocked and turned back on their source. Most deflected projectiles have altered power modifiers and are changed to Neutral-type. Some projectile types, such as Hades' Firagaball and Leon's Firaga, remain unchanged; those specific projectiles, even if deflected, cannot harm those two due to their immunity to Fire.

DEFLECTED PROJECTILE DETAILS
----------------------------
* Only hits enemies.
* Power modifiers are usually increased (up to twice the projectile's original power); type is changed to Neutral (Pete's Bowling, Hades' Firagaball and Leon's Firaga remain Fire-type).
* 当たったときのdamage量には[弾き返したcharacterの攻撃力]が影響する

TABLE: DEFLECTED ENEMY PROJECTILE DETAILS
-----------------------------------------
ENEMY                  DEFLECTED PROJECTILE         POWER MODIFIER
Trick Ghost            Shot (orb)                   ×3
Fortuneteller          Ice Pierce (ice)             ×3
Cannon Gun             Recoil Ball (ball)           ×3
Fat Bandit             Fireball (fireball)          ×2
Gargoyle Warrior       Tomahawk (axe)               ×2
Strafer                Homing Beam (beam)           ×3
Devastator             Proto Cannon (orb)           ×3
Surveillance Robot     Twin Laser (laser)           ×1.5
Surveillance Robot     Charge Laser (laser)         ×0.5
Gambler                Dice (dice)                  ×2
Magic Phantom          Shot (orb)                   ×3
Camo Cannon            Recoil Ball (ball)           ×3
Pete                   Bowling (bomb)               ×1.5
Prison Keeper          Fireball (fireball)          ×3
Hades                  Firagaball (fireball)        ×1.5
Lock, Shock & Barrel   Straight Throw, etc. (toy)   ×1.5
Leon                   Firaga (fireball)            ×1
Sephiroth              Shadow Flare (light orb)     ×1
Xigbar                 Shot, etc. (projectile)      ×0.5
Lingering Will         Bit (light projectile)       ×1
Lingering Will         Cannon Gun (sphere)          ×3
Lingering Will         Cannon Gun (explosion)       ×5
* Refer to the respective enemy's section for projectile-deflecting reaction commands.

(Note: I've also incorporated relevant FM details here.)

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COLUMN: BATTLE LEVELが特別な値になるBATTLE

Some battles use a specific battle level regardless of location. 具体的には, mini-game[Underdrome and Paradox Cups]の各大会で戦っているあいだは, 大会levelがそのままbattle levelになる. また, Hollow BastionでのSephiroth戦は, battle levelが80になるのだ. 上の表には, それらのbattle中における基礎statusも掲載しているので, 参考にしてほしい.

[Caption: Sephiroth attacks Sora with a sword slash] Sephiroth has high HP and Strength because the battle level during the fight against him is 80.

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ENEMIES' SPECIAL CONDITIONS AND ACTIONS

ときに敵は, 攻撃を無効化する状態になったり, こちらの攻撃に反撃してきたりする. そういった特殊な状況のうち, 多くの敵に共通するものを, 対処法と合わせて紹介しよう.

INVINCIBILITY
-------------
Disables all attacks regardless of damage fluctuation; some bosses enter this state when using a powerful attack or when reduced to a certain HP threshold. Other enemies (eg. Undead Pirates A–C and Hades) enter and remain in this state as long as certain conditions are met.

COUNTERMEASURE(S): If invincibility wears off over time, focus on evasion and defense; if it must be disabled in a specific way, do it.

[Caption 1: Sora and co. attack an invincible Hades to no effect] A rippled circle is displayed when an invincible enemy disables an attack.

STAGGER NULLIFICATION
---------------------
弱めの攻撃を受けてもひるまない. Primarily occurs when most bosses and some normal enemies use certain attacks.

COUNTERMEASURE(S): 使ってきた攻撃にもよるが, 連続してdamageを与えるか, combo finish技や連携などを当てると, ひるませることが可能.

[Caption 2: Sora and Jack Skellington attack a Graveyard with their Applause, Applause Limit] Some enemies can't be defeated (only reduced to 1 HP) while in this state.

ATTACK DEFLECTION
-----------------
Attackによる技など, 特定の攻撃を弾き返す. 強力な攻撃を使うときの敵が, 一時的にこの状態になる. また, Large Bodyの身体の前半分や, Berserkerのhammerどは, 攻撃を弾き返す性質をつねに持つ.

COUNTERMEASURE(S): 魔法や連携など, されない攻撃を使ったり, 弾き返されない方向から攻撃したりしよう. 攻撃動作中のみその状態になる場合は, 動作の終わりぎわに反撃すればいい.

COUNTERATTACKS
--------------
Retaliates with a certain attack or warps away after taking damage or flinching. Boss敵の多くは, 連続でdamageを受けつづけると, 途中で体勢を立て直して反撃を行なう.

COUNTERMEASURE(S): わざと反撃を誘ってそれに対処する手もあるが, 適度なところで, 攻撃を止めて反撃をかわすのが無難. Normal敵に対しては, 攻めつづけることで反撃を封じてもいい.

[Caption 3: Sora blocks Hercules's attack] 反撃時に[stagger nullification]や[attack deflection]になる敵もいる.

INCAPACITATION
--------------
Some enemies are stunned and incapacitated when certain conditions are met; they generally remain so until their HP is reduced below a certain threshold or after some time (usually 12–16 seconds) passes.

COUNTERMEASURE(S): This state is a great advantage to players; keep attacking stunned enemies until they recover (or are defeated).

[Caption 4: Sora locks on to one of the Hydra's heads] 気絶させた方法によっては, 敵の頭上に, 写真のようなmarkが浮かぶか星がまわる.

ALLIES' ATTACK DAMAGE REDUCED TO 1
----------------------------------
The following enemies (and all bosses) take only 1 damage from party members other than Sora.
* Large Body
* Lance Soldier
* Morning Star
* Fat Bandit
* Graveyard
* Toy Soldier
* Hot Rod
* Assault Rider
* Bolt Tower
* Devastator
* Living Bone
* Undead Pirates A–C
* Nobodies (except Dusks and Creepers)

COUNTERMEASURE(S): In such cases, you should have your allies use attacks with a high hit count.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ADDITIONAL BOSSES [FM]

追加BOSS敵に勝つための基礎知識

The 20 bosses added in FM are extremely powerful; this section introduces basic information on how to defeat them.

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PREPARATIONS

Additional bosses can be fought freely after becoming available (except for Roxas in The World That Never Was, who is mandatory). ただし, いずれの追加boss敵も, いきなり戦って倒せるような強さではない. まずは, Soraを鍛え上げ, 以下のような準備をしておこう.

[Caption: Larxene attacks the party] 攻撃を少し受けただけで負けてしまつようだと, Soraのlevelも装備も不十分だ.

PLAN 1: RAISE SORA'S VARIOUS LEVELS (BATTLE, FORM, AND SUMMON)
--------------------------------------------------------------
Raise Sora's levels; battle, Form, and Summon (the latter two to maximum). The table below lists efficient farming locations; refill the Drive gauge by exiting the world before it runs out and re-entering.

Recommended minimum levels for Sora (depending on the enemies fought) are listed below; if below the minimum, fight in The World That Never Was, etc. for quick experience. 

TABLE 1: RECOMMENDED LEVELS FOR ADDITIONAL BOSSES
-------------------------------------------------
BOSS                             RECOMMENDED LEVEL
Absent Silhouettes               Episode 2's battle level for the relevant world (Marluxia: Level at the end of the game)
Organization XIII Replica Data   Level 75+
Lingering Will                   Level 90+

TABLE 2: RAISING FORM AND SUMMON LEVELS
---------------------------------------
FORM          WHERE AND HOW TO RAISE
Valor Form    Agrabah: The Cave of Wonders: Treasure Room; hit Mushroom XIII No. 5
Wisdom Form   Timeless River: Mickey's House, The World That Never Was: Fragment Crossing (before Riku joins); defeat enemies with magic
Limit Form    Continuously use Sonic Rave in battle and restore MP at a save point
Master Form   Twilight Town: Tower: Moon Chamber; equip Jackpot and Drive Converter and win the Gambler's games / The Land of Dragons; defeat enemies 
Final Form    Twilight Town: Tower; defeat enemies between the Entryway and the Sorcerer's Loft
Summons       Agrabah: The Cave of Wonders: Treasure Room (Mushroom XIII No. 5) / Hollow Bastion (Morning Stars etc.); summon Stitch and hit them with Fire-line magic as soon as the gauge decreases

PLAN 2: OBTAIN HIGHLY EFFICIENT ITEMS THROUGH ITEM SYNTHESIS OR MINI-GAMES
-------------------------------------------------------------------------
Make sure you have effective equipment before taking on a challenging boss. It's ultimately recommended to choose from the equipment listed below; if the bosses still prove too powerful, give Sora Power Boosts and Defense Boosts (stats of about 80 are a good yardstick).

TABLE 3: EVENTUAL RECOMMENDED EQUIPMENT
---------------------------------------
TYPE              EQUIPMENT
Weapon (Sora)     Fenrir, Ultima Weapon
Weapon (Donald)   Save the Queen, Premium Mushroom
Weapon (Goofy)    Genji Shield, Ultimate Mushroom
Armor             Grand Ribbon, Ribbon
Accessories       Shadow Archive+, Full Bloom+

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CHOICE OF ABILITIES WHEN FIGHTING AN ADDITIONAL BOSS

Sora has many different abilities at his disposal, but he should always equip those listed below (in addition to the recommended abilities listed on the relevant boss's section). Refrain from equipping the ineffective Lucky Lucky and the various Auto abilities (which may activate at unwanted times) and allocate their AP elsewhere.

[Caption: Sora's Aerial Finish misses Xigbar] For example, Aerial Finish, etc. may be avoided in certain situations, as they tend to have temporal "gaps" in their hitboxes, which can cause them to miss an enemy.

TABLE: ABILITIES THAT SHOULD ALWAYS BE EQUIPPED
-----------------------------------------------
TYPE      ABILITIES
Action    Guard, Flash Step, Slide Dash
Growth    High Jump, Quick Run, Aerial Dodge, Glide
Support   Aerial Recovery, Leaf Bracer, MP Haste, Second Chance, Once More

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USE THESE BASIC TACTICS TO KEEP UP WITH ENEMY ONSLAUGHTS

Many attacks used by additional bosses are difficult to avoid or defend against; therefore, tactics that allow you to survive if caught in such attacks can be useful. Listed below are three such tactics.

PLAN 1: USE LIMIT FORM TO RECOVER WHILE FIGHTING
-----------------------------------------------
This takes advantage of two facts: you are invincible while using a Limit Form Limit technique, and some of Sora's HP is restored when a Limit technique lands a hit. Generally, you should use ground combos leading into a powerful Zantetsuken, and activate a Limit technique when in trouble. なお, Limit techniqueは追加入力を最後まで行なうと大きめのスキができるので, 攻撃後に逃げたいときは追加入力を途中で止めよう.

[Caption 1: Limit Form Sora attacks Luxord with Sonic Rave] Use Sonic Rave against grounded enemies, and Strike Raid against airborne enemies.
[Caption 2: Sora rolls away from Axel's attack] Quick Run, etc. are unavailable while in Limit Form, so use Dodge Roll to avoid attacks.

BASIC BATTLE SEQUENCE
1. Fight normally; when in trouble, recover all your HP and MP by entering Limit Form.
2. Fight in Limit Form; use Limit techniques when low on HP and revert to normal as soon as possible when out of MP.
3. Return to 1 and repeat.

CAUTION! AVOID OVERUSE OF MP-CONSUMING LIMIT TECHNIQUES

Individual Limit techniques consume about half of the MP bar (minimum 60, maximum 80). Using them continuously will quickly force you into MP Charge and disable them for its duration, so save them for tight situations.

[Caption: Limit Form Sora attacks Roxas with Sonic Rave] Limit techniques are useful due to simultaneously damaging enemies and recovering your own HP, but 2–3 consecutive uses will completely drain the MP bar.

PLAN 2: ATTACK WHILE USING THE FLARE FORCE LIMIT
------------------------------------------------
Use Donald's Limit Flare Force, and attack with combos while it's active. Though the Limit itself isn't very powerful, you can deal a lot of damage while it lasts by having a high-Strength Sora continue moving around and attacking; also, the longer you extend the Limit's duration, the longer you remain invincible. If you haven't learned Flare Force yet, use Fantasia (which functions similarly) instead.

[Caption: Sora and Donald attack an unspecified boss with their Flare Force Limit] Limit Flare Forceを使ったら, 適度にTriangle buttonを押してLimitを持続させつつ, comboを当てていく.

BASIC BATTLE SEQUENCE
1. 敵を攻撃できそうなときに, Limit Flare Forceを使いつつcomboを仕掛ける
2. Limitが終わったら, MP Charge終了までふつうに戦うか, itemでMPを回復する
3. Return to 1 and repeat.

CAUTION! THIS TACTIC CANNOT BE USED WHILE DONALD IS INCAPACITATED

Donald is particularly prone to damage, and Flare Force cannot be used while he is knocked out. Equip HP-restoring items to heal him if he's knocked out; alternately, you can use Goofy's Teamwork Limit if he's active.

PLAN 3: FIGHT WHILE SUPPORTED BY SUMMONS
----------------------------------------
Summons can aid you in a fight with various techniques (eg. HP recovery). Don't use their Limits, since their purpose is auxiliary support.

The most recommended of the four summons is Stitch; HPの自動回復は少し頼りないが, MPも回復してくれるほか, SoraがpinchのときはUkuleleの連発で敵を攻撃しつつHP prizeを出すため, 反撃とHP回復の両方が行なえる. Summon characterで唯一, 敵の攻撃を受けないぶん, Summon gaugeが減りにくい点もありがたい.

[Caption 1: Sora charges at the book Zexion is hiding in] Chicken Little and Genie's Salve is 1.5× more effective if Sora has Monochrome equipped.
[Caption 2: Vexen attacks Sora with blocks of ice] If in trouble, resist the temptation to use Retaliating Slash and hold out until your HP is restored.

BASIC BATTLE SEQUENCE
1. Fight normally alongside summons.
2. When the Summon gauge runs out and the character leaves, either summon them again or fight normally in order to restore the Drive gauge.
3. Return to 1 and repeat.

SUMMON CHARACTERによる回復や支援の内容
-----------------------------------
CHICKEN LITTLE, GENIE
* Heals Sora with Salve if he's reduced below 25% HP.

STITCH
* Automatically recovers 1 HP every 10 seconds.
* Forces enemies struck by Ukulele to drop HP prizes.
* Sometimes restores all of Sora's MP.
* 弾き返しが◯の攻撃を弾き返す

PETER PAN
* Automatically recovers 5 HP every 5 seconds.
* Revives Sora and heals him fully if he's reduced to 0 HP (once per summon session).

CAUTION! HPが回復するまでのTIMINGを忘れずに

SalveはHPが回復するまでに少し間があり, HPの自動回復はpaceが遅い. どちらも, ability Once Moreなどを装備していないと, 回復が間に合わないことがある.

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OTHER CHANGES [FM]

Enemies in FM have undergone various other changes (in addition to those listed above); these are detailed below.

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REWARDS FROM ADDITIONAL BOSSES

Defeating the newly added bosses earns you the items, etc. listed below. The bosses are all very powerful; refer to the strategies detailed in their respective sections when challenging them.

[Caption 1: Sora obtains a Lost Illusion] Rewards include new weapons, synthesis recipes, valuable synthesis materials, etc.
[Caption 2: Sora investigates the Lingering Will's portal] The Organization XIII Replica Data and the Lingering Will can be be challenged repeatedly.

TABLE: ADDITIONAL BOSS REWARDS
------------------------------
BOSSES                                                     REWARDS
Roxas                                                      Two Become One, Secret Ansem Report 8 (*1)
Lingering Will                                             Proof of Connection (first), Manifest Illusion (second and thereafter)
Zexion (Absent Silhouette)                                 Book of Shadows recipe, Lost Illusion
Larxene (Absent Silhouette)                                Cloaked Thunder recipe, Lost Illusion
Lexaeus (Absent Silhouette)                                Strength Beyond Strength recipe, Lost Illusion
Vexen (Absent Silhouette)                                  Road to Discovery recipe, Lost Illusion
Marluxia (Absent Silhouette)                               Eternal Blossom recipe, Lost Illusion
Xemnas (Replica Data)                                      Power Boost
Axel, Roxas (Replica Data)                                 Magic Boost
Xigbar, Xaldin, Saïx (Replica Data)                        Defense Boost
Demyx, Luxord (Replica Data)                               AP Boost
Zexion, Larxene, Lexaeus, Vexen, Marluxia (Replica Data)   Lost Illusion
*1: Luxord and Saïx now drop Secret Ansem Reports 9 and 12 respectively.

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

勝利BONUSが獲得できるようになったBATTLE

New bonuses are obtained upon defeating Axel during Day 4, Xemnas in the final battle, and eight specific battles added in FM. Certain obtained bonuses have also been changed around compared to the original (→p. 43).

NEW GROWTH AND BONUS LEVEL REWARDS
----------------------------------
BOSS/EVENT                                                       GROWTH AND BONUS DETAILS
Axel (first)                                                     Scan (Roxas)
Zexion (Absent Silhouette)                                       Item slot +1 (Sora), Max HP increase (Donald), Damage Control (Goofy)
Larxene (Absent Silhouette)                                      Max MP increase (Sora), Item slot +1 (Donald), Max HP increase (Goofy)
Lexaeus (Absent Silhouette)                                      Accessory slot +1 (Sora), Max HP increase (Donald), Item slot +1 (Goofy)
Vexen (Absent Silhouette)                                        Armor slot +1 (Sora), Max HP increase (Donald, Goofy)
Marluxia (Absent Silhouette)                                     Drive gauge +1 (Sora), Max HP increase (Donald, Goofy)
Roxas                                                            Max HP increase, Combo Master (Sora)
Xemnas (second)                                                  Drive gauge +1 (Sora), Max HP increase (Riku)
Cavern of Remembrance: Transport to Remembrance (Nobody waves)   Item slot +1 (Sora), Max HP increase (Donald, Goofy)
Lingering Will                                                   Drive gauge +1 (Sora), Max HP increase (Donald, Goofy)

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ROOMS WHERE ENEMY SPAWNS HAVE CHANGED

In some rooms, enemy spawns change as follows. Furthermore, they will not spawn at all in rooms where the Mushroom XIII appear.

TIMELESS RIVER
--------------
After clearing Hollow Bastion episode 2, the battle level increases and enemy spawns change. In the original version, there were many low-HP enemies; in FM, the amount of hard-to-defeat enemies like Large Bodies has increased, making it more difficult to farm Form experience.

PRIDE LANDS
-----------
In FM, swarms of Rapid Thrusters appear at the peak only 25% of the time; otherwise, only a single one spawns. Because of this, it's now an unsuitable place for quick level grinding.

THE WORLD THAT NEVER WAS
------------------------
Enemy spawns change in two rooms, and the total amount of enemies is reduced compared to the original version. Furthermore, after Riku joins the party and after defeating Xemnas (first), enemy spawns change as noted below.

[Caption 1: Sora battles Nobodies at Fragment Crossing] After Riku joins, only Nobodies appear at Fragment Crossing and Memory's Skyscraper.
[Caption 2: Sora battles Nobodies in Ruin and Creation's Passage] After defeating Xemnas (first), the types and amount of enemies that spawn in five specific rooms change.

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CHANGES TO DAMAGE ON BOSSES

与えるDAMAGE量の上限値の引き下げ
----------------------------
In FM, the maximum amount of damage per hit on Sephiroth and bosses after Barbossa was reduced to 50–70% of the original version (as shown below).

DIFFERENCES IN DAMAGE DEALT TO SEPHIROTH
----------------------------------------
[Caption 1: Sephiroth's HP in OG: about 3 bars (2 bars removed) / Sephiroth's HP in FM: about 14 bars (1 bar removed)] Sora's Strength is at 86, with Guard Break used and the same abilities equipped in both versions.

NEUTRAL-TYPE DAMAGE AFFINITY CHANGES
------------------------------------
In the original version, Neutral-type attacks (eg. Explosion, Reflect-line magic) dealt only 50–75% normal damage on most bosses. In FM, Neutral-type defensive affinities on most bosses was changed to ×1, hence increasing the amount of damage dealt by such attacks (Oogie Boogie, Xigbar and Tifa remain unchanged).

[Caption 2: Sora counterattacks Saïx with Reflect] The power of Reflect-line magic has been greatly increased, making it highly effective against bosses.

(Note: The "damage reduction" might refer instead to the stat soft cap. Unsure about this.)

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HEARTLESS COLOUR CHANGES

The colour of most Heartless has been changed in FM; below are renders of the colour-changed Heartless. 色が変更になったHeartlessは, Jiminy's Journalの[Heartless攻略事典]で名前の側にあるCGも新しくなっているので, original版と見くらベてみるのもいいだろう.

* Soldier
* Large Body
* Air Pirate
* Trick Ghost
* Raid Dog
* Hook Bat
* Bookmaster
* Minute Bomb
* Hammer Frame
* Bulky Vendor
* Fortuneteller
* Cannon Gun
* Driller Mole
* Lance Soldier
* Morning Star
* Fat Bandit
* Luna Bandit
* Wight Knight
* Graveyard
* Toy Soldier
* Aeroplane
* Hot Rod
* Assault Rider
* Living Bone
* Shaman
* Aerial Knocker
* Tornado Step
* Crescendo
* Creeper Plant
* Thresholder
* Illuminator
* Prison Keeper
* Grim Reaper (normal)
* Grim Reaper (cursed)
* Groundshaker

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SHADOW

It sinks into the ground while moving, so timing is the key to defeating it.
The moment it surfaces, attack away!

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.5
EXP modifier:
 - OG: ×0.2
 - FM: ×0.15
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* HP prize [1] ×1
* Munny [1] ×1
* Dark Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 7, 15 HP, 2 EXP [OG], 2/1 EXP [FM], 10 Strength, 5 Defense (TT0b)
* The Tower (TT0b; optional event)
* Tower: Wayward Stairs—Lower (TT0b)
* Tower: Wayward Stairs—Central (TT0b)
* Tower: Moon Chamber (TT0b; event)
* Tower: Star Chamber (TT0b / TT0b; event)

HOLLOW BASTION
Level 8, 16 HP, 3 EXP [OG], 2/1 EXP [FM], 11 Strength, 5 Defense (HB1a)
Level 15, 22 HP, 6 EXP [OG], 5/3 EXP [FM], 17 Strength, 9 Defense (HB1b)
Level 28, 32 HP, 21 EXP [OG], 16/12 EXP [FM], 27 Strength, 15 Defense (HB2a)
Level 30, 34 HP, 24 EXP [OG], 18/13 EXP [FM], 29 Strength, 16 Defense (HB2b)
* Borough (HB1a, HB1b, HB2a, HB2b / HB1b; optional event [Pooh's book])
* Bailey (HB1a, HB1b, HB2a [before Restoration Site path opens])
* Restoration Site
* Corridors (HB2a, HB2b)
* Ravine Trail (HB2b; event)

THE LAND OF DRAGONS
Level 10, 17 HP, 4 EXP [OG], 3/2 EXP [FM], 12 Strength, 6 Defense (LoD1)
* Encampment (LoD1 [pre-Summit event] / LoD1; event)
* Checkpoint (LoD1; event)
* Mountain Trail (LoD1)
* Village Cave (LoD1; event)
* Ridge (LoD1)
* Summit (LoD1)

BEAST'S CASTLE
Level 13, 20 HP, 5 EXP [OG], 4/3 EXP [FM], 15 Strength, 8 Defense (BC1)
* Parlor (BC1; optional event [initial entry])
* The East Wing (BC1 [before talking to the wardrobe in Belle's Room])
* The West Hall (BC1 [pre-Beast])
* Secret Passage (BC1)
* Ballroom (BC1 [pre-clear])
* Courtyard (BC1 [pre-Thresholder])

OLYMPUS COLISEUM
Level 16, 22 HP, 7 EXP [OG], 5/3 EXP [FM], 17 Strength, 9 Defense (OC1)
* Cave of the Dead: Passage (OC1 [pre-Valley event])
* Valley of the Dead (OC1; event)

DISNEY CASTLE
Level 18, 24 HP, 9 EXP [OG], 7/5 EXP [FM], 19 Strength, 10 Defense (DC)
* Courtyard (DC)
* Colonnade (DC / DC; optional event [escort])

TIMELESS RIVER
Level 19, 25 HP, 9 EXP [OG], 7/5 EXP [FM], 20 Strength, 11 Defense (TR1)
Level 34, 37 HP, 32 EXP [OG], 24/18 EXP [FM], 32 Strength, 18 Defense (TR2)
* Pier (TR2)
* Waterway (TR2)
* Wharf (TR1, TR2)
  - FM replacement: Mushroom XIII No. 11 (outside active story episode)
* Scene of the Fire (TR1; event)
* Mickey's House (TR1, TR2 / TR1; event)

PORT ROYAL
Level 20, 26 HP, 10 EXP [OG], 8/6 EXP [FM], 21 Strength, 11 Defense (PR1)
* Harbor (PR1)
* Town (PR1 [pre-clear] / PR1; event)
* The Black Pearl (PR1 [to Port Royal])
* Isla de Muerta: Treasure Heap (PR1)

AGRABAH
Level 22, 27 HP, 13 EXP [OG], 10/7 EXP [FM], 22 Strength, 12 Defense (AG1; pre-1000 Heartless)
Level 38, 41 HP, 42 EXP [OG], 32/24 EXP [FM], 36 Strength, 20 Defense (AG1; post-1000 Heartless)
* The Palace (AG1 [pre-clear])
* Agrabah (AG1 [pre-Treasure Room event] / AG1; optional event [initial entry])
* The Cave of Wonders: Entrance (AG1 [pre-Treasure Room event])
* The Cave of Wonders: Valley of Stone (AG1 [pre-Treasure Room event])

HALLOWEEN TOWN
Level 24, 29 HP, 15 EXP [OG], 11/8 EXP [FM], 24 Strength, 13 Defense (HT1; pre-1000 Heartless)
Level 39, 41 HP, 44 EXP [OG], 33/24 EXP [FM], 37 Strength, 21 Defense (HT1; post-1000 Heartless)
* Halloween Town Square (HT1 / HT1; optional event [initial entry])
* Graveyard (HT1)
* Candy Cane Lane (HT1 [before imps' footprints appear])

PRIDE LANDS
Level 26, 31 HP, 18 EXP [OG], 14/10 EXP [FM], 26 Strength, 14 Defense (PL1; pre-1000 Heartless)
Level 41, 43 HP, 50 EXP [OG], 38/28 EXP [FM], 39 Strength, 22 Defense (PL1; post-1000 Heartless)
* Elephant Graveyard (PL1 [pre-Simba recruit])
* The Savannah (PL1)
* Wildebeest Valley (PL1 [pre-Simba recruit)
* Jungle (PL1)

SPACE PARANOIDS
Level 28, 32 HP, 21 EXP [OG], 16/12 EXP [FM], 27 Strength, 15 Defense (SP1; pre-1000 Heartless)
Level 34, 37 HP, 32 EXP [OG], 24/18 EXP [FM], 32 Strength, 18 Defense (SP1; post-1000 Heartless)
* Canyon (SP1)

THE WORLD THAT NEVER WAS
Level 50, 50 HP, 80 EXP [OG], 60/45 EXP [FM], 45 Strength, 26 Defense (TWTNW)
-Original-
* Fragment Crossing (TWTNW)
* Memory's Skyscraper (TWTNW)
-Final Mix-
* Fragment Crossing (TWTNW [pre-Riku recruit])
* Memory's Skyscraper (TWTNW [pre-Riku recruit])

UNDERDROME
Level 20, 26 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 30 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 60, 59 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 91 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 91 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Rounds 1, 4
* Pain & Panic Paradox Cup: Rounds 1, 4
* Hades Paradox Cup: Rounds 1, 7

TECHNIQUES
----------
LEFT-HAND SCRATCH
Type: Physical
Power modifier: ×0.65
Guard: Yes (repel)
Description: Scratches with left hand.

RIGHT-HAND SCRATCH
Type: Physical
Power modifier: ×0.65
Guard: Yes (repel)
Description: Scratches with right hand.

JUMP SCRATCH
Type: Physical
Power modifier: ×0.65
Guard: Yes (repel)
Description: Jumps and scratches.

CHARACTERISTICS
---------------
* If approached from the front, it shifts to shadow mode, circles around an opponent's flank, then emerges behind them and counterattacks.

It is immune to all attacks while in its shadow mode; it is vulnerable when it reverts, so attack it then.

[Caption 1: A Shadow attacks Sora] You may be struck from behind if you use Attack combos recklessly.
[Caption 2: Sora casts Fire on a swarm of Shadows] Fire-line magic is effective on a group of Shadows that has surrounded you.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SOLDIER

It unleashes decent attacks from every angle. Stay alert when fighting it!
It counterattacks with a kick, so retaliate with Cyclone to float in midair and unleash combo attacks!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* HP prize [1] ×2
* Munny [5] ×2
* Dark Shard (8%)
* Bright Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 7, 29 HP, 10/7 EXP, 10 Strength, 5 Defense (TT0b)
* Tower: Wayward Stairs—Central (TT0b)
* Tower: Wayward Stairs—Upper (TT0b)
* Tower: Moon Chamber (TT0b / TT0b; event)

HOLLOW BASTION
Level 8, 31 HP, 12/9 EXP, 11 Strength, 5 Defense (HB1a)
Level 15, 43 HP, 29/21 EXP, 17 Strength, 9 Defense (HB1b)
Level 28, 64 HP, 102/76 EXP, 27 Strength, 15 Defense (HB2a)
Level 30, 67 HP, 119/89 EXP, 29 Strength, 16 Defense (HB2b)
* Borough (HB1a, HB1b, HB2a, HB2b / HB1b; optional event [Pooh's book])
* Bailey (HB1a, HB1b, HB2a, HB2b)
* Restoration Site (HB2a)
* Corridors (HB2a, HB2b)
* Ravine Trail (HB2b; event)

THE LAND OF DRAGONS
Level 10, 85 HP, 16/12 EXP, 12 Strength, 6 Defense (LoD1)
* Checkpoint (LoD1)
* Mountain Trail (LoD1 / LoD1; optional event [initial climb])

BEAST'S CASTLE
Level 13, 39 HP, 23/17 EXP, 15 Strength, 8 Defense (BC1)
* The West Hall (BC1 [except post-freeing servants, pre-Beast])
* Courtyard (BC1 [post-Thresholder])

OLYMPUS COLISEUM
Level 16, 44 HP, 33/24 EXP, 17 Strength, 9 Defense (OC1)
* Underworld Caverns: The Lost Road (OC1)
* Well of Captivity (OC1; optional event [Pete])

DISNEY CASTLE
Level 18, 48 HP, 41/30 EXP, 19 Strength, 10 Defense (DC)
* Courtyard (DC)

TIMELESS RIVER
Level 19, 49 HP, 45/33 EXP, 20 Strength, 11 Defense (TR1)
Level 34, 74 HP, 159/119 EXP, 32 Strength, 18 Defense (TR2)
-Original-
* Waterway (TR1)
* Wharf (TR1)
* Mickey's House (TR2)
-Final Mix-
* Waterway (TR1 [pre-clear])
* Wharf (TR1)
* Lilliput (TR2)
* Mickey's House (TR2)

PORT ROYAL
Level 20, 51 HP, 50/37 EXP, 21 Strength, 11 Defense (PR1)
* Town (PR1 [post-clear] / PR1; event)
* The Black Pearl (PR1 [to Isla de Muerta])
* Isla de Muerta: Moonlight Nook (PR1 [post-clear])

AGRABAH
Level 22, 54 HP, 61/45 EXP, 22 Strength, 12 Defense (AG1; pre-1000 Heartless)
Level 38, 81 HP, 207/155 EXP, 36 Strength, 20 Defense (AG1; post-1000 Heartless)
* Agrabah (AG1 [pre-Treasure Room event])
* Bazaar (AG1 [post-Treasure Room event])
* The Cave of Wonders: Entrance (AG1 [pre-Treasure Room event])
* The Cave of Wonders: Valley of Stone (AG1 [pre-Treasure Room event])

HALLOWEEN TOWN
Level 24, 57 HP, 73/54 EXP, 24 Strength, 13 Defense (HT1; pre-1000 Heartless)
Level 39, 82 HP, 220/165 EXP, 37 Strength, 21 Defense (HT1; post-1000 Heartless)
* Halloween Town Square (HT1 / HT1; optional event [initial entry])
* Curly Hill (HT1)
* Hinterlands (HT1 [pre-Prison Keeper])

PRIDE LANDS
Level 26, 61 HP, 87/65 EXP, 26 Strength, 14 Defense (PL1; pre-1000 Heartless)
Level 41, 86 HP, 248/186 EXP, 39 Strength, 22 Defense (PL1; post-1000 Heartless)
* Elephant Graveyard (PL1 [pre-Simba recruit])
* The Savannah (PL1)
* Wildebeest Valley (PL1 [post-Simba recruit])
* Wastelands (PL1 [pre-Simba recruit])
* Jungle (PL1 [post-Simba recruit])

SPACE PARANOIDS
Level 28, 64 HP, 102/76 EXP, 27 Strength, 15 Defense (SP1; pre-1000 Heartless)
Level 34, 74 HP, 159/119 EXP, 32 Strength, 18 Defense (SP1; post-1000 Heartless)
* Canyon (SP1)
* Dataspace (SP1)

UNDERDROME
Level 20, 51 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 59 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 60, 117 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Rounds 3, 7
* Pain & Panic Paradox Cup: Rounds 3, 7
* Hades Paradox Cup: Rounds 1, 5, 8, 16, 23

TECHNIQUES
----------
SCRATCH ATTACK
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Scratches with right hand.

2-PART SCRATCH
Type: Physical
Power modifier:
 - Scratch: ×1
 - Lunge: ×0.5
Guard: Yes (repel)
Description: Scratches with right hand, then lunges with left hand.

SPIN KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Jumps and performs a downward spinning kick.

DASH KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Glows, then jumps and swings legs.

REACTION COMMANDS
-----------------
CYCLONE
Display: Approach a Soldier using Dash Kick.
Effect: Leap aside to avoid Dash Kick and attack while jumping (1).

CYCLONE (1)
Type: Physical
Power modifier: ×4

(Unavailable in the Pride Lands.)

CHARACTERISTICS
---------------
* Counters with Dash Kick when damaged.

間合いに関係なく積極的に攻めてくる. In addition to attacking with combos, lure it into using Dash Kick and use the reaction command when prompted.

[Caption: Sora attacks a Soldier with Cyclone] Soldiers are knocked back when struck by Cyclone; seal the deal by following up with combos.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LARGE BODY

It will block attacks dealt from the front, so a good option is to perform a series of combos from behind, finishing with Full Swing.
When enraged, it will repeatedly tackle its target. That's the time to use reaction commands. Use Kickback to finish the battle!

BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* HP prize [5] ×2
* Drive prize [3%] ×4
* Power Shard (12%)
* Hi-Potion (10%)
* Serenity Shard (4%)

FINAL MIX
* HP prize [5] ×2
* Drive prize [3%] ×2
* Power Shard (12%)
* Hi-Potion (10%)
* Serenity Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
BEAST'S CASTLE
Level 13, 98 HP, 58 EXP [OG], 46/34 EXP [FM], 15 Strength, 8 Defense (BC1)
Level 36, 193 HP, 455 EXP [OG], 364/273 EXP [FM], 36 Strength, 19 Defense (BC2)
* Entrance Hall (BC1 [post-Beast recruit])
* The East Wing (BC1 [pre-Thresholder])
* Secret Passage (BC2)
* Ballroom (BC1 [pre-clear], BC2)

OLYMPUS COLISEUM
Level 16, 110 HP, 83 EXP [OG], 66/49 EXP [FM], 17 Strength, 9 Defense (OC1)
* Cave of the Dead: Entrance (OC1 [post-Cerberus])
* Cave of the Dead: Passage (OC1 [post-Valley event])
* Valley of the Dead (OC1 [post-Valley event] / OC1; event)
* Underworld Caverns: The Lost Road (OC1)

TIMELESS RIVER
Level 34, 185 HP, ? EXP [OG], 318/238 EXP [FM], 32 Strength, 18 Defense (TR2)
* Waterway (TR2)
  - FM replacement: Mushroom XIII No. 11
* Building Site (TR2)
* Lilliput (TR2)
* Scene of the Fire (TR2)

UNDERDROME
Level 20, 128 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 148 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 53, 250 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 263 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 60, 293 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 453 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 453 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Round 2
* Goddess of Fate Cup: Round 6
* Pain & Panic Paradox Cup: Round 2
* Hades Paradox Cup: Rounds 8, 43

TECHNIQUES
----------
SWEEP ATTACK
Type: Physical
Power modifier:
 - Part 1: ×1.5
 - Part 2: ×0.5
Guard: Yes (repel)
Description: Swings each arm in succession.

CHARGE
Type: Physical
Power modifier: ×2
Guard: Yes (repel)
Description: Rams [everything in its path] with its belly.

JUMPING SHOCK WAVE
Type: Neutral
Power modifier: ×1.5
Guard: No
Description: Jumps and generates a shock wave on the ground.

BODY ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×2
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Slides along the ground on its belly, hitting anything in its way.

REACTION COMMANDS
-----------------
FULL SWING
Display: Approach a Large Body that has been knocked back.
Effect: Swing the Keyblade wide (1).

FULL SWING (1)
Type: Physical
Power modifier: ×4

GUARD → KICKBACK → FULL SWING
Display: Large Body plunges and uses Body Attack.
Effect: Deflect an attack with Guard, push the Large Body back with Kickback (2), and knock it back with Full Swing (3).

KICKBACK (2)
Type: Physical
Power modifier: ×4

FULL SWING (3)
Type: Physical
Power modifier:
 - Hits 1–5: ×0.5
 - Hit 6: ×1

CHARACTERISTICS
---------------
* When reduced to 40% HP, its body glows and it uses Body Attack exclusively.

An annoying enemy that repels most frontal attacks; to attack it, use magic, hit it from behind, or hit it from above as you jump over it. When it glows, it lunges at you with a Body Attack; use the reaction command to handle it.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SILVER ROCK

It quickly disappears into a ball of light, setting off an explosion when it reappears. Use reaction commands when it's in light form.
It easily resists magic, so don't be shy about using the Keyblade!

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.5
EXP modifier: ×0.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0
 - Dark: ×0.5
 - Neutral: ×1

REWARDS
-------
* MP prize [3] ×1
* Munny [1] ×2
* Power Stone (6%)
* Bright Stone (3%)

LOCATIONS & DETAILED STATS
--------------------------
AGRABAH
Level 22, 27 HP, 31/23 EXP, 22 Strength, 12 Defense (AG1; pre-1000 Heartless)
Level 38, 41 HP, 104/78 EXP, 36 Strength, 20 Defense (AG1; post-1000 Heartless)
Level 40, 42 HP, 117/87 EXP, 37 Strength, 21 Defense (AG2)
* Agrabah (AG1 [pre-Treasure Room event])
* Bazaar (AG1 [pre-Treasure Room event], AG2 [except when Bulky Vendor spawns])
* The Cave of Wonders: Entrance (AG1)
* The Cave of Wonders: Valley of Stone (AG2)
* The Cave of Wonders: Treasure Room (AG1 / AG1; event)

PRIDE LANDS
Level 26, 31 HP, 44/33 EXP, 26 Strength, 14 Defense (PL1; pre-1000 Heartless)
Level 41, 43 HP, 124/93 EXP, 39 Strength, 22 Defense (PL1; post-1000 Heartless)
* Elephant Graveyard (PL1 [post-Simba Recruit])
* The Savannah (PL1)
* Wildebeest Valley (PL1)
* Wastelands (PL1 [post-Simba Recruit])

UNDERDROME
Level 28, 32 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 34 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 70, 67 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 91 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 91 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 4
* Cerberus Paradox Cup: Round 4
* Hades Paradox Cup: Rounds 6, 8, 28

TECHNIQUES
----------
ROCKET ATTACK
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Swoops from the air and rams opponents.

SHOCK WAVE
Type: Neutral
Power modifier: ×1
Guard: No
Description: Charges from the air and knocks opponents back with a shock wave.

TELEPORT ATTACK
Type: Neutral
Power modifier: ×0.25
Guard: No
Description: Warps near an opponent and causes an explosion.

EXPLOSION
Type: Neutral
Power modifier: ×0.25
Guard: No
Description: Causes an explosion centred on itself.

REACTION COMMANDS
-----------------
SHIFT SHOT
Display: Approach a Silver Rock in its light sphere mode.
Effect: Swing the Keyblade and cause an explosion (1). The explosion engulfs surrounding enemies.

SHIFT SHOT (1)
Type: Neutral
Power modifier:
 - Hits 1–4: ×0.25
 - Hit 5: ×5

(Unavailable in the Pride Lands.)

CHARACTERISTICS
---------------
* If opponents are too distant or too close, it adjusts its position accordingly (it frequently enters light ball mode when moving away).
* Uses Teleport attacked if approached while in light ball mode.
* If five seconds pass while in light ball mode, it uses Explosion and returns to normal.

Repeatedly teleports and enters light ball mode; try not to approach it from the air while so transformed, as it retaliates with Teleport Attack. Instead, approach it from the ground and use Shift Shot to attack it and surrounding enemies.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

EMERALD BLUES

Attack from a safe distance, while watching out for its sudden tackle. When its HP gets low, a tornado forms, drawing the enemy close.
It easily resists magic, so don't be shy about using the Keyblade!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1

REWARDS
-------
* Drive prize [1%] ×4
* Munny [10] ×2
* Lightning Stone (10%)
* Energy Gem (4%)

LOCATIONS & DETAILED STATS
--------------------------
HALLOWEEN TOWN
Level 24, 57 HP, 110/82 EXP, 24 Strength, 13 Defense (HT1; pre-1000 Heartless)
Level 39, 82 HP, 330/247 EXP, 37 Strength, 21 Defense (HT1; post-1000 Heartless)
* Graveyard (HT1 [post-Prison Keeper])
* Curly Hill (HT1)
* Hinterlands (HT1 [post-Prison Keeper])
* Candy Cane Lane (HT1 [post-Prison Keeper])
* Toy Factory: Shipping and Receiving (HT1; optional event [Oogie Boogie])

SPACE PARANOIDS
Level 28, 64 HP, 153/114 EXP, 27 Strength, 15 Defense (SP1; pre-1000 Heartless)
Level 34, 74 HP, 239/179 EXP, 32 Strength, 18 Defense (SP1; post-1000 Heartless)
* I/O Tower: Hallway (SP1)
* Simulation Hangar (SP1)

THE LAND OF DRAGONS
Level 35, 76 HP, 255/191 EXP, 34 Strength, 19 Defense (LoD2)
* Encampment (LoD2)
* Mountain Trail (LoD2)
* Village Cave (LoD2)

AGRABAH
Level 40, 84 HP, 351/263 EXP, 37 Strength, 21 Defense (AG2)
* Bazaar (LoD2 [Bulky Vendor])
* The Cave of Wonders: Entrance (LoD2)
* The Cave of Wonders: Valley of Stone (LoD2)

UNDERDROME
Level 28, 64 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 67 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 53, 105 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 109 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 70, 133 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 9
* Goddess of Fate Cup: Round 1
* Cerberus Paradox Cup: Round 9
* Hades Paradox Cup: Rounds 28, 47

TECHNIQUES
----------
AERO
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Generates vacuum blades around itself.

HIGH-SPEED AERO
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hit 2: ×0.5
 - Hits 3+: ×0.25
Guard: Yes (negate)
Description: Surrounds itself in vacuum blades and rams opponents.

TORNADO
Type: Neutral
Power modifier: ×0.25
Guard: No
Description: Generates a huge tornado that draws in opponents.

CHARACTERISTICS
---------------
* Normally only uses Aero.
* Counters with High-Speed Aero when damaged.
* Replaces Aero and High-Speed Aero with Tornado when reduced to 40% HP.

You're more likely to take continuous damage from Aero and High-Speed Aero if fighting in narrow confines, so draw it out into the open before attacking with combos. If your attack is interrupted somehow, it'll counter with High-Speed Aero and Tornado, so keep pressing your attack until it's defeated.

[Caption: An Emerald Blues attacks the party with Tornado] Its powerful Tornado draws in distant opponents and deals great damage; defeat it before it can use it.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

CRIMSON JAZZ

It chases its target with determination while scattering mines, so be wary when fighting this creature.
When its HP gets low, it places a large mine. Avoid it before it explodes. It easily resists magic, so don't be shy about using the Keyblade!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1.6
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×1
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×2
* Drive prize [3%] ×4
* Blazing Crystal (12%)
* Mega-Ether (5%)
* Serenity Stone (4%)

FINAL MIX
* MP prize [3] ×2
* Drive prize [3%] ×2
* Blazing Crystal (12%)
* Mega-Ether (5%)
* Serenity Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 30, 108 HP, 298 EXP [OG], 238/178 EXP [FM], 29 Strength, 16 Defense (HB2b)
Level 34, 119 HP, 398 EXP [OG], 318/238 EXP [FM], 32 Strength, 18 Defense (HB2c)
Level 45, 148 HP, 775 EXP [OG], 620/465 EXP [FM], 42 Strength, 24 Defense (HB3)
* Bailey (HB2b, HB2c, HB3 / HB2b; event)
* Corridors (HB2b, HB2c, HB3)

BEAST'S CASTLE
Level 36, 124 HP, 455 EXP [OG], 364/273 EXP [FM], 36 Strength, 19 Defense (BC2)
-Original-
* Entrance Hall (BC2 [post-Beast recruit])
* The West Hall (BC2 [post-Beast recruit])
* The West Wing (BC2 [post-Beast recruit])
* Ballroom (BC2)
* Bridge (BC2)
-Final Mix-
* Entrance Hall (BC2 [post-Beast recruit])
* The West Hall (BC2 [post-Beast recruit])
* The West Wing (BC2 [post-Beast recruit])
* Ballroom (BC2)

OLYMPUS COLISEUM
Level 39, 132 HP, 550 EXP [OG], 440/330 EXP [FM], 37 Strength, 21 Defense (OC2)
* Cave of the Dead: Entrance (OC2 [post-Valley entrance post-Auron talk, except when Bulky Vendor spawns])
* Valley of the Dead (OC2; pre-Auron talk)
* Underworld Caverns: Atrium (OC2)
  - FM replacement: Mushroom XIII No. 6 (outside active story episode)
* The Underdrome (OC2; event)

AGRABAH
Level 40, 135 HP, 585 EXP [OG], 468/351 EXP [FM], 37 Strength, 21 Defense (AG2)
* The Palace (AG2 [post-Ruins entry, pre-clear])
* Agrabah (AG2 [except post-Ruins escape, pre-clear])
* The Cave of Wonders: Valley of Stone (AG2)
* Sandswept Ruins (AG2 / AG2; event; optional event [escape])

UNDERDROME
Level 41, 138 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 148 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 53, 168 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 175 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 80, 240 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
* Titan Cup: Round 7
* Goddess of Fate Cup: Round 4
* Titan Paradox Cup: Round 7

TECHNIQUES
----------
KICK
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Swings its body back and forth on its axis and kicks.

SHOCK WAVE
Type: Neutral
Power modifier: ×1.5
Guard: No
Description: 気をためためとにshock waveを発する

MINES
Type: Fire
Power modifier: ×0.5
Guard: No
Description: Many small mines surround an opponent.

LARGE MINES
Type: Fire
Power modifier: ×2
Guard: No
Description: Three large mines appear and strike an opponent.

CHARACTERISTICS
---------------
* Typically uses Kick and Shock Wave at close range and Mines at long range.
* Replaces all other techniques with Large Mines when reduced to 40% HP.

An annoying enemy that uses many hard-to-avoid attacks. Attack it with combos as soon as it appears; for extra security, use Magnet-line magic beforehand to prevent it from moving freely. You can avoid being caught in the explosion caused by its Large Mines (used at low HP) by following the image below. Be careful: the mines remain hanging even after the Crimson Jazz is defeated.

[Caption: A Crimson Jazz lays mines in mid-air] 3つの機雷が集まりはじめる直前に真上にjumpしておくと, Soraの頭上で爆発が起こる.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

AIR PIRATE

Its swiftness makes it hard to attack, so wait until it is still before attacking. Use magic to stop its movements.
Avoid its retaliating tackle kicks by using the reaction commands!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* HP prize [1] ×2
* Munny [5] ×2
* Dark Crystal (8%)
* Bright Crystal (4%)

LOCATIONS & DETAILED STATS
--------------------------
PORT ROYAL
Level 20, 51 HP, 50/37 EXP, 21 Strength, 11 Defense (PR1)
* Town (PR1 [post-clear])
* The Interceptor (PR1 [to Black Pearl] / PR1; optional event [barrels])
* The Black Pearl (PR1 [to Isla de Muerta])
* Isla de Muerta: Cave Mouth (PR1 [pre-clear])
* Isla de Muerta: Powder Store (PR1 [post-clear])
* Isla de Muerta: Moonlight Nook (PR1 [post-clear])

THE LAND OF DRAGONS
Level 35, 76 HP, 170/127 EXP, 34 Strength, 19 Defense (LoD2)
* Encampment (LoD2)
* Checkpoint (LoD2)
* Village Cave (LoD2)

UNDERDROME
Level 28, 64 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 67 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 41, 86 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 92 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 70, 133 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 80, 150 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 1
* Titan Cup: Round 6
* Cerberus Paradox Cup: Round 1
* Titan Paradox Cup: Round 6
* Hades Paradox Cup: Rounds 12, 18

TECHNIQUES
----------
UPPERCUT
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Its fist glows, then it descends and launches an uppercut.

CHARGE PUNCH
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: 拳を光らせて降をまわしあと下へ攻撃

KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Kicks with both legs in mid-air.

CHARGE KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Its foot glows, then it kicks out while lunging.

REACTION COMMANDS
-----------------
AIR TWISTER (mid-air enabled)
Display: Air Pirate uses Charge Kick.
Effect: Grab the Air Pirate's foot. After that, press Triangle to swing it about and attack surrounding enemies (1); after that's used five times consecutively, throw the Air Pirate (2) and swing the Keyblade downward onto it (3).

AIR TWISTER (1)
Type: Physical
Power modifier: ×1

AIR TWISTER (2)
Type: Physical
Power modifier: ×2

AIR TWISTER (3)
Type: Physical
Power modifier:
 - OG: ×2
 - FM: ×4

CHARACTERISTICS
---------------
* 相手が遠くにいるときは, 近づいてからまわりを1周したあとに静止し, UppercutやCharge Punchを使うことが多い
* Often counters with Kick (at close range) or Charge Kick (at long range) when damaged.

Flies around in the air, occasionally attacking grounded opponents. When you see it briefly standing still in the air, jump to avoid the upcoming attack and strike back with air combos (the reaction command is unnecessary).

FINAL MIX CHANGES
-----------------
* Can now use Charge Kick outside of counterattacks.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

TRICK GHOST

It has two faces, both of which need to be fought differently.
When in the air, move in close to seal its long-range attacks. When on the ground, move far away to avoid its short-range attacks.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1.6
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Munny [10] ×2
* Drive prize [1%] ×4
* Lucid Shard (10%)
* Energy Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS COLISEUM
Level 16, 71 HP, 50/37 EXP, 17 Strength, 9 Defense (OC1)
* Underworld Caverns: Entrance (OC1)
* Underworld Caverns: The Lost Road (OC1)
* Underworld Caverns: Atrium (OC1)
  - FM replacement: Mushroom XIII No. 6 (outside active story episode)
* Well of Captivity (OC1; optional event [Pete])

HALLOWEEN TOWN
Level 41, 138 HP, 372/279 EXP, 39 Strength, 22 Defense (HT2)
* Graveyard (HT2 [pre-Square event])
* Curly Hill (HT2)
* Hinterlands (HT2 [post-Square event])
* Candy Cane Lane (HT2 [post-Square event])

UNDERDROME
Level 28, 103 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 108 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 41, 138 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 148 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 70, 213 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 80, 240 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 290 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 290 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 1
* Titan Cup: Round 4
* Cerberus Paradox Cup: Round 1
* Titan Paradox Cup: Round 4
* Hades Paradox Cup: Round 22

TECHNIQUES
----------
SHOT
Type: Dark
Power modifier: ×1.5
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×3
Description: Shoots a dark orb from its mouth.

CANDLE ATTACK
Type: Fire
Power modifier: ×1.5
Guard: Yes (repel)
Description: Lashes out with a lit candle.

3-PART SHOT
Type: Dark
Power modifier: ×1.5
Guard: Yes (negate)
Description: Shoots three dark orbs from its mouth simultaneously.

WHIP ATTACK
Type: Physical
Power modifier:
 - Part 1: ×0.65
 - Part 2: ×0.25
Guard: Yes (repel)
Description: Swings its head-string like a whip, striking opponents in range.

CHARACTERISTICS
---------------
* Has two modes, aerial and ground; it occasionally shifts between modes by flipping its body upside-down.
* In aerial mode, it typically uses Shot while distancing itself from opponents, and counters with Candle Attack when damaged.
* In ground mode, it begins with 3-Part Shot and thereafter uses Whip Attack while approaching opponents, countering with 3-Part Shot when damaged.

It uses different attacks depending on its mode. It makes heavy use of Shot while in the air; counter it as seen below. When it's grounded, jump over its 3-Part Shot and attack with combos.

[Caption: Sora deflects a Trick Ghost's orbs with Reflect] After deflecting Shot's orbs, block its counterattack with Reflect-line magic and follow up with combos.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

RABID DOG

It won't move until approached, so move in swiftly and attack.
It becomes tired and lets its guard down after counterattacks. Attack then for an easy battle.

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.7
EXP modifier: ×0.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* HP prize [5] ×1
* Munny [1] ×2
* Lucid Shard (6%)
* Bright Shard (3%)

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS COLISEUM
Level 16, 31 HP, 17/12 EXP, 17 Strength, 9 Defense (OC1)
* Cave of the Dead: Entrance (OC1)
* Cave of the Dead: Passage (OC1)

PORT ROYAL
Level 37, 56 HP, 97/72 EXP, 35 Strength, 20 Defense (PR2)
* Harbor (PR2)
* The Black Pearl (PR2 [to Port Royal, to Isla de Muerta post-1st Grim Reaper)
* Isla de Muerta: Moonlight Nook (PR2 [post-clear])
  - FM replacement: Mushroom XIII No. 10
* Isla de Muerta: Treasure Heap (PR2 [post-clear])
* Ship Graveyard: Seadrift Keep (PR2 [post-clear])

UNDERDROME
Level 20, 36 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 42 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 60, 82 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 127 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 127 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Rounds 3, 7
* Pain & Panic Paradox Cup: Rounds 3, 7
* Hades Paradox Cup: Rounds 4, 27

TECHNIQUES
----------
BARK
Type: Neutral
Power modifier: ×1.5
Guard: No
Description: Barks and fires a shock wave at its opponent.

COMBO BARK
Type: Neutral
Power modifier: ×1.5
Guard: No
Description: Barks four times, generating a shock wave with each bark.

POUNCE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Pounces and bites twice.

CHARACTERISTICS
---------------
* Moves around to maintain a constant distance from Sora, and uses Bark if he approaches closely.
* Counters with Combo Bark (at close range) or Pounce (at long range) when damaged.
* After using Combo Bark, it falls limp and does not move for a while (or until damaged again).

It tries to maintain a constant distance, only attacking if approached or attacked. You can quickly dispatch it with combos, but if you want to play it safe, quickly hit it once, move back to avoid its Combo Bark, then attack again when it falls limp.

[Caption: The party is surrounded by a pack of Rabid Dogs] It sometimes rolls over on its side, but this doesn't cause anything noteworthy.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

HOOK BAT

It generally flies around scoping the area. When it swoops, use Bat Battery to capture it and attack surrounding enemies.
After this attack, use combos while in the air to defeat it.

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.7
EXP modifier: ×0.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* MP prize [3] ×1
* Munny [1] ×2
* Frost Shard (6%)
* Bright Shard (3%)

LOCATIONS & DETAILED STATS
--------------------------
BEAST'S CASTLE
Level 13, 28 HP, 12/9 EXP, 15 Strength, 8 Defense (BC1)
* Entrance Hall (BC1 [pre-Beast])
* Undercroft (BC1 / BC1; optional event [Thresholder])
* Secret Passage (BC1)
* The West Wing (BC1)
* Courtyard (BC1)

OLYMPUS COLISEUM
Level 16, 31 HP, 17/12 EXP, 17 Strength, 9 Defense (OC1)
* Valley of the Dead (OC1 [pre-Valley event] / OC1; event)
* Well of Captivity (OC1; optional event [Pete])

THE LAND OF DRAGONS
Level 35, 54 HP, 85/63 EXP, 34 Strength, 19 Defense (LoD2)
* Village Cave (LoD2)

AGRABAH
Level 40, 59 HP, 117/87 EXP, 37 Strength, 21 Defense (AG2)
* Sandswept Ruins (AG2 / AG2; event / AG2; optional event [escape])

UNDERDROME
Level 20, 36 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 42 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 60, 82 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 127 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 127 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Rounds 1, 5
* Pain & Panic Paradox Cup: Rounds 1, 5
* Hades Paradox Cup: Round 2

TECHNIQUES
----------
HOOK SOMERSAULT
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Somersaults while attacking with its hook.

ULTRASONIC WAVE ATTACK
Type: Neutral
Power modifier:
 - Hit 1: ×0.5
 - Hits 2, 4, etc.: ×0
 - Hits 3, 5, etc.: ×0.25
Guard: No
Description: Descends near an opponent and emits ultrasonic waves.

REACTION COMMANDS
-----------------
BAT CRY
Display: Hook Bat descends just before using Hook Somersault or Ultrasonic Wave Attack.
Effect: Hang on to the Hook Bat with the tip of the Keyblade, then swing it about to attack surrounding enemies (1).

BAT CRY (1)
Type: Physical
Power modifier:
 - All except final: ×1
 - Final: ×3

CHARACTERISTICS
---------------
* Counters with Ultrasonic Wave Attack when damaged.

Normally flies around in the air, occasionally descending to use Hook Somersault. Its low HP means it's easy to dispatch with air combos.

[Caption: Sora attacks other enemies with Bat Cry] When the Hook Bat appears alongside other enemies, you can deliberately keep it alive and use Bat Cry to defeat them.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

BOOKMASTER

A great mage who can handle all three types of elemental magic.
It bears a striking resemblance to Red Nocturne, Blue Rhapsody, and Yellow Opera when changing stance for use of each magic. It is immune to all magic, and should be defeated immediately.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×0
 - Thunder: ×0
 - Dark: ×0
 - Neutral: ×1

REWARDS
-------
* Drive prize [1%] ×4
* Munny [10] ×2
* Lucid Gem (10%)
* Energy Crystal (4%)
* Akashic Record (1%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 28, 64 HP, 153/114 EXP, 27 Strength, 15 Defense (HB2a)
Level 30, 67 HP, 179/134 EXP, 29 Strength, 16 Defense (HB2b)
Level 34, 74 HP, 239/179 EXP, 32 Strength, 18 Defense (HB2c)
Level 45, 92 HP, 465/348 EXP, 42 Strength, 24 Defense (HB3)
* Borough (HB2a, HB2b, HB2c, HB3)

SPACE PARANOIDS
Level 45, 92 HP, 465/348 EXP, 42 Strength, 24 Defense (SP2)
* I/O Tower: Hallway (SP2)

UNDERDROME
Level 41, 86 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 92 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 80, 150 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Titan Cup: Round 6
* Titan Paradox Cup: Round 6
* Hades Paradox Cup: Round 28

TECHNIQUES
----------
FIRE
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate)
Description: Launches fireballs forward sequentially, in patterns of 1 → 2 (successive) → 3 (successive).

BLIZZARD
Type: Blizzard
Power modifier: ×1.5
Guard: Yes (negate)
Description: Launches ice balls forward sequentially, in patterns of 1 → 2 (simultaneous) → 3 (simultaneous).

THUNDER
Type: Thunder
Power modifier: ×1.5
Guard: Yes (negate)
Description: Eight thunderbolts appear over the opponent and rain down on them sequentially.

BOOK STRIKE
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Description: Strikes twice with book, knocking opponents back.

BOOK STRIKE 2
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Strikes four times with book, staggering opponents.

CHARACTERISTICS
---------------
* Uses Fire → Blizzard → Thunder in sequence repeatedly (either Fire or Blizzard is used first).
* Often counters with Book Strike or Book Strike 2 when damaged.

Uses three types of magic in sequence. Fighting from afar isn't very effective as it's immune to most magic; instead, jump to avoid its magic projectiles and attack it with combos before it can fire again.

[Caption: Sora's Magnet spell ensnares a group of Bookmasters] You can dispatch them quickly and easily if you ensnare them with Magnet-line magic beforehand.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MINUTE BOMB

When attacked, it counts down for self-detonation. Use Dodge Roll seconds before the explosion to lure surrounding enemies into it.
To play it safe, parry its tackles to make it lose its will to fight.

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.7
EXP modifier: ×0.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* MP prize [3] ×1
* Munny [1] ×2
* Blazing Shard (6%)
* Bright Shard (3%)

LOCATIONS & DETAILED STATS
--------------------------
DISNEY CASTLE
Level 18, 34 HP, 21/15 EXP, 19 Strength, 10 Defense (DC)
* Courtyard (DC)
* Colonnade (DC; optional event [escort])
* Audience Chamber (DC)

TIMELESS RIVER
Level 19, 35 HP, 23/17 EXP, 20 Strength, 11 Defense (TR1)
* Pier (TR1)
* Waterway (TR1; optional event [Pete])
* Wharf (TR1)
* Building Site (TR1; event)
* Lilliput (TR1)

OLYMPUS COLISEUM
Level 39, 58 HP, 110/82 EXP, 37 Strength, 21 Defense (OC2)
* Cave of the Dead: Entrance (OC2 [pre-Valley entrance post-Auron talk, except when Bulky Vendor spawns])
* Valley of the Dead (OC2 [post-Auron talk])
* Underworld Caverns: Entrance (OC2)
* The Underdrome (OC2; event)

UNDERDROME
Level 20, 36 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 42 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 41, 61 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 65 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 60, 82 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 80, 105 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 127 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 127 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Rounds 2, 6
* Titan Cup: Round 8
* Pain & Panic Paradox Cup: Rounds 2, 6
* Titan Paradox Cup: Round 8
* Hades Paradox Cup: Rounds 7, 12

TECHNIQUES
----------
BULLET HEADBUTT
Type: Physical
Power modifier:
 - Hit 1: ×0.5
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Points its head forward and charges like a bullet.

SELF-DESTRUCT
Type: Fire
Power modifier: ×3
Guard: No
Description: Ignites its fuse and explodes after counting down from 9.
Note: Does not reward experience or prizes if it self-destructs.

REACTION COMMANDS
-----------------
DODGE ROLL
Display: Approach a Minute Bomb whose Self-Destruct count is at 3 or 2.
Effect: Hit the Minute Bomb with the Keyblade to cause it to explode and roll away to avoid the blast. The blast also hits other enemies (1).

DODGE ROLL (1)
Type: Fire
Power modifier: ×3

CHARACTERISTICS
---------------
* Bullet Headbuttを弾き返されると, カラに閉じこもって, 倒されるまで動かなくなる
* If Sora attacks it, it uses Self-Destruct to disappear.

When Sora attacks it, it uses Self-Destruct and a number displayed above its head begins counting down from 9; when the count reaches 1, it explodes and damages everything around it. To defeat it, you should hit it once or twice and use the reaction command when prompted; this way, only other enemies are affected by the explosion, not Sora. Note that Minute Bombs run around quickly enough that fleeing from the explosion is impractical.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

HAMMER FRAME

It taps the ground to create a sonic wave. Jump to avoid the wave and defeat it with combos.
When its HP gets low, it attacks with a series of tackles, so defeat it immediately!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1.6
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Drive prize [1%] ×4
* Munny [10] ×2
* Blazing Shard (10%)
* Energy Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
TIMELESS RIVER
Level 19, 79 HP, 68/51 EXP, 20 Strength, 11 Defense (TR1)
* Building Site (TR1; event)
* Lilliput (TR1)
* Mickey's House (TR1 / TR1; event)

PORT ROYAL
Level 20, 82 HP, 75/56 EXP, 21 Strength, 11 Defense (PR1)
* Isla de Muerta: Cave Mouth (PR1 [except post-2nd req. Interceptor, pre-clear])
* Isla de Muerta: Moonlight Nook (PR1 [post-clear])

BEAST'S CASTLE
Level 36, 124 HP, 35/26 EXP, 36 Strength, 19 Defense (BC2)
* Entrance Hall (BC2 [post-Beast recruit])
* Secret Passage (BC2)
* The West Wing (BC2)

UNDERDROME
Level 28, 103 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 108 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 53, 168 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 175 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 70, 213 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 290 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 290 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 2
* Goddess of Fate Cup: Rounds 4, 10
* Cerberus Paradox Cup: Round 2
* Hades Paradox Cup: Round 26

TECHNIQUES
----------
SHOCK WAVE
Type: Neutral
Power modifier: ×1.5
Guard: No
Description: Strikes the ground and generates a shock wave.

HAMMER
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Strikes with its hammer-like chest.

SPIN CHARGE
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Charges while spinning vertically.

CHARACTERISTICS
---------------
* Often uses Hammer on nearby opponents.
* Often counters with Shock Wave when damaged.
* Uses Spin Charge exclusively (outside of counterattacks) when reduced to 40 HP%.

It generates a wide-ranging shock wave when it hits the ground, which can be annoying; watch its movements and jump to dodge it. You can dodge its Spin Charge (used at low HP) by running directly beside it as it moves in. It's best to attack it repeatedly with combos so it never gets a chance to act.

[Caption: Sora jumps above a Hammer Frame's shock wave] You're less likely to be hit by a Hammer Frame's shock wave if you jump over it and attack with air combos.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

BULKY VENDOR

A rare Heartless that can be found in certain worlds. It appears when you poke around various areas of the map.
It only appears in certain areas, and once it appears, it will not appear in that area for a while. Use the reaction command to get items. Figure out its secret pattern to get specific items.

BASE STATS
----------
Classification: Heartless
HP modifier: ×10
EXP modifier:
 - OG: ×5
 - FM: ×10

REWARDS
-------
ORIGINAL

Capsule Prize:
* HP prize [1] ×3
* HP prize [5] ×1
* Bright Shard (100%)
* Orichalcum (8%)

Rare Capsule:
* HP prize [1] ×3
* HP prize [5] ×1
* MP prize [1] ×3
* MP prize [3] ×1
* Bright Stone (100%)
* Orichalcum (10%)

Limited Capsule:
* HP prize [1] ×3
* HP prize [5] ×1
* MP prize [1] ×3
* MP prize [3] ×1
* Drive prize [1%] ×3
* Drive prize [3%] ×1
* Bright Gem (100%)
* Orichalcum (12%)

Prime Capsule:
* HP prize [1] ×6
* HP prize [5] ×2
* MP prize [1] ×6
* MP prize [3] ×2
* Drive prize [1%] ×6
* Drive prize [3%] ×2
* Munny [1] ×6
* Munny [5] ×4
* Munny [10] ×2
* Bright Crystal (100%)
* Orichalcum (16%)

FINAL MIX

Capsule Prize:
* HP prize [1] ×3
* HP prize [5] ×1
* Serenity Shard (100%)
* Orichalcum (8%)

Rare Capsule:
* HP prize [1] ×3
* HP prize [5] ×1
* MP prize [1] ×3
* MP prize [3] ×1
* Serenity Stone (100%)
* Orichalcum (10%)

Limited Capsule:
* HP prize [1] ×3
* HP prize [5] ×1
* MP prize [1] ×3
* MP prize [3] ×1
* Drive prize [1%] ×3
* Drive prize [3%] ×1
* Serenity Gem (100%)
* Orichalcum (12%)

Prime Capsule:
* HP prize [1] ×6
* HP prize [5] ×2
* MP prize [1] ×6
* MP prize [3] ×2
* Drive prize [1%] ×6
* Drive prize [3%] ×2
* Munny [1] ×6
* Munny [5] ×4
* Munny [10] ×2
* Serenity Crystal (100%)
* Orichalcum (16%)

LOCATIONS & DETAILED STATS
--------------------------
THE LAND OF DRAGONS
Level 35, 760 HP, 850 EXP [OG], 1700/1275 EXP [FM], 34 Strength, 19 Defense (LoD2)
* Checkpoint

BEAST'S CASTLE
Level 36, 770 HP, 910 EXP [OG], 1820/1365 EXP [FM], 36 Strength, 19 Defense (BC2)
* The West Hall

OLYMPUS COLISEUM
Level 39, 820 HP, 1100 EXP [OG], 2200/1650 EXP [FM], 37 Strength, 21 Defense (OC2)
* Cave of the Dead: Entrance

AGRABAH
Level 40, 840 HP, 1170 EXP [OG], 2340/1755 EXP [FM], 37 Strength, 21 Defense (AG2)
* Bazaar
Note: Two spawn initially; one disappears immediately after, so only one can be defeated.

HALLOWEEN TOWN
Level 41, 860 HP, 1240 EXP [OG], 2480/1860‬ EXP [FM], 39 Strength, 22 Defense (HT2)
* Candy Cane Lane

UNDERDROME
Level 99, 1810 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 1810 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Hades Paradox Cup: Rounds 24, 47

REACTION COMMANDS
-----------------
CAPSULE PRIZE → RARE CAPSULE → LIMITED CAPSULE → PRIME CAPSULE
Display: Approach the Bulky Vendor's front when it's on the ground. The reaction command displayed changes over time and corresponds with the Bulky Vendor's remaining HP, as shown below.
Effect: Catch the Bulky Vendor, turn its handle, and take the prizes it releases; this action defeats the Bulky Vendor. The prizes dropped are shown above.

TABLE: REACTION COMMAND DETAILS
-------------------------------
REMAINING HP   MOVEMENT ACTIONS                        REACTION COMMAND DISPLAYED
75% or more    Stands still                            Capsule Prize
74–50%         Makes small, slow side-to-side leaps    Rare Capsule
49–25%         Makes small, quick forward leaps        Limited Capsule
24% or less    Makes large, very quick forward leaps   Prime Capsule

CHARACTERISTICS
---------------
* As soon as it spawns, it disappears and hides in any of the various objects in the room.
* Does not attack.
* Its movement actions change depending on its remaining HP; it jumps high overhead when changing phase.
* Vanishes when it reaches 1 HP.

Bulky Vendors can be found in the locations noted above; its spawning rules are dictated by the rules listed below, and it doesn't always appear.

The game displays the message "There's a rare Heartless!" in the top-left corner if a Bulky Vendor appears. It hides in one of the various objects within the same room, requiring you to break them (or move them with reaction commands) to force it out; when the correct object is destroyed, so too are all other objects in the room, with other enemies appearing at the same time.

It is unaffected by all non-reaction command attacks, but its HP automatically depletes and it vanishes when it reaches 1 HP. Use any of the four reaction commands to defeat it beforehand and make it drop plenty of prizes (depending on the reaction command used); its loot becomes more valuable at lower HP.

BULKY VENDOR SPAWNING RULES
---------------------------
* May randomly appear the first time you visit a location listed above after loading a file (*2).
* Does not appear in a room that has already been visited at least once after loading a file; a given file is reset to its initial state when reloading it or after all five rooms have been visited.
*2: It will always appear in Beast's Castle: The West Hall the first time you visit it after loading a file (once all five locations are visited, thus returning the file to its initial state, its spawning in this room is randomly determined like the others).

FINAL MIX CHANGES
-----------------
* Adopts a Christmas-style appearance in Halloween Town.
* HP decreases approximately 1.3 times faster.
* Jumps far sideways and flees from Sora when changing phase.
* Jumps upward and to the side when Sora approaches it.
* May or may not appear the first time Beast's Castle: The West Hall is visited after loading a file.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

FORTUNETELLER

It uses and is immune to all ice magic.
When its HP gets low, it uses magic to try to freeze its target. Try counterattacking with Clear Shot.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Drive prize [1%] ×4
* Munny [10] ×2
* Frost Gem (10%)
* Energy Gem (4%)

LOCATIONS & DETAILED STATS
--------------------------
AGRABAH
Level 22, 54 HP, 92/69 EXP, 22 Strength, 12 Defense (AG1; pre-1000 Heartless)
Level 38, 81 HP, 311/233 EXP, 36 Strength, 20 Defense (AG1; post-1000 Heartless)
Level 40, 84 HP, 351/263 EXP, 37 Strength, 21 Defense (AG2)
* Agrabah (AG1 [post-Treasure Room event])
* Bazaar (AG1 [post-Treasure Room event])
* The Cave of Wonders: Entrance (AG1 [post-Treasure Room event])
* The Cave of Wonders: Valley of Stone (AG1, AG2)
* The Cave of Wonders: Chasm of Challenges (AG1; event / AG1, AG2; optional event [challenge])
* The Cave of Wonders: Treasure Room (AG2)
  - FM replacement: Mushroom XIII No. 5 (outside active story episode)
* Sandswept Ruins (AG2 / AG2; event / AG2; optional event [escape])

UNDERDROME
Level 28, 64 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 67 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 70, 133 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 6
* Cerberus Paradox Cup: Round 6
* Hades Paradox Cup: Rounds 22, 42

TECHNIQUES
----------
ICE PIERCE
Type: Blizzard
Power modifier:
 - Hit 1: ×0.5
 - Hits 2+: ×0.25
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×3
Description: Throws ice crystals.

CRYSTAL BALL
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Swings crystal ball in a figure-8 trajectory.

FREEZE VERDICT
Type: Blizzard
Power modifier: ×2
Guard: No
Description: Traps its opponent in ice after counting down from 3.

REACTION COMMANDS
-----------------
CLEAR SHOT
Display: Freeze Verdict countdown reaches 1.
Effect: Cancel Freeze Verdict by catching the ice overhead with the Keyblade, then fire it to attack (1). The ice can pierce through and pursue opponents.

CLEAR SHOT (1)
Type: Neutral
Power modifier: ×6

CHARACTERISTICS
---------------
* Counters with Ice Pierce or Crystal Ball when damaged.
* Uses Freeze Verdict exclusively (outside of counterattacks) when reduced to 30% HP.

Attacks with ice magic and a crystal ball. It's difficult to dodge its attacks when up close, so keep your distance from it and avoid its ice projectiles by jumping or moving sideways; you can also deflect them with Reflect-line magic. If the Fortuneteller approaches, block as soon as possible to deflect its crystal ball; if a countdown appears over Sora's head, counter with the reaction command when prompted.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

CANNON GUN

It shoots bombs from afar, so defeat it immediately. Avoid areas of potential bomb drops while attacking.
It runs off when approached, so follow it closely and defeat it.

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.7
EXP modifier: ×0.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* HP prize [5] ×1
* Munny [1] ×2
* Blazing Stone (6%)
* Bright Stone (3%)

LOCATIONS & DETAILED STATS
--------------------------
PORT ROYAL
Level 20, 36 HP, 25/18 EXP, 21 Strength, 11 Defense (PR1)
* Harbor (PR1 [post-clear])
* Town (PR1 [pre-clear] / PR1; event)
* The Interceptor (PR1 [to Port Royal 1st req., to Black Pearl / PR1; optional event [barrels])
* The Black Pearl (PR1)
* Isla de Muerta: Moonlight Nook (PR1 [post-clear])

THE LAND OF DRAGONS
Level 35, 54 HP, 85/63 EXP, 34 Strength, 19 Defense (LoD2)
* Summit (LoD2)

SPACE PARANOIDS
Level 45, 65 HP, 155/116 EXP, 42 Strength, 24 Defense (SP2)
* Canyon (SP2)
* Simulation Hangar (SP2)

UNDERDROME
Level 28, 45 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 47 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 70, 94 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 127 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 127 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 7
* Cerberus Paradox Cup: Round 7
* Hades Paradox Cup: Round 6

TECHNIQUES
----------
BOMB DROP
Type: Fire
Power modifier: ×1
Guard:
 - Falling bomb: Yes (negate)
 - Explosion on impact: No
Description: Fires a bomb high up which lands where it was aimed.

RECOIL BALL
Type: Fire
Power modifier: ×1.5
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×3
Description: Orients its cannon horizontally and fires a cannonball.

CHARACTERISTICS
---------------
* Jumps and tries to keep its distance from approaching opponents.
* Often counters with Recoil Ball if Sora hits it (usually doing so twice in a row).

When a Cannon Gun shoots a bomb high up, a targeting reticule appears on the ground; it follows Sora for two seconds, then ceases moving, with the bomb landing where it stopped (avoid it by moving away from the stopped reticule). Cannon Guns try to flee an approaching Sora, but aren't very fast; chase them down and attack with combos. If it readies itself for a counterattack (orienting itself horizontally), jump immediately to avoid the cannonball.

[Caption: Sora deflects a bomb] To deflect a bomb, block as soon as you hear the explosion overhead.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

RAPID THRUSTER

It attacks in a group, so be ready to attack with reaction commands. Start with Speed Trap, followed by the wide Aero Blade attack.
It chases its target with determination when counterattacking. Run!

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.5
EXP modifier:
 - OG: ×0.2
 - FM: ×0.15
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [1] ×1
* Lightning Shard (4%)

FINAL MIX
* HP prize [1] ×1
* Lightning Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
THE LAND OF DRAGONS
Level 10, 17 HP, 4 EXP [OG], 3/2 EXP [FM], 12 Strength, 6 Defense (LoD1)
Level 35, 38 HP, 34 EXP [OG], 26/19 EXP [FM], 34 Strength, 19 Defense (LoD2)
* Checkpoint (LoD2)
* Village Cave (LoD1 [post-Village Cave event], LoD2 / LoD1; event)
* Ridge (LoD1, LoD2)
* Summit (LoD1, LoD2 / LoD1; optional event [survival] / LoD2; optional event [Mysterious Man])
* Imperial Square (LoD1)

TIMELESS RIVER
Level 19, 25 HP, 9 EXP [OG], 7/5 EXP [FM], 20 Strength, 11 Defense (TR1)
* Pier (TR1)
* Waterway (TR1)
  - FM replacement: Mushroom XIII No. 11 (outside active story episode)
* Wharf (TR1)
* Building Site (TR1)
* Mickey's House (TR1; event)

PORT ROYAL
Level 37, 40 HP, 39 EXP [OG], 30/22 EXP [FM], 35 Strength, 20 Defense (PR2)
* The Black Pearl (PR2 [pre-clear; to Ship Graveyard])
* Ship Graveyard: Seadrift Row (PR2 [post-clear])
* Ship Graveyard: Seadrift Keep (PR2 [post-medallion retrieval])

AGRABAH
Level 40, 42 HP, 47 EXP [OG], 36/27 EXP [FM], 37 Strength, 21 Defense (AG2)
* Sandswept Ruins (AG2 / AG2; event / AG2; optional event [escape])

PRIDE LANDS
Level 43, 45 HP, 56 EXP [OG], 42/31 EXP [FM], 40 Strength, 23 Defense (PL2)
* Peak (PL2)
* Jungle (PL2)

UNDERDROME
Level 20, 26 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 30 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 53, 53 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 55 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 60, 59 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 91 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 91 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Rounds 5, 8
* Goddess of Fate Cup: Round 8
* Pain & Panic Paradox Cup: Rounds 5, 8
* Hades Paradox Cup: Rounds 3, 11, 35

TECHNIQUES
----------
BEAK RUSH
Type: Physical
Power modifier:
 - OG: ×0.5
 - FM: ×0.65
Guard: Yes (repel)
Description: Rapidly pecks with beak.

PROPELLER RUSH
Type: Physical
Power modifier: ×0.5
Guard: Yes (repel)
Description: うしろを向き, 回転しつつゆっくり相手を追う

REACTION COMMANDS
-----------------
SPEED TRAP → AERO BLADE
Display: Approach a Rapid Thruster using Beak Rush.
Effect: Use Speed Trap to spin the Keyblade like a windmill (1), then use Aero Blade to swing the Keyblade wide and generate a vacuum wave (2).

SPEED TRAP (1)
Type: Physical
Power modifier: ×0.1

AERO BLADE (2)
Type:
 - All except final: Physical
 - Final: Neutral
Power modifier: ×3

(Unavailable in the Pride Lands.)

CHARACTERISTICS
---------------
* Counters with Propeller Rush if Sora hits it.
* Sometimes several of them will use Beak Rush simultaneously (especially if gathered in groups of several hundreds).

They gather together in large numbers (which can exceed several hundred). Beak Rush can be countered with a reaction command, so keep pressing Triangle repeatedly. Propeller Rush (used as a counter after taking damage) is rather slow; either compose yourself and block the attack, or flee from it until the attack stops.

FINAL MIX CHANGES
-----------------
* Beak Rush can't be comboed as easily on the ground.

[Caption: A swarm of Rapid Thrusters in the Pride Lands drop HP prizes]: They drop HP prizes now, making it more difficult to use EXP Boost effectively around them.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DRILLER MOLE

It moves underground, so follow the clouds of dust for its position.
Use a finishing move to lure it out of the ground. Attack when its face pops out of the ground!

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.7
EXP modifier: ×0.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* HP prize [5] ×1
* Munny [1] ×2
* Lightning Stone (6%)
* Bright Stone (3%)

LOCATIONS & DETAILED STATS
--------------------------
HALLOWEEN TOWN
Level 24, 40 HP, 37/27 EXP, 24 Strength, 13 Defense (HT1; pre-1000 Heartless)
Level 39, 58 HP, 110/82 EXP, 37 Strength, 21 Defense (HT1; post-1000 Heartless)
* Graveyard (HT1)
* Curly Hill (HT1)
* Candy Cane Lane (HT1 [pre-Prison Keeper] / HT1; event)

OLYMPUS COLISEUM
Level 39, 58 HP, 110/82 EXP, 37 Strength, 21 Defense (OC2)
* Cave of the Dead: Entrance (OC2 [pre-Valley entrance post-Auron talk])
* Valley of the Dead (OC2 [post-Auron talk])
* Underworld Caverns: Entrance (OC2)
* The Underdrome (OC2; event)

UNDERDROME
Level 28, 45 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 47 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 70, 94 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 127 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 127 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 2
* Cerberus Paradox Cup: Round 2
* Hades Paradox Cup: Rounds 2, 13

TECHNIQUES
----------
DRILL ATTACK
Type: Physical
Power modifier: ×1
Guard: No
Description: Jumps and lunges like a drill.

UPPER DRILL
Type: Physical
Power modifier: ×1.5
Guard: No
Description: Leaps from underground and lunges like a drill.

CHARACTERISTICS
---------------
* Approaches and uses Drill Attack as soon as it appears.
* After crawling around underground, it usually uses Upper Drill [and/or] peeks its face out to observe the events around it.

A Driller Mole is invincible while moving underground; attack it with combos when it approaches you aboveground or right after it attacks. You can attempt to block Upper Drill with a good chance of success by casting Reflect-line magic repeatedly when the dust cloud approaches.

[Caption: A Driller Mole attacks Sora from underground with Upper Drill] Trying to move or jump away from Upper Drill usually results in you being bitten instead.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LANCE SOLDIER

The soldier and lance don't get along, so it will be easy to catch this enemy off guard.
When its HP gets low, the lance goes nuts. Grab it with Lance Tug to attack surrounding enemies. A good strategy is to lower its HP and wait for the chance to use Lance Tug.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1.6
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×0
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Drive prize [3%] ×4
* Munny [10] ×2
* Frost Shard (10%)
* Energy Stone (4%)

ヤリが本体の頭をたたいたとき:
* MP prize [1] ×1

If reaction command is used:
* Drive prize [1%] ×10

LOCATIONS & DETAILED STATS
--------------------------
BEAST'S CASTLE
Level 13, 63 HP, 35/26 EXP, 15 Strength, 8 Defense (BC1)
* Entrance Hall (BC1 [post-Beast recruit])
* The East Wing (BC1 [pre-Belle's Room wardrobe talk])
* Undercroft (BC1 [post-Beast recruit])

OLYMPUS COLISEUM
Level 16, 71 HP, 50/37 EXP, 17 Strength, 9 Defense (OC1)
* Cave of the Dead: Passage (OC1)
* Valley of the Dead (OC1 [pre-Valley event] / OC1; event)

PORT ROYAL
Level 37, 127 HP, 291/218 EXP, 35 Strength, 20 Defense (PR2)
* Town (PR2 [post-clear])
* The Black Pearl (PR2 [pre-1st Grim Reaper; to Isla de Muerta])
* Isla de Muerta: Cave Mouth (PR2 [post-clear])
* Ship Graveyard: Seadrift Row (PR2)

UNDERDROME
Level 20, 82 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 95 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 53, 168 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 175 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 60, 188 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 290 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 290 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Round 6
* Goddess of Fate Cup: Round 7
* Pain & Panic Paradox Cup: Round 6
* Hades Paradox Cup: Rounds 14, 47

TECHNIQUES
----------
RUSH ATTACK
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: After rushing forward, it thrusts its spear into an opponent.

RAMPAGE
Type: Physical
Power modifier:
 - Rage:
   - Hit 1: ×0.5
   - Hits 2, 4, etc.: ×0
   - Hits 3, 5, etc.: ×0.25
 - Final:
   - Hit 1: ×1
   - Hits 2+: ×0.25
Guard: Yes (negate)
Description: After brandishing its spear, it spins sideways at high speed.

RECKLESS LANCE
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Its spear flies around recklessly and lunges out repeatedly.

REACTION COMMANDS
-----------------
LANCE TUG
Display: Approach a Lance Soldier using Reckless Lance.
Effect: Hold onto the Lance Soldier's spear as it attacks surrounding enemies (1), then throw it into the ground to further damage surrouding enemies (2).

LANCE TUG (1 & 2)
Type: Neutral
Power modifier: ×2

CHARACTERISTICS
---------------
* Primarily uses Reckless Lance when reduced to 60% HP.
* Often counters with Rampage when damaged.

自分の武器を使いこなせていない, スキの多い敵反撃するヒマ与えずにcomboを当てていき, Lance Soldierのヤリが暴走しはじめたら, Triangle buttonを連打してLance Tugでトドメを刺そう.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MORNING STAR

When its HP gets low, it unleashes its Press attack. Use Bump and Meteor Strike for a counterattack combo!
Meteor Strike can be done in succession, so make sure to grab surrounding enemies as well!

BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×0
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* HP prize [5] ×2
* Drive prize [3%] ×4
* Power Crystal (12%)
* Mega-Potion (5%)
* Serenity Stone (4%)

FINAL MIX
* HP prize [5] ×2
* Drive prize [3%] ×2
* Power Crystal (12%)
* Mega-Potion (5%)
* Serenity Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 28, 160 HP, 255 EXP [OG], 204/153 EXP [FM], 27 Strength, 15 Defense (HB2a)
Level 30, 168 HP, 298 EXP [OG], 238/178 EXP [FM], 29 Strength, 16 Defense (HB2b)
Level 34, 185 HP, 398 EXP [OG], 318/238 EXP [FM], 32 Strength, 18 Defense (HB2c)
Level 45, 230 HP, 775 EXP [OG], 620/465 EXP [FM], 42 Strength, 24 Defense (HB3)
* Borough (HB2b, HB2c, HB3)
* Bailey (HB2a)
* Restoration Site (HB2a, HB2b, HB2c, HB3)
* Castle Gate (HB2c, HB3 [post-clear])
  - FM replacement: Mushroom XIII No. 9 (outside active story episode)
* Ravine Trail (HB2c, HB3 / HB2b; event)
* The Dark Depths (HB2c, HB3 [except during Sephiroth event])

BEAST'S CASTLE
Level 36, 193 HP, 455 EXP [OG], 364/273 EXP [FM], 36 Strength, 19 Defense (BC2)
* Entrance Hall (BC2)
* The West Hall (BC2 [except when Bulky Vendor spawns])
* The West Wing (BC2 [pre-Beast recruit])
* Ballroom (BC2)

OLYMPUS COLISEUM
Level 39, 205 HP, 550 EXP [OG], 440/330 EXP [FM], 37 Strength, 21 Defense (OC2)
* Coliseum Gates
* Cave of the Dead: Entrance (OC2 [post-Valley entrance post-Auron talk])
* Valley of the Dead (OC2 [pre-Auron talk])
* Underworld Caverns: Atrium (OC2)
  - FM replacement: Mushroom XIII No. 6 (outside active story episode)
* The Underdrome (OC2; event)

PORT ROYAL
Level 37, 198 HP, 485 EXP [OG], 388/291 EXP [FM], 35 Strength, 20 Defense (PR2)
* The Black Pearl (PR2 [post-clear; to Isla de Muerta and Ship Graveyard])
* Isla de Muerta: Powder Store (PR2 [post-clear])
* Isla de Muerta: Moonlight Nook (PR2 [post-clear])
* Ship Graveyard: Seadrift Keep (PR2 [post-clear])

UNDERDROME
Level 41, 215 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 230 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 53, 263 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 273 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 80, 375 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 453 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 453 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Titan Cup: Round 2
* Goddess of Fate Cup: Round 1
* Titan Paradox Cup: Round 2
* Hades Paradox Cup: Rounds 43, 47

TECHNIQUES
----------
TURN SWEEP
Type: Physical
Power modifier [OG]:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Power modifier [FM]: ×0.25
Guard: Yes (repel)
Description: Turns from side-to-side while swinging iron balls.

IRON BALL PUNCH
Type: Physical
Power modifier [OG]:
 - Hit 1: ×1.5
 - Hits 2+: ×0.5
Power modifier [FM]:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Strikes with iron balls with its left and right hands (in that order).

SPINNING SPIKE ATTACK
Type: Physical
Power modifier:
 - OG: ×2
 - FM: ×1.5
Guard: Yes (negate)
Description: Chases opponents while spinning at high speeds.

BODY PRESS
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Description: Jumps directly overhead on opponent and drops down.

REACTION COMMANDS
-----------------
BUMP → METEOR SPIKE
Display: Morning Star jumps directly above Sora and uses Body Press.
Effect: Use Bump to prevent Body Press and launch the Morning Star into the air, then smash it into the ground with Meteor Spike (1). Meteor Spike can be used continuously until the Morning Star is defeated.

METEOR SPIKE (1)
Type: Physical
Power modifier: ×2
Note: Can hit surrounding enemies.

CHARACTERISTICS
---------------
* Uses Turn Swep or Iron Ball Punch at close range and Spinning Spike Attack at long range.
* Uses Body Press exclusively when reduced to 50 HP%.

If opponents are too distant, it spins around and tries to ram them. Maintain a range that prevents use of that attack, approach it closely and quickly retreat, then attack when it swings its iron balls (repeat if necessary). It starts using Body Press at low HP; counter it with reaction commands.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

FIERY GLOBE

It runs before it attacks, making its movements easy to read.
It has little HP and is weak against ice. Use ice magic to defeat it.

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.5
EXP modifier:
 - OG: ×0.2
 - FM: ×0.15
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×1
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1

REWARDS
-------
* HP prize [1] ×1
* Munny [1] ×1
* Blazing Gem (4%)

LOCATIONS & DETAILED STATS
--------------------------
AGRABAH
Level 22, 27 HP, 13 EXP [OG], 10/7 EXP [FM], 22 Strength, 12 Defense (AG1; pre-1000 Heartless)
Level 38, 41 HP, 42 EXP [OG], 32/24 EXP [FM], 36 Strength, 20 Defense (AG1; post-1000 Heartless)
Level 40, 42 HP, 47 EXP [OG], 36/27 EXP [FM], 37 Strength, 21 Defense (AG2)
* The Palace (AG1; event [Elemental Lords])
* Agrabah (AG1 [post-Treasure Room event] / AG2 [except post-Ruins escape, pre-clear])
* The Cave of Wonders: Valley of Stone (AG1)
* The Cave of Wonders: Chasm of Challenges (AG1; event / AG1, AG2; optional event [challenge])
* The Cave of Wonders: Treasure Room (AG1 / AG1; event)
  - FM replacement: Mushroom XIII No. 5 (outside active story episode)

UNDERDROME
Level 28, 32 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 34 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 70, 67 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
* Cerberus Cup: Round 5
* Cerberus Paradox Cup: Round 5

TECHNIQUES
----------
FIRE ATTACK
Type: Fire
Power modifier: ×1
Guard: Yes (repel)
Description: Rams opponents, hurling tiny flames.

CHARACTERISTICS
---------------
* Counters with Fire Attack if Sora hits it.

Approaches slowly and bounces around opponents, only rarely attacking. It counters with a ramming attack when struck, but its low HP means you can easily dispatch it with combos before it ever attacks.

[Caption 1: Sora's Magnet spell ensnares a group of Fiery Globes] If attacking with magic, use Blizzard-line and Magnet-line magic for full damage.
[Caption 2: Sora and Goofy run from a Fiery Globe] Avoid its Fire Attack by running away until it stops moving.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ICY CUBE

It jumps before it attacks, making its movements easy to read.
It has little HP and is weak against fire. Use fire magic to defeat it.

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.5
EXP modifier:
 - OG: ×0.2
 - FM: ×0.15
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1

REWARDS
-------
* MP prize [1] ×1
* Munny [1] ×1
* Frost Gem (4%)

LOCATIONS & DETAILED STATS
--------------------------
AGRABAH
Level 22, 27 HP, 13 EXP [OG], 10/7 EXP [FM], 22 Strength, 12 Defense (AG1; pre-1000 Heartless)
Level 38, 41 HP, 42 EXP [OG], 32/24 EXP [FM], 36 Strength, 20 Defense (AG1; post-1000 Heartless)
Level 40, 42 HP, 47 EXP [OG], 36/27 EXP [FM], 37 Strength, 21 Defense (AG2)
* The Palace (AG1; event [Elemental Lords])
* Bazaar (AG1 [post-Treasure Room event])
* The Cave of Wonders: Entrance (AG2)
* The Cave of Wonders: Valley of Stone (AG1 [post-Treasure Room event])
* The Cave of Wonders: Chasm of Challenges (AG1; event / AG1, AG2; optional event [challenge])
* The Cave of Wonders: Treasure Room (AG1; event)

UNDERDROME
Level 28, 32 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 34 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 70, 67 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 91 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 91 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 5
* Cerberus Paradox Cup: Round 5
* Hades Paradox Cup: Round 7

TECHNIQUES
----------
BLIZZARD ATTACK
Type: Blizzard
Power modifier: ×0.25
Guard: Yes (repel)
Description: Rams opponents, hurling tiny ice shards.

CHARACTERISTICS
---------------
* Counters with Blizzard Attack if Sora hits it.

Generally stays close to opponents, occasionally jumping and ramming them. Attack small groups of Icy Cubes with combos and larger groups with Fire-line and Magnet-line magic.

[Caption 1: Sora casts Fire on a group of Icy Cubes] You can efficiently deal damage to groups by using Fire-line magic while surrounded by them.
[Caption 2: The party attacks a group of Icy Cubes and Silver Rocks] If other enemies are around, save the Icy Cubes for later and attack those other enemies first.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

FAT BANDIT

Immune to fire magic, it parries most attacks dealt from the front. Use the Rush attack from behind and defeat it with a combo attack.
Parry its fire bombs for a chance to unleash Full Swing!

BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×2
* Drive prize [3%] ×4
* Blazing Gem (12%)
* Ether (10%)
* Serenity Shard (4%)

FINAL MIX
* MP prize [3] ×2
* Drive prize [3%] ×2
* Blazing Gem (12%)
* Ether (10%)
* Serenity Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
AGRABAH
Level 22, 135 HP, 153 EXP [OG], 122/91 EXP [FM], 22 Strength, 12 Defense (AG1; pre-1000 Heartless)
Level 38, 203 HP, 518 EXP [OG], 414/310 EXP [FM], 36 Strength, 20 Defense (AG1; post-1000 Heartless)
Level 40, 210 HP, 585 EXP [OG], 468/351 EXP [FM], 37 Strength, 21 Defense (AG2)
* Agrabah (AG1 [post-Treasure Room event], AG2 [except post-Ruins escape, pre-clear)
* Bazaar (AG1 [pre-Treasure Room event], AG2 [except post-Ruins escape, pre-clear and when Bulky Vendor spawns])
* The Cave of Wonders: Valley of Stone (AG1)
* The Cave of Wonders: Chasm of Challenges (AG1; event / AG1, AG2; optional event [challenge])
* The Cave of Wonders: Treasure Room (AG1; event)
* Sandswept Ruins (AG2; optional event [escape])

UNDERDROME
Level 28, 160 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 168 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 53, 263 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 273 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 70, 333 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
* Cerberus Cup: Round 9
* Goddess of Fate Cup: Round 6
* Cerberus Paradox Cup: Round 9

TECHNIQUES
----------
FLAMETHROWER
Type: Fire
Power modifier:
 - Hit 1: ×0.5
 - Hits 2+: ×0.25
Guard: No
Description: Breathes fire directly in front of itself.

FIREBALL
Type: Fire
Power modifier: ×1
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×2
Description: Shoots a fireball from its mouth.

LIGHT FIST
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Jumps low and swings both light-covered fists downward.

FLAME FIST
Type: Fire
Power modifier: ×2
Guard:
 - Fist: Yes (negate)
 - Shock wave: No
Description: Covers a fist in flames and strikes the ground.

REACTION COMMANDS
-----------------
FULL SWING
Display: Approach a Fat Bandit that has been knocked back.
Effect: Swing the Keyblade wide (1).

FULL SWING (1)
Type: Physical
Power modifier: ×4

CHARACTERISTICS
---------------
* Uses Flamethrower, Fireball and Light Fist when above 60% HP.
* Uses Flame Fist exclusively when below 60% HP.

A formidable enemy that blocks all frontal physical attacks. Attack it with combos from behind or above, or use non-Fire-line magic to damage it. The best time to attack is when it breathes fire or covers a fist in flames.

Knocking back a Fat Bandit allows you to use Full Swing; to trigger this, either hit it with a combo finisher or press Triangle after deflecting its fireballs.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LUNA BANDIT

It backs away during combat, so close in with thrust attacks.
Catch it off guard after parrying its attacks to defeat it.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* HP prize [1] ×2
* Munny [5] ×2
* Power Stone (8%)
* Bright Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
AGRABAH
Level 22, 54 HP, 61/45 EXP, 22 Strength, 12 Defense (AG1; pre-1000 Heartless)
Level 38, 81 HP, 207/155 EXP, 36 Strength, 20 Defense (AG1; post-1000 Heartless)
Level 40, 84 HP, 234/175 EXP, 37 Strength, 21 Defense (AG2)
* The Palace (AG1 [pre-clear], AG2 [post-Ruins entry, pre-clear])
* Agrabah (AG1 [pre-Treasure Room event] / AG1; optional event [initial entry])
* Bazaar (AG1 [pre-Treasure Room event], AG2 [except post-Ruins escape, pre-clear and when Bulky Vendor spawns])

UNDERDROME
Level 28, 64 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 67 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 70, 133 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 8
* Cerberus Paradox Cup: Round 8
* Hades Paradox Cup: Rounds 13, 18

TECHNIQUES
----------
COMBO SLASH
Type: Physical
Power modifier:
 - Parts 1–3: ×1
 - Part 4:
   - Hits 1–2: ×1.5
   - Hits 3+: ×0.25
Guard: Yes (repel)
Description: Swings its swords while walking around.

AERIAL SPIN SLASH
Type: Physical
 - Part 1: ×1.5
 - Part 2:
   - Hits 1–2: ×1
   - Hits 3+: ×0.25
Guard: Yes (repel)
Description: Jumps and swings swords, knocking opponents back.

DASH SLASH
Type: Physical
Power modifier:
 - Hit 1: ×0.65
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Rushes and slashes with swords in both hands.

RING RUSH
Type: Physical
Power modifier: ×0.25
Guard: Yes (repel)
Description: Handstands and spins sideways, slashing with its swords in a circular motion.

CHARACTERISTICS
---------------
* Occasionally uses Combo Slash and Aerial Spin Slash in succession.
* Jumps away and distances itself from approaching opponents.

Observes for a while, then uses various sword techniques. Chase it down when it retreats and attack with combos. If it attacks, block it and counter with whatever techniques you wish; if unsure about your blocking ability, flee.

[Caption: Sora attacks a group of Luna Bandits with Retalitating Slash] If knocked back by the Luna Bandits' attacks, immediately counter with Retaliating Slash.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

GARGOYLE KNIGHT

Although it looks like an ordinary statue, it attacks with no warning.
Immune to magic, it can attack from any range. Parry its attacks for a chance to use reaction commands.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1.6
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×0
 - Thunder: ×0
 - Dark: ×0
 - Neutral: ×1

REWARDS
-------
* Drive prize [1%] ×4
* Munny [10] ×2
* Dark Gem (10%)
* Energy Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
BEAST'S CASTLE
Level 13, 63 HP, 35/26 EXP, 15 Strength, 8 Defense (BC1)
Level 36, 124 HP, 273/204 EXP, 36 Strength, 19 Defense (BC2)
* Entrance Hall (BC1 [post-Beast recruit], BC2)
* The East Wing (BC1 [post-Thresholder], BC2)
* The West Hall (BC1 [after freeing servants])
* Undercroft (BC1 [post-Beast recruit], BC2 / BC1; optional event [Thresholder])
* The West Wing (BC1, BC2)
* Courtyard (BC1 [post-Thresholder], BC2)

UNDERDROME
Level 20, 82 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 95 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 60, 188 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 290 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 290 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Round 9
* Pain & Panic Paradox Cup: Round 9
* Hades Paradox Cup: Round 21

TECHNIQUES
----------
COMBO SLASH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Slashes three times with sword.

FALLING SLASH
Type: Physical
Power modifier: ×0.65
Guard: Yes (repel)
Description: Descends and lunges with sword.

RISING SLASH
Type: Physical
Power modifier:
 - Hit 1: ×0.65
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Rises and swings sword upward.

REPEATING SLASH
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Charges and slashes; repeats this twice.

REACTION COMMANDS
-----------------
RELEASE
Display: Approach an exposed Gargoyle Knight.
Effect: Emit light from the Keyblade and instantly defeat the Gargoyle Knight.

CHARACTERISTICS
---------------
* Uses Rising Slash and Falling Slash in succession.
* Often uses Repeating Slash against distant opponents.
* If any of its attacks are deflected, it is incapacitated and its body exposed for four seconds.

Disguises itself as a stone statue, but reveals itself and attacks Sora if he approaches closely. It is immune to most magic, so attack it with combos instead. You can instantly defeat a Gargoyle Knight by deflecting an attack and using Release; one recommended way to trigger this is to wait at a distance and block it when it charges you.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

GARGOYLE WARRIOR

Although it looks like an ordinary statue, it attacks with no warning. Immune to magic, it is skilled in ranged attacks.
Fully avoid its spinning attacks for reaction commands. If timed well, it can be defeated in a single blow.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1.6
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×0
 - Thunder: ×0
 - Dark: ×0
 - Neutral: ×1

REWARDS
-------
* Drive prize [1%] ×4
* Munny [10] ×2
* Dark Gem (10%)
* Energy Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
BEAST'S CASTLE
Level 13, 63 HP, 35/26 EXP, 15 Strength, 8 Defense (BC1)
Level 36, 124 HP, 273/204 EXP, 36 Strength, 19 Defense (BC2)
* Entrance Hall (BC1 [post-Beast recruit], BC2)
* The East Wing (BC1 [post-Thresholder], BC2)
* The West Hall (BC1 [after freeing servants])
* Undercroft (BC1 [post-Beast recruit], BC2 / BC1; optional event [Thresholder])
* The West Wing (BC1, BC2)
* Courtyard (BC1 [post-Thresholder], BC2)

UNDERDROME
Level 20, 82 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 95 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 60, 188 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 290 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 290 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Round 6
* Pain & Panic Paradox Cup: Round 6
* Hades Paradox Cup: Round 27

TECHNIQUES
----------
TOMAHAWK
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×2
Description: Throws light-tinged axe.

BAMBOO CLEAVE
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Slashes twice while spinning vertically.

(唐竹割り in Japanese, referring to the attack's motions of cleaving through enemies like bamboo. It's the 割り in Helm Split, but "cleave" sounds more evocative in this context.)

SPIN ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Poses with axe and spins at high speed.

REACTION COMMANDS
-----------------
RELEASE
Display: Approach an exposed Gargoyle Warrior.
Effect: Emit light from the Keyblade and instantly defeat the Gargoyle Warrior.

CHARACTERISTICS
---------------
* Occasionally uses Tomahawk and Spin Attack in succession.
* If Spin Attack misses Sora, it is incapacitated and its body exposed for four seconds.

Like the Gargoyle Knight (see above), it reveals itself and attacks Sora if he approaches closely. It's best to attack it with combos, but you can also distance yourself and play defensively; in such a case, you can deflect its throwing axe, or instantly defeat it by approaching it after avoiding its Spin Attack and using Release.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

WIGHT KNIGHT

It merely wanders around, but once attacked, it attacks persistently. Parry its attacks to ward it off.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* HP prize [1] ×2
* Munny [5] ×2
* Lucid Stone (8%)
* Bright Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
HALLOWEEN TOWN
Level 24, 57 HP, 73/54 EXP, 24 Strength, 13 Defense (HT1; pre-1000 Heartless)
Level 39, 82 HP, 220/165 EXP, 37 Strength, 21 Defense (HT1; post-1000 Heartless)
Level 41, 86 HP, 248/186 EXP, 39 Strength, 22 Defense (HT2)
* Halloween Town Square (HT1, HT2 / HT1; optional event [initial entry] / HT2; event [presents])
* Graveyard (HT1 [pre-Prison Keeper])
* Curly Hill (HT1)
* Hinterlands (HT1, HT2 [pre-Square event])
* Toy Factory: Shipping and Receiving (HT1; optional event [Oogie Boogie])

UNDERDROME
Level 28, 64 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 67 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 70, 133 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 3
* Cerberus Paradox Cup: Round 3
* Hades Paradox Cup: Rounds 16, 18

TECHNIQUES
----------
SPIN ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Turns arms sideways and cuts through enemies.

2-PART SCRATCH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Jumps high, then lands, swinging both claws down and up as it does so.

SPINNING LEAP
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Jumps low, then turns arms sideways, cutting through enemies.

CHARACTERISTICS
---------------
* Uses 2-Part Scratch or Spinning Leap as soon as it appears.
* Uses any combination of Spin Attack, 2-Part Scratch or Spinning Leap several times in a row when struck.

It normally does nothing, occasionally using 2-Part Scratch and Spinning Leap; however, striking it causes it to attack aggressively for a while. Attack it relentlessly to defeat it before it can strike (again); if this fails, revert to a defensive position and deflect its attacks.

[Caption: A Wight Knight attacks Sora with its Spinning Leap] Halloween Town Square's gadgets can turn the Wight Knight aggressive as well.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

GRAVEYARD

It boldly approaches its target, but catch it off guard after it attacks.
It summons persistent ghouls when it turns into a headstone. Defeat it before it has a chance to call forth these annoying ghouls.

BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×2
* Drive prize [3%] ×4
* Lucid Stone (12%)
* Ether (10%)
* Serenity Shard (4%)

FINAL MIX
* MP prize [3] ×2
* Drive prize [3%] ×2
* Lucid Stone (12%)
* Ether (10%)
* Serenity Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
HALLOWEEN TOWN
Level 41, 215 HP, 620 EXP [OG], 496/372 EXP [FM], 39 Strength, 22 Defense (HT2)
* Halloween Town Square (HT2 [post-Square event] / HT2; event [presents])
* Graveyard (HT2)
* Curly Hill (HT2)

UNDERDROME
Level 99, 453 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 453 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Hades Paradox Cup: Round 41

TECHNIQUES
----------
KICK HEADBUTT
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (negate)
Description: After kicking, the pumpkin emerges from the box and headbutts.

PUMPKIN SLASH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: The pumpkin emerges from the box and slashes with weapons in both hands.

RUSH GHOST
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.5
Guard: Yes (negate)
Description: A gravestone emerges from the box and attacks with ghosts surrounding it.

CHARACTERISTICS
---------------
* Uses Rush Ghost as soon as it appears.
* When above 50% HP, it often counters with Kick Headbutt when knocked back.
* Alternates between Pumpkin Slash and Rush Ghost when reduced to 50% HP.

It doesn't flinch when attacked, so your Attack combos etc. will likely be countered; either equip Negative Combo and launch it with a finisher, or attack it with magic from afar. The Graveyard can only be reduced to 1 HP while using Rush Ghost; flee from it until the attack ends.

[Caption: A Graveyard attacks with Rush Ghost] Rush Ghostを使っているときの敵は, damageを受けたりghostを弾き返されたりすると, 直後に攻撃をやめることが多い.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

TOY SOLDIER

It merely sits and waits for the enemy to come closer, so attack from afar.
When it turns into a box, it begins to attack from a distance, making it impossible to close in on.

BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×2
* Drive prize [3%] ×4
* Lucid Stone (12%)
* Ether (10%)
* Serenity Stone (4%)

FINAL MIX
* MP prize [3] ×2
* Drive prize [3%] ×2
* Lucid Stone (12%)
* Ether (10%)
* Serenity Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
HALLOWEEN TOWN
Level 24, 143 HP, 183 EXP [OG], 146/109 EXP [FM], 24 Strength, 13 Defense (HT1; pre-1000 Heartless)
Level 39, 205 HP, 550 EXP [OG], 440/330 EXP [FM], 37 Strength, 21 Defense (HT1; post-1000 Heartless)
Level 41, 215 HP, 620 EXP [OG], 496/372 EXP [FM], 39 Strength, 22 Defense (HT2)
* Candy Cane Lane (HT1, HT2 [except when Bulky Vendor spawns post-Square event] / HT1; event)

UNDERDROME
Level 28, 160 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 168 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 53, 263 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 273 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 70, 333 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 453 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 453 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 7
* Goddess of Fate Cup: Round 3
* Cerberus Paradox Cup: Round 7
* Hades Paradox Cup: Round 41

TECHNIQUES
----------
KICK HEADBUTT
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (negate)
Description: After kicking, the pumpkin emerges from the box and headbutts.

PUMPKIN SLASH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: The pumpkin emerges from the box and slashes with weapons in both hands.

TRAP SOLDIER
Type: Neutral
Power modifier: ×1.5
Guard: No
Description: The soldier emerges from the box and fires a gunshot.

CHARACTERISTICS
---------------
* When above 50% HP, it often counters with Pumpkin Slash when knocked back.
* Uses Trap Soldier exclusively when reduced to 50% HP.

It usually repeats the following sequence: jumps three times → leaps far and lands near Sora → uses Kick Headbutt. It doesn't attack when jumping around, so approach it and attack with combos. 大きくjumpしたときは, 直後に使ってくる蹴りを弾き返してから反撃すればいい. When it stops moving, quickly attack with magic or circle around while approaching it.

[Caption: Sora blocks a Toy Soldier's Pumpkin Slash] Its Pumpkin Slash (often used after being knocked back) has a long duration; you'll have to block it twice in succession.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

AEROPLANE

It shoots bullets from midair, but only in a forward direction.
Its movement speed increases when retaliating, so defeat it while it's flying slowly.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* MP prize [1] ×2
* Munny [5] ×2
* Frost Stone (8%)
* Bright Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
TIMELESS RIVER
Level 19, 49 HP, 45/33 EXP, 20 Strength, 11 Defense (TR1)
Level 34, 74 HP, 159/119 EXP, 32 Strength, 18 Defense (TR2)
* Pier (TR2)
* Waterway (TR2)
  - FM replacement: Mushroom XIII No. 11
* Building Site (TR1)
* Lilliput (TR2 / TR1; event)
* Scene of the Fire (TR1, TR2)

UNDERDROME
Level 20, 51 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 59 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 60, 117 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Round 7
* Pain & Panic Paradox Cup: Round 7
* Hades Paradox Cup: Rounds 11, 22

TECHNIQUES
----------
MACHINE-GUN FIRE
Type: Neutral
Power modifier: ×1.5
Guard: No
Description: Aims diagonally forward-down and sweeps with machine-gun fire.

TAILSPIN RUSH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Tailspins and charges three times.

SPINNING RAM
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Rams opponents while spinning at a low altitude.

CHARACTERISTICS
---------------
* Counters with Tailspin Rush or Spinning Ram when damaged,

It can only direct its sweeping machine-gun fire diagonally forward-down, so jump and attack it with air combos to minimise any risks. It counters attacks with Tailspin Rush and Spinning Ram, which can be blocked or jumped over or.

[Caption 1: Sora attacks an Aeroplane] Its low maximum HP means it can be easily dispatched with 1–2 air combos.
[Caption 2: Sora charges at an Aeroplane floating in the air] A damaged enemy counters shortly after; defeat it beforehand.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

HOT ROD

It attacks and withdraws quickly, making it hard to hit. Use magic to defeat this enemy.
When its HP gets low, it moves around even quicker, so be sure to defeat it as soon as possible.

BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* HP prize [5] ×2
* Drive prize [3%] ×4
* Frost Stone (12%)
* Hi-Potion (10%)
* Serenity Shard (4%)

FINAL MIX
* HP prize [5] ×2
* Drive prize [3%] ×2
* Frost Stone (12%)
* Hi-Potion (10%)
* Serenity Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
TIMELESS RIVER
Level 19, 123 HP, 113 EXP [OG], 90/67 EXP [FM], 20 Strength, 11 Defense (TR1)
Level 34, 185 HP, 398 EXP [OG], 318/238 EXP [FM], 32 Strength, 18 Defense (TR2)
-Original-
* Wharf (TR2)
* Building Site (TR2)
* Scene of the Fire (TR1 / TR1; event)
-Final Mix-
* Wharf (TR2)
* Building Site (TR2)
* Lilliput (TR2)
* Scene of the Fire (TR1 / TR1; event)

UNDERDROME
Level 20, 128 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 148 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 60, 293 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 453 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 453 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Round 4
* Goddess of Fate Cup: Round 9
* Pain & Panic Paradox Cup: Round 4
* Hades Paradox Cup: Round 46

TECHNIQUES
----------
BITE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Bites forward with its mouth.

ONE-TWO PUNCH
Type: Physical
Power modifier:
 - Right: ×1.5
 - Left: ×0.5
Guard: Yes (repel)
Description: Punches with its right and left front wheels in succession.

FLIP DASH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Charges three times at extreme speeds.

CHARACTERISTICS
---------------
* When reduced to 50% HP, it enters rampage mode and uses Flip Dash exclusively.

It uses different attacks before and after entering rampage mode. Initially, it approaches you and bites or punches with its front wheels (you can deflect these attacks and counter with combos); after entering rampage mode, it single-mindedly charges forward at extreme speeds. Jump over its three charges, then approach it and attack with combos; you can also back yourself up against a wall, block its charges, and counterattack when it's done.

[Caption: Sora's Magnet spell ensnares a group of Hot Rods] Use Magnet-line magic if it's available; it cannot attack while so ensnared, allowing you to defeat it safely.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ASSAULT RIDER

Avoid getting hit with its spear by using the well-guarded Jump attack to defeat it.
When HP gets low, its attacks begin to get bold. Use big attacks to defeat it before it uses its explosive attack.

BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* HP prize [5] ×2
* Drive prize [3%] ×4
* Dark Stone (12%)
* Hi-Potion (10%)
* Serenity Shard (4%)

FINAL MIX
* HP prize [5] ×2
* Drive prize [3%] ×2
* Dark Stone (12%)
* Hi-Potion (10%)
* Serenity Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
THE LAND OF DRAGONS
Level 10, 85 HP, 40 EXP [OG], 32/24 EXP [FM], 12 Strength, 6 Defense (LoD1)
Level 35, 190 HP, 425 EXP [OG], 340/255 EXP [FM], 34 Strength, 19 Defense (LoD2)
-Original-
* Encampment (LoD1 [post-Summit event]
* Checkpoint (LoD1; event
* Mountain Trail (LoD1 [post-Summit event], LoD2 / LoD1; optional event [initial climb]
* Village Cave (LoD1 [post-Village Cave event], LoD2 / LoD1; event
* Summit (LoD2)
* Imperial Square (LoD2; event)
* Palace Gate (LoD2 [except between Imperial Square and Antechamber events])
* Antechamber (LoD2 [post-clear])
-Final Mix-
* Encampment (LoD1 [post-Summit event]
* Checkpoint (LoD1; event
* Mountain Trail (LoD1 [post-Summit event], LoD2 / LoD1; optional event [initial climb]
* Village Cave (LoD1 [post-Village Cave event], LoD2 / LoD1; event
* Summit (LoD2)
* Imperial Square (LoD2; event)
* Palace Gate (LoD2 [pre-clear, except between Imperial Square and Antechamber events])
* Antechamber (LoD2 [post-clear])

UNDERDROME
Level 20, 128 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 148 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 60, 293 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 453 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 453 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Round 7
* Goddess of Fate Cup: Round 7
* Pain & Panic Paradox Cup: Round 7
* Hades Paradox Cup: Round 47

TECHNIQUES
----------
SLASH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Deflects attacks directed at its upper body, then sweeps with spear.

LUNGE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Deflects attacks directed at its upper body, then lunges with spear.

BRANDISH
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Spins spear in front of itself like a windmill.

ASSAULT
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Charges while surrounded by a red aura.

EXPLOSIVE ATTACK
Type: Fire
Power modifier: ×2
Guard: No
Description: Envelops itself in a fiery aura and generates an explosion in front of itself.

CHARACTERISTICS
---------------
* Uses Lunge and Explosive attack exclusively when reduced to 60% HP.

When above 60% HP, it knocks back approaching opponents by spinning its spear with Brandish. Deal damage to it from afar with Blizzard-line and Thunder-line magic; if confident in your abilities, you can block it up close and immediately counterattack. When it charges at you (surrounded by a red aura), block it and attack with combos as shown below.

[Caption: Sora defends himself from a rearing Assault Rider] Guard when it rears back; don't worry about precise timing.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

NIGHTWALKER

It jumps around while attacking persistently, so attack it and defeat it immediately.
Watch out for its powerful counterattack.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Munny [10] ×2
* Drive prize [1%] ×4
* Dark Stone (10%)
* Energy Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
THE LAND OF DRAGONS
Level 10, 34 HP, 24/18 EXP, 12 Strength, 6 Defense (LoD1)
Level 35, 76 HP, 255/191 EXP, 34 Strength, 19 Defense (LoD2)
* Encampment (LoD1 [pre-Summit event] / LoD1; event)
* Checkpoint (LoD1 [pre-Summit event] / LoD1; event)
* Mountain Trail (LoD1, LoD2 / LoD1; optional event [initial climb])
* Ridge (LoD2)
* Imperial Square (LoD2 [except between Imperial Square and Antechamber events] / LoD1; event)
* Palace Gate (LoD1, LoD2 [except between Imperial Square and Antechamber events] / LoD1; optional event [Shan-Yu])
  - FM replacement: Mushroom XIII No. 4 (outside active story episode)

UNDERDROME
Level 53, 105 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 109 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Goddess of Fate Cup: Round 4
* Hades Paradox Cup: Round 27

TECHNIQUES
----------
SCRATCH
Type: Physical
Power modifier: ×0.5
Guard: Yes (repel)
Description: Scratches with claws in both hands.

TAILSPIN RUSH
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Tailspins from the air and charges.

SPIN SLASH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Skims the ground and spins while moving forward.

CHARACTERISTICS
---------------
* When reduced to 60% HP, it jumps up and down in the air and uses Tailspin Rush exclusively (outside of counterattacks).
* Counters with Spin Slash when damaged.

Normally walks along the ground and scratches at approaching opponents; block its close-range attacks and immediately counter with combos. When in the air, its Tailspin Rush can be a threat; quickly jump to it and defeat it with air combos before it can attack (blocking its charge and attacking with combos afterward also works). Whatever the case, avoid its counterattacks by jumping when you finish a combo.

[Caption: Sora blocks a Nightwalker's attack] Blocking its counterattacks (instead of jumping over them) allows you to quickly damage it again.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

BOLT TOWER

It has very high defense, and can only take damage in the face. Attack the face!
If caught by its snag laser, use the reaction command Bolt Reversal continuously to escape. If successful, a big explosion will unleash damage upon nearby enemies.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×0
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Munny [10] ×2
* Drive prize [1%] ×4
* Lightning Shard (10%)
* Energy Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
THE LAND OF DRAGONS
Level 10, 34 HP, 24/18 EXP, 12 Strength, 6 Defense (LoD1)
Level 35, 76 HP, 255/191 EXP, 34 Strength, 19 Defense (LoD2)
* Checkpoint (LoD1 [post-Summit event])
* Summit (LoD1; optional event [survival])
* Imperial Square (LoD1, LoD2 [except between Imperial Square and Antechamber events] / LoD1, LoD2; event)
* Palace Gate (LoD1)
  - FM replacement: Mushroom XIII No. 4

DISNEY CASTLE
Level 18, 48 HP, 62/46 EXP, 19 Strength, 10 Defense (DC)
* Colonnade (DC; optional event [escort])
* Audience Chamber (DC / DC; optional event [escort])

PRIDE LANDS
Level 43, 89 HP, 417/312 EXP, 40 Strength, 23 Defense (PL2)
* The Savannah (PL2)

UNDERDROME
Level 20, 51 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 59 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 53, 105 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 109 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 60, 117 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Round 5
* Goddess of Fate Cup: Round 9
* Pain & Panic Paradox Cup: Round 5
* Hades Paradox Cup: Round 26

TECHNIQUES
----------
HEADBUTT
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Sticks out the face at the bottom of its body.

SHOCK WAVE
Type: Neutral
Power modifier: ×1
Guard: No
Description: Strikes the ground and generates a shock wave.

CATCH LASER
Type: Thunder
Power modifier:
 - Hits 1, 3, 5, 7, 9, 10: ×0.25
 - Hits 2, 4, 6, 8: ×0
Guard: No
Description: Captures and holds opponent with laser for three seconds, then deals damage ten times in succession.

FLASH
Type: Thunder
Power modifier: ×1
Guard: No
Description: Emits a flash of light from the antenna at its top.

REACTION COMMANDS
-----------------
BOLT REVERSAL
Display: Get caught in Catch Laser's laser.
Effect: If used ten times within three seconds, damage is prevented and the laser rebounds onto the opponent and explodes (1). The explosion damages surrounding enemies.

BOLT REVERSAL (1)
Type: Neutral
Power modifier: ×1

(Unavailable in the Pride Lands.)

CHARACTERISTICS
---------------
* Counters with Shock Wave or Catch Laser if Sora hits it (uses Flash instead of Catch Laser in the Pride Lands).
* Uses counterattacks exclusively when reduced to 40% HP.

When above 40% HP, it slowly spins sideways and attacks by sticking its face out and generating shock waves. Its shock waves are grounded; jump to avoid them and attack it with air combos. It's recommended to ensnare it with Magnet-line magic.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MAGNUM LOADER

It moves in a clockwise motion around its target, so keep that in mind when attacking.
It moves swiftly, so attack in the few instances it shows its movements.
Keep an eye out to avoid and counter its high-speed tackle with Quick Blade.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* HP prize [1] ×2
* Munny [5] ×2
* Lucid Gem (8%)
* Bright Gem (4%)

LOCATIONS & DETAILED STATS
--------------------------
SPACE PARANOIDS
Level 28, 64 HP, 102/76 EXP, 27 Strength, 15 Defense (SP1; pre-1000 Heartless)
Level 34, 74 HP, 159/119 EXP, 32 Strength, 18 Defense (SP1; post-1000 Heartless)
Level 45, 92 HP, 310/232 EXP, 42 Strength, 24 Defense (SP2)
* Dataspace (SP1, SP2)
* Game Grid (SP2; event)
* I/O Tower: Hallway (SP1 [post-clear])
* Solar Sailer Simulation (SP2; event / SP2; optional event [sailer])

HOLLOW BASTION
Level 45, 92 HP, 310/232 EXP, 42 Strength, 24 Defense (HB3)
* Bailey (HB3 [pre-clear])
* Corridors (HB3 [pre-clear])
* The Great Maw (HB3 [pre-clear])

UNDERDROME
Level 41, 86 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 92 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 80, 150 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Titan Cup: Round 1
* Titan Paradox Cup: Round 1
* Hades Paradox Cup: Round 12

TECHNIQUES
----------
SPIN
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Extends both arms and spins sideways while lunging.

SOMERSAULT
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Kicks upward with tires while somersaulting.

SPIKE CHARGE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Rears back, then charges forward at high speed.

REACTION COMMANDS
-----------------
QUICK BLADE
Display: Approach a Magnum Loader using Spike Charge.
Effect: Perform a charging lunge with the Keyblade (1), then perform a wide sweep (2).

QUICK BLADE (1)
Type: Physical
Power modifier: ×2

QUICK BLADE (2)
Type: Physical
Power modifier: ×4

CHARACTERISTICS
---------------
* Counters with Somersault or Spike Charge when damaged.

Moves in an anti-clockwise direction around Sora, rarely attacking aggressively. Take it out by attacking while it circles you, or by driving it into a dead end where it can't move around.

[Caption: Sora attacks a Magnum Loader with Quick Blade] Press X and Triangle repeatedly when it charges at you to counter with Quick Blade.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

STRAFER

It moves in a clockwise motion around its target, so keep that in mind when attacking.
Make sure to close in, as it attacks far away targets with a laser.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* MP prize [1] ×2
* Munny [5] ×2
* Lightning Crystal (8%)
* Bright Crystal (4%)

LOCATIONS & DETAILED STATS
--------------------------
SPACE PARANOIDS
Level 28, 64 HP, 102/76 EXP, 27 Strength, 15 Defense (SP1; pre-1000 Heartless)
Level 34, 74 HP, 159/119 EXP, 32 Strength, 18 Defense (SP1; post-1000 Heartless)
Level 45, 92 HP, 310/232 EXP, 42 Strength, 24 Defense (SP2)
* Canyon (SP1, SP2)
* Dataspace (SP1; event)
* I/O Tower: Hallway (SP1 [pre-clear] / SP2; event)
* Solar Sailer Simulation (SP2; event / SP2; optional event [sailer])
* Central Computer Core (SP2; optional event [Sark])

HOLLOW BASTION
Level 45, 92 HP, 310/232 EXP, 42 Strength, 24 Defense (HB3)
* Borough (HB3 [pre-clear] / HB3; optional event [initial entry])
* Restoration Site (HB3 [pre-clear])
* Ravine Trail (HB3 [pre-clear])

UNDERDROME
Level 41, 86 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 92 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 80, 150 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Titan Cup: Round 3
* Titan Paradox Cup: Round 3
* Hades Paradox Cup: Round 17

TECHNIQUES
----------
LASER
Type: Thunder
Power modifier: ×1
Guard: Yes (repel)
Description: Fires a short-range laser.

LARIAT
Type: Physical
Power modifier: ×0.5
Guard: Yes (repel)
Description: Extends both arms and moves around while spinning sideways.

HOMING BEAM
Type: Thunder
Power modifier: ×1.5
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×3
Description: Fires a ring-shaped beam that follows an opponent.

CHARACTERISTICS
---------------
* Counters with Lariat (or Homing Beam on extremely rare occasions) when damaged.

Its basic behavioural pattern consists of circling Sora in a clockwise direction and shooting lasers at him. It tends to counter when damaged, but is incapacitated for three seconds if knocked back with a finisher; keep attacking with combos and knockbacks to defeat it without giving it a chance to retaliate.

[Caption 1: The party battle a group of Strafers] Newly spawned Strafers don't attack just yet; approach and attack them with combos.
[Caption 2: Sora defends himself from a Strafer's laser] All of its attacks can be deflected, so repeatedly blocking and countering with combos works just as well.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DEVASTATOR

It can fly around or transform into a tank. In the air, it follows its target around, so keep a fair distance. The tank attacks from afar, so close in while dodging the cannons.
Watch out for the electric attack unleashed during its transformation!

BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier: ×2.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×2
* Drive prize [3%] ×4
* Lightning Crystal (12%)
* Elixir (5%)
* Serenity Stone (4%)

FINAL MIX
* MP prize [3] ×2
* Drive prize [3%] ×2
* Lightning Crystal (12%)
* Elixir (5%)
* Serenity Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
SPACE PARANOIDS
Level 28, 160 HP, 255/191 EXP, 27 Strength, 15 Defense (SP1; pre-1000 Heartless)
Level 34, 185 HP, 398/298 EXP, 32 Strength, 18 Defense (SP1; post-1000 Heartless)
Level 45, 230 HP, 775/581 EXP, 42 Strength, 24 Defense (SP2)
* Canyon (SP2)
* Dataspace (SP2)
* Game Grid (SP2; event)
* I/O Tower: Hallway (SP1, SP2 / SP2; event)
* Solar Sailer Simulation (SP2; event / SP2; optional event [sailer])

HOLLOW BASTION
Level 45, 230 HP, 775/581 EXP, 42 Strength, 24 Defense (HB3)
* Borough (HB3; optional event [initial entry])
* Corridors (HB3 [pre-clear])
* Castle Gate (HB3 [pre-clear])
* The Dark Depths (HB3 [pre-clear])

UNDERDROME
Level 41, 215 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 230 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 53, 263 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 273 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 80, 375 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 453 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 453 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Titan Cup: Round 9
* Goddess of Fate Cup: Round 5
* Titan Paradox Cup: Round 9
* Hades Paradox Cup: Round 46

TECHNIQUES
----------
DOWNWARD SWING
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Swings its forelimbs downward from mid-air, one after the other.

LEG LARIAT
Type: Physical
Power modifier: ×0.25
Guard: Yes (repel)
Description: Charges at a low altitude while spinning its legs.

ROUND BLOW
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Grips opponents between its forelimbs and punches them twice.

RAPID-FIRE SHOT
Type: Thunder
Power modifier: ×1
Guard: Yes (negate)
Description: Hovers in mid-air and shoots six orbs in succession.

PROTO CANNON
Type: Thunder
Power modifier: ×1.5
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×3
Description: Shoots three homing orbs simultaneously.

ELECTRON BALL
Type: Thunder
Power modifier:
 - Orb: ×2
 - Explosion:
   - Hit 1: ×1.5
   - Hits 2+: ×0.5
Guard:
 - Orb: Yes (negate)
 - Explosion: No
Description: Hovers forward and shoots homing orbs.

METAMORPHOSIS
Type: Thunder
Power modifier: ×0.25
Guard: Yes (negate)
Description: Transforms while discharging electricity.

CHARACTERISTICS
---------------
* Uses Downward Swing and Leg Lariat in its flying mode.
* Uses Round Blow, Rapid-Fire Shot, Proto Cannon and Electron Ball in its tank mode.

It has two modes (flying and tank); it sometimes switches between them. If in its flying mode, you should block its Downward Swing and counterattack; time your Guard so you use it immediately after it starts spinning its legs. If in its tank mode, keep your distance, block its attacks and cast offensive magic from afar. It can quickly approach and punch you with its forelimbs; block this attack and counter with combos.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LIVING BONE

Make sure to dodge its strong attacks as they deal huge damage. Weaken it instantly by crushing its head with the reaction command!
With a shaman, it powers up to unleash deadly curses, but merely defeat it as you would a shaman.

BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×2
* Drive prize [3%] ×4
* Frost Crystal (12%)
* Elixir (5%)
* Serenity Stone (4%)

FINAL MIX
* MP prize [3] ×2
* Drive prize [3%] ×2
* Frost Crystal (12%)
* Elixir (5%)
* Serenity Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
PRIDE LANDS
Level 26, 153 HP, 218 EXP [OG], 174/130 EXP [FM], 26 Strength, 14 Defense (PL1; pre-1000 Heartless)
Level 41, 215 HP, 620 EXP [OG], 496/372 EXP [FM], 39 Strength, 22 Defense (PL1; post-1000 Heartless)
Level 43, 223 HP, 695 EXP [OG], 556/417 EXP [FM], 40 Strength, 23 Defense (PL2)
* Elephant Graveyard (PL1 [post-Simba recruit], PL2 / PL1; event)
* The Savannah (PL1, PL2)
* Wildebeest Valley (PL1 [post-Simba recruit])
* Wastelands (PL1 [pre-Simba recruit], PL2)
* Jungle (PL1 [pre-Simba recruit])

UNDERDROME
Level 28, 160 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 168 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 53, 263 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 273 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 70, 333 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 453 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 453 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 4
* Goddess of Fate Cup: Round 2
* Cerberus Paradox Cup: Round 4
* Hades Paradox Cup: Rounds 42, 44, 47

TECHNIQUES
----------
BITE
Type: Physical
Power modifier:
 - Mounted Shaman: ×1.25
 - Otherwise: ×1
Guard: Yes (negate)
Description: Bites while jumping around.

JUMPING SHOCK WAVE
Type: Physical
Power modifier:
 - Mounted Shaman: ×1.25
 - Otherwise: ×1
Guard: No
Description: Jumps and generates a shock wave on the ground.

TAIL TURN
Type: Physical
Power modifier:
 - Mounted Shaman: ×0.5
 - Otherwise: ×0.25
Guard: Yes (negate)
Description: Strikes hard with tail while turning violently.

BLAZE
Type: Fire
Power modifier: ×0.25
Guard: No
Description: Raises blue flames underneath an opponent's feet.

CURSED FIRE
Type: Fire
Power modifier: ×0.25
Guard: No
Description: Six firewisps surround Sora and hit him.

THROW-OFF
Type: Physical
Power modifier: ×2.5
Guard: Yes (negate)
Description: Throws Sora off its back and strikes him with its tail.

(人魂 means "human soul" [in practice, akin to will-o'-the-wisp]; translated as "firewisp" for practicality.)

REACTION COMMANDS
-----------------
RODEO → GRAND CROSS
Display: Approach the neck of a Living Bone that is standing still.
Effect: Jump on the Living Bone's back with Rodeo and smash its head into the ground with Grand Cross (1); while astride the Living Bone, you can move it around with the left stick and trample enemies (2). If Grand Cross isn't used, Sora is struck by Throw-Off.

GRAND CROSS (1)
Type: Neutral
Power modifier: ×1
Note: Maximum 3 hits.

GRAND CROSS (2)
Type: Physical
Power modifier: ×1

DISPEL
Display: Just before the firewisps released by Cursed Fire hit Sora.
Effect: 6つのfirewispを1秒間回転させて周囲を攻撃する(3). 5回まで連続して使用でき, 5回目に使うときは, 6つのfirewispはくずれ去りながら約3秒間回転する

DISPEL (3)
Type: Neutral
Power modifier: ×1
Note: 回転中は連続ヒット

(Unavailable in the Underdrome and Paradox Cups.)

CHARACTERISTICS
---------------
* If headed and a Shaman isn't riding it, it normally uses Bite and Jumping Shock Wave, countering with Tail Turn when knocked back.
* If headed and a Shaman is riding it, it normally uses Blaze and Cursed Fire, countering with Bite → Tail Turn → Jumping Shock Wave when struck by Dispel.
* If headless (with or without Shaman), it normally uses Tail Turn, countering with Jumping Shock Wave when damaged.

Its behavioural patterns and Sora's available reaction commands depend on whether it has a head and if a Shaman is riding it or not. Deal with each mode as follows. It is vulnerable to Magnet-line magic in any mode; use that to ease the task of defeating it.

WHEN HEADED AND WITHOUT MOUNTED SHAMAN 

Its continuous Bites are dangerous. Use the reaction command sequence Rodeo → Grand Cross to destroy its head and deal great damage, and attack it aggressively when it stands still.

WHEN HEADED AND WITH MOUNTED SHAMAN 

When six firewisps start revolving around Sora, immediately use Dispel to ram the enemy; you can defeat it without pause in this way due to its high damage. If it's still active, wait until it finishes using Jumping Shock Wave and quickly approach and destroy its head with reaction commands.

WHEN HEADLESS

You can handle it in the same way whether or not a Shaman is aboard. It staggers for a long time when headless; immediately attack it with successive combos when it finishes attacking. 

[Caption 1: Sora runs from a Living Bone] It is quite powerful; don't be afraid to flee if necessary.
[Caption 2: Sora's Magnet spell ensnares a Living Bone] Rodeo and Dispel are unavailable in the Underdrome and Paradox Cups; rely on Magnet-line magic instead.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SHAMAN

It attacks from afar and moves around very little. It is very magic-resistant and nullifies all attacks while taking on its mask form.
The cursed flame it occasionally unleashes firmly chases its target, but it can be used advantageously with reaction commands!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1

REWARDS
-------
* Munny [1] ×4
* Munny [10] ×2
* Power Gem (10%)
* Energy Crystal (4%)
* Shaman's Relic (1%)

LOCATIONS & DETAILED STATS
--------------------------
PRIDE LANDS
Level 26, 61 HP, 131/98 EXP, 26 Strength, 14 Defense (PL1; pre-1000 Heartless)
Level 41, 86 HP, 372/279 EXP, 39 Strength, 22 Defense (PL1; post-1000 Heartless)
Level 43, 89 HP, 417/312 EXP, 40 Strength, 23 Defense (PL2)
* Elephant Graveyard (PL1 [post-Simba recruit])
* Wildebeest Valley (PL1 [post-Simba recruit], PL2)
* Wastelands (PL1 [post-Simba recruit], PL2)
* Jungle (PL1 [post-Simba recruit])

UNDERDROME
Level 28, 64 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 67 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 53, 105 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 109 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 70, 133 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 5
* Goddess of Fate Cup: Round 5
* Cerberus Paradox Cup: Round 5
* Hades Paradox Cup: Rounds 23, 28

TECHNIQUES
----------
SCRATCH
Type: Physical
Power modifier:
 - Part 1: ×0.75
 - Part 2: ×0.25
Guard: Yes (negate)
Description: Scratches with claws in both hands.

BLAZE
Type: Fire
Power modifier: ×1.5
Guard: No
Description: Raises blue flames underneath an opponent's feet.

CURSED FIRE
Type: Fire
Power modifier: ×0.25
Guard: No
Description: Six firewisps surround Sora and hit him.

MASK RUSH
Type: Physical
Power modifier: ×1
Guard: No
Description: Rams opponents while masked.

REACTION COMMANDS
-----------------
DISPEL
Display: Just before the firewisps released by Cursed Fire hit Sora.
Effect: 6つのfirewispを1秒間回転させて周囲を攻撃する(1). 5回まで連続して使用でき, 5回目に使うときは, 6つのfirewispはくずれ去りながら約3秒間回転する

DISPEL (1)
Type: Neutral
Power modifier: ×1
Note: 回転中は連続ヒット

(Unavailable in the Underdrome and Paradox Cups.)

CHARACTERISTICS
---------------
* Often uses Scratch at close range and Blaze at long range.
* Counters with Blaze (at close range) or Cursed Fire (at long range) when damaged.

Of its two primary attacks, Blaze is more troublesome. Approach it closely for a moment to lure it into attacking with its claws, then quickly move away to avoid it and attack when it misses. It is invincible when masked and flying around; avoid it during that time.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

AERIAL KNOCKER

Once the battle begins, there is no fleeing.
It has three types of punches, so figure out which it will unleash and choose an appropriate strategy.
Its tackling punch is powerful, so defeat it quickly with successive reaction commands!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* HP prize [1] ×2
* Munny [5] ×2
* Power Gem (8%)
* Bright Gem (4%)

LOCATIONS & DETAILED STATS
--------------------------
PRIDE LANDS
Level 26, 61 HP, 87/65 EXP, 26 Strength, 14 Defense (PL1; pre-1000 Heartless)
Level 41, 86 HP, 248/186 EXP, 39 Strength, 22 Defense (PL1; post-1000 Heartless)
Level 43, 89 HP, 278/208 EXP, 40 Strength, 23 Defense (PL2)
* Elephant Graveyard (PL1 [pre-Simba recruit])
* Wildebeest Valley (PL1 [pre-Simba recruit])
* Wastelands (PL1)
* Jungle (PL1 [pre-Simba recruit], PL2)

UNDERDROME
Level 28, 64 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 67 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 70, 133 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 6
* Cerberus Paradox Cup: Round 6
* Hades Paradox Cup: Round 17

TECHNIQUES
----------5
5-PART HOOK
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Description: Unleashes five hooks in succession.

3-PART JAB
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Unleashes three jabs in succession.

CHARGE PUNCH
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Enlarges glove and throws a straight punch.

REACTION COMMANDS
-----------------
RAPID BLOW
Display: Approach an Aerial Knocker using 3-Part Jab or Charge Punch.
Effect: Spin vertically and attack (1). Can be used consecutively indefinitely.

RAPID BLOW (1)
Type: Physical
Power modifier: ×1

(Unavailable in the Underdrome and Paradox Cups.)

CHARACTERISTICS
---------------
* Counters with 3-Part Jab or Charge Punch when damaged.

It rarely attacks on its own, using 5-Part Hook when it does so. To fight it, hit it once, wait for it to approach for a counterattack, then attack it continuously with Rapid Blow. If you ignore it, it's unlikely to attack, making it easier to flee if needed. Rapid Blow is unavailable in the Underdrome and Paradox Cups, but you can dispatch it easily with relentless combos.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

TORNADO STEP

It attacks as it moves, so once it starts spinning, stop its movements with reaction commands.
Use Tornado Ride and grab the enemy for a free ride while attacking surrounding enemies.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* HP prize [1] ×2
* Munny [5] ×2
* Blazing Stone (8%)
* Bright Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
PORT ROYAL
Level 20, 51 HP, 50/37 EXP, 21 Strength, 11 Defense (PR1)
* Harbor (PR1 [pre-clear])
* The Interceptor (PR1 [to Port Royal 1st req.])
* The Black Pearl (PR1 [to Isla de Muerta])
* Isla de Muerta: Cave Mouth (PR1 [post-clear])
* Isla de Muerta: Powder Store (PR1 [post-clear])
* Isla de Muerta: Moonlight Nook (PR1 [post-clear])

OLYMPUS COLISEUM
Level 39, 82 HP, 220/165 EXP, 37 Strength, 21 Defense (OC2)
* Cave of the Dead: Passage (OC2)
* Underworld Caverns: The Lost Road (OC2)
* The Underdrome (OC2; event)

UNDERDROME
Level 28, 64 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 67 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 70, 133 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 3
* Cerberus Paradox Cup: Round 3
* Hades Paradox Cup: Round 14

TECHNIQUES
----------
JUMP LASH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Strikes with both arms while spinning vertically.

JUMP SLAP
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Strikes with both arms while spinning sideways.

PROPELLER CHARGE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Extends both arms and runs around while spinning at high speed.

REACTION COMMANDS
-----------------
TORNADO RIDE
Display: Approach a Tornado Step using Propeller Charge.
Effect: Catch the Tornado Step and use it to attack surrounding enemies (1), then throw it away (2). You can use the left stick during execution to move in any direction.

TORNADO RIDE (1)
Type: Physical
Power modifier: ×1
Note: Interrupted if it collides with an uphill path.

TORNADO RIDE (2)
Type: Physical
Power modifier: ×3

CHARACTERISTICS
---------------
* Often counters with Propeller Charge when damaged.

Jump Lash and Jump Slap consist of small jumps and arm swings and have a short reach; they are unlikely to be issues as long as you aren't careless. Propeller Charge is stronger, but you can block it and retaliate with Tornado Ride. You can easily dispatch it by pressing X and Triangle repeatedly, but it's recommended to take advantage of Tornado Ride to attack surrounding enemies simultaneously.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

CRESCENDO

It restores the HP of surrounding enemies. Use Heal Stomp with the right timing to heal the party.
When attacked, it may call for help, so be sure to defeat it immediately.

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.7
EXP modifier: ×0.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* MP prize [3] ×1
* Munny [1] ×2
* Blazing Crystal (6%)
* Bright Crystal (3%)

If reaction command Heal Stomp is used:
* HP prize [5] ×5

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS COLISEUM
Level 39, 58 HP, 110/82 EXP, 37 Strength, 21 Defense (OC2)
* Cave of the Dead: Passage (OC2)
* Underworld Caverns: The Lost Road (OC2)
* The Underdrome (OC2; event)

UNDERDROME
Level 99, 127 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 127 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Hades Paradox Cup: Round 47

TECHNIQUES
----------
HEALING HORN
Type: —
Amount recovered: Crescendo's Strength ×10
Guard: —
Description: Sounds its trumpet, restoring HP to itself and allies.

TRUMPET STRIKE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Swings trumpet upward while leaping.

SUMMONING HORN
Type: —
Power modifier: —
Guard: —
Description: Summons new enemies (*1).
*1: Any enemy that normally appears in that area (excluding Crescendos).

REACTION COMMANDS
-----------------
HEAL STOMP
Display: Approach a Crescendo about to use Healing Horn.
Effect: Perform a small jump and trample the Crescendo (1), after which it drops HP prizes and its trumpet notes heal Sora and co. instead (2).

HEAL STOMP (1)
Type: Physical
Power modifier: ×1

HEAL STOMP (2)
Amount recovered: Sora's Magic ×30

CHARACTERISTICS
---------------
* Counters with Trumpet Strike or Summoning Horn if Sora hits it.

Because the Crescendo's offensive actions consist solely of counterattacks, Sora and co. won't be directly hurt by it if it's left alone; that said, you should prioritise defeating it as it can restore HP and summon new enemies.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

CREEPER PLANT

It stays in place and shoots seeds. Use reaction commands when it counterattacks with its roots. Use Root Ravager to uproot and attack surrounding enemies at once!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* MP prize [1] ×2
* Munny [5] ×2
* Power Shard (8%)
* Bright Shard (4%)

If Root Ravager or Magnet-line magic is used:
* HP prize [1] ×10

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS COLISEUM
Level 16, 44 HP, 33/24 EXP, 17 Strength, 9 Defense (OC1)
* Cave of the Dead: Entrance (OC1 [post-Cerberus])
* Valley of the Dead (OC1)
* Underworld Caverns: Atrium (OC1)
  - FM replacement: Mushroom XIII No. 6

HALLOWEEN TOWN
Level 41, 86 HP, 248/186 EXP, 39 Strength, 22 Defense (HT2)
* Hinterlands (HT2)

UNDERDROME
Level 20, 51 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 59 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 53, 105 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 109 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 60, 117 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Round 9
* Goddess of Fate Cup: Round 3
* Pain & Panic Paradox Cup: Round 9
* Hades Paradox Cup: Rounds 4, 18, 23

TECHNIQUES
----------
SEED SHOOT
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Shoots three seeds.

ROOT NEEDLE
Type: Physical
Power modifier: ×1.5
Guard: No
Description: Roots emerge underneath opponents and strike them.

VINE
Type: Physical
Power modifier:
 - Hit 1: ×0.5
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Lashes out to its left and right with vines.

REACTION COMMANDS
-----------------
ROOT RAVAGER
Display: Approach and stand above the roots the Creeper Plant creates with Root Needle as they begin to appear.
Effect: Grab and pull the roots near Sora, making them scatter HP prizes; you can uproot several Creeper Plants simultaneously in this way. The shock wave produced by the uprooting damage nearby grounded enemies (1).

ROOT RAVAGER (1)
Type: Neutral
Power modifier: ×2

CHARACTERISTICS
---------------
* Often counters with Root Needle when damaged.
* Goes limp and is less likely to attack after being struck by Root Ravager or Magnet-line magic.

Normally shoots seeds; dodge them and attack. Use Root Ravager when prompted to easily defeat them.
 
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ARMORED KNIGHT

It charges its target in a group. Use the reaction command Rising Sun when it jumps into the sky, as it is about to unleash a tackling attack.
Use Rising Sun in succession for various combos!

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.5
EXP modifier:
 - OG: ×0.2
 - FM: ×0.15
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* HP prize [1] ×1
* Lightning Gem (4%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 28, 32 HP, 21 EXP [OG], 16/12 EXP [FM], 27 Strength, 15 Defense (HB2a)
Level 30, 34 HP, 24 EXP [OG], 18/13 EXP [FM], 29 Strength, 16 Defense (HB2b)
Level 34, 37 HP, 32 EXP [OG], 24/18 EXP [FM], 32 Strength, 18 Defense (HB2c)
Level 45, 46 HP, 62 EXP [OG], 47/35 EXP [FM], 42 Strength, 24 Defense (HB3)
* Bailey (HB2a, HB2b, HB2c, HB3)
* Restoration Site (HB2b, HB2c, HB3)
* Corridors (HB2a / HB2b; event)
* Ravine Trail (HB2c, HB3 [post-clear] / HB2b; event)
* The Great Maw (HB3 / HB2b; event)
  - FM replacement: Mushroom XIII No. 13 (post-game clear, pre-Mushroom XIII No. 13)

BEAST'S CASTLE
Level 36, 39 HP, 37 EXP [OG], 28/21 EXP [FM], 36 Strength, 19 Defense (BC2)
* The West Hall (BC2 [except when Bulky Vendor spawns post-Beast recruit])

PORT ROYAL
Level 37, 40 HP, 39 EXP [OG], 30/22 EXP [FM], 35 Strength, 20 Defense (PR2)
* The Black Pearl (PR2 [post-clear; to Isla de Muerta])
* Isla de Muerta: Cave Mouth (PR2)
* Isla de Muerta: Moonlight Nook (PR2 [post-clear])
  - FM replacement: Mushroom XIII No. 10

HALLOWEEN TOWN
Level 41, 43 HP, 50 EXP [OG], 38/28 EXP [FM], 39 Strength, 22 Defense (HT2)
* Halloween Town Square (HT2 [pre-Square event])
* Graveyard (HT2)
* Hinterlands (HT2 [post-Square event])
* Candy Cane Lane (HT2 [pre-Square event])

PRIDE LANDS
Level 43, 45 HP, 56 EXP [OG], 42/31 EXP [FM], 40 Strength, 23 Defense (PL2)
* Wildebeest Valley (PL2)

UNDERDROME
Level 99, 91 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 91 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Hades Paradox Cup: Rounds 8, 14, 21, 45

TECHNIQUES
----------
TRIP-UP SLASH
Type: Physical
Power modifier:
 - OG: ×0.5
 - FM: ×0.65
Guard: Yes (repel)
Description: 身体を横に倒し, 地上を払うように剣を振る

SPIN RUSH
Type: Physical
Power modifier:
 - OG: ×0.5
 - FM: ×1
Guard: Yes (repel)
Description: Displays sword and rushes forward while spinning sideways.

JUMP RUSH
Type: Physical
Power modifier:
 - OG: ×0.5
 - FM: ×1
Guard: Yes (repel)
Description: After jumping, it thrusts its sword and charges.

REACTION COMMANDS
-----------------
RISING SUN
Display: Approach an Armored Knight using Spin Rush or Jump Rush.
Effect: Float upward and perform charging lunges (1). Can be used up to five times consecutively.

RISING SUN (1)
Type: Physical
Power modifier: ×10

(Unavailable in the Pride Lands.)

CHARACTERISTICS
---------------
* Often counters with Spin Rush when damaged.
* Often uses Jump Rush against distant opponents.

It has low HP and is not an aggressive attacker, but it always appears in groups (usually in small quantities, but can reach several hundred in size); eliminating large groups can take a while. Use Rising Sun to quicken the process; it can defeat several at once and can be used up to five times consecutively. Alternatively, use a Surveillance Robot's reaction command Sparkle Ray (both enemies often appear alongside each other).

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SURVEILLANCE ROBOT

Use reaction Commands Snag, then Sparkle Ray to attack surrounding enemies with a laser!
Keep an eye out for opportunities to use reaction commands even if the laser attack is parried!

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.7
EXP modifier: ×0.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* MP prize [3] ×1
* Lightning Gem (6%)
* Bright Gem (3%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 28, 45 HP, 51/38 EXP, 27 Strength, 15 Defense (HB2a)
Level 30, 47 HP, 60/45 EXP, 29 Strength, 16 Defense (HB2b)
Level 34, 52 HP, 80/60 EXP, 32 Strength, 18 Defense (HB2c)
Level 45, 65 HP, 155/116 EXP, 42 Strength, 24 Defense (HB3)
* Restoration Site (HB2b, HB2c, HB3 [post-clear])
* Corridors (HB2a) (HB2b, HB2c, HB3 [post-clear])
* Castle Gate (HB2c, HB3)
  - FM replacement: Mushroom XIII No. 9 (outside active story episode)
* Ravine Trail (HB2b; event)
* The Great Maw (HB3 [post-clear] / HB2b; event)
  - FM replacement: Mushroom XIII (post-game clear, pre-Mushroom XIII No. 13)
* The Dark Depths (HB2c, HB3 [post-clear, except during Sephiroth event])

PORT ROYAL
Level 37, 56 HP, 97/72 EXP, 35 Strength, 20 Defense (PR2)
* Harbor (PR2)
* Town (PR2)

SPACE PARANOIDS
Level 45, 65 HP, 155/116 EXP, 42 Strength, 24 Defense (SP2)
* I/O Tower: Hallway (PR2)
* Simulation Hangar (PR2)

UNDERDROME
Level 99, 127 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 127 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Hades Paradox Cup: Rounds 3, 45

TECHNIQUES
----------
TWIN LASER
Type: Thunder
Power modifier:
 - OG: ×0.65
 - FM: ×1.5
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier:
 - OG: ×1.5
 - FM: ×3
Description: Shoots two white lasers.

SWEEP
Type: Physical
Power modifier: ×0.65
Guard: Yes (repel)
Description: Swings the disc under its body.

CHARGE LASER
Type: Thunder
Power modifier:
 - OG: ×0.25
 - FM: ×0.65
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier:
 - OG: ×0.5
 - FM: ×1.3
Description: Shoots countless red lasers.

REACTION COMMANDS
-----------------
SNAG → SPARKLE RAY
Display: Approach a Surveillance Robot about to use Twin Laser or Charge Laser, or that has been struck by a deflected laser.
Effect: Grab the Surveillance Robot with Snag, then turn sideways to attack surrounding enemies with Sparkle Ray's laser (1).

SPARKLE RAY (1)
Type: Neutral
Power modifier: ×10

CHARACTERISTICS
---------------
* Often counters with Sweep when damaged.
* Often counters with Catch Laser when damaged continuously.
* Stops moving for a while after taking damage from a deflected Twin Laser or Catch Laser.

Shoots two types of lasers. Use the reaction command that appears when prompted to wipe out the surrounding enemies, then take out the Surveillance Robot with combos; this is especially useful in eliminating groups of Armored Knights.

FINAL MIX CHANGES
-----------------
[Caption: Armored Knights and Surveillance Robots attack Sora during the 1000 Heartless battle] Sora's solo battle against the 1000 Heartless during Hollow Bastion episode 2 was made more difficult by adjusting the aforementioned two enemies.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

NEOSHADOW

It produces a shadow on the ground before attacking. Catch it off guard right after it attacks.
Once it tries to jump and attack, use the reaction command Aerial Dance for a flurry of attacks!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* MP prize [1] ×2
* Munny [5] ×2
* Lucid Crystal (8%)
* Bright Crystal (4%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 34, 74 HP, 159/119 EXP, 32 Strength, 18 Defense (HB2c)
Level 45, 92 HP, 310/232 EXP, 42 Strength, 24 Defense (HB3)
-Original-
* Borough (HB2c, HB3 [post-clear])
* Bailey (HB2c, HB3 [post-clear])
* Corridors (HB2c, HB3 [post-clear])
* Castle Gate (HB2c, HB3)
-Final Mix-
* Borough (HB2c, HB3 [post-clear])
* Bailey (HB2c, HB3 [post-clear])
* Corridors (HB2c, HB3 [post-clear])
* Castle Gate (HB3 [pre-clear])

THE LAND OF DRAGONS
Level 35, 76 HP, 170/127 EXP, 34 Strength, 19 Defense (LoD2)
* Encampment (LoD2)
* Mountain Trail (LoD2)
* Ridge (LoD2)

BEAST'S CASTLE
Level 36, 77 HP, 182/136 EXP, 36 Strength, 19 Defense (BC2)
-Original-
* Entrance Hall (BC2 [pre-Entrance Hall event])
* Courtyard (BC2)
* Bridge (BC2)
-Final Mix-
* Entrance Hall (BC2 [pre-Entrance Hall event])
* Courtyard (BC2)

OLYMPUS COLISEUM
Level 39, 82 HP, 220/165 EXP, 37 Strength, 21 Defense (OC2)
* Cave of the Dead: Passage (OC2)
* Underworld Caverns: The Lost Road (OC2)

PORT ROYAL
Level 37, 79 HP, 194/145 EXP, 35 Strength, 20 Defense (PR2)
* Town (PR2)
* The Black Pearl (PR2 [post-clear; to Ship Graveyard])
* Isla de Muerta: Powder Store (PR2 [post-clear])
* Isla de Muerta: Treasure Heap (PR2 [post-clear])

AGRABAH
Level 40, 84 HP, 234/175 EXP, 37 Strength, 21 Defense (AG2)
* Agrabah (AG2)
* Bazaar (AG2 [except post-Ruins escape, pre-clear; only alongside Bulky Vendor])

HALLOWEEN TOWN
Level 41, 86 HP, 248/186 EXP, 39 Strength, 22 Defense (HT2)
* Halloween Town Square (HT2 [post-Square event])
* Graveyard (HT2)
* Hinterlands (HT2 [pre-Square event])
* Candy Cane Lane (HT2 [pre-Square event])

PRIDE LANDS
Level 43, 89 HP, 278/208 EXP, 40 Strength, 23 Defense (PL2)
* Elephant Graveyard (PL2)
* The Savannah (PL2)
* Wildebeest Valley (PL2)
* Wastelands (PL2)
* Jungle (PL2)

THE WORLD THAT NEVER WAS
Level 50, 100 HP, 400/300 EXP, 45 Strength, 26 Defense (TWTNW)
-Original-
* Memory's Skyscraper (TWTNW)
-Final Mix-
* Memory's Skyscraper (TWTNW [pre-Riku recruit])

UNDERDROME
Level 41, 86 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 92 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 80, 150 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Titan Cup: Round 5
* Titan Paradox Cup: Round 5
* Hades Paradox Cup: Rounds 17, 26

TECHNIQUES
----------
SHADOW-OUT
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Leaps out of the shadows and spins around.

SCRATCH ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Lightly jumps forward and scratches with both claws.

AERIAL RUSH
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Rises into the air, then charges in a straight line.

DROP SCRATCH ATTACK
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Jumps high, then scratches with its claws during its descent.

REACTION COMMANDS
-----------------
WIND DANCE
Display: Approach a Neoshadow using Drop Scratch Attack.
Effect: Jump and lunge repeatedly at the enemy overhead (1), then swing the Keyblade wildly (2).

WIND DANCE (1)
Type: Physical
Power modifier: ×0.5

WIND DANCE (2)
Type: Physical
Power modifier:
 - All except final: ×0.1
 - Final: ×3

(Unavailable in the Pride Lands.)

CHARACTERISTICS
---------------
* After attacking, it idles about and does nothing for a short while.
* Sometimes flattens its body, shifting into its shadow mode and moving around. If it moves a short distance, it often uses Shadow-Out immediately after.
* Often counters with any of Scratch Attack, Aerial Rush, or Drop Scratch Attack when damaged.

Primarily uses Shadow-Out (in which it leaps out of the shadows and spins around). Avoid it by moving away from a stilled shadow and take the chance to attack immediately afterward.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SPRING METAL [FM-EX]

Although this Heartless stays put, it uses various tactics to lure enemies close. Don't leave it alone, or you'll find yourself in trouble! If you see one, defeat it as quickly as possible. Magic does little damage, so hit it with your Keyblade!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1

REWARDS
-------
* Munny [10] ×2
* Remembrance Gem (10%)
* Serenity Gem (4%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 55, 109 HP, 600/450 EXP, 50 Strength, 29 Defense (CoR2)
* Cavern of Remembrance: Mineshaft—Central (CoR2; event)
* Cavern of Remembrance: Engine Chamber (CoR2)

TECHNIQUES
----------
AERO
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Generates vacuum blades around itself.

HIGH-SPEED AERO
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hit 2: ×0.5
 - Hits 3+: ×0.25
Guard: Yes (negate)
Description: Surrounds itself in vacuum blades and rams opponents.

TORNADO
Type: Neutral
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: No
Description: Generates a huge tornado that draws in opponents.

CHARACTERISTICS
---------------
* Normally uses Aero → Tornado repeatedly.
* Counters with High-Speed Aero when damaged.
* Can use Tornado on the spot when reduced to 50% HP.

This dangerous enemy generates a huge tornado and charges opponents immediately after using Aero. Draw it into the open so you have room to avoid the tornado, then attack it afterward. If forced to fight it in narrow confines, use Magnet-line magic to prevent it from moving freely.

[Caption: Sora uses Reflect to defend himself from a Spring Metal's attack] Its Tornado-enhanced charge has quite a long range; if unable to escape, block it with Reflect-line magic.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

AERIAL VIKING [FM-EX]

It attacks rapidly, leaving very little time for counterattacks. Use magic to limit its movement. When it unleashes its relentless tackles, use reaction commands to get through it!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Munny [5] ×2
* Remembrance Stone (6%)
* Serenity Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 55, 109 HP, 400/300 EXP, 50 Strength, 29 Defense (CoR2)
* Cavern of Remembrance: Mineshaft—Central (CoR2; event)
* Cavern of Remembrance: Engine Chamber (CoR2)

TECHNIQUES
----------
UPPERCUT
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Its fist glows, then it descends and launches an uppercut.

CHARGE PUNCH
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: 拳を光らせて降をまわしあと下へ攻撃

KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Kicks with both legs in mid-air.

CHARGE KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Its foot glows, then it kicks out while lunging.

REACTION COMMANDS
-----------------
AIR TWISTER
Display: Aerial Viking uses Charge Kick.
Effect: Grab the Aerial Viking's foot. After that, press Triangle to swing it about and attack surrounding enemies (1); after it's used five times consecutively, throw the Aerial Viking (2) and swing the Keyblade downward onto it (3).

AIR TWISTER (1)
Type: Physical
Power modifier: ×1

AIR TWISTER (2)
Type: Physical
Power modifier: ×2

AIR TWISTER (3)
Type: Physical
Power modifier: ×4

CHARACTERISTICS
---------------
* Often uses Charge Punch against distant opponents.
* Often counters with Kick (at close range) or Charge Kick (at long range) when damaged.

It constantly flies around in the air and can quickly attack without warning. Distance yourself with Quick Run to lure it into using Charge Kick, then use the reaction command when prompted.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MAGIC PHANTOM [FM-EX]

A Heartless with two faces. When it's in the air, the Keyblade will have no effect. Reflect its magic to lure it out of the sky. Once it's on the ground, it's time to strike.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1.6
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Munny [10] ×2
* Remembrance Stone (10%)
* Serenity Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 35, 122 HP, 255/191 EXP, 34 Strength, 19 Defense (CoR1)
* Cavern of Remembrance: Depths (CoR1)
* Cavern of Remembrance: Mineshaft—Lower (CoR1; event)

TECHNIQUES
----------
SHOT
Type: Dark
Power modifier: ×1.5
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×3
Description: Fires a dark orb from its mouth.

CANDLE ATTACK
Type: Fire
Power modifier: ×1.5
Guard: Yes (repel)
Description: Lashes out with a lit candle.

WHIP ATTACK
Type: Physical
Power modifier:
 - Part 1: ×0.65
 - Part 2: ×0.25
Guard: Yes (repel)
Description: Swings its head-string like a whip, striking opponents in range.

CHARACTERISTICS
---------------
* Has two modes, aerial and ground; it occasionally shifts between modes by flipping its body upside-down.
* In aerial mode, it typically uses Shot while distancing itself from opponents, and may counter with Candle Attack when damaged.
* Freely uses Whip attack in ground mode.

Initially appears in aerial mode, flying around Sora and co. and firing Shots at them. It is immune to Physical-type attacks in aerial mode, so attack it with Thunder-line and Magnet-line, or deflect Shot's projectiles back onto it. It rarely attacks when grounded, so you can attack it with combos without much fear of counterattacks.

[Caption: Sora deflects an orb back at a Magic Phantom] It often shifts mode after a projectile is deflected at it. Beware of its occasional Candle Attack counter.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

BEFFUDLER [FM-EX]

A Heartless that confuses its enemy with quick movements. When it swoops, use Bat Cry to capture it and attack surrounding enemies. Be warned, it is not affected by ice magic.

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.7
EXP modifier: ×0.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Munny [1] ×2
* Remembrance Shard (6%)
* Serenity Shard (3%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 35, 54 HP, 85/63 EXP, 34 Strength, 19 Defense (CoR1)
* Cavern of Remembrance: Depths (CoR1)
* Cavern of Remembrance: Mineshaft—Lower (CoR1; event)

TECHNIQUES
----------
SPIN ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×0.5
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Spins around while rushing.

HOOK SOMERSAULT
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Somersaults while attacking with its hook.

ULTRASONIC WAVE ATTACK
Type: Neutral
 - Hit 1: ×0.5
 - Hits 2, 4, etc.: ×0
 - Hits 3, 5, etc.: ×0.25
Guard: No
Description: Descends near an opponent and emits ultrasonic waves.

REACTION COMMANDS
-----------------
BAT CRY
Display: Just before the Beffudler uses Hook Somersault or Ultrasonic Wave Attack.
Effect: Hang on to the Beffudler with the tip of the Keyblade, then swing it about to attack surrounding enemies (1).

BAT CRY (1)
Type: Physical
Power modifier:
 - All except final: ×1
 - Final: ×3

CHARACTERISTICS
---------------
* Counters with Ultrasonic Wave Attack when damaged.

Flies slightly high, sometimes spinning in the air before rushing opponents with a Spin Attack. Block it and lure it into countering, then quickly use the displayed reaction command. That said, you can easily dispatch it by getting close and attacking with combos.

[Caption: Sora hits enemies with Bat Cry] If it appears alongside other enemies, use the reaction command to deal damage to them all.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

RUNEMASTER [FM-EX]

A Heartless that utilizes three powerful magic elements. When attacking this enemy, keep in mind that its book acts as a shield.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.25
 - Blizzard: ×0.25
 - Thunder: ×0
 - Dark: ×0
 - Neutral: ×1

REWARDS
-------
* Munny [10] ×2
* Remembrance Gem (10%)
* Serenity Gem (4%)
* Akashic Record+ (1%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 55, 109 HP, 600/450 EXP, 50 Strength, 29 Defense (CoR2)
* Cavern of Remembrance: Mineshaft—Central (CoR2; event)
* Cavern of Remembrance: Engine Chamber (CoR2)

TECHNIQUES
----------
FIRE
Type: Fire
Power modifier: ×0.5
Guard: Yes (negate)
Description: Launches homing fireballs forward sequentially, in patterns of 5 (successive) → 3 (successive) → 5 (successive).

BLIZZARD
Type: Blizzard
Power modifier: ×0.5
Guard: Yes (negate)
Description: Launches ice balls forward sequentially, in patterns of 2 (successive) → 2 (simultaneous) twice → 3 (simultaneous) twice.

THUNDER
Type: Thunder
Power modifier: ×0.5
Guard: Yes (negate)
Description: 10 thunderbolts appear over the opponent and rain down on them sequentially.

BOOK STRIKE
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Description: Strikes twice with book, knocking opponents back.

BOOK STRIKE 2
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Strikes four times with book, staggering opponents.

CHARACTERISTICS
---------------
* Uses Fire → Blizzard → Thunder in sequence repeatedly (either Fire or Blizzard is used first).
* Often counters with Book Strike or Book Strike 2 when damaged.

It uses three types of magic in sequence, and its large book can deflect weapon attacks; use Magnet-line magic to temporarily negate the book's blocking ability and attack it while Magnet is active. Move quickly and avoid its magic with Aerial Dodge, etc.

[Caption: Sora attacks a Runemaster] You can jump and move behind it and attack from above, but the timing is quite tight.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

IRON HAMMER [FM-EX]

A Heartless that attacks while jumping and spinning. Don't get caught in its powerful shockwave attack! It lets its guard down right before it attacks. That's your chance!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1.6
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Munny [10] ×2
* Remembrance Shard (10%)
* Serenity Shard (4%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 35, 122 HP, 255/191 EXP, 34 Strength, 19 Defense (CoR1)
* Cavern of Remembrance: Depths (CoR1)
* Cavern of Remembrance: Mineshaft—Lower (CoR1; event)

TECHNIQUES
----------
SHOCK WAVE
Type: Neutral
Power modifier: ×1.5
Guard: No
Description: Strikes the ground and generates a shock wave.

HAMMER
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Strikes with its hammer-like chest.

SPIN RUSH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Charges while spinning vertically.

CHARACTERISTICS
---------------
* Often uses Hammer on nearby opponents.
* It replaces Hammer with Shock Wave when reduced to 50% HP.

It always makes some sort of signal (stockpiling some power before using Hammer, raising a hand and jumping in an arc before using Spin Rush, etc.) before attacking. When low on HP, it changes how it attacks and starts launching continuous wide-range Shock Waves; defeat it immediately.

[Caption 1: An Iron Hammer attacks Sora] When low on HP, it directs its Spin Rush straight ahead and becomes harder to avoid due to not signalling its use.
[Caption 2: Sora attacks an Iron Hammer in mid-air] Its Shock Wave can catch you easily if grounded; jump when approaching it to attack.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MAD RIDE [FM-EX]

A large Heartless whose stout body makes it hard to topple. Be careful when you interrupt or block its attacks, as it'll become very angry! It is immune to fire magic, so defeat it with ice magic!

BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×2
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Drive prize [3%] ×2
* Remembrance Gem (12%)
* Serenity Gem (4%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 35, 190 HP, 340/255 EXP, 34 Strength, 19 Defense (CoR1)
* Cavern of Remembrance: Depths (CoR1)
* Cavern of Remembrance: Mineshaft—Lower (CoR1; event)

TECHNIQUES
----------
BITE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Bites forward with its mouth.

ONE-TWO PUNCH
Type: Physical
Power modifier:
 - Right: ×1.5
 - Left: ×0.5
Guard: Yes (repel)
Description: Punches with its right and left front wheels in succession.

FLIP DASH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Charges three times at extreme speeds.

CHARACTERISTICS
---------------
* Often counters with Flip Dash when damaged.
* Often uses Flip Dash against distant opponents when reduced to 50% HP.

If a blocked attack causes it to flinch, it immediately enters rampage mode and charges forward at extreme speeds. Jump over or block it three times, then attack immediately after it stops charging.

[Caption 1: Sora defends himself from a Mad Ride's charge with Reflect] If near a wall, you can use Reflect-line music to block its charge; the subsequent barrier burst will deal damage to it.
[Caption 2: Sora is attacked by a Mad Ride] It's dangerous when two of them use Flip Dash simultaneously; take them out one by one.

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CAMO CANNON [FM-EX]

A Heartless that studies its enemies before launching bombs at them. It generally targets the weakest of the bunch. It is immune to fire and lightning.

BASE STATS
----------
Classification: Heartless
HP modifier: ×0.5
EXP modifier: ×0.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×1
 - Thunder: ×0
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Munny [1] ×2
* Remembrance Shard (6%)
* Serenity Shard (3%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 35, 38 HP, 85/63 EXP, 34 Strength, 19 Defense (CoR1)
* Cavern of Remembrance: Depths (CoR1)

TECHNIQUES
----------
BOMB DROP
Type: Fire
Power modifier: ×1
Guard:
 - Falling bomb: Yes (negate)
 - Explosion on impact: No
Description: Fires a bomb high up which lands where it was aimed.

RECOIL BALL
Type: Fire
Power modifier: ×2
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×3
Description: Orients its cannon horizontally and fires a cannonball.

CHARACTERISTICS
---------------
* Often counters with Recoil Ball if Sora hits it.

Its Recoil Ball (used as a counterattack) can be deflected onto surrounding enemies for great damage, but takes a long time to fire initially and is difficult to block; it's safer to jump to it with Aerial Dodge, etc. and attack it with air combos.

[Caption: Sora attacks a Camo Cannon] It has low HP and doesn't move around much, and thus is easily taken down by approaching it and attacking.

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RECKLESS [FM-EX]

A Heartless that doesn't stop moving. It unleashes spinning attacks and powerful lightning attacks on its enemy. It is immune to lightning.

BASE STATS
----------
Classification: Heartless
HP modifier: ×2.5
EXP modifier: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×0
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Drive prize [3%] ×2
* Remembrance Crystal (12%)
* Serenity Gem (4%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 55, 273 HP, 800/600 EXP, 50 Strength, 29 Defense (CoR2)
* Cavern of Remembrance: Engine Chamber (CoR2)

TECHNIQUES
----------
DOWNWARD SWING
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Swings its forelimbs downward from mid-air, one after the other.

LEG LARIAT
Type: Physical
Power modifier: ×0.25
Guard: Yes (repel)
Description: Charges at a low altitude while spinning its legs.

ELECTRIC DISCHARGE
Type: Thunder
Power modifier: ×0.25
Guard: Yes (negate)
Description: Discharges electricity while transforming.

CHARACTERISTICS
---------------
* Counters with Electric Discharge when damaged.

This troublesome enemy flies and moves around quickly, making it difficult to attack and stagger. Before fighting one, adjust your combo finishers and remove any Combo Plus and Air Combo Plus abilities. Its Leg Lariat and Electric Discharge are dangerous, multi-hit techniques; keep some distance between yourself and it so you can handle it with Aerial Dodge and Reflect-line magic when it approaches.

[Caption: Sora uses Reflect to defend himself from a Reckless] When it counterattacks, jump and use Reflect-line magic to negate it and deal damage in return.

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LANCE WARRIOR [FM-EX]

A Heartless whose movement isn't quite synchronized. Be careful to avoid its powerful thrusting move that can make any enemy go flying! Use the reaction command Lance Tug to grab its lance and hit the enemies around you!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1.6
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×0
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Munny [10] ×2
* Remembrance Stone (10%)
* Serenity Stone (4%)

ヤリが本体の頭をたたいたとき:
* MP prize [1] ×1

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 55, 175 HP, 600/450 EXP, 50 Strength, 29 Defense (CoR2)
* Cavern of Remembrance: Mineshaft—Central (CoR2; event)
* Cavern of Remembrance: Engine Chamber (CoR2)

TECHNIQUES
----------
CHARGE ATTACK
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: After rushing forward, it thrusts its spear into an opponent.

RAMPAGE
Type: Physical
Power modifier:
 - Rage:
   - Hit 1: ×0.5
   - Hits 2, 4, etc.: ×0
   - Hits 3, 5, etc.: ×0.25
 - Final:
   - Hit 1: ×1
   - Hits 2+: ×0.25
Guard: Yes (negate)
Description: After brandishing its spear, it spins sideways at high speed.

RECKLESS LANCE
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Its spear flies around recklessly and lunges out repeatedly.

REACTION COMMANDS
-----------------
LANCE TUG
Display: Approach a Lance Warrior using Reckless Lance.
Effect: Hold onto the Lance Warrior's spear as it attacks surrounding enemies (1), then throw it into the ground to further damage surrounding enemies (2).

LANCE TUG (1 & 2)
Type: Neutral
Power modifier: ×2

CHARACTERISTICS
---------------
* Primarily uses Reckless Lance when reduced to 50% HP.
* Often counters with Rampage when damaged.

自分の武器を使いこなせておらず, スキを見せることが多い. It's easily defeated with combos. 周囲にほかの敵がいるなら, わざとトドメを刺さずにおいて, Lance Tugを使ってまとめてdamageを与えるのも手.

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NECROMANCER [FM-EX]

A Heartless that can make itself disappear. It can't be locked onto while invisible, but when you land a hit, it'll show itself again. While it's disguised as a mask, you won't be able to do any damage. Attack it right after it unleashes an attack to catch it off guard!

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1

REWARDS
-------
* Munny [10] ×2
* Remembrance Stone (10%)
* Serenity Stone (4%)
* Shaman's Relic+ (1%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 35, 76 HP, 255/191 EXP, 34 Strength, 19 Defense (CoR1)
* Cavern of Remembrance: Depths (CoR1)
* Cavern of Remembrance: Mineshaft—Lower (CoR1; event)

TECHNIQUES
----------
SCRATCH
Type: Physical
Power modifier:
 - Part 1: ×0.75
 - Part 2: ×0.25
Guard: Yes (negate)
Description: Scratches with claws in both hands.

BLAZE
Type: Fire
Power modifier: ×1.5
Guard: No
Description: Raises blue flames underneath an opponent's feet.

CURSED FIRE
Type: Fire
Power modifier: ×0.25
Guard: No
Description: Six firewisps surround Sora and hit him.

MASK RUSH
Type: Physical
Power modifier: ×1
Guard: No
Description: Rams opponents while masked.

CHARACTERISTICS
---------------
* Often uses Scratch at close range and Blaze at long range.
* Counters with Blaze (at close range) or Cursed Fire (at long range) when damaged.

You rarely get a chance to attack this formidable enemy, as it likes to disappear or otherwise use Mask Rush to ram you while invincible. It uses the hard-to-avoid Blaze at long range; approach it when it does so (you'll likely take some damage), and deal damage to it with Reflect-line magic's explosions. If it uses its Cursed Fire counterattack, use Reflect-line magic several times and time it to defend yourself from the incoming firewisps.

[Caption: Sora uses Reflect to defend himself from a Necromancer] Block Mask Rush with Reflect-line magic. 直後に敵が姿を見せると, barrierの爆発も当たる.

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AERIAL CHAMP [FM-EX]

A Heartless that locks in on its prey. Once it finds a target, it follows it while unleashing consecutive punches. It is armed with three types of attacks, each with a different build up. Figure out which attack it is going to unleash and prepare accordingly.

BASE STATS
----------
Classification: Heartless
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* Munny [5] ×2
* Remembrance Stone (8%)
* Serenity Stone (4%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 55, 109 HP, 400/300 EXP, 50 Strength, 29 Defense (CoR2)
* Cavern of Remembrance: Engine Chamber (CoR2)

TECHNIQUES
----------
5-PART HOOK
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Description: Unleashes five hooks in succession.

3-PART JAB
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Unleashes three jabs in succession.

CHARGE PUNCH
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Enlarges glove and throws a straight punch.

CHARACTERISTICS
---------------
* Counters with 3-Part Jab or Charge Punch when damaged.

It uses all three types of punches freely (unlike the similar-looking Aerial Knocker). You shouldn't have much trouble with it if you time your jumps to avoid them and attack with air combos.

[Caption 1: Sora attacks an Aerial Knocker] The quicker you approach and attack it in the air, the less likely it is to counterattack.
[Caption 2: Sora is attacked by an Aerial Knocker] It's difficult to precisely time your blocks against its attacks.

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DUSK

It is difficult to read this creature's next move, so catch it off guard with a Reversal to stop its actions. A series of attacks and Reversals can also look cool in battle!
Note: It lets its guard down when its attack is parried. This is also true for all Nobodies.

BASE STATS
----------
Classification: Nobody
HP modifier: ×1.6
EXP modifier: ×1.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [1] ×4
* Twilight Shard (10%)
* Serenity Stone (2%)

FINAL MIX
* MP prize [1] ×4
* Twilight Shard (10%)

ROXAS DAY 1
* HP prize [5] ×5
* Munny [10] ×15

ROXAS DAYS 2–6
* HP prize [1] ×4
* Munny [5] ×1
* Potion (10%; Potions don't drop before reaching the Station of Serenity)

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 1, 32 HP, 6/4 EXP, 5 Strength, 2 Defense (TTR1)
Level 2, 34 HP, 8/6 EXP, 6 Strength, 2 Defense (TTR2)
Level 3, 37 HP, 9/6 EXP, 7 Strength, 3 Defense (TTR3)
Level 6, 45 HP, 14/10 EXP, 9 Strength, 4 Defense (TT0a)
Level 28, 103 HP, 153/114 EXP, 27 Strength, 15 Defense (TT1)
Level 47, 152 HP, 516/387 EXP, 43 Strength, 25 Defense (TT2)
-Original-
* Back Alley (TTR3, TT2 [pre-clear] / TTR3; optional event [initial entry])
* Sandlot (TTR3 / TTR1, TTR2, TT1; event)
* Market Street: Station Heights (TTR3, TT2 [pre-clear])
* Market Street: Tram Common (TTR3, TT2 [pre-clear])
* Station Plaza (TT0a; optional event [initial entry])
* Tunnelway (TT2)
* Underground Concourse (TT2)
* The Woods (TTR3, TT2 [pre-clear])
* The Old Mansion (TT2 [pre-clear] / TTR1, TT2; event)
* Mansion: Foyer (TTR3 [pre-Axel], TT2)
* Mansion: Library (TT2)
* Mansion: Basement Hall (TTR3; event)
* Mansion: Basement Corridor (TT2)
* Betwixt and Between (TT2; event)
* The Tower (TT2)
* Tower: Wayward Stairs—Lower (TT2)
* Tower: Wayward Stairs—Central (TT2)
* Tower: Wayward Stairs—Upper (TT2)
* Station of Serenity (TTR1; event)
* Station of Calling (TTR1)
-Final Mix-
* Back Alley (TTR3, TT2 [pre-clear] / TTR3; optional event [initial entry])
* Sandlot (TTR3 / TTR1, TTR2, TT1; event)
* Market Street: Station Heights (TTR3, TT2 [pre-clear])
* Market Street: Tram Common (TTR3, TT2 [pre-clear])
* Station Plaza (TT0a; optional event [initial entry])
* Tunnelway (TT2)
* Underground Concourse (TT2)
* The Woods (TTR3, TT2 [pre-clear])
* The Old Mansion (TT2 [pre-clear] / TTR1, TT2; event)
* Mansion: Foyer (TTR3 [pre-Axel], TT2)
* Mansion: Library (TT2)
* Mansion: Basement Hall (TTR3; event)
* Mansion: Basement Corridor (TT2)
* Betwixt and Between (TT2; event)
* Tower: Wayward Stairs—Lower (TT2)
* Tower: Wayward Stairs—Central (TT2)
* Tower: Wayward Stairs—Upper (TT2)
* Station of Serenity (TTR1; event)
* Station of Calling (TTR1)

HOLLOW BASTION
Level 8, 50 HP, 18/13 EXP, 11 Strength, 5 Defense (HB1a)
Level 30, 108 HP, 179/134 EXP, 29 Strength, 16 Defense (HB2b)
Level 75, 228 HP, 600/450 EXP, 67 Strength, 39 Defense (CoR3) [FM-EX]
-Original-
* Borough (HB1a; optional event [initial entry])
* Bailey (HB1a)
* Corridors (HB2b; event)
* Cavern of Remembrance: Transport to Remembrance (CoR3; event) [FM-EX]

THE LAND OF DRAGONS
Level 35, 122 HP, 255/191 EXP, 34 Strength, 19 Defense (LoD2)
* Ridge (LoD2)
* Summit (LoD2)
* Antechamber (LoD2; event)

BEAST'S CASTLE
Level 36, 124 HP, 273/204 EXP, 36 Strength, 19 Defense (BC2)
-Original-
* Entrance Hall (BC2 [post-Entrance Hall event] / BC2; event)
* Ballroom (BC2 / BC2; event)
* Bridge (BC2)
-Final Mix-
* Entrance Hall (BC2 [post-Entrance Hall event] / BC2; event)
* Ballroom (BC2 / BC2; event)

OLYMPUS COLISEUM
Level 39, 132 HP, 330/247 EXP, 37 Strength, 21 Defense (OC2)
* Hades' Chamber (OC2; event)

PORT ROYAL
Level 37, 127 HP, 291/218 EXP, 35 Strength, 20 Defense (PR2)
-Original-
* Isla de Muerta: Cave Mouth (PR2 [post-clear])
* Isla de Muerta: Powder Store (PR2 [post-clear])
* Isla de Muerta: Moonlight Nook (PR2 [post-clear])
* Ship Graveyard: Seadrift Row (PR2 [post-clear])
* Ship Graveyard: Seadrift Keep (PR2 [post-clear])
-Final Mix-
* Isla de Muerta: Cave Mouth (PR2 [post-clear])
* Isla de Muerta: Powder Store (PR2 [post-clear])
* Ship Graveyard: Seadrift Row (PR2 [post-clear])
* Ship Graveyard: Seadrift Keep (PR2 [post-clear])

THE WORLD THAT NEVER WAS
Level 50, 160 HP, 600/450 EXP, 45 Strength, 26 Defense (TWTNW)
* Havoc's Divide (TWTNW)
* Addled Impasse (TWTNW)

UNDERDROME
Level 41, 138 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 148 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 80, 240 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 290 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 290 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Titan Cup: Round 1
* Titan Paradox Cup: Round 1
* Hades Paradox Cup: Rounds 19, 38

TECHNIQUES
----------
SWEEP KICK
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Skims along the ground and sweeps opponents with legs.

HEADBUTT
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Approaches from a low altitude and strikes upward with head.

MIDAIR WALK ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Slaps opponents in the face while walking upside-down in the air.

REACTION COMMANDS
-----------------
REVERSAL
Display: Approach a Dusk (except when already confused by Reversal or while it's attacking).
Effect: Quickly circle behind a Dusk, confusing and incapacitating all nearby Dusks and Creepers for a short time.

CHARACTERISTICS
---------------
* Counters with any of its attacks when damaged.

A Nobody characterised by its fluctuating movements and dances. You can defeat it without triggering a counterattack by looping Reversal and basic Attacks.

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CREEPER

The weakest of the Nobodies. It takes on various shapes, making it difficult to read its next move.
When it is paired with Dusks, use Reversal to stop its movements before attacking.

BASE STATS
----------
Classification: Nobody
HP modifier: ×1
EXP modifier: ×1
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [1] ×2
* Dense Shard (8%)
* Serenity Shard (2%)

FINAL MIX
* MP prize [1] ×2
* Dense Shard (8%)

ROXAS DAY 6
* HP prize [5] ×3

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 1, 20 HP, 4/3 EXP, 5 Strength, 2 Defense (TTR1)
Level 3, 23 HP, 6/4 EXP, 7 Strength, 3 Defense (TTR3)
Level 6, 28 HP, 9/6 EXP, 9 Strength, 4 Defense (TT0a)
Level 47, 95 HP, 344/258 EXP, 43 Strength, 25 Defense (TT2)
* Back Alley (TT2 [pre-clear])
* Market Street: Station Heights (TT2 [pre-clear])
* Station Plaza (TT2 [pre-clear] / TT0a; optional event [initial entry])
* The Woods (TT2 [pre-clear])
* The Old Mansion (TT2 [pre-clear] / TTR2; event)
* Mansion: Foyer (TTR3 [pre-Axel])
* Mansion: Dining Room (TTR3 [pre-Axel])
* Station of Awakening (TTR1; optional event [Twilight Thorn])

HOLLOW BASTION
Level 30, 67 HP, 119/89 EXP, 29 Strength, 16 Defense (HB2b)
Level 75, 142 HP, 400/300 EXP, 67 Strength, 39 Defense (CoR3) [FM-EX]
* Restoration Site (HB2b; event)
* Cavern of Remembrance: Transport to Remembrance (CoR3 / CoR3; event) [FM-EX]

THE WORLD THAT NEVER WAS
Level 50, 100 HP, 400/300 EXP, 45 Strength, 26 Defense (TWTNW)
-Original-
* Naught's Skyway (TWTNW)
* The World of Nothing: Energy Core (TWTNW; event)
-Final Mix-
* Nothing's Call (TWTNW [post-1st Xemnas])
* Hall of Empty Melodies—Lower (TWTNW [post-1st Xemnas])
* Naught's Skyway (TWTNW [post-1st Xemnas])
* Ruin and Creation's Passage (TWTNW [post-1st Xemnas])
* The World of Nothing: Energy Core (TWTNW; event)

UNDERDROME
Level 99, 181 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 181 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Hades Paradox Cup: Round 9, 31

TECHNIQUES
----------
3-PART SLASH
Type: Physical
Power modifier:
 - Hit 1: ×0.5
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Turns into a sword and slashes three times.

SPEAR DROP ATTACK
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Turns into a spear and falls directly over an opponent's head.

CHARACTERISTICS
---------------
* If opponents are too distant, it takes a bird-like shape, flaps its wings, and jumps closer.
* Counters with 3-Part Slash (at close range) or Spear Drop Attack (at long range) when damaged or blocked.

Can transform into various shapes. It signals itself before attacking; when it shapes itself like a disc, move away from its current position, and when it shapes itself like a bag, keep moving around to avoid it. As soon as it's done attacking, hit it with combos.

[Caption 1: 3-Part Slash sign; Creeper flattens itself and moves along the ground] It shapes itself like a disc and moves above the ground in a circular motion.
[Caption 2: Spear Drop Attack sign; Creeper shapes itself like a bag and inflates itself] It shapes itself like a bag, expanding and contracting several times.

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DRAGOON

A dragoon. A high-ranking Nobody. When a ball of light appears after parrying its attacks, use Learn. Time it accurately, to use Jump to attack.
Learn can be used as often as possible, so a series of Jump attacks is one strategy option.

BASE STATS
----------
Classification: Nobody
HP modifier: ×1.6
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×6
* Dense Shard (12%)
* Serenity Gem (4%)
* Nobody Lance (1%)

FINAL MIX
* MP prize [1] ×2
* MP prize [3] ×2 
* Dense Shard (12%)
* Nobody Lance (1%)

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 47, 152 HP, 860 EXP [OG], 688/516 EXP [FM], 43 Strength, 25 Defense (TT2)
-Original-
* Station Plaza (TT2 [pre-clear])
* Tunnelway (TT2)
* Tower: Star Chamber (TT2)
-Final Mix-
* Station Plaza (TT2 [pre-clear])
* Tunnelway (TT2 [pre-clear])
* Tower: Star Chamber (TT2)

BEAST'S CASTLE
Level 36, 124 HP, 455 EXP [OG], 364/273 EXP [FM], 36 Strength, 19 Defense (BC2)
-Original-
* Entrance Hall (BC2 [post-Entrance Hall event] / BC2; event)
* The East Wing (BC2)
* Ballroom (BC2 / BC2; event)
* Bridge (BC2)
-Final Mix-
* Entrance Hall (BC2 [post-Entrance Hall event] / BC2; event)
* The East Wing (BC2)
* Ballroom (BC2 / BC2; event)

THE WORLD THAT NEVER WAS
Level 50, 160 HP, 1000 EXP [OG], 800/600 EXP [FM], 45 Strength, 26 Defense (TWTNW)
-Original-
* Crooked Ascension (TWTNW [ascent])
-Final Mix-
* Crooked Ascension (TWTNW [ascent])
* Naught's Approach(TWTNW [post-1st Xemnas])

HOLLOW BASTION [FM-EX]
Level 75, 228 HP, 800/600 EXP, 67 Strength, 39 Defense (CoR3)
* Cavern of Remembrance: Transport to Remembrance (CoR3 / CoR3; event)

UNDERDROME
Level 41, 138 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 148 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 80, 240 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 290 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 290 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Titan Cup: Round 6
* Titan Paradox Cup: Round 6
* Hades Paradox Cup: Rounds 19, 37, 39

TECHNIQUES
----------
JUMP
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Description: Readies spear, then falls directly over an opponent's head.

SWEEP
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Swings spear sideways.

VERTICAL SPIN SWING
Type: Physical
Power modifier: ×0.25
Guard: Yes (repel)
Description: Spears spear vertically and launches opponents upward.

REACTION COMMANDS
-----------------
LEARN
Display: Approach the orb of light left behind by a still-active Dragoon's deflected Sweep or Vertical Spin Swing (the orb disappears after 10 seconds pass).
Effect: Attack command changes to Jump; up to nine Jumps can be stocked (changing rooms causes the command to revert to Attack). Use Jump to attack with a swooping lunge and shock wave (1).

JUMP (1)
Type:
 - Lunge: Physical
 - Shock wave: Neutral
Power modifier: ×2
Note: Maximum 2 hits.

CHARACTERISTICS
---------------
* Immediately uses Jump upon appearing.

This spear-wielding Nobody's attacks can be troublesome, but you can defeat it more easily by blocking its spear attacks and using Learn → Jump. It's easier to have Goofy or Stitch deflect their attacks for you rather than trying to attack or block them yourself.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ASSASSIN

An assassin. A high-ranking Nobody. It hides in the ground and attacks quietly from behind.
It cannot be attacked while it is in the ground. Parry its attacks to get it to surface.
When it starts running around, look out! It'll begin to unleash powerful attacks. Don't miss any chances to use the reaction commands to defeat as many as possible at once!

BASE STATS
----------
Classification: Nobody
HP modifier: ×1.6
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×6
* Twilight Gem (12%)
* Serenity Crystal (4%)

FINAL MIX
* MP prize [1] ×2
* MP prize [3] ×2
* Twilight Gem (12%)

ROXAS DAY 6
* MP prize [5] ×2
* Munny [5] ×2
* Hi-Potion (5%)

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 3, 37 HP, 15 EXP [OG], 12/9 EXP [FM], 7 Strength, 3 Defense (TTR3)
Level 47, 152 HP, 860 EXP [OG], 688/516 EXP [FM], 43 Strength, 25 Defense (TT2)
* Back Alley (TTR3; optional event [initial entry])
* Market Street: Station Heights (TTR3)
* Market Street: Tram Common (TTR3)
* Mansion: Foyer (TTR3 [pre-Axel])
* Mansion: Dining Room (TTR3 [pre-Axel])
* Mansion: Basement Hall (TTR3 / TTR3; event)
* Betwixt and Between (TTR3; event)

THE WORLD THAT NEVER WAS
Level 50, 160 HP, 1000 EXP [OG], 800/600 EXP [FM], 45 Strength, 26 Defense (TWTNW)
-Original-
* Hall of Empty Melodies—Upper (TWTNW)
* The World of Nothing: Energy Core (TWTNW; event)
-Final Mix-
* Hall of Empty Melodies—Upper (TWTNW)
* Ruin and Creation's Passage (TWTNW [post-1st Xemnas])
* The World of Nothing: Energy Core (TWTNW; event)

HOLLOW BASTION [FM-EX]
Level 75, 228 HP, 800/600 EXP, 67 Strength, 39 Defense (CoR3)
* Cavern of Remembrance: Transport to Remembrance (CoR3 / CoR3; event)

UNDERDROME
Level 41, 138 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 148 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 53, 168 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 175 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 80, 240 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 290 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 290 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Titan Cup: Rounds 2, 8
* Goddess of Fate Cup: Round 5
* Titan Paradox Cup: Rounds 2, 8
* Hades Paradox Cup: Rounds 19, 37

TECHNIQUES
----------
LUNGE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Lunges out with right tentacle.

COMBO REAPING
Type: Physical
Power modifier: ×0.5
Guard: Yes (repel)
Description: Its tentacles emerge from underground and sweep at opponents' feet six times.

SWEEP
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Emerges from the ground and sweeps tentacles wide.

LEAP
Type: Physical
Power modifier: ×0.5
Guard: Yes (repel)
Description: Leaps forward out of the ground, then submerges again.

SELF-DESTRUCT
Type: Physical
Power modifier: ×2
Guard: No
Description: Runs up to an opponent and self-destructs (after which it vanishes).

REACTION COMMANDS
-----------------
FAIL-SAFE
Display: Approach an Assassin using Self-Destruct.
Effect: Grab the Assassin and hurl it into the ground, avoiding its Self-Destruction (the hurled Assassin temporarily disappears). Nearby underground Assassins are forced to surface and are incapacitated for a while; nearby surfaced Assassins take damage (1).

FAIL-SAFE (1)
Type: Neutral
Power modifier: ×2

(Unavailable in Roxas's story.)

CHARACTERISTICS
---------------
* Only uses Lunge immediately upon appearing.
* Counters nearby opponents with Combo Reaping if Sora or Roxas hit it.

Primarily submerges and moves underground. It is invincible in this state, so attack it when it surfaces (eg. after blocking an attack). Flee from its Self-Destruct counterattack.

FINAL MIX CHANGES
-----------------
* Fail-Safe now defeats the grabbed Assassin.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SAMURAI

A samurai. A high-ranking Nobody. Using swords and their sheaths as weapons, it can handle up to four weapons at a time. It attacks with calmness and efficiency.
Make sure not to lose sight of it once it hides beneath the ground. After parrying its attack, it sits and waits, giving an opportunity to use reaction commands.
Fight one-on-one while the others sit back and watch.

BASE STATS
----------
Classification: Nobody
HP modifier: ×1.6
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×6
* Dense Gem (12%)
* Serenity Crystal (4%)

FINAL MIX
* MP prize [1] ×2
* MP prize [3] ×2
* Dense Gem (12%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 8, 50 HP, 30 EXP [OG], 24/18 EXP [FM], 11 Strength, 5 Defense (HB1a)
Level 75, 228 HP, 800/600 EXP, 67 Strength, 39 Defense (CoR3) [FM-EX]
* Borough (HB1a; optional event [initial entry])
* Bailey (HB1a; event)
* Cavern of Remembrance: Transport to Remembrance (CoR3 / CoR3; event) [FM-EX]

THE LAND OF DRAGONS
Level 35, 122 HP, 425 EXP [OG], 340/255 EXP [FM], 34 Strength, 19 Defense (LoD2)
* Summit (LoD2 [pre-Antechamber event])

TWILIGHT TOWN
Level 47, 152 HP, 860 EXP [OG], 688/516 EXP [FM], 43 Strength, 25 Defense (TT2)
* Market Street: Station Heights (TT2 [pre-clear])
* The Old Mansion (TT2 [pre-clear] / TT2; event)
* Mansion: Basement Hall (TT2 [pre-clear])
* Tower: Wayward Stairs—Lower (TT2)

THE WORLD THAT NEVER WAS
Level 50, 160 HP, 1000 EXP [OG], 800/600 EXP [FM], 45 Strength, 26 Defense (TWTNW)
-Original-
* Crooked Ascension (TWTNW [descent])
* Naught's Skyway (TWTNW)
* Naught's Approach (TWTNW)
-Final Mix-
* Fragment Crossing (TWTNW [post-Riku recruit])
* Memory's Skyscraper (TWTNW [post-Riku recruit, pre-clear])
* Crooked Ascension (TWTNW [descent])
* Naught's Skyway (TWTNW)
* Naught's Approach (TWTNW [pre-1st Xemnas])

UNDERDROME
Level 41, 138 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 148 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 80, 240 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 290 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 290 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Titan Cup: Round 7
* Titan Paradox Cup: Round 7
* Hades Paradox Cup: Rounds 9, 31, 33, 38

TECHNIQUES
----------
VERTICAL SLASH
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Swings sword in right hand vertically.

WIDE SLASH
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Swings sword in right hand wide.

4-PART SLASH
Type: Physical
Power modifier: ×0.5
Guard: Yes (repel)
Description: Thrusts with swords in both hands in succession, then swings them upward.

10-PART SLASH
Type: Physical
Power modifier:
 - Parts 1–9: ×0.25
 - Part 10: ×2
Guard:
 - Parts 1–3, 5–9: Yes (repel)
 - Parts 4, 10: Yes (negate)
Description: After slashing continuously, it swings its sword while dashing.

QUICK DRAW
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Description: Draws its sword and attacks an opponent without warning as it passes by.

REACTION COMMANDS
-----------------
DUEL STANCE
Display: Approach a kneeling Samurai.
Effect: All commands change to ?; after 4.3 seconds [OG] / 1–3 seconds [FM], one of them changes to The End. If The End is selected, Sora cuts through the Samurai (1). No penalty applies if ? is selected. If 0.7 seconds pass after The End is displayed, Sora is struck by the Samurai's Quick Draw.

DUEL STANCE (1)
Type: Physical
Power modifier: ×10

CHARACTERISTICS
---------------
* Often counters with 4-Part Slash or 10-Part Slash when damaged.
* If an in-progress attack is blocked, it kneels on the floor and does nothing for a while.

A sword-wielding Nobody. Fighting it directly is dangerous, so block its attacks first and strike back while it kneels. You'll often succeed at the reaction command (ie. selecting The End) if you press X continuously while moving the cursor up or down.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SNIPER

A sniper. A high-ranking Nobody. It is very agile as it moves around defying gravity. Use magic to stop its movements for an easier battle.
It attacks using arrows of light. Ward them off with Warp Snipe. Use this in succession for victory!

BASE STATS
----------
Classification: Nobody
HP modifier: ×1.6
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×6
* Dense Stone (12%)
* Serenity Gem (4%)

FINAL MIX
* MP prize [1] ×2
* MP prize [3] ×2
* Dense Stone (12%)

LOCATIONS & DETAILED STATS
--------------------------
THE LAND OF DRAGONS
Level 35, 122 HP, 425 EXP [OG], 340/255 EXP [FM], 34 Strength, 19 Defense (LoD2)
* Summit (LoD2 [post-Antechamber event])
* Antechamber (LoD2; event)

TWILIGHT TOWN
Level 47, 152 HP, 860 EXP [OG], 688/516 EXP [FM], 43 Strength, 25 Defense (TT2)
-Original-
* The Woods (TT2 [pre-clear])
* The Tower (TT2)
-Final Mix-
* The Woods (TT2 [pre-clear])

THE WORLD THAT NEVER WAS
Level 50, 160 HP, 1000 EXP [OG], 800/600 EXP [FM], 45 Strength, 26 Defense (TWTNW)
-Original-
* Nothing's Call (TWTNW)
* Hall of Empty Melodies—Lower (TWTNW)
* Hall of Empty Melodies—Upper (TWTNW)
* Ruin and Creation's Passage (TWTNW)
-Final Mix-
* Fragment Crossing (TWTNW [post-Riku recruit])
* Nothing's Call (TWTNW)
* Hall of Empty Melodies—Lower (TWTNW)
* Hall of Empty Melodies—Upper (TWTNW)
* Ruin and Creation's Passage (TWTNW [pre-1st Xemnas])

HOLLOW BASTION [FM-EX]
Level 75, 228 HP, 800/600 EXP, 67 Strength, 39 Defense (CoR3)
* Cavern of Remembrance: Transport to Remembrance (CoR3 / CoR3; event)

UNDERDROME
Level 41, 138 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 148 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 53, 168 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 175 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 80, 240 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 290 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 290 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Titan Cup: Rounds 4, 8
* Goddess of Fate Cup: Round 1
* Titan Paradox Cup: Rounds 4, 8
* Hades Paradox Cup: Rounds 29, 37

TECHNIQUES
----------
LIGHT ARROW
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Stands still, then fires a homing light arrow.

TELEPORT STRIKE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Teleports near an opponent and strikes with crossbow.

GIANT LIGHT ARROW
Type: Physical
Power modifier: ×2
Guard: Yes (repel)
Description: Stands still, then fires a giant light arrow that splits into five.

REACTION COMMANDS
-----------------
WARP SNIPE
Display: Approach a stationary light arrow (of any size) fired by a still-active Sniper.
Effect: Warp to a light arrow and deflect it (1). Can be used up to three times per arrow.

WARP SNIPE (1)
Type: Physical
Power modifier:
 - Light arrow: ×5
 - Giant light arrow: ×10

CHARACTERISTICS
---------------
* Immediately uses Light Arrow upon appearing.
* Counters with any one of its attacks when damaged.
* Sometimes hangs idly in the air; it uses Teleport Strike after time passes or when Sora approaches it.

It moves around in the air (unaffected by gravity), shooting light arrows or hitting you with the crossbow in its hands. Use Warp Snipe to deflect its light arrows and dodge its crossbow strikes by jumping as soon as it reappears after teleporting.

(A ボウガン bowgun is a type of crossbow fired by pulling a trigger in the same way as a gun. And these are actual crossbows, unlike the Undead Pirates' guns censored to crossbows outside Japan.)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DANCER

A dancer. A high-ranking Nobody. It skates around the ground and quickly moves away when approached. Wait for the end of its attack to retaliate. When it approaches with a low posture, look out!
If cornered, it retaliates with its buddies with kicks and other attacks. Fight carefully when outnumbered.

BASE STATS
----------
Classification: Nobody
HP modifier: ×1.6
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×6
* Twilight Stone (12%)
* Serenity Gem (4%)

FINAL MIX
* MP prize [1] ×2
* MP prize [3] ×2
* Twilight Stone (12%)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 30, 108 HP, 298 EXP [OG], 238/178 EXP [FM], 29 Strength, 16 Defense (HB2b)
Level 75, 228 HP, 800/600 EXP, 67 Strength, 39 Defense (CoR3) [FM-EX]
* Restoration Site (HB2b; event)
* Corridors (HB2b; event)
* Cavern of Remembrance: Transport to Remembrance (CoR3 / CoR3; event) [FM-EX]

TWILIGHT TOWN
Level 47, 152 HP, 860 EXP [OG], 688/516 EXP [FM], 43 Strength, 25 Defense (TT2)
* Market Street: Tram Common (TT2 [pre-clear])
* Mansion: Basement Corridor (TT2)
* Tower: Wayward Stairs—Central (TT2)

THE WORLD THAT NEVER WAS
Level 50, 160 HP, 1000 EXP [OG], 800/600 EXP [FM], 45 Strength, 26 Defense (TWTNW)
-Original-
* Naught's Approach (TWTNW)
-Final Mix-
* Fragment Crossing (TWTNW [post-Riku recruit])
* Memory's Skyscraper (TWTNW [post-Riku recruit, pre-clear])
* Nothing's Call (TWTNW [post-1st Xemnas])
* Naught's Skyway (TWTNW [pre-1st Xemnas])
* Naught's Approach (TWTNW [pre-1st Xemnas])

UNDERDROME
Level 41, 138 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 148 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 80, 240 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 290 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 290 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Titan Cup: Rounds 5, 9
* Titan Paradox Cup: Rounds 5, 9
* Hades Paradox Cup: Rounds 32, 38

TECHNIQUES
----------
SWOOP KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Floats in the air for a while, then kicks while swooping.

ROUNDHOUSE KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Quickly jumps and delivers a roundhouse kick.

SPINNING LOW KICK
Type: Physical
Power modifier: ×0.25
Guard: Yes (repel)
Description: Assumes a breakdance-like pose and kicks.

FLING ATTACK
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Kicks upward, sending caught opponents higher.

SWING THROW
Type: Physical
Power modifier: ×2
Guard: No
Description: Grabs Sora, swings him around, then throws him.

CHARACTERISTICS
---------------
* Often counters with Swing Throw or consecutive Fling Attacks after flinching or having an attack blocked.

In addition to using a variety of kicks, it may move forward with its body glowing after taking damage. If you make contact with a glowing Dancer, it grabs you and flings you away, dealing great damage; it's best to attack and defeat it without giving it a chance to recover. If it begins glowing, avoid it until the light fades. It's much easier to defeat when ensnared by Magnet-line magic.

[Caption: Sora, Donald and Goofy attack a group of Dancers with their Trinity Limit] Use Limits and summons if you're having trouble.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

BERSERKER

A berserker. A high-ranking Nobody. Its attacks are hard to read as it is dragged around by a cursed hammer.
Attacks from the front will only be parried by its hammer. Knock it down to make it let go of the hammer. Then pick up the hammer to unleash a flurry of attacks with Berserk.

BASE STATS
----------
Classification: Nobody
HP modifier: ×2.5
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×6
* Dense Crystal (12%)
* Serenity Crystal (4%)

FINAL MIX
* MP prize [1] ×2
* MP prize [3] ×2
* Dense Crystal (12%)

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 28, 160 HP, 255 EXP [OG], 204/153 EXP [FM], 27 Strength, 15 Defense (TT1)
Level 47, 238 HP, 860 EXP [OG], 688/516 EXP [FM], 43 Strength, 25 Defense (TT2)
* Sandlot (TT1; event)
* Tower: Wayward Stairs—Upper (TT2)

THE WORLD THAT NEVER WAS
Level 50, 250 HP, 1000 EXP [OG], 800/600 EXP [FM], 45 Strength, 26 Defense (TWTNW)
-Original-
* Naught's Skyway (TWTNW)
* Addled Impasse (TWTNW)
* Naught's Approach (TWTNW)
* The World of Nothing: Energy Core (TWTNW; event)
-Final Mix-
* Memory's Skyscraper (TWTNW [post-Riku recruit, pre-clear])
* Naught's Skyway (TWTNW)
* Addled Impasse (TWTNW)
* Naught's Approach (TWTNW [pre-1st Xemnas])
* Ruin and Creation's Passage (TWTNW [post-1st Xemnas])
* The World of Nothing: Energy Core (TWTNW; event)

HOLLOW BASTION [FM-EX]
Level 75, 355 HP, 800/600 EXP, 67 Strength, 39 Defense (CoR3)
* Cavern of Remembrance: Transport to Remembrance (CoR3 / CoR3; event)

UNDERDROME
Level 41, 215 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup) [OG]
Level 45, 230 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 80, 375 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
Level 99, 453 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 453 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Titan Cup: Rounds 3, 9
* Titan Paradox Cup: Rounds 3, 9
* Hades Paradox Cup: Round 31, 36

TECHNIQUES
----------
HAMMER PULL
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Pulls hammer toward itself.

SPIN KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Supports itself with hammer and delivers a spinning kick.

JUMP ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Jumps and descends directly overhead an opponent.

GIANT HAMMER DANCE
Type: Physical
Power modifier:
 - Shock wave: ×2
 - Otherwise: ×0.25
Guard:
 - Shock wave: No
 - Otherwise: Yes (negate)
Description: Enlargens hammer, then attacks with it in the following sequence: continuously plunges down → swings about → generates shock waves.

ROUND-TRIP RUSH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Jumps back-and-forth, ramming opponents in its way.

REACTION COMMANDS
-----------------
BERSERK → ECLIPSE → MAGNA STORM
Display: Approach a hammer dropped by a Berserker.
Effect: Pick up a hammer with Berserk, and slide around for four seconds; in this state, you are invincible, and enemies that make contact with the hammer are pulled in and cannot move freely. Eclipse becomes available 3–4 seconds after picking it up (1); Magna Storm becomes available after using Eclipse three times (2).

ECLIPSE (1)
Type: Physical
Power modifier: ×0.5

MAGNA STORM (2)
Type: Physical
Power modifier:
 - All hits except last two: ×0.5
 - Last two hits: ×3

CHARACTERISTICS
---------------
* Drops its hammer when knocked back; while the hammer remains free, it does nothing for three seconds, then manifests a new hammer in its hands.

A Nobody that wields a giant hammer. It normally walks around with its back turned toward Sora before attacking him; use that time to attack it and knock it back, then quickly defeat it with a reaction command. Warning: attacks that hit a Berserker's hammer are deflected.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

GAMBLER

A gambler. A high-ranking Nobody. It doesn't seem to like fighting, and just floats around aimlessly.
Use the reaction command when it attacks with cards and dice, and let the games begin!
Don't lose, for something terrible happens. Win for a chance to attack—and maybe even for a little something extra!

BASE STATS
----------
Classification: Nobody
HP modifier: ×1.6
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×6
* Twilight Shard (12%)
* Serenity Gem (4%)
* Nobody Guard (1%)

If a card or dice game is won:
* Munny [10] ×10

FINAL MIX
* MP prize [1] ×2
* MP prize [3] ×2
* Twilight Shard (12%)
* Nobody Guard (1%)

If a card or dice game is won:
* Munny [10] ×10
* Twilight Shard (12%)
* Nobody Guard (3%)

LOCATIONS & DETAILED STATS
--------------------------
PORT ROYAL
Level 37, 127 HP, 485 EXP [OG], 388/291 EXP [FM], 35 Strength, 20 Defense (PR2)
-Original-
* Isla de Muerta: Cave Mouth (PR2 [post-clear] / PR2; event [medallion])
* Isla de Muerta: Powder Store (PR2 [post-clear] / PR2; event [medallion])
* Isla de Muerta: Moonlight Nook (PR2 [post-clear] / PR2; event [medallion])
* Isla de Muerta: Treasure Heap (PR2 [post-clear] / PR2; event [medallion])
* Ship Graveyard: Seadrift Row (PR2 [post-clear] / PR2; event [medallion])
* Ship Graveyard: Seadrift Keep (PR2 [post-clear] / PR2; event [medallion])
-Final Mix-
* Isla de Muerta: Cave Mouth (PR2 [post-clear] / PR2; event [medallion])
* Isla de Muerta: Powder Store (PR2 [post-clear] / PR2; event [medallion])
* Isla de Muerta: Moonlight Nook (PR2; event [medallion])
* Isla de Muerta: Treasure Heap (PR2 [post-clear] / PR2; event [medallion])
* Ship Graveyard: Seadrift Row (PR2 [post-clear] / PR2; event [medallion])
* Ship Graveyard: Seadrift Keep (PR2 [post-clear] / PR2; event [medallion])

TWILIGHT TOWN
Level 47, 152 HP, 860 EXP [OG], 688/516 EXP [FM], 43 Strength, 25 Defense (TT2)
* Back Alley (TT2 [pre-clear])
* Underground Concourse (TT2)
* Mansion: Foyer (TT2)
* Mansion: Dining Room (TT2)
* Tower: Moon Chamber (TT2)

THE WORLD THAT NEVER WAS
Level 50, 160 HP, 1000 EXP [OG], 800/600 EXP [FM], 45 Strength, 26 Defense (TWTNW)
* Havoc's Divide (TWTNW)

HOLLOW BASTION [FM-EX]
Level 75, 228 HP, 800/600 EXP, 67 Strength, 39 Defense (CoR3)
* Cavern of Remembrance: Transport to Remembrance (CoR3; event)

UNDERDROME
Level 99, 290 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 290 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Hades Paradox Cup: Rounds 29, 38

TECHNIQUES
----------
SPIN ATTACK
Type: Physical
Power modifier: ×0.25
Guard: Yes (repel)
Description: Handstands, then rams opponents while spinning.

CARD
Type: Physical
Power modifier: ×0.25
Guard: No
Description: Fires many small cards that slice through opponents.

DICE
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×2
Description: Throws a giant die.

REACTION COMMANDS
-----------------
BEGIN GAME
Display: Approach a Gambler just before it fires cards.
Effect: Begins a card game (see below for mechanical details).

STOP DICE → ◯(✕)
Display: Approach a Gambler just before it throws a die.
Effect: Begins a dice game (see below for mechanical details).

CHARACTERISTICS
---------------
* Moves around in any of three different ways (walking around while projecting its stomach out, leaping with both feet clamped together, or flying around with cards surrounding its body); it sometimes changes its movements, and almost always will after being staggered by Sora's attacks.
* Attacks used depend on its movements: Spin Attack when projecting its stomach, Card when jumping with its feet clamped together, and Dice when flying around.

These card and dice-wielding enemies can be challenged to certain games using the appropriate reaction command; winning these games (especially the easy-to-win card game) causes them to drop lots of munny, making them a great source of such. If a Gambler isn't throwing cards, attack it until it starts jumping with its feet clamped together. Even if collecting munny isn't your intended goal, you can take advantage of a game to stun it and attack when you win; regardless, they're easily defeated. However, losing forces Sora into a different form (depending on the game); if so affected, run away until he returns to normal.

[Caption 1: Sora plays a card game with a Gambler] When playing a game, wait a bit for the shifting Os and Xs to slow down so you can select the correct one more easily.
[Caption 2: The party battles a group of Gamblers] You can see what attack a Gambler will use by observing its movements.

EACH GAME'S MECHANICS
---------------------
CARD GAME

Three commands turn into ✕, and one turns into ◯; ◯ continuously switches position like a slot machine. If ◯ is selected, Sora wins the game and all Gamblers in the room drop munny, ceasing to attack for a while. If ✕ is selected or 3.3 seconds pass, the Gambler wins and Sora is forced into Card Form (→p. 64).

DICE GAME

The reaction command continuously shifts between ◯ and ✕. If ◯ is selected, Sora wins the game and all Gamblers in the room drop munny, ceasing to attack for a while. If ✕ is selected or 3.5 seconds pass, the Gambler wins and Sora is forced into Dice Form (→p. 64).

FINAL MIX CHANGES
-----------------
* The display ranges of Begin Game and Stop Dice are doubled compared to the original version.

[Caption 3: Sora wins a Nobody Guard from a successful game] The highly-efficient Nobody Guard is easier to obtain along with the usual munny prizes.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SORCERER

A sorcerer. A high-ranking Nobody. Immune to magic, it attacks with invulnerable cubes.
Watch out for the cubes while attacking the main body. The cubes disappear when the body is defeated.

BASE STATS
----------
Classification: Nobody
HP modifier: ×1.6
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×0
 - Thunder: ×0
 - Dark: ×0
 - Neutral: ×1

REWARDS
-------
ORIGINAL
* MP prize [3] ×6
* Twilight Crystal (12%)
* Serenity Crystal (4%)

FINAL MIX
* MP prize [1] ×2
* MP prize [3] ×2
* Twilight Crystal (12%)

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 160 HP, 1000 EXP [OG], 800/600 EXP [FM], 45 Strength, 26 Defense (TWTNW)
-Original-
* Nothing's Call (TWTNW)
* Ruin and Creation's Passage (TWTNW)
-Final Mix-
* Nothing's Call (TWTNW [pre-1st Xemnas])
* Naught's Approach (TWTNW [post-1st Xemnas])
* Ruin and Creation's Passage (TWTNW [pre-1st Xemnas])

HOLLOW BASTION [FM-EX]
Level 75, 228 HP, 800/600 EXP, 67 Strength, 39 Defense (CoR3)
* Cavern of Remembrance: Transport to Remembrance (CoR3 / CoR3; event)

UNDERDROME
Level 99, 290 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 290 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Hades Paradox Cup: Rounds 34, 38

TECHNIQUES
----------
SHIELD
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Arranges cubes into a wall.

SHOT
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Cubes surround an opponent and strike.

COMBO ATTACK
Type: Physical
Power modifier:
* All except final: ×0.25
* Final: ×1
Guard: Yes (negate)
Description: Lines up cubes like a cylinder and swings them around.

CHARACTERISTICS
---------------
* Often uses Shield at close range and Shot at long range (ranges in comparison to Sora).
* May counter with Combo Attack when Sora hits it.

Appears with eight glowing cubes and uses them to attack. Approaching too closely renders you easy prey for its Shield, so distance yourself from it slightly and observe. When the cubes form a U-shape around you, it's about to use Shot; wait a moment, then jump to avoid them and attack the Sorcerer. Dodging a Combo Attack counterattack is difficult, but blocking it continuously can be somewhat effective.

[Caption: Sora casts Thunder on a Sorcerer to no effect] Magnet-line and Reflect-line magic work on Sorcerers, but other types of magic do not.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SEIFER

Final Fantasy VIII
Self-appointed head of the "Twilight Disciplinary Committee."
Seifer does his best to keep the town up to his own rigorous standards, but not everyone appreciates his high-handed tactics—take Hayner's gang, for example.
His followers Fujin and Raijin are never far away.

BASE STATS
----------
Classification: Other
HP modifier: ×5
EXP modifier: ×2.5
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: 6.25
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 29
   - Defense: 1

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 1, 100 HP, 10/7 EXP, 5 Strength, 2 Defense (TTR1)
Level 2, 105 HP, 13/9 EXP, 6 Strength, 2 Defense (TTR2)
* Back Alley (TTR2; optional event [Day 4])
* Sandlot (TTR1; optional event [tutorial] / TTR2; optional event [Day 5])

TECHNIQUES
----------
VERTICAL SWING
Type: Physical
Power modifier: ×0.5
Guard: Yes (repel)
Description: Swings weapon directly downward.

SWEEP
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Swings weapon wide while spinning.

ROMANCE LUNGE
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Description: 空中から武器を突き出して突進する

CHARACTERISTICS
---------------
* Occasionally jumps away and taunts an opponent by saying "Don't leave me hanging now!" instead of attacking.
* Runs up to an opponent and uses Sweep and Romance Lunge when reduced to 80% HP.

His basic behavioural pattern consists of walking toward Roxas and attacking on the approach. Attacks that make contact with Seifer's weapon are parried, but he leaves himself open to combos at this point, which you should take advantage of; you can also attack right after he misses to prevent a parry. Dodge his attacks by either jumping over him or moving out of the way as soon as he initiates one.

[Caption: Roxas attacks Seifer] Don't think too hard; approaching him and pressing X repeatedly should be sufficient.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

UNDEAD PIRATE A

Pirates of the Caribbean (2003)
A pirate cursed by the Aztec treasure. By moonlight, his appearance is terrifying.

BASE STATS
----------
Classification: Other
HP modifier: ×2.5
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×2.5
 - Blizzard: ×2.5
 - Thunder: ×2.5
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* MP prize [3] ×4
* Munny [10] ×2
* Potion (10%)

LOCATIONS & DETAILED STATS
--------------------------
PORT ROYAL
Level 20, 82 HP, 125 EXP [OG], 100/75 EXP [FM], 21 Strength, 11 Defense (PR1)
Level 37, 127 HP, 485 EXP [OG], 388/291 EXP [FM], 35 Strength, 20 Defense (PR2)
* Harbor (PR1; optional event [initial entry] / PR2; event)
* The Interceptor (PR1 [to Port Royal 2nd req. and post-barrels, to Isla de Muerta] / PR1; event)
* The Black Pearl (PR2 [pre-clear; to Ship Graveyard])
* Isla de Muerta: Cave Mouth (PR2 [pre-clear, except during medallion retrieval] / PR1; event)
* Isla de Muerta: Powder Store (PR1 [pre-clear], PR2 [pre-clear])
* Isla de Muerta: Moonlight Nook (PR1 [pre-clear], PR2 [pre-clear, except during medallion retrieval])
* Isla de Muerta: Treasure Heap (PR2 [pre-clear, except during medallion retrieval])
* Ship Graveyard: Seadrift Row (PR2 [during medallion retrieval])
* Ship Graveyard: Seadrift Keep (PR2 [post-medallion retrieval, pre-clear])

TECHNIQUES
----------
3-PART HIT
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Swings axes three times as if dancing.

CLOSE-UP SLASH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Runs up to an opponent and swings axes wide.

ALL-OUT BLOW
Type: Physical
Power modifier: ×2
Guard: Yes (repel)
Description: 振る大きく振りかぶってたたきつける

REACTION COMMANDS
-----------------
BACKSHUFFLE → HIGH COUNTER
Display: Approach an Undead Pirate A as he uses 3-Part Hit.
Effect: Retreat from the Undead Pirate A's attack with Backshuffle and counterattack with High Counter (1).

HIGH COUNTER (1)
Type: Physical
Power modifier: ×3

CHARACTERISTICS
---------------
* If struck by a Fire, Blizzard or Thunder-type attack, he reacts accordingly and temporarily stops attacking (→p. 687).

Adopts a human form in darkened areas, but becomes a skeleton when exposed to moonlight; he is invincible in human form, so stand in the light and wait for him to approach. Dodge his attacks and counter with the reaction command; he is extremely weak to Fire, Blizzard and Thunder-type attacks, so use magic when attacking. Donald's spells are useful in stalling him out.

SECRET NO. 8: PETE'S ADVICE? FIGHT WITH MAGIC
---------------------------------------------
During Port Royal episode 1, there is a scene where Pete advises the pirates to "Stay away from their magic!". This line indicates their weakness; when an Undead Pirate A–C is struck by Fire, Blizzard or Thunder-type magic, they react as detailed below. Barbossa and the Grim Reaper have similar characteristics and react likewise.

WHEN STRUCK BY FIRE-TYPE MAGIC

Runs around, taking damage and tripping when he hits another object or enemy; enemies struck by a burned pirate also take damage (1).

BURNING RUN (1)
Type: Neutral
Power modifier: ×1

WHEN STRUCK BY BLIZZARD-TYPE MAGIC

Is frozen and completely immobilised for five seconds.

WHEN STRUCK BY THUNDER-TYPE MAGIC

Walks around unsteadily while electrified for seven seconds (*1); enemies struck by an electrified pirate also take damage (2/*2).

ELECTRIFIED WALK (2)
Type: Thunder
Power modifier: ×1

*1: Two seconds for Barbossa, one second for the Grim Reaper.
*2: Deals 1 damage to Undead Pirates A–C.

(Note: The attack names were created by me for the sake of clarification.)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

UNDEAD PIRATE B

Pirates of the Caribbean (2003)
A pirate cursed by the Aztec treasure. By moonlight, he becomes a skeleton and is vulnerable to magic attacks.

BASE STATS
----------
Classification: Other
HP modifier: ×2.5
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×2.5
 - Blizzard: ×2.5
 - Thunder: ×2.5
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* MP prize [3] ×4
* Munny [10] ×2
* Ether (10%)

LOCATIONS & DETAILED STATS
--------------------------
PORT ROYAL
Level 20, 82 HP, 125 EXP [OG], 100/75 EXP [FM], 21 Strength, 11 Defense (PR1)
Level 37, 127 HP, 485 EXP [OG], 388/291 EXP [FM], 35 Strength, 20 Defense (PR2)
* Harbor (PR1; optional event [initial entry] / PR2; event)
* The Interceptor (PR1 [to Port Royal 2nd req. and post-barrels, to Black Pearl, to Isla de Muerta] / PR1; event)
* The Black Pearl (PR2 [pre-clear; to Isla de Muerta])
* Isla de Muerta: Cave Mouth (PR1; event)
* Isla de Muerta: Moonlight Nook (PR1 [pre-clear] / PR2 [pre-clear, except during medallion retrieval])
* Isla de Muerta: Treasure Heap (PR2 [pre-clear, except during medallion retrieval])

TECHNIQUES
----------
KNIFE
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Slashes twice with knife.

BOMB
Type: Fire
Power modifier: ×0
Guard: No
Description: Throws a bomb.

CHARACTERISTICS
---------------
* If struck by a Fire, Blizzard or Thunder-type attack, he reacts accordingly and temporarily stops attacking (→p. 687).

Changes from human to skeleton form in moonlight. He is only vulnerable as a skeleton; avoid fighting in the dark and lure him into an illuminated area before attacking.

[Caption 1: An Undead Pirate B throws a bomb] The bombs he throws also damage other enemies, and can be useful in that regard.
[Caption 2: Sora casts Fire on an Undead Pirate B] Like other Undead Pirates, magic both slows him down and deals great damage.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

UNDEAD PIRATE C

Pirates of the Caribbean (2003)
A pirate cursed by the Aztec treasure. He and Captain Barbossa are searching for something that will break the curse.

BASE STATS
----------
Classification: Other
HP modifier: ×1.6
EXP modifier:
 - OG: ×2.5
 - FM: ×2
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×2.5
 - Blizzard: ×2.5
 - Thunder: ×2.5
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* MP prize [3] ×4
* Munny [10] ×2
* Hi-Potion (5%)

LOCATIONS & DETAILED STATS
--------------------------
PORT ROYAL
Level 20, 82 HP, 125 EXP [OG], 100/75 EXP [FM], 21 Strength, 11 Defense (PR1)
Level 37, 127 HP, 485 EXP [OG], 388/291 EXP [FM], 35 Strength, 20 Defense (PR2)
* Harbor (PR1; optional event [initial entry])
* Town (PR1 [pre-clear], PR2 [pre-clear])
* The Interceptor (PR1 [to Port Royal 1st req. and post-barrels, to Isla de Muerta] / PR1; event)
* The Black Pearl (PR2 [pre-clear; to Port Royal])
* Isla de Muerta: Cave Mouth (PR1 [post-2nd req. Interceptor, pre-clear], PR2 [pre-clear, except during medallion retrieval] / PR1; event)
* Isla de Muerta: Powder Store (PR1 [pre-clear], PR2 [pre-clear, except during medallion retrieval])
* Isla de Muerta: Moonlight Nook (PR1 [pre-clear], PR2 [pre-clear])
* Isla de Muerta: Treasure Heap (PR2 [pre-clear, except during medallion retrieval])
* Ship Graveyard: Seadrift Row (PR2 [pre-clear, except during medallion retrieval])
* Ship Graveyard: Seadrift Keep (PR2 [pre-clear, except during medallion retrieval])

TECHNIQUES
----------
SWING
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Strikes with gun-staff.

GUNSHOT
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Fires a bullet from gun-staff.

3-PART RAPID-FIRE SHOT
Type: Physical
Power modifier:
* Hit 1: ×1
* Hits 2+: ×0.5
Guard: Yes (negate)
Description: Raises gun-staff, then fires three consecutive shots.

REACTION COMMANDS
-----------------
RETURN FIRE
Display: Undead Pirate C uses Gunshot or 3-Part Rapid-Fire Shot.
Effect: Use the Keyblade to defend yourself and deflect the bullet[s] (1). Can also defend against and repel other frontal attacks.

RETURN FIRE (1)
Type: Physical
Power modifier: ×1

CHARACTERISTICS
---------------
* Often uses Swing at close range and Gunshot at long range.
* If struck by a Fire, Blizzard or Thunder-type attack, he reacts accordingly and temporarily stops attacking (→p. 687).

This enemy is skilled at long-range shooting. If he shoots at you, use the reaction command to deflect it and make it self-destruct; this will not work when under cover of darkness in human form, as he is invincible in such a state. He moves slightly forward when trying to strike you with his gun-staff, so you can get him into the moonlight by approaching and luring him into using that attack.

(Note: Yes, the kanji really is 棒 [staff, rod, pole, etc.]; translated as "gun-staff" to convey its dual function.)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

THE GHOST OF SCAR

The Lion King (1994)
This phantom appeared in the Pride Lands after Scar's death. It seems to have been created from the evil in Scar's heart, and it preys on the weakness in Simba's.
The ghost may be a sign of more evil to come. Simba still can't seem to believe in himself, and the other lions are getting more and more worried.

BASE STATS
----------
Classification: Other
HP modifier: ×0.01
EXP modifier: ×0
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

REWARDS
-------
* MP prize [1] ×5

LOCATIONS & DETAILED STATS
--------------------------
PRIDE LANDS
Level 43, 1 HP, 0 EXP, 40 Strength, 23 Defense (PL2)
* Elephant Graveyard (PL2 [pre-clear])
* The Savannah (PL2 [pre-clear])
* Wildebeest Valley (PL2 [pre-clear])
* Wastelands (PL2 [pre-clear])
* Jungle (PL2 [pre-clear])

CHARACTERISTICS
---------------
* Stalks the party and runs and jumps around, but does not attack.

Follows the party without attacking; its HP is so low that you can ignore it and let your allies quickly take it out. Slightly fewer enemies spawn when a Ghost of Scar is active; thus, setting your allies' battle style to "Sora Attack" and ignoring the Ghost of Scar also allows you to defeat or flee from other enemies more easily.

[Caption 1: A Ghost of Scar pounces above the party] Despite not doing anything, it is still an enemy, and thus prevents you from opening the menu while active.
[Caption 2: Sora dashes away from a Ghost of Scar] It chases you so fast that even a full-speed Dash can't shake it off.

FINAL MIX CHANGES
-----------------
* Can only be defeated if Sora attacks it continuously or with a finisher.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

TWILIGHT THORN

A giant Nobody who Roxas fought at the Station of Awakening.
Although it tried to capture Roxas with its thorns, it was overpowered and defeated by the strength of the Keyblade master.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 29
   - Defense: 1

REWARDS
-------
* Maximum HP increase (Roxas)
* Guard (Roxas)

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 1, 300 HP, 0 EXP, 5 Strength, 2 Defense (TTR1)
* Station of Awakening (TTR1; boss)

TECHNIQUES
----------
COMBO PUNCH
Type: Physical
Power modifier: ×0.25
Guard: No
Description: Punches a restrained opponent three times.

THROW-DOWN
Type: Physical
Power modifier: ×1
Guard: No
Description: Throws opponent upward and slams them into the floor.

LIGHT GLOBE
Type: Physical
Power modifier: ×1
Guard: No
Description: Overturns the Station and throws a giant sphere of light.

THORN BEAM
Type: Neutral
Power modifier: ×1
Guard: No
Description: Fires thorn-like beams.

ONE-HAND SWEEP
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Sweeps with left arm while cartwheeling.

TWO-HAND SHAKE
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Sweeps with both arms while belly-crawling forward.

LUMINESCENCE
Type: Neutral
Power modifier: ×0.5
Guard: No
Description: Limbs pierce the floor and light shines forth.

ULTIMATE BEAM
Type: Neutral
Power modifier:
 - Thorn beam: ×1
 - Explosion: ×0.25
Guard: No
Description: Fires a barrage of thorn beams, then triggers explosions on the floor.

REACTION COMMANDS
-----------------
KEY COUNTER (mid-air enabled)
Display: Restrained in midair, just before being struck by Combo Punch.
Effect: Avoid its attack and counterattack (1).

KEY COUNTER (1)
Type: Physical
Power modifier: ×2

LUNARSAULT (mid-air enabled)
Display: While falling after being flung into the air with Throw-Down.
Effect: Avoid its attack and counterattack (2).

LUNARSAULT (2)
Type: Physical
Power modifier: ×2

BREAK RAID (mid-air enabled)
Display: While falling after Light Globe overturns the floor.
Effect: Throw the Keyblade into the sphere of light and cause it to spontaneously discharge (3).

BREAK RAID (3)
Type: Physical
Power modifier: ×4
Note: Finisher.

REVERSAL (mid-air enabled) (*1)
Display: The beams created by Thorn Beam or Ultimate Beam fly around.
Effect: When the beams are fired on the ground, quickly move around them in a semi-circular motion. When fired from the air, soar upward and dodge them.
*1: Only when beams are fired in mid-air.

CHARACTERISTICS
---------------
* Repeats several actions as one continuous set; these action sets change at 75% HP and 50% HP.
* Immediately after the battle starts, and when reduced to 50% HP and its action set changes, it restrains Roxas in mid-air with thorn-like light and uses Combo Punch → Throw-Down → Light Globe in succession.

When the battle begins and after reaching certain HP thresholds, it restrains Roxas in the air and unleashes three different attacks on him; these attacks can be countered without harm by using the reaction commands. Using Break Raid (the third reaction command in the sequence) sends the Twilight Thorn crashing into the floor and disables it for a while; use this time to attack it.

Only its head is vulnerable to damage; approach the head and use Reversal to avoid its attacks and initiate a combo. However, if it thrusts its arms and legs into the ground and fires Thorn Beams, it's better to distance yourself from the head; up to five Creepers appear when it's in such a state, so focus your attacks on them during this time.

[Caption 1: Roxas is bound by the Twilight Thorn's beams] Reaction commands appear repeatedly, so keep pressing Triangle.
[Caption 2: Roxas jumps above one of the Twilight Thorn's arms] Attacks that don't trigger a reaction command can be avoided by moving away from the enemy or jumping.
[Caption 3: Twilight Thorn's limbs pierce the floor] When its limbs pierce the floor, run to the far edge of the field so its Thorn Beams don't hit you.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

AXEL

Organization XIII's Number VIII. He commands fire and carries a uniquely-shaped weapon.
He has proven to be an odd duck of sorts within the Organization, lashing out against treachery, yet stirring troubles with his own betrayals all the while.
He claims he and Sora share some sort of bond, but Sora can't imagine what that might be.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1 
OTHER PROPERTIES
-First-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 29
   - Defense: 1
-Second-
 - Revenge value: 11.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 30
   - Defense: 1

REWARDS
-------
ORIGINAL

Second:
* Maximum HP increase (Roxas)

FINAL MIX

First:
* Scan (Roxas)

Second:
* Maximum HP increase (Roxas)

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 2, 105 HP, 0 EXP, 6 Strength, 2 Defense (TTR2)
Level 3, 345 HP, 0 EXP, 7 Strength, 3 Defense (TTR3)
* Sandlot (TTR2; boss; first)
* Mansion: Basement Hall (TTR3; boss; second)

TECHNIQUES
----------
COMBO ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×0.75
 - Hits 2+: ×0.25
Guard: Yes (repel)
Description: Swings weapons, then throws them forward.

FIRECUTTER
Type: Fire
Power modifier:
 - Hit 1: ×0.5
 - Hits 2–4: ×0
 - Hits 5+: ×0.25
Guard: Yes (negate)
Description: Throws enflamed weapons.

ONE-HAND WEAPON THROW
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate)
Description: Throws single enflamed weapon.

FLAME PRISON
Type: Fire
Power modifier: ×1
Guard: No
Description: Raises a huge fire pillar in front of himself and sets the floor ablaze.

ASSAULT
Type: Fire
Power modifier:
 - Weapon: ×1
 - Fire pillar: ×0.75
Guard: (*2)
Description: 武器を放って火柱を立てながら直進する

DROP ATTACK
Type: Fire
Power modifier:
 - Flame: ×1
 - Fire pillar: ×0.75
Guard: (*2)
Description: Drops down; flames burst out around him upon landing.

WILD DANCE (FIRST)
Type: Fire
Power modifier:
 - Hits 1, 2, 4: ×0.25
 - Hits 3, 5, 6: ×0
Guard: Yes (negate)
Description: Coats weapon in flames and throws them six times.

WILD DANCE (SECOND)
Type: Fire
Power modifier:
 - Weapon throw:
   - Hits 1, 3, 4: ×0.25
   - Hits 2, 5: ×0
 - Charge: ×1
 - Fire pillar: ×0.25
Guard: (*2)
Description: 武器を5回投げ, 突進したあと火柱を立てる

*2 (Guard):
 - Fire pillar: No
 - Otherwise: Yes (negate)

REACTION COMMANDS
-----------------
OVERTAKER → CLEAR LIGHT
Display: Second battle; knock Axel back while the floor is burning.
Effect: Overtakerで炎の壁を駆け上がり, Clear Lightで敵をたたき落として床を通常の状態にもどす

BURST EDGE
Display: Second battle; Axel leaps out of the flame wall to attack.
Effect: Avoid his attacks and throw the Keyblade (1) to knock him back.

BURST EDGE (1)
Type: Physical
Power modifier [OG]: ×1
Power modifier [FM]:
 - Knockback: ×3
 - Otherwise: ×1
Notes: Maximum 3 hits; finisher.

[Caption 1: Roxas slams Axel into the ground with Clear Light] Damageは与えないが, 床の熱が冷めるのに加え, Axelをしばらく行動不能にできる.

FIRST BATTLE
------------
CHARACTERISTICS
* Uses Firecutter right after squatting.
* If Combo Attack is blocked, he momentarily ceases moving, then counters with One-Hand Weapon Throw.
* As soon as his HP is reduced below 50%, he says "Don't make me mad!" and uses Wild Dance (first).

His frequently-used Combo Attack can be dodged by moving or jumping aside; attack with a combo immediately afterward. If Axel squats down while far away, you can either run up to him or wait for a short while and block the upcoming attack.

[Caption 2: Roxas dodges Axel's Combo Attack] Combo AttackをGuardで弾き返し, 時計まわりに走って直後の反撃を避けたあと, 攻撃してもいい.

SECOND BATTLE
-------------
CHARACTERISTICS
* Begins the battle with Flame Prison.
* When reduced to 60% HP, he retreats behind the fire wall and uses Assault or Drop Attack.
* As soon as his HP is reduced below 50%, he says "You won't forget this!" and uses Wild Dance (second) and Flame Prison.

Roxas dual-wields during the battle; his abilities change accordingly (→p. 65). Blocking is impossible, but otherwise the basic strategy is the same as the first battle.

When the floor is heated, Roxas's HP decreases by 1 every five seconds (but never below 1). Knock Axel back by hitting him with combo finishers, then use Overtaker and Clear Light in succession to return the floor to normal. If he retreats behind the fire wall, run to the middle of the battlefield and press Triangle repeatedly to use a reaction command against whatever attack he uses next.

[Caption 3: Roxas is knocked back by the fire wall] The battle takes place in an area surrounded by a wall of fire. A small fire pillar rises when the wall is approached too closely; Roxas is knocked back, but doesn't lose HP.

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PHANTOM VIVI

Final Fantasy IX
A boy who lives in Twilight Town. It's not so much that he follows Seifer. But he's so meek he does whatever he's told anyway, and usually gets stuck with the chores.
In spite of all that, Vivi likes Seifer and admires his strength.

BASE STATS
----------
Classification: Other

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 2, 1 HP, 1 EXP, 6 Strength, 2 Defense (TTR2) [OG]
Level 2, 1 HP, 0 EXP, 6 Strength, 2 Defense (TTR2) [FM]
* Tunnelway (TTR2; event)

TECHNIQUES
----------
DOWNWARD SWING
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Leaps forward and swings weapon downward.

VERTICAL SPIN ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×0.5
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: 前方へ跳ねながら武器を3回振り上げる

CHARACTERISTICS
---------------
* Always attacks after cartwheeling.
* 笑ったり歩いたりしているときに攻撃を仕掛けられると, 側転してかわすことが多い

14 Phantom Vivis spawn; defeat them all to end the battle. 横へまわりこんでのAttackで, 1体ずつ倒していこう. 側転でかわされたら, 直後に使ってくる攻撃を避けたあと反撃するといい.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SHADOW ROXAS

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: ?
 - Damage stat floor: ?
 - Damage stat cap: ?

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 2, 105 HP, 0 EXP, 6 Strength, 2 Defense (TTR2)
* Sunset Terrace (TTR2; event)

TECHNIQUES
----------
VERTICAL SWING
Type: Physical
Power modifier: ×0.5
Guard: Yes (repel)
Description: Swings weapon downward.

HORIZONTAL SWING
Type: Physical
Power modifier: ×0.5
Guard: Yes (repel)
Description: Swings weapon sideways.

LUNGE
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Description: 大きく前進しながら武器で突く

HORIZONTAL SPIN SWING
Type: Physical
Power modifier: ×0.5
Guard: Yes (negate)
Description: 横回転して武器を振りまわす

CHARACTERISTICS
---------------
* 攻撃を何度も弾き返されると, 3種類の攻撃によるcomboをくり出すことがある
* HPが残り約半分まで減ると, comboをほぼ毎回くり出すようになる

間合いが詰まると, 攻撃をくり出してくる. 離れてかわすかGuardで防いだあと, 近づいてcomboを当てよう. ある程度damageを与えると, Shadow Roxasはcomboを連発してくるようになるが, 対処法は変わらない.

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SHAN-YU & HAYABUSA

Mulan (1998)
Leader of the Huns. He wants to take over all of China.
Shan-Yu and his enormous army are fearsome fighters who have defeated some of the Emperor's best troops. Now Shan-Yu plans to use the Heartless to invade the Empire.
Shan-Yu has fierce eyes, and is always seen with a hawk who serves as his eyes and ears from above.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-Shan-Yu-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 33
   - Defense: 2
-Hayabusa-
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 33
   - Defense: 2

REWARDS
-------
* Maximum HP increase (Sora, Donald, Mulan)
* Aerial Sweep (Sora)
* Goofy Turbo (Goofy)
* Hidden Dragon

LOCATIONS & DETAILED STATS
--------------------------
THE LAND OF DRAGONS
Level 10, 442 HP (Shan-Yu), 102 HP (Hayabusa), 0 EXP, 12 Strength, 6 Defense (LoD1)
* Palace Gate (LoD1; boss)

TECHNIQUES
----------
SHAN-YU

VERTICAL SLASH
Type: Physical
Power modifier: ×0.5
Guard: Yes (repel)
Description: Quickly swings sword downward.

COMBO SLASH
Type: Physical
Power modifier:
 - Parts 1–4:
   - Hit 1: ×0.5
   - Hits 2+: ×0.25
 - Part 5: ×0.7
Guard: Yes (repel)
Description: Slashes with sword five times while moving forward.

SWEEP
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Swings sword and turns his body to the right.

RISING SLASH
Type: Physical
Power modifier:
 - Shock wave:
   - Hit 1: ×0.5
   - Hits 2+: ×0
 - Sword: 
   - Hit 1: ×1
   - Hits 2+: ×0.5
 - Body: 
   - Hit 1: ×0.5
   - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Releases shock waves around him, then jumps while spinning sideways.

CHARGE
Type: Physical
Power modifier:
 - Sword: 
   - Hit 1: ×2
   - Hits 2+: ×0
 - Body: ×1
Guard: Yes (negate)
Description: Jumps a little, then charges straight forward at high speed.

HAYABUSA

BEAK
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Descends and pecks with beak.

SWOOP ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×1.2
 - Hits 2+: ×0.2
Guard: Yes (negate)
Description: Swoops down, then quickly rises.

HOVER
Type: Physical
Power modifier: ×0
Guard: Yes (repel)
Description: 低空飛行でつかみかかり, 持ち上げる

(ハヤブサ is Japanese for "falcon" [especially the peregrine falcon].)

REACTION COMMANDS
-----------------
PRESS → TAKEDOWN
Display: In the midst of a sword clash.
Effect: Use Press repeatedly to force Shan-Yu back a little further. Afterward, use Takedown to flip around his sword and immediately attack and knock him back (1), extinguishing his aura.

TAKEDOWN (1)
Type: Physical
Power modifier: ×4
Note: Finisher.

[Caption 1: Sora clashes with Shan-Yu; screenshot displays a trigger for Takedown] Pressをすばやく3回使うと, 直後にTake Downが表示されるようになる.

CHARACTERISTICS
---------------
SHAN-YU
* Counters with Rising Slash when attacked continuously (if knocked upward, counters with Rising Slash's latter actions).
* Summons three Nightwalkers at a time (up to nine total).
* Sometimes heals an incapacitated Hayabusa.
* His body glows when reduced to 50% HP; he uses Rising Slash and Charge while aura-clad.

HAYABUSA
* Counters with Swoop Attack when attacked.
* If Hayabusa staggers or is knocked away, he frequently uses Hover immediately afterward.
* Remains in mid-air while incapacitated, but does not attack until his HP is recovered.

Shan-Yu is accompanied by Hayabusa and can summon Nightwalkers. Only Shan-Yu needs to be defeated; however, it's recommended to defeat the Nightwalkers attacking the palace door first—if the door gauge empties, it's game over. Ignore Hayabusa; he can't be permanently defeated.

Shan-Yuに対しては, 近づいてきたときに, 離れて攻撃を避けてからcomboを当てるか, Guardを使って攻撃を弾き返すのが有効. 敵の刀を弾き返すと, 武器をぶつけて押し合う[つばぜり合い]になるが, このときにTriangle buttonを連打すればTakedownで攻撃できる.

Shan-Yuが身体をauraで包んだら, 間合いを離し, [Go!]という声に合わせてGuardを使おう. そうすれば, 直後のChargeを弾き返して, つばぜり合いに持ちこむことが可能だ.

[Caption 2: Sora and Mulan attack the Nightwalkers with their Dragonblaze Limit] まずは, 連携も活用してNightwalkerを倒す. 敵や扉から出る, 扉の耐久力を回復するprizeも拾ってあきたい.
[Caption 3: Sora knocks Shan-Yu back with Takedown] つばぜリ合い中はTriangle buttonを連打しておこう. 敵を吹き飛ばした直後は, 間合いが近ければcomboを当てられる.

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BEAST

Beauty and the Beast (1991)
A hideous beast with sharp teeth and claws. A mysterious rose is his most important possession, kept in a glass case.
Sora and his friends helped the Beast free Belle from Maleficent's clutches once before.

Beauty and the Beast (1991)
A cold-hearted prince. Because of his selfish heart, he was changed into a beast by a beautiful enchantress.
He was so ashamed of his hideous appearance that he turned his back on the world. Meeting Belle softened his heart and gave him hope for the future.

Beauty and the Beast (1991)
A spoiled and selfish prince. As punishment for his cold heart, a beautiful enchantress changed him into a beast.
Unless he can learn to love and earn love in return before the last petal falls from the enchanted rose, he'll remain a beast forever.
When Belle came into his world, he felt something change in him for the first time in his life.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 35
   - Defense: 5

REWARDS
-------
* Armor slot +1 (Sora)
* Maximum HP increase (Donald)
* Defender (Goofy)

LOCATIONS & DETAILED STATS
--------------------------
BEAST'S CASTLE
Level 13, 156 HP, 0 EXP, 15 Strength, 8 Defense (BC1)
* The Beast's Room (BC1; boss)

TECHNIQUES
----------
CLAW SWING
Type: Physical
Power modifier: ×0.75
Guard: Yes (negate)
Description: Swipes downward with right hand.

2-PART CLAW SWING
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+ ×0.25
Guard: Yes (negate)
Description: Swipes with both hands as if trying to grab something.

DOWNWARD CLAW SWING
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Leaps and swings right hand downward.

REACTION COMMANDS
-----------------
WAKE UP!
Display: Approach Cogsworth while he's stilled.
Effect: Emit light that strikes and stuns the Beast (knocks him back if he's already stunned).

CHARGE → GET UP!
Display: Beast is incapacitated.
Effect: After using Charge, quickly use it eleven more times to make Get Up! appear. Use Get Up! to end the battle.

CHARACTERISTICS
---------------
* Not immediately defeated upon reaching 0 HP; if left alone for some time while incapacitated, he regains some HP.

Use the reaction command Wake Up! when Cogsworth is nearby to stun or knock back the Beast. その合間に, comboなどで攻撃しよう. 気絶させたら, Triangle button連打でCharge→Get Up!を使えば, battleが終わる.

[Caption: Sora shoots light at the Beast] Wake Up!でBeastをひるませたら, すかさずcomboで5–6回くらい攻撃するといい.

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THRESHOLDER & POSSESSOR

The doors possessed by Possessor that attacked Sora and his friends.
Possessor was separated from the doors with Release, in which the power of the Keyblade was poured into the keyhole blocked by its arms.

A Heartless that appeared in Beast's Castle. It possessed the dungeon doors, turning it into Thresholder.
It had the power to conceal itself, but had very few other powers.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-Thresholder-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 35
   - Defense: 5
-Possessor-
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 35
   - Defense: 5

REWARDS
-------
* Upper Slash (Sora)
* Donald Fire (Donald)
* Maximum HP increase (Goofy)

When the Thresholder stops moving:
* HP prize [1] ×10
* HP prize [5] ×5

When the Possessor hides in the door:
* Drive prize [1%] ×10
* Drive prize [3%] ×5

LOCATIONS & DETAILED STATS
--------------------------
BEAST'S CASTLE
Level 13, 137 HP (Thresholder), 98 HP (Possessor), 0 EXP, 15 Strength, 8 Defense (BC1)
* Undercroft (BC1; boss)

TECHNIQUES
----------
PUNCH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Brings fists together and strikes three times.

SWEEP
Type: Physical
Power modifier:
 - Hit 1: ×0.75
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Extends both arms and swings them across three times.

LASH SMASH
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Extends both arms and and strikes the floor three times.

ROAR
Type: Neutral
Power modifier: ×0.5
Guard: No
Description: The shock of its roar pushes opponents back.

HOMING ORBS
Type: Dark
Power modifier:
 - Light orb: ×0.25
 - Homing orb:
   - Hit 1: ×1
   - Hits 2+: ×0.25
Guard:
 - Light orb: No
 - Homing orb: Yes (negate)
Description: Fires five homing orbs from the larger black light orb.

REACTION COMMANDS
-----------------
RELEASE
Display: Approach the Thresholder's face after it stops moving.
Effect: The Thresholder vanishes, and a Possessor appears from the door.

[Caption 1: Sora attacks the Possessor] 2回目のReleaseで出てきたPossessorは, 隠れたときの残りHPを引き継いでいる.

CHARACTERISTICS
---------------
THRESHOLDER
* 攻撃を受けてしるむと, Roarで反撃することが多い
* If a finisher or magic reduces its HP to 1, it stops moving for three seconds, then fully recovers its HP.
* If struck by Release when inactive, it vanishes and a Possessor appears.
* Starts using Homing Orbs when it fully recovers (either from inactivity or due to repossession).

POSSESSOR
* Floats around without attacking.
* Repossesses and hides within the Thresholder when reduced to 50% HP.

Attack the Thresholder to stun it, then use the reaction command Release to force the Possessor out. Defeat the Possessor to end the battle; you'll have to do this twice, as the Possessor will eventually revive the Thresholder.

A Gargoyle Knight and Gargoyle Warrior pair appear when you first retreat to the back of the room; defeat them first. Flocks of Hook Bats appear afterward, but you can ignore them for the most part. You can use the Hook Bat's reaction command Bat Cry to attack both the Hook Bats and Thresholder without fear of harm.

活動を再開するか復活したThresholderが使ってくるHoming Orbs飛んでくる弾を避けるのが困難. 扉の横で待ち, 弾が上へ飛んでいった直後に, 小さくjumpしてcomboを出せば, 攻撃で弾を消せることが多い. Hook Batが残っているなら, Bat Cryを使うと弾を受けずにすむ.

[Caption 2: Sora attacks the Thresholder while surrounded by Hook Bats] Thresholderの横で, 小さくjumpしてcomboで攻撃. HP prizeが出現したら敵の活動が止まった証拠だ.
[Caption 3: Sora attacks a Gargoyle-type Heartless] Gargoyle KnightとGargoyle Warriorを倒すときは, 入口の上にある2階部分ヘ逃げこむと, かなり安全に戦える.

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SHADOW STALKER

A Heartless that attacked Belle in Beast's Castle.
It jumped around on the floor, pillars, and chandelier of the ballroom, creating mayhem.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 35
   - Defense: 5

REWARDS
-------
When a chandelier or pillar's HP is reduced to 0:
* MP prize [1] ×10
* MP prize [3] ×5

If reaction command Release is used:
* Drive prize [1%] ×10
* Drive prize [3%] ×5

LOCATIONS & DETAILED STATS
--------------------------
BEAST'S CASTLE
Level 13, 176 HP (Shadow Stalker), 59 HP (chandelier), 39 HP (pillar), 0 EXP, 15 Strength, 8 Defense (BC1)
* Ballroom (BC1; boss)

TECHNIQUES
----------
DARK SURGE
Type: Dark
Power modifier: ×1
Guard: No
Description: Waves surge forward from the hidden windows.

CHANDELIER ATTACK
Type: Neutral
Power modifier: ×1.5
Guard: No
Description: Drops the chandelier on the floor.

FLAMETHROWER
Type: Fire
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: No
Description: Chandelier spins around and lets loose flames.

SWALLOW
Type: Physical
Power modifier: ×1.5
Guard: No
Description: Swallows Sora after shedding light on the floor.

SCRATCH
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Pillars move as if scratching.

REACTION COMMANDS
-----------------
RELEASE
Display: Immediately after Shadow Stalker hiding in chandelier or pillar reaches 0 HP.
Effect: Drag the Shadow Stalker out of the chandelier or pillar.

[Caption 1: Sora stands below the Shadow Stalker; screenshot displays a trigger for Release] When the chandelier or pillar runs out of HP, it drops MP prizes and triggers the Release reaction command.

CHARACTERISTICS
---------------
* Normally switches between hiding places in the following repeating sequence: window → chandelier → floor → pillar; its attacks change according to where it's hidden.
* Sometimes leaves the chandelier without attacking.
* Chandelierにひそんだときに, reaction command Releaseを受けた場合は, 床と柱にひそむ順番を逆にする

特定の場所にひそみ, 場所に応じた攻撃を使ってくる. しかも, ひそんでいるときのShadow Stalkerには, damageを与えることができない. ひそんだ場所に応じて以下のように行動し, reaction command Releaseを使った直後のスキにcomboなどで攻撃しよう. なお, 窓や床にひそんだときは, そこから出てきた瞬間を攻撃することも可能だ.

WHEN IT HIDES IN THE WINDOWS

You can avoid the waves by slipping into the space between them, though this is difficult to pull off successfully. It's safer to hide behind the pillars, which are out-of-range.

WHEN IT HIDES IN THE CHANDELIER

Hide behind the pillars, then attack with combos when it stops expelling flames. Use Release when the chandelier reaches 0 HP.

WHEN IT HIDES IN A PILLAR

Lock onto the pillar the enemy hides in and wait until it finishes its initial attack. Afterward, attack it with combos and use Release when it reaches 0 HP.

WHEN IT HIDES IN THE FLOOR

Jump when a light flares up underfoot to prevent its attack.

[Caption 2: Sora attacks the Shadow Stalker] When the Shadow Stalker is forced into the open by Release, it typically floats prone for a while, doing nothing; use this chance to attack!
[Caption 3: Sora casts Blizzard on the possessed chandelier] You can attack the chandelier from afar (while it expels flames) with Blizzard-line magic.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DARK THORN

A liberated version of Shadow Stalker that appeared in Beast's Castle.
It appeared and disappeared while running wild, creating a chaotic battle for Sora and his friends.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 35
   - Defense: 5

REWARDS
-------
* Maximum HP increase (Sora, Donald, Beast)
* Retaliating Slash (Sora)
* Item slot +1 (Goofy)

LOCATIONS & DETAILED STATS
--------------------------
BEAST'S CASTLE
Level 13, 390 HP, 0 EXP, 15 Strength, 8 Defense (BC1)
* Ballroom (BC1; boss)

TECHNIQUES
----------
CLAW ATTACK
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Attacks with claws while spinning sideways or like a drill.

DARK SERVANT
Type: Dark
Power modifier: ×1
Guard: Yes (negate)
Description: Brings forth demon-like orbs from the floor.

SWING
Type: Physical
Power modifier:
 - Swing: ×0
 - Throw: ×1.5
Guard: Yes (negate)
Description: Swings left hand, grabs Sora, spins around and throws him.

CHANDELIER ATTACK
Type:
 - Drop: Neutral
 - Spin: Physical
Power modifier:
 - Drop: ×1.5
 - Spin:
   - Hit 1: ×2
   - Hits 2+: ×0.5
Guard:
 - Drop: No
 - Spin: Yes (repel)
Description: Drops the chandelier and swings it around.

REACTION COMMANDS
-----------------
STEP VAULT → CATCH → PENDULUM ROUND
Display: Approach the invisible Dark Thorn when it stops moving.
Effect: Jump up with Step Vault, grab and drop the chandelier with Catch (1), and use Pendulum Round to catch the Dark Thorn in the chandelier's spin. The Dark Thorn is forced to become visible.

CATCH (1)
Type: Neutral
Power modifier: ×1.5

SLINGSHOT
Display: Get tossed by Swing.
Effect: Grab the pillar, spin around its axis and counterattack (2). If the Dark Thorn was invisible, it is forced to become visible.

SLINGSHOT (2)
Type: Physical
Power modifier: ×4
Note: Finisher.

[Caption 1: Sora hurls himself at the Dark Thorn with Slingshot] You can neutralise Swing's damage by countering with Slingshot; this counterattack deals a lot of damage.

CHARACTERISTICS
---------------
* When reduced to 50% HP, it uses Swing or Chandelier Attack, or several consecutive Claw Attacks.
* 透明の状態のときに, 特定のreaction commandを使われるか, Chandelier Attackで振りまわすchandelierを弾き返されると, 姿が見えている状態になる

Dark Thorn is normally invisible, but you can find it easily by locking on. Run around in large circles to avoid its attacks, and attack with combos when possible. Landing a finisher or the last attack of Beast's Limit on the Dark Thorn causes it to stop moving and triggers the Step Vault reaction command. Repeatedly press Triangle until you reach Pendulum Round; once this is used, the Dark Thorn will stay visible for a while.

When the Dark Thorn is visible, it can be knocked upward with Upper Slash; integrate it into a ground combo, and continue with an air combo when it's knocked upward. If it grabs you with Swing and starts spinning around, you can counterattack with the reaction command Slingshot.

[Caption 2a: Sora runs towards the invisible Dark Thorn; screenshot displays a trigger for Step Vault] The Step Vault reaction command appears if you land a combo finisher on the invisible Dark Thorn.
[Caption 2b: Sora jumps on and spins the chandelier around] Use the reaction command by pressing Triangle repeatedly; it doesn't deal much damage, but does negate its invisibility.
[Caption 3: Sora blocks the Dark Thorn's Chandelier Attack] You can force it to become visible by blocking its Chandelier Attack, but such an action is dangerous.

FINAL MIX CHANGES
-----------------
* More likely to counter if attacked continuously.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

CERBERUS

Hercules (1997)
Guardian of the entrance to the Underworld and Hades' loyal "pet."
Hercules, Sora, Donald, and Goofy teamed up to defeat him last time, but Hades brought him back—and he's as dangerous as ever.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-Olympus Coliseum episode 1-
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
  - Strength and Magic: 36
  - Defense: 7
-Cerberus Cup-
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic:
     - OG: 42
     - FM: 43
   - Defense:
     - OG: 17
     - FM: 19
-Cerberus Paradox Cup-
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 63
   - Defense: 52
-Hades Paradox Cup-
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense:
     - OG: 77
     - FM: 76

REWARDS
-------
ORIGINAL
* Dodge Slash (Sora)
* Maximum HP increase (Auron)

If reaction command Dog Paddle is used:
* MP prize [1] ×10
* MP prize [3] ×5

FINAL MIX
* Counterguard (Sora)
* Maximum HP increase (Auron)

If reaction command Dog Paddle is used:
* MP prize [1] ×10
* MP prize [3] ×5

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS COLISEUM
Level 16, 440 HP, 0 EXP, 17 Strength, 9 Defense (OC1)
* Cave of the Dead: Entrance (OC1; boss; Sora fights alongside Auron)

UNDERDROME
Level 28, 960 HP, 0 EXP, 27 Strength, 15 Defense (Cerberus Cup) [OG]
Level 30, 960 HP, 0 EXP, 29 Strength, 16 Defense (Cerberus Cup) [FM]
Level 70, 1995 HP, 0 EXP, 62 Strength, 36 Defense (Cerberus Paradox Cup)
Level 99, 2715 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 2715 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Cerberus Cup: Round 10
* Cerberus Paradox Cup: Round 10
* Hades Paradox Cup: Round 48

TECHNIQUES
----------
COMBO BITE
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Three heads bite in succession.

JUMP TRAMPLE
Type:
 - Trample: Physical
 - Shock wave: Neutral
Power modifier:
 - Trample: ×1
 - Shock wave: ×1.5
Guard:
 - Trample: Yes (negate)
 - Shock wave: No
Description: Jumps and generates a shock wave upon landing.

SPIN ATTACK
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Quickly turns left or right.

GRAPPLE
Type: Physical
Power modifier:
 - Grapple: ×0
 - Bite: ×1.5
Guard: Yes (negate)
Description: 3つの頭部ではさみこみ, Soraに当たったら, 中央と右の頭部がかみつく

DARK BREATH
Type:
 - Bite: Physical
 - Fireball: Dark
Guard: Yes (negate)
Power modifier:
 - Bite: ×1.5
 - Fireball: ×1.5
Guard: Yes (negate)
Description: Shoots fireballs while biting.

REACTION COMMANDS
-----------------
EVADE → JUMP → DOG PADDLE
Display: Immediately after being Grappled, right before the centre head is about to bite.
Effect: Avoid being damaged with Evade and Jump, then use Dog Paddle to counterattack and stun Cerberus (1).

DOG PADDLE (1)
Type: Physical
Power modifier ×3
Note: Finisher.

[Caption 1: Sora attacks Cerberus from above with Dog Paddle] Dog Paddle will always appear even if you didn't use Evade or Jump.

CHARACTERISTICS
---------------
* May use Dark Breath repeatedly when out-of-range.
* May use Grapple when between 65–30% HP.

The party can only attack the three heads with any effect; jump or use Aerial Sweep to begin an air combo. If you can't approach the heads, get behind Cerberus as he jumps and get him to turn around with a Spin Attack.

After reaching a certain point, Cerberus may use Grapple. You can take advantage of this by attacking him head-on, deliberately getting Grappled, and counterattacking with the reaction command that appears.

In the first battle, Auron will assist you; furthermore, the Drive gauge is sealed and rocks fall from the ceiling (these rocks may also hit Cerberus). Save your MP so you can use Cure-line magic in a pinch.

(Note: That last line is rather illogical—you want to use as much MP as possible without completely draining it since Cure uses all remaining MP anyway, regardless of current amount—but that's what it says.)

[Caption 2: Cerberus attacks with his Spin Attack] Spin Attack and Jump Trample usually won't hit you while using an air combo.
[Caption 3: Fireballs produced by Dark Breath rain down on Sora and Auron] 火球を飛ばしてきたら, 向かって斜め前方へ走るか, それぞれの火球の前を横切るように蛇行して避けながら近づこう.
[Caption 4: Sora grabs onto Cerberus's side heads] This is what happens when you're Grappled. Quickly and repeatedly press Triangle to use a series of reaction commands.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

HYDRA

Hercules (1997)
A legendary monster with many heads, sent by Hades to fight Hercules. If you cut off one of its heads, two more grow back.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 36
   - Defense: 7

REWARDS
-------
* Maximum HP increase (Sora, Goofy)
* Thunder element (Sora)
* Armor slot +1 (Donald)
* Hero's Crest

When a head is defeated with Vanquish:
* HP prize [5] ×5
* Drive prize [3%] ×5

When an urn flung by Phil One-Two is broken:
* HP prize [5] ×3

If Megara is approached:
* HP prize [5] ×8
* MP prize [3] ×5
* Drive prize [3%] ×5

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS COLISEUM
Level 16, 462 HP (Hydra), 71 HP (heads), 0 EXP, 17 Strength, 9 Defense (OC1)
* Coliseum Gates (OC1; boss)

TECHNIQUES
----------
BITE
Type: Physical
Power modifier:
 - Hit 1: ×2
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Bites while swinging its heads wildly left and right.
Note: Used in second phase.

SIMULTANEOUS BITE
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: All seven heads bite near-simultaneously.
Note: Used in third phase.

COMBO BITE
Type: Physical
Power modifier:
 - Bite:
   - Hit 1: ×1.5
   - Hits 2+: ×0.25
 - Downward swing:
   - Hit 1: ×1
   - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Bites repeatedly, then swings heads downward.
Note: Used in third phase.

TAIL ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Sweeps wide with tails.
Note: Used in first and third phases.

DARK SERVANT
Type: Dark
Power modifier: ×0.75
Guard: Yes (negate)
Description: Brings forth demon-like orbs from the floor.
Note: Used in first and third phases.

UNDERWORLD FLAME
Type: Fire
Power modifier: ×0.5
Guard: No
Description: Generates pale, lightning-like flames among empty areas.
Note: Used in first and third phases.

REACTION COMMANDS
-----------------
VANQUISH
Display: Approach the Hydra's body or head while it's stunned.
Effect: Destroy the Hydra's head. Ends the battle when used in its third phase.

PHIL ONE-TWO → URNINATOR (mid-air enabled)
Display: Second phase; jump on the Hydra's back.
Effect: Have Phil throw the urn with Phil One-Two, then slam it into the opponent's back with Urninator, after which all heads will be temporarily incapacitated. This also greatly delays the restoration of the "main" head.

PEGASUS RUN → ATTACK
Display: Third phase; Hydra uses Combo Bite.
Effect: Use Pegasus Run to fly around the Hydra astride Pegasus, then use Attack to attack when you approach a head (1). Attack appears seven times.

ATTACK (1)
Type: Physical
Power modifier: ×3

FIRST PHASE
-----------
CHARACTERISTICS
* When reduced to 80% HP, an attack from Sora will stun it for a while. If Vanquish is not used at this time, it eventually recovers all HP.

The Hydra attacks in three phases, with different behavioural patterns and number of heads used in each phase. You can cut off its head(s) with the reaction command Vanquish while it's stunned.

In the first phase, the Hydra has a single head; it attacks with orbs and flames, and sometimes sweeps the arena with its tail. Dodge its attacks, and go on the offensive when possible; you can attack with a combo when it lowers its head, or with a Limit at any reasonable point. When the Hydra loses 20% of its HP, it is stunned and becomes vulnerable to Vanquish. なお, Vanquishが使えるときはlock-onできないので, 気絶しているかどうかをそれで判断することも可能だ.

[Caption 1: Sora runs along the edge of the battlefield] If you run along the wall, you'll be out of the tail's reach, and its other attacks will have difficulty hitting you.

SECOND PHASE
------------
CHARACTERISTICS
* Reaction command Urninator incapacitates it for a while.
* A head at 0 HP is stunned for a while, and eventually recovers all HP.
* A Vanquished head disappears and returns after 12 seconds pass.

In the second phase, its heads protrude from underground and attack with bites. Each head has its own separate HP gauge; stunned heads at 0 HP can be Vanquished.

The defeated head returns after a short time; in this case, hop on the Hydra's back and use the reaction commands Phil One-Two and Urninator to incapacitate it and greatly delay its revival. To summarise: jump on its back, use reaction commands, and quickly attack and Vanquish its heads.

[Caption 2: Sora jumps onto the Hydra's back; screenshot displays a trigger for Phil One-Two] Jump from its tail to its head and use reaction commands; use the following opportunity to attack its heads.

THIRD PHASE
-----------
CHARACTERISTICS
* When reduced to 0 HP, it is stunned. If Vanquish isn't used at this point, it eventually recovers 20% max HP.

In its third phase, it bites with its seven heads and also uses its first phase attacks; its attacks become more violent as it loses HP. なお, HPはすベての頭部で共有しており, その量はfirst formと同じだ(damageは回復している).

During the third phase, Megara appears on the other side of the wall and throws prizes when approached. しかも, いったん離れれば再度もらえるので, これを利用してHPやMPを回復しながら戦うといい. The basic strategy is similar to the first phase; focus on evading its attacks and use Limits. When it's stunned, use Vanquish to defeat it and end the battle.

[Caption 3: Megara throws prizes at the party] Prizeを投げ入れてもらったあとに扉付近まで行くと, Megaraが左右どちらかにふたたび現れる.
[Caption 4: Sora faces the Hydra; screenshot displays a trigger for Pegasus Run] Pegasus Run appears when it bites continuously; press Triangle now!

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

PETE?

Steamboat Willie (1928)
Captain of a river steamboat; this is a different Pete than the one we know. He doesn't seem to have any connection with the Heartless. Why, he doesn't even recognize Sora, Donald, and Goofy!
I wonder if he's just trying to trick us.

Steamboat Willie (1928)
Captain of a river steamboat. He's Pete, but from the past. A long time ago, King Mickey started out working for Pete on his boat.
Somehow, Pete's managed to get his boat stolen by himself—that is, by the Pete from the future!

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 38
   - Defense: 10

LOCATIONS & DETAILED STATS
--------------------------
TIMELESS RIVER
Level 19, 123 HP, 0 EXP, 20 Strength, 11 Defense (TR1)
* Pier (TR1; boss) 

TECHNIQUES
----------
ASSAULT
Type: Physical
Power modifier: ×0
Guard: Yes (negate)
Description: なぐりかかるが逆に拳を痛める

RUN AROUND
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Runs around while yelling and trips when done.

SHOCK WAVE
Type: Neutral
Power modifier: ×0.25
Guard: No
Description: 落下の衝撃で周囲を揺るがす

REACTION COMMANDS
-----------------
ABOUT-FACE
Display: Approach Pete? while he runs around.
Effect: Brandish your weapon and ward off Pete?'s attacks.

CHARACTERISTICS
---------------
* Soraが近づくか, Soraの攻撃を受けるまでは移動も攻撃もしない
* If attacked and knocked upward, he generates a Shock Wave when he crash-lands.

走りまわっての体当たりがかなり強力. しかし, 接近される前からTriangle buttonを連打しておけば, reaction command About-Faceで受け流せる. 直後にPete?が転ぶので, そこを攻撃しよう. ちなみに, battle開始後に何もせずに待っていると, Pete?はその場で怒っているだけ. そのまま仲間に攻撃をまかせて, HPが残りわずかになったときに魔法などで攻撃すれば, 安全に倒せる.

[Caption: Pete? runs around and trips over; screenshot displays a trigger for About-Face] Press Triangle to fend off Run Around and attack the downed Pete?. Beware the Shock Wave he generates when he's knocked upward and crash-lands!

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

PETE

Steamboat Willie (1928)
A tough and mean former steamboat captain. Donald and Goofy know Pete real well—he's so bad that King Mickey was forced to banish him to another dimension.
Maleficent found Pete there and helped him escape from exile. Since then, he's been traveling the worlds, assembling an army of Heartless for Maleficent. It's pretty certain that the two of them are planning to take over and rule all the worlds.

Steamboat Willie (1928)
King Mickey's nemesis. Pete is collecting an army of Heartless and helping Maleficent in her scheme to take over all the worlds. He's also lending Hades a hand with his collection of Heartless.

Steamboat Willie (1928)
King Mickey's old nemesis. He traveled back in time on Maleficent's orders.
As part of Maleficent's scheme to take over Disney Castle, Pete plans to destroy the Cornerstone of Light. Without the Cornerstone, Disney Castle will be defenseless.

Steamboat Willie (1928)
Pete's been a thorn in King Mickey's side ever since the days the King served on Pete's steamboat.
Now Pete's teamed up with Captain Barbossa and his men. He's planning something bad—that much is certain.

Steamboat Willie (1928)
Pete's using the Heartless to get control over all the worlds.
He's helping Scar's phantom, too. Seems like Pete's trying to cover all his bases.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-First and second-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 36
   - Defense: 7
-Third-
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 38
   - Defense: 10
-Fourth-
 - Revenge value:
   - Wharf (and occasionally thereafter? [check later]): 12.5
   - Scene of the Fire: 10
   - Mickey's House: 8.75
   - Lilliput: 7.5
   - Building Site: 6.25
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 38
   - Defense: 10
-Hades Paradox Cup-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense:
     - OG: 77
     - FM: 76

REWARDS
-------
ORIGINAL

Second:
* Trinity Limit (Sora)
* Maximum HP increase (Donald)
* Hyper Healing (Goofy)

Third:
* Slapshot (Sora)
* Fantasia (Donald)
* Auto Limit (Donald)
* Maximum HP increase (Goofy)

Fourth:
* Maximum HP increase (Sora, Donald)
* Reflect element (Sora)
* Goofy Tornado (Goofy)
* Monochrome
* Wisdom Form

FINAL MIX

Second:
* Trinity Limit (Sora)
* Maximum HP increase (Donald)
* Hyper Healing (Goofy)

Third:
* Dodge Slash (Sora)
* Fantasia (Donald)
* Auto Limit (Donald)
* Maximum HP increase (Goofy)

Fourth:
* Maximum HP increase (Sora, Donald)
* Reflect element (Sora)
* Goofy Tornado (Goofy)
* Monochrome
* Wisdom Form

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS COLISEUM
Level 16, 264 HP, 0 EXP, 17 Strength, 9 Defense (OC1; first and second)
* The Lock (OC1; boss; first and second; transported to Well of Captivity)

TIMELESS RIVER
Level 19, 123 HP (Pete), 343 HP (cage), 0 EXP, 20 Strength, 11 Defense (TR1; third)
Level 19, 784 HP, 0 EXP, 20 Strength, 11 Defense (TR1; third)
* Waterway (TR1; boss; third)
* Wharf (TR1; boss; fourth; transported to Scene of the Fire → Lilliput → Mickey's House → Building Site in order during each phase)

UNDERDROME
Level 99, 2896 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 2896 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Hades Paradox Cup: Round 20

TECHNIQUES
----------
VIOLENT ATTACK
Type:
 - Punch: Physical
 - Shock wave: Neutral
Power modifier:
 - Punch:
   - Hit 1: ×1
   - Hits 2+: ×0.5
 - Shock wave: ×1
Guard:
 - Punch: Yes (negate)
 - Shock wave: No
Description: Punch連打後に地団駄を踏み, 地面をなぐる

FIRECRACKER
Type: Fire
Power modifier: ×1.5
Guard: No
Description: Retreats and throws six exploding balls.

BOWLING
Type: Fire
Power modifier: ×1.5
Guard: Yes (repel)
-Deflected-
Type: Fire
Power modifier: ×1.5
Description: Bowls bombs that chase Sora.

BARRIER
Type: Neutral
Amount recovered: Approximately 10 HP
Guard: Yes (negate)
Description: Raises a barrier that blocks attacks and restores some HP.

GIANT ROCK
Type: Physical
Power modifier: ×2.5
Guard: No
Description: 巨大な岩をSoraの頭上に出現させて落とす

THROW STUFF
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Throws cardboard, metal drums, and tubs.

COMMAND (FLAME)
Type: Physical
Power modifier:
 - Hit 1: ×1.2
 - Hits 2+: ×0.3
Guard: No
Description: 地面で燃えている炎をSoraに突っこませる

COMMAND (BLACK BALL)
Type: Physical
Power modifier:
 - Hit 1: ×0.8
 - Hits 2+: ×0.2
Guard: No
Description: 室内のブラックボールに攻撃能力を持たせる

REACTION COMMANDS
-----------------
PINBALL
Display: Second battle; approach Pete as he forms a Barrier.
Effect: Pete is sent rolling, and Hercules punches and destroys the Barrier. The barrier's destruction throws Pete upwards and stuns him for a while.

AURA GUARD
Display: Second battle; approach Hercules while he's not attacking.
Effect: A barrier forms around Hercules and his immediate surroundings.

JUGGLE PARRY → OVERHAND
Display: Third battle; Pete throws a cardboard box, a tin can or a tub.
Effect: Use Juggle Parry to deflect the launched object, then use Overhand to throw it at Pete (1).

OVERHAND (1)
Type: Physical
Power modifier: ×5

GRAB ON → HANG ON
Display: Third battle; approach the hook attached to the steamboat's crane.
Effect: Use Grab On to catch the hook and move near the cage. Occasionally, Hang On is displayed; use it to avoid being thrown off.

AIR SLASH
Display: Fourth battle; jump high when the skyscraper's floor shakes.
Effect: Swing the Keyblade while spinning around (2).

AIR SLASH (2)
Type: Physical
Power modifier: ×8
Note: Finisher.

FIRST BATTLE
------------
CHARACTERISTICS
* If all eight Hook Bats are all defeated, he may summon three Soldiers.
* If continuously attacked, he counters with Barrier (if knocked upward) or Violent Attack (if on the ground).

Defend Megara for one minute to end the battle. You cannot decisively defeat Pete; just attack the Hook Bats and Soldiers attacking Megara to pass the time.

[Caption 1: Sora deflects one of Pete's bowling bombs] Pete bowls bombs when at far range. Either jump to avoid them, or block and deflect them back.

SECOND BATTLE
-------------
CHARACTERISTICS
* If all three Hook Bats and both Trick Ghosts are defeated, he may summon three more Hook Bats.
* Pinball stuns him if it successfully hits.
* Uses Giant Rock when reduced to 50% HP.

It's game over if you don't defeat Pete within two minutes. That said, his Trick Ghost minions can be a nuisance, so defeat them first.

In this fight, Hercules allies with you; with his aid, you can use the reaction command Pinball to break Pete's barrier. Go on the offensive and use Pinball when Pete raises his Barrier and you'll easily win within the time limit. If you're having trouble, jump over Pete's bowling bombs and attack after that. If a giant rock appears above Sora, approach Hercules and use the reaction command Aura Guard to defend yourself.

[Caption 2: Sora bats a shielded Pete with Pinball] Use Pinball to break Pete's barrier; with this, you also prevent him from healing himself.

THIRD BATTLE
------------
CHARACTERISTICS
* Repeatedly Throws Stuff while on board the steamboat.
* When reduced to 1 HP, he's knocked out and doesn't regain consciousness until the steamboat pulls up to the riverbank and proceeds to a certain location.

Your goal in this battle is to destroy the cage that holds the Cornerstone of Light before Pete escapes aboard the steamboat. Pete can't be defeated solely through damage; when reduced to 1 HP, he's knocked out and the steamboat pulls up to and remains on the riverbank for about one minute. During that time, you can grab onto the boat's hook with Grab On and attack the cage.

While holding onto the hook, you may see a Hang On reaction command; use it to prevent yourself from being thrown off when the hook swings about wildly. If thrown off, you'll have to defeat the enemies on the riverbank before you can grab onto it again.

[Caption 3: Sora deflects a tin can back at Pete with Overhand] Use reaction commands to deflect objects back at Pete; you can also hit him with Thunder-line magic.
[Caption 4: Sora attacks the cage with the Cornerstone inside] Grab the hook and attack the cage when the steamboat pulls up to the riverbank. Soraのはかの攻撃ではcageのHPが減らないので注意

FOURTH BATTLE
-------------
CHARACTERISTICS
* Changes location as he loses HP.
* Stunned for a while if struck by Pete?'s Run Around or Leap (→p. 100).
* Pete?のShock Waveか, Scene of the FireでSoraの攻撃によって動いた炎に当たると, しばらく行動不能になる

In this battle, Pete? goes after Pete. However, Pete?'s attacks can also hit Sora and vice versa.

Pete's behavioural pattern is similar to his second battle; you'd do well to jump over his bombs and attack him with combos. Whenever Pete loses 20% maximum HP, he changes location; each area has a special gimmick, and this guide explains them in order.

SCENE OF THE FIRE

地面にふたつある炎は, Peteが[Go and get 'em!]と言うとSoraに芸いかかるが, Soraの攻撃を当てて動かすとPeteに当たる. Furthermore, Pete? runs around if he makes contact with the flames.

LILLIPUT

The towers knock back anyone who approaches too closely; this deals no damage, but you should stay away.

MICKEY'S HOUSE

Peteが[Go and get 'em!]と言うと, black holeが攻撃能力を持ち, こちらを吸い寄せる. この攻撃を受けたPete?がLeapを使っているときは, 彼に対するreaction command About-FaceでPeteにぶつけることが可能だ.

BUILDING SITE

足場の角にあるropeが全部切れるまでは, Peteが跳ねまわる. 跳ねているときは, reaction command Air SlashでPeteを攻撃しよう.

[Caption 5: Pete? is knocked back by Sora's Fire spell] Fire-line magicなどを当てるとPete?は吹き飛ぶ. 写真のような位置関係で吹き飛ばせば, 落下時のshock waveにPeteを巻きこめる.

HADES PARADOX CUP
-----------------
Fought under a special ruleset (→p. 466). You cannot break the barrier, but repeatedly attacking with combos and knocking him upward will easily end the battle.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

BARBOSSA & ILLUMINATOR

Pirates of the Caribbean (2003)
Captain of the Black Pearl and leader of the undead pirates.
The medallions' curse keeps Captain Barbossa and his men in a kind of limbo between life and death. Their true form is revealed in moonlight, and it's a terrifying sight to see.
These days, Captain Barbossa has joined up with Pete in a search for…something.

A Heartless called forth in Port Royal by Pete.
It had glowing eyes and a lantern on its tail, which was used to absorb light and create darkness to help Barbossa, whose weakness was moonlight.

BASE STATS
----------
Classification:
 - Barbossa: Other
 - Illuminator: Heartless
TYPE AFFINITIES
-Barbossa-
 - Physical: ×1
 - Fire: ×0.75
 - Blizzard: ×0.75
 - Thunder: ×0.75
 - Dark: ×0.75
 - Neutral:
   - OG: ×0.75
   - FM: ×1
-Illuminator-
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-Barbossa-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 38
   - Defense: 11
-Illuminator-
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 38
   - Defense: 11

REWARDS
-------
* Drive gauge +1 (Sora)
* Aerial Finish (Sora)
* Maximum HP increase (Goofy, Jack Sparrow)
* Teamwork (Goofy)
* Auto Limit (Goofy)
* Follow the Wind

When Illuminator is defeated:
* Drive prize [1%] ×10

LOCATIONS & DETAILED STATS
--------------------------
PORT ROYAL
Level 20, 612 HP (Barbossa), 26 HP (Illuminator), 0 EXP, 21 Strength, 11 Defense (PR1)
* Isla de Muerta: Treasure Heap (PR1; boss)

TECHNIQUES
----------
CHARGE SLASH
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Slashes twice while charging forward quickly.

PURSUING SLASH
Type: Physical
Power modifier:
 - Handle and elbow: ×0
 - Slash:
   - Part 1: ×2
   - Part 2:
     - Hit 1: ×2.5
     - Hits 2+: ×0.5
Guard: No
Description: 柄とelbowでひるませてから2回斬る

COMBO ATTACK
Type: Physical
Power modifier:
 - Parts 1–7:
   - Hit 1: ×0.5
   - Hits 2+: ×0.25
 - Parts 8–9:
   - Hits 1–2: ×2
   - Hits 3+: ×0.5
Guard: Yes (negate)
Description: Slashes three times, stabs four times, then slashes twice more.

BOMB
Type: Fire
Power modifier: ×1
Guard: No
Description: Throws three bombs that explode after four seconds.

GUNSHOT
Type: Neutral
Power modifier: ×1.5
Guard: No
Description: Takes out gun and fires.

REACTION COMMANDS
-----------------
TWIN COUNTER → SONIC DIVE
Display: Pursuing Slashの柄とヒジを受けてひるんだ状態のJack Sparrowの近くにいるとき
Effect: Prevent the next attack from hitting Jack and counter it with Twin Counter (1), then follow it up with Sonic Dive (2).

TWIN COUNTER (1)
Type: Physical
Power modifier:
 - OG: ×3
 - FM: ×2

SONIC DIVE (2)
Type: Physical
Power modifier:
 - OG: ×10
 - FM: ×4

LAND → REVERSE BLADE
Display: Approach Barbossa as he momentarily rests after Combo Attack's three slashes and four stabs.
Effect: Jump onto Barbossa's sword with Land and knock him back with Reverse Blade (3) before he can shoot you.

REVERSE BLADE (3)
Type: Physical
Power modifier:
 - OG: ×5
 - FM: ×4
Note: Finisher.

CHARACTERISTICS
---------------
BARBOSSA
* Battle開始時に現れたIlluminatorが倒されるまでは, 姿を消したまま笑い声をあげるのみ
* Resummons the Illuminator a while after it's defeated.
* 攻撃を受けると, 残りHPが多い場合はCharge Slash, 少ない場合はCombo Attackで反撃する
* When he says "Once again, Jack!", he'll most likely target Jack with Pursuing Slash.
* If struck by a Fire, Blizzard or Thunder-type attack when he isn't attacking, he reacts accordingly and temporarily stops attacking (→p. 687).

ILLUMINATOR
* Clings to the wall and alternately moves about or stays still.

Jack is a fixed party member in this battle; it's game over if he's defeated. Donald should be the other party member for recovery purposes.

The Illuminator appears in this fight; it doesn't attack, but the room is darkened while it's still around. Barbossa cannot be harmed under cover of darkness; you must find and defeat the Illuminator quickly.

Map内が明るくなっても, むやみにBarbossaに近づくと返り討ちにされる. 敵が何もしていないときに, Thunder-line magicなどで動きを封じ, すぐさま近づこう. ただし, 月明かりに照らされていない位置では, やはり攻撃が効かないことを忘れずに. なお, 箱がある高台にいると敵の攻撃を受けにくい.

Approach Jack if Barbossa says "Once again, Jack!"; you can counter his attack with the reaction command Twin Counter.

[Caption 1: Sora stands on top of the treasure heap; a red circle displays the hidden Illuminator's location] Stand atop the treasure heap and use the camera to find the Illuminator; in this image, its lit eyes are circled in red.
[Caption 2: Sora's Blizzard spell freezes Barbossa] An effective way to attack Barbossa is to stop him with Blizzard-line magic and attack him with a combo immediately after.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

VOLCANIC LORD

A Heartless called forth by greedy Pete in Agrabah. It appeared with Blizzard Lord.
It was weak against ice, but it tormented Sora and his friends with its use of fire.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×1
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-Agrabah episode 1a-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 39
   - Defense: 12
-Agrabah episode 1b-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 47
   - Defense: 26
-Hades Paradox Cup-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense:
     - OG: 77
     - FM: 76

REWARDS
-------
ORIGINAL
* Explosion (Sora)
* Maximum HP increase (Donald, Aladdin)
* Armor slot +1 (Goofy)
* Lamp Charm

FINAL MIX
* Finishing Leap (Sora)
* Maximum HP increase (Donald, Aladdin)
* Armor slot +1 (Goofy)
* Lamp Charm

(Shared with Blizzard Lord.)

LOCATIONS & DETAILED STATS
--------------------------
AGRABAH
Level 22, 351 HP, 0 EXP, 22 Strength, 12 Defense (AG1; pre-1000 Heartless) [OG]
Level 22, 432 HP, 0 EXP, 22 Strength, 12 Defense (AG1; pre-1000 Heartless) [FM]
Level 38, 527 HP, 0 EXP, 36 Strength, 20 Defense (AG1; post-1000 Heartless) [OG]
Level 38, 648 HP, 0 EXP, 36 Strength, 20 Defense (AG1; post-1000 Heartless) [FM]
* The Palace (AG1; boss; paired with Blizzard Lord)

UNDERDROME
Level 99, 2172 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 2172 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Hades Paradox Cup: Round 5

TECHNIQUES
----------
STAFF ATTACK
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Description: Sweeps with staff.

FIRE PRESS
Type: Fire
Power modifier:
 - Body:
   - Hit 1: ×1.5
   - Hits 2+: ×0.25
 - Flames:
   - Hit 1: ×0.75
   - Hits 2+: ×0.25
Guard:
 - Body: Yes (negate)
 - Flames: No
Description: Bounces around, leaving flames in its wake; these flames can harm opponents.

FIREBALL
Type: Fire
Power modifier: ×0.25
Guard: Yes (negate)
Description: Gathers six fireballs in front of itself and fires them at Sora.

IGNITE
Type: Fire
Power modifier: ×0
Guard: No
Description: Ignites party members.

REACTION COMMANDS
-----------------
FIRAGUN
Display: Volcanic Lord uses Fire Press.
Effect: Grab the Volcanic Lord and swing it about, press Triangle six more times to swing it further, then throw it forward (1). This action also damages enemies hit by the Volcano Lord (2).

FIRAGUN (1)
Type: Physical
Power modifier: ×2

FIRAGUN (2)
Type: Physical
Power modifier:
 - During swing: ×0.2
 - Throw: ×2

[Caption 1: Sora hurls the Volcanic Lord at the Blizzard Lord with Firagun] The Volcanic Lord will be thrown at the Blizzard Lord if the latter is in the former's path.

AGRABAH
-------
CHARACTERISTICS
* Fights alongside the Blizzard Lord, with one supporting the other. Normally switches positions with its backup when it loses 20% max HP (40%+ in certain situations) or after 45 seconds pass (whichever comes first).
* Uses Fire Breath at the start of the battle and when switching from support to offense.
* HPが一定値以下に減って交代するときに, finish技や魔法などを受けたら, Fiery Globeを10体出現させて姿を消し, Fiery Globeがすべて倒された直後に再出現する
* When providing support, it uses Ignite on the party while moving anti-clockwise along the wall.
* Blizzard-line magic causes it to flinch.
* Uses Fire Breath at will once the Blizzard Lord is defeated.
* When defeated, it leaves behind flames (as those created by Fire Press) in each corner of the room.

Charges into the battle with Fire Press. Handle it with Firagun, then attack with combos and the like between its attacks. Numerous Fiery Globes may abruptly appear in the meantime, but they're easily dispatched. Use Blizzard-line magic when it lines up fireballs to destroy them.

The Volcanic Lord focuses on your allies when it provides support; at such times, leave it and attack the Blizzard Lord. Note that if an ally is set on fire, you cannot use their respective Limits or formchanges; use Blizzard-line magic on that ally to extinguish the flames.

[Caption 2: The Volcanic Lord attacks a retreating Sora with Staff Attack] The best time to attack with a combo is when it approaches and tries to hit you with its staff. Avoid it by retreating and attack immediately afterward.
[Caption 3: Sora blocks incoming fireballs] The fireballs chase Sora and can't be avoided; either block them or destroy them with Blizzard-line magic.

HADES PARADOX CUP
-----------------
CHARACTERISTICS
* Fights alone.

Flanked by two Soldiers. You should win easily as long as you use its reaction command and attack with combos.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

BLIZZARD LORD

A Heartless called forth by greedy Pete in Agrabah. It appeared with Volcanic Lord.
It was weak against fire, but it tormented Sora and his friends with its use of ice.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-Agrabah episode 1a-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 39
   - Defense: 12
-Agrabah episode 1b-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 47
   - Defense: 26
-Hades Paradox Cup-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense:
     - OG: 77
     - FM: 76

REWARDS
-------
ORIGINAL
* Explosion (Sora)
* Maximum HP increase (Donald, Aladdin)
* Armor slot +1 (Goofy)
* Lamp Charm

FINAL MIX
* Finishing Leap (Sora)
* Maximum HP increase (Donald, Aladdin)
* Armor slot +1 (Goofy)
* Lamp Charm

(Shared with Volcanic Lord.)

LOCATIONS & DETAILED STATS
--------------------------
AGRABAH
Level 22, 351 HP, 0 EXP, 22 Strength, 12 Defense (AG1; pre-1000 Heartless) [OG]
Level 22, 432 HP, 0 EXP, 22 Strength, 12 Defense (AG1; pre-1000 Heartless) [FM]
Level 38, 527 HP, 0 EXP, 36 Strength, 20 Defense (AG1; post-1000 Heartless) [OG]
Level 38, 648 HP, 0 EXP, 36 Strength, 20 Defense (AG1; post-1000 Heartless) [FM]
* The Palace (AG1; boss; paired with Volcanic Lord)

UNDERDROME
Level 99, 2172 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 2172 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Hades Paradox Cup: Round 15

TECHNIQUES
----------
STAFF ATTACK
Type: Blizzard
Power modifier: ×1
Guard: Yes (negate)
Description: Sweeps with staff.

ICE BREATH
Type: Blizzard
Power modifier:
 - Hit 1: ×0.75
 - Hits 2+: ×0.25
Guard: No
Description: Breathes lumps of ice that remain on the ground; these remnants can harm opponents.

ICE MISSILE
Type: Blizzard
Power modifier: ×0.25
Guard: Yes (negate)
Description: Soraの周囲に発生させた6つの氷をぶつける

FREEZE
Type: Blizzard
Power modifier: ×0
Guard: No
Description: Freezes the party.

REACTION COMMANDS
-----------------
BLIZZAGUN
Display: Blizzard Lord blows breath with Ice Breath.
Effect: Blizzard Lordの口をふさいでbreathを止め, もう一度Triangle buttonを押すか約2秒が経過した時点で前方へ吹き飛ばす(1). 動作中は, Blizzard Lordにぶつかった敵にもdamageを与える(2).

BLIZZAGUN (1)
Type: Physical
Power modifier: ×2

BLIZZAGUN (2)
Type: Physical
Power modifier:
 - While stopping its breath: ×0.2
 - Knockback: ×2

[Caption 1: Sora attacks the Blizzard Lord with Blizzagun] You can change the camera angle while blocking its mouth, but its breath's trajectory remains the same.

AGRABAH
-------
CHARACTERISTICS
* Fights alongside the Volcanic Lord, with one supporting the other. Normally switches positions with its backup when it loses 20% max HP (40%+ in certain situations) or after 45 seconds pass (whichever comes first).
* Uses Ice Breath when switching from support to offense.
* HPが一定値以下に減って交代するときに, finish技や魔法などを受けたら, Icy Cubeを10体出現させて姿を消し, Icy Cubeがすべて倒された直後に再出現する
* When providing support, it uses Freeze on the party while moving anti-clockwise along the wall.
* Fire-line magic causes it to flinch.
* Uses Ice Breath at will once the Blizzard Lord is defeated.
* When defeated, it leaves behind ice blocks (as those created by Ice Breath) in each corner of the room.

At the battle's start, it provides support and freezes your allies; while frozen, they can't move and are vulnerable to enemy attacks.

When the Blizzard Lord takes the offensive, dodge its attacks and attack with combos. Stay away from Limits if both bosses are still around as they will essentially split potential damage between each other.

The ice left around Sora by Ice Breath can be difficult to dodge and manoeuvre around. You can use Reflect-line magic to negate [much of] the attack, and use Fire-line magic to get rid of remaining ice.

[Caption 2: Sora swings at the Blizzard Lord] It's difficult to hit a supporter as they can't be locked onto; focus on the other one instead.
[Caption 3: Sora casts Fire on his frozen allies] You can thaw out your allies with Fire-line magic. Note that a frozen or ignited ally can be locked onto.

HADES PARADOX CUP
-----------------
CHARACTERISTICS
* Fights alone.

Fought under a special ruleset (→p. 466). Sora fights alone, but so does the enemy, and it acts as it did in Agrabah.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

PRISON KEEPER

A Heartless called forth in Halloween Town by Maleficent to get revenge on Sora.
It held Lock, Shock, and Barrel captive while dealing various elemental attacks.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-Halloween Town episode 1a-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 40
   - Defense: 14
-Halloween Town episode 1b-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 48
   - Defense: 27

REWARDS
-------
ORIGINAL
* Maximum HP increase (Sora, Goofy, Jack Skellington)
* Hyper Healing (Donald)

FINAL MIX
* Flash Step (Sora)
* Hyper Healing (Donald)
* Maximum HP increase (Goofy, Jack Skellington)

LOCATIONS & DETAILED STATS
--------------------------
HALLOWEEN TOWN
Level 24, 1140 HP, 0 EXP, 24 Strength, 13 Defense (HT1; pre-1000 Heartless)
Level 39, 1640 HP, 0 EXP, 37 Strength, 21 Defense (HT1; post-1000 Heartless)
* Curly Hill (HT1; boss)

TECHNIQUES
----------
SWALLOW
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: After swinging its metal cage, it swallows either Lock, Shock or Barrel (or all three at once).

SWING
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Swings purple-glowing cage around.

CLAW ATTACK
Type: Dark
Power modifier: ×0.25
Guard: Yes (negate)
Description: 両手のツメでなぎ払いながら上昇する

BITE
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Opens its mouth with both hands and bites.

COMBO BITE
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hit 2: ×0.25
 - Hits 3+: ×0.75
Guard: Yes (repel)
Description: Pulls its ear and bites three times in succession.

FIREBALL
Type: Fire
Power modifier: ×1.5
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×3
Description: Forms a fireball and throws it.

CARPET BOMBING
Type: Dark
Power modifier: ×0.75
Guard: Yes (negate)
Description: Spins sideways and rains down orbs from its fingertips.

REACTION COMMANDS
-----------------
INSIDE COMBO
Display: Lock, Shock or Barrel are partially consumed with Swallow.
Effect: Jump into and struggle with the enemy, prevent it from swallowing the imps, and stun it. When it recovers from being stunned, it uses Swallow again; in this case, Inside Combo won't appear.

CHARACTERISTICS
---------------
* Uses Swallow when the battle starts and when it reaches certain HP thresholds. The attacks it uses, the way it moves, and the colour of its face and arms change depending on the imp it swallows.
* When reduced to 40% HP, it swallows all three imps and uses most of its attacks.

It swallows any of the three imps (depositing them in its metal cage) and adjusts its behavioural pattern accordingly (as should you). You can prevent it from doing so and stun it temporarily with a reaction command.

WHEN LOCK IS SWALLOWED

Its arms and head turn brown and it throws fireballs from afar. Get close, deflect the Fireball, and attack with a combo if possible.

WHEN SHOCK IS SWALLOWED

Its arms and head turn ochre; it swings its claws, rises, and rains down numerous orbs from above. Either attack with Limits, begin a combo with Thunder-line magic when directly underneath it or in the hill's shadow, or jump from the hilltop and attack with an air combo. When struck by a finisher, it falls and you can deal further damage.

WHEN BARREL IS SWALLOWED

Its arms and head turn green and it mostly chases and bites at Sora; deflect the bite and attack immediately afterward. 耳を引っ張ったあとにくり出す3連続かみつきを避けたあとも, 攻撃のchanceだ.

WHEN ALL THREE ARE SWALLOWED

It may use any attack activated by Swallow; adjust your response accordingly.

[Caption 1: Sora deflects a fireball] If you deflect the fireball up close, attack with a combo immediately after, or the metal cage will sweep you away.
[Caption 2: Sora casts Thunder on the Prison Keeper] When it rains down orbs, it's a good idea to hide in the hill's shadow and cast a Thunder-line magic combo.
[Caption 3: Prison Keeper prepares a biting attack] The enemy precedes a biting attack by taking the pose in the photo; either repel the attack, or avoid it from a distance and launch your own afterward.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

OOGIE BOOGIE

The Nightmare Before Christmas (1993)
An evil bag of bugs who loves gambling with dice and dreams of causing trouble for Jack in Halloween Town. Sora and his friends defeated Oogie once before, but Maleficent brought him back as part of her evil plan.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.25
 - Blizzard: ×0.25
 - Thunder: ×0.25
 - Dark: ×0.25
 - Neutral: ×0.25
OTHER PROPERTIES
-Halloween Town episode 1a-
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 40
   - Defense: 14
-Halloween Town episode 1b-
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 48
   - Defense: 27

REWARDS
-------
* Item slot +1 (Sora)
* Magnet element (Sora)
* Maximum HP increase (Donald, Jack Skellington)
* Once More (Goofy)

LOCATIONS & DETAILED STATS
--------------------------
HALLOWEEN TOWN
Level 24, 371 HP, 0 EXP, 24 Strength, 13 Defense (HT1; pre-1000 Heartless)
Level 39, 533 HP, 0 EXP, 37 Strength, 21 Defense (HT1; post-1000 Heartless)
* Toy Factory: Shipping and Receiving (HT1; boss)

TECHNIQUES
----------
BOMB DICE
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate)
Description: Throws dice that explode after falling.

PUNCH GIMMICK
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Description: Drops down a giant fist four times.

THUNDER GIMMICK
Type: Thunder
Power modifier: ×0.5
Guard:
 - OG: Yes (negate)
 - FM: No
Description: Lightning rains down from under forward-moving lifts.

REACTION COMMANDS
-----------------
FORE!
Display: Approach the front of an incoming box.
Effect: Swing the Keyblade (1) and hurl the box onto the lift.

FORE! (1)
Type: Physical
Power modifier: ×1

MOVE RIGHT, MOVE LEFT, MOVE CENTER
Display: Approach a hole while its outer border glows blue.
Effect: Travel through the hole and move to the conveyor belt corresponding to the command name.

[Caption 1: Sora approaches a blue-glowing hole; screenshot displays a trigger for Move Center] You can tell which hole you'll move to without looking at the reaction command name, as it's coloured blue.

CHARACTERISTICS
---------------
* He's knocked out when he falls from the lift; he recovers and boards a new lift when he loses a certain amount of HP or when one minute passes (whichever comes first). He recovers after reaching the following thresholds: 85 HP% left (first); 42% HP (second); only with time (third onward).
* Invincible when recovering from unconsciousness or aboard a lift.

Oogie Boogie is invincible while aboard a lift and utilises various gimmicks and attacks. 奥から流れてくる箱を, reaction command Fore!で飛ばしてliftに合計12個載せると, Oogie Boogieが下に落ちるので, そこを攻撃しよう. Oogie Boogieが下に落ちるので, そこを攻撃しよう. Oogie Boogieが逃げていって新たなliftに乗り直したら, 同じことをくり返せばいい.

なお, Oogie Boogieはliftに乗り直すたびに, 右上の表のように行動の種類が増えていく. また, 1回乗り直したあとは, liftをほかのconveyor beltの上ヘ移動させることがあるのだ. Soraがいるところとは別のconveyor beltの上にliftがあるあいだは, 箱が流れてこなくなってしまう. 奥の穴に近づくと表示されるreaction commandを利用して, liftがあるconveyor beltへ向かうこと.

[Caption 2: Sora flings a box onto Oogie Boogie's lift with Fore!] 穴から流れてくる箱を, Fore!でliftに載せていく. 12個載せれば, 底が抜けてOogie Boogieが落ちる.
[Caption 3: Oogie Boogie falls from the lift] Liftから落ちたOogie Boogieは気絶し, 目覚めて逃げるまではdamageを与えることができる. Comboなどで攻撃しよう.
[Caption 4: The moving conveyor belt flings Sora into the spikes] Conveyor beltの流れる先からトゲが突き出す. 走ったりjumpしたりして流れに逆らいながら戦うこと.

LIFT RIDES AND OOGIE BOOGIE'S BEHAVIOUR
---------------------------------------
LIFT RIDE NO.   BEHAVIOUR (NUMBER CORRESPONDS TO THE KEY BELOW)
0               1, 2, 3
1               1, 2, 3, 4
2+              1, 2, 3, 4, 5

LINKS BETWEEN OOGIE BOOGIE'S SPEECH AND BEHAVIOUR
-------------------------------------------------
1: "Nice view from up here!"
[Caption 5: Sora flings a box onto Oogie Boogie's lift with Fore!] 奥の穴から箱を3個流してくる. Reaction command Fore!でliftに載せよう.

2: "That's right, away you go!"
[Caption 6: Oogie Boogie throws bomb dice onto a conveyor belt] Bomb Diceを使ってくる. Jumpでかわせるほか, Foreの動作中なら当たらずにすむ.

3: "I'll squash you flat!"
[Caption 7: Sora dodges Oogie Boogie's Punch Gimmick] Punch Gimmickを使ってくる. 巨大な拳が落ちてくる合間に, jumpしながらその下をくぐると避けやすい.

4: "I hope you like the Oogie gift I picked out for you!" or "C'mon, baby!"
[Caption 8: A conveyor belt disgorges bright purple boxes] Wight KnightかEmerald Bluesがなかに入った袋を流してくる. どちらの敵も, トゲに当てれば一撃で倒せる.

5: "Now, you just try dodging this!"
[Caption 9: Oogie Boogie rains down lightning on a conveyor belt with Thunder Gimmick] Thunder Gimmickを使ってくる. 雷は左寄りか右寄りを直進するだけなので, その中間にいればラクに回避可能.

TOY FACTORY: SHIPPING AND RECEIVING'S PROPERTIES WHEN FIGHTING OOGIE BOOGIE
---------------------------------------------------------------------------
HOLE

この穴の外ワクが青く光っているときに近づいてreaction commandを使うと, 穴を通ってほかのconveyor beltヘ移動できる. Command名と移動先の対応は, 以下のとおり
A: Left beltの移動先
B: Centre beltの移動先
C: Right beltの移動先

LIFT

これに乗っているときのOogie Boogieは, damageを受けず, セリフに応じた行動を行なう. また, 乗り直すたびに新たな行動を追加していく(check the left page)

SPIKES

Conveyor beltの流れる先にある搬出口から突き出す. Soraたちは触れるとdamageを受け(1), 敵は触れると一撃で倒れる(Oogie Boogieは1のdamage)

SPIKES (2)
Type: Physical
Power modifier: ×1
Guard: No

CONVEYOR BELT

Soraたちは, この上しか移動できない. Conveyor beltはつねに流れており, 状況に応じて速度が変わる

FINAL MIX CHANGES
-----------------
* Reaction command Fore!を使ったあとSoraがすぐに動けるようになった

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SHENZI, BANZAI & ED

The Lion King (1994)
Shenzi: A cowardly hyena who hates lions. Shenzi takes the lead when she and her friends are up to mischief. She's always quick to follow the strongest leader.
Banzai: A cowardly hyena who hates lions. Banzai likes to complain but doesn't like to work. He's always looking to find an easy meal.
Ed: A witless hyena who's not very smart, but loves to laugh. He takes a lot of ribbing from his pals Shenzi and Banzai, but he doesn't seem to care.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-Pride Lands episode 1a-
 - Revenge value: 7.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 41
   - Defense: 16
-Pride Lands episode 1b-
 - Revenge value: 7.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 49
   - Defense: 29
-Pride Lands episode 2-
 - Revenge value: 7.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 50
   - Defense: 30

REWARDS
-------
FIRST
* Maximum HP increase (Sora, Donald)
* Lucky Lucky (Goofy)

SECOND
* Accessory slot (Sora)
* Maximum HP increase (Donald, Simba)
* MP Rage (Goofy)

LOCATIONS & DETAILED STATS
--------------------------
PRIDE LANDS
Level 26, 305 HP, 0 EXP, 26 Strength, 14 Defense (PL1; pre-1000 Heartless)
Level 41, 430 HP, 0 EXP, 39 Strength, 22 Defense (PL1; post-1000 Heartless)
Level 43, 445 HP, 0 EXP, 40 Strength, 23 Defense (PL2)
* The King's Den (PL1; boss; Simba is unavailable)
* Elephant Graveyard (PL2; boss)

TECHNIQUES
----------
SCRATCH
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Stands firm and swings claws downward.

ASSAULT
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Description: Charges enemies at high speed and sends them flying.

REACTION COMMANDS
-----------------
CALL OVER
Display: First battle; enemy tries to use Assault on Pumbaa.
Effect: Pumbaa runs toward you to avoid Assault; enemies that miss with their Assaults can crash into each other (1).

ASSAULT (1)
Type: Physical
Power modifier: ×0.25
Revenge value: 1.25

FIRST BATTLE
------------
CHARACTERISTICS
* Focuses on Pumbaa and circles him; active hyenas will charge him with Assault.
* Counters with Scratch when attacked.
* If a hyena rights itself in midair after being knocked upward, it counters with Assault when it lands.
* 身がまえているときに攻撃を仕掛けられると, 跳びのいて回避したのちScratchを使う

You fight the hyenas while protecting Timon and Pumbaa. However, it's better to distance yourself from your charges while actually fighting, else they may get caught in attacks aimed at Sora.

The reaction command Call Over appears right before they charge at Pumbaa; you can use it to defend him from harm. If you don't think you can use the command quickly enough, you can run around pressing Triangle repeatedly and only attack right after Call Over is used. Note that if at least two hyenas collide, they'll attack Sora after recovering.

[Caption 1a: Hyenas charge at Pumbaa; screenshot displays a trigger for Call Over] Repeatedly press Triangle while moving around. Keep an eye on the hyenas if they begin circling Pumbaa.
[Caption 1b: Two hyenas crash into each other] Use the camera to keep an eye on enemy movement when you use Call Over; approach and attack them when you're sure their attacks missed.
[Caption 2: Sora casts Fire on the hyenas] Hyenasが複数で向かってきたときは, やや早くFire-line magicを使うと, 簡単に返り討ちにすることが可能.

SECOND BATTLE
-------------
CHARACTERISTICS
* All three flee from the party without attacking.

The hyenas run around the battlefield, trying to escape. Chase them down with Dash and attack them with combos and Limits; you can target them more easily by casting Thunder-line or Magnet-line magic on them first. To change direction during a dash without slowing down, hold the Square button, jump, and change direction mid-jump.

[Caption 3: Sora attacks a hyena] Comboを当てるときは, auto lock-onが反応する距離まで近づき, 小さくjumpしてAttackを使うといい.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SCAR

The Lion King (1994)
Simba's evil uncle and brother of Mufasa.
After Mufasa's death and Simba's disappearance, Scar became king of the Pride Lands and used the hyenas to do his dirty work. Scar hasn't taken care of the Pride Lands, and almost all the animals have been forced to leave.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-Pride Lands episode 1a-
 - Revenge value: 6.25
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 41
   - Defense: 16
-Pride Lands episode 1b-
 - Revenge value: 6.25
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 49
   - Defense: 29

REWARDS
-------
* Maximum MP increase (Sora)
* Fire element (Sora)
* Fire Boost (Donald)
* Maximum HP increase (Goofy, Simba)

LOCATIONS & DETAILED STATS
--------------------------
PRIDE LANDS
Level 26, 915 HP, 0 EXP, 26 Strength, 14 Defense (PL1; pre-1000 Heartless)
Level 41, 1290 HP, 0 EXP, 39 Strength, 22 Defense (PL1; post-1000 Heartless)
* Peak

TECHNIQUES
----------
COMBO ATTACK
Type: Physical
Power modifier:
 - Parts 1–3: ×0.25
 - Part 4: ×0.5
Guard: Yes (negate)
Description: Stands his ground, spins, and attacks with claws.

GRAPPLE
Type: Physical
Power modifier:
 - Grapple: ×0.5
 - Scratch: ×0.25
Guard: Yes (negate)
Description: Grapples Sora and repeatedly claws at him (*3).
*3: 組みつくときにdamageを与えないことがめる

SWEEP
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Scratches while spinning sideways.

MODE CHANGE (FIRE)
Type: Fire
Power modifier: ×2
Guard: No
Description: 爆炎を発して炎を身にまとう

MODE CHANGE (THUNDER)
Type: Thunder
Power modifier: ×2
Guard: No
Description: 落雷を受けて雷を身にまとう

FLAME ATTACK
Type: Fire
Power modifier: ×0.25
Guard: No
Description: Unleashes flames around himself.

LIGHTNING ATTACK
Type: Thunder
Power modifier: ×0.25
Guard: No
Description: 周囲に雷を数回連続で落とす

WILD RAGE
Type: Neutral
Power modifier:
 - Body: ×1
 - Aura: ×0.5
Guard: No
Description: Charges at high speed while surrounded by an aura of rage.

REACTION COMMANDS
-----------------
COUNTER
Display: While being Grappled, just before being scratched.
Effect: Punch Scar to stagger him and escape.

CHARACTERISTICS
---------------
* Uses Combo Attack and Grapple when not surrounded by an aura.
* When surrounded by flames, he will either use Flame Attack while jumping, or use Sweep and Combo Attack simultaneously.
* When surrounded by lightning, he will either use Lightning Attack while prowling around, or say "Bow to me!" and use Combo Attack and Lightning Attack simultaneously.
* He continuously uses Wild Rage as long as he is surrounded by an aura.

He changes his behaviour depending on what he's surrounded by. You'll be beaten back easily if you act recklessly, so it's best to deal with each mode as follows.

WHEN NOT SURROUNDED BY ANYTHING

離れて横に走りつつ, 敵が向かってきたらjumpして降下中にcomboを仕掛ける. If he Grapples you, resist him with a reaction command.

WHEN SURROUNDED BY FLAMES

地面に広がる炎がギリギリ届かない間合いで待ち, 頭上を跳び越されたら, 一瞬待ったあと真上にjumpしてX buttonを連打してみよう. 敵が跳びながらもどってきた場合は, comboで迎撃できる.

WHEN SURROUNDED BY LIGHTNING

Stay away and let your allies attack. ただし, Scarがゆっくりと歩きながら雷を落としたときは, すぐさま近づけばcomboで攻撃するスキがある.

WHEN SURROUNDED BY AN AURA

Turn your back to the cliff's edge and wait for Scar to face you; when he attacks, use Reflect-line magic to block it, or else Dash away from him.

[Caption 1: Sora and Simba attack Scar with their King's Pride Limit] Equip Circle of Life and use Simba's King's Pride Limit when your MP is restored.
[Caption 2: Sora runs from Scar's Lightning Attack] If you attack Scar with combos in-between his attacks, retreat as soon as you land a finisher so his counterattack misses you.
[Caption 3: Sora keeps his distance from Scar] Scarは瞬時に近づいて攻撃をくり出してくるので, 様子をうかがうときは, これくらい離れておいたほうがいい.
[Caption 4: Sora runs from Scar's Wild Rage; a red arrow shows how to avoid it] If you choose to flee from Wild Rage, dash and jump around in a large anti-clockwise circle.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

HOSTILE PROGRAM

An executable called from the DTD dataspace to destroy the town.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 42
   - Defense: 17

REWARDS
-------
ORIGINAL
* Drive gauge +1 (Sora)
* Horizontal Slash (Sora)
* Maximum HP increase (Donald, Tron)
* Jackpot (Goofy)

FINAL MIX
* Drive gauge +1 (Sora)
* Vicinity Break (Sora)
* Maximum HP increase (Donald, Tron)
* Jackpot (Goofy)

LOCATIONS & DETAILED STATS
--------------------------
SPACE PARANOIDS
Level 28, 640 HP, 0 EXP, 27 Strength, 15 Defense (SP1; pre-1000 Heartless) [OG]
Level 28, 960 HP, 0 EXP, 27 Strength, 15 Defense (SP1; pre-1000 Heartless) [FM]
* I/O Tower: Hallway (SP1; boss)

TECHNIQUES
----------
SHOCK
Type: Physical
Power modifier: ×1.5
Guard: No
Description: 光のshock waveで相手を吹き飛ばしながら後退

CLUSTER
Type: Thunder
Power modifier: ×1
Guard: Yes (negate)
Description: Fires projectiles from both hands that chase Sora.

VULCANISATION
Type: Thunder
Power modifier:
 - Hit 1: ×1.5
 - Hits 2: ×0
Guard: Yes (negate)
Description: バルカン砲を乱射し, 当たったら集中攻撃

BOOST
Type: Physical
Power modifier:
 - Hit 1: ×2
 - Hits 2: ×0.25
Guard: Yes (negate)
Description: Flies alongside the wall at high speed.

LASER
Type: Physical
Power modifier:
 - Hit 1: ×0.75
 - Hits 2: ×0.25
Guard: No
Description: Fires lasers that follow a fixed trajectory.

DATA REPAIR
Type: —
Amount recovered: 59 HP
Guard: —
Description: Lasers rain from the ceiling and recover HP.

REACTION COMMANDS
-----------------
FREEZE
Display: Energy gauge is full.
Effect: The Hostile Program freezes in place until the energy gauge empties (about 10 seconds); its attacks immediately cease (projectiles and lasers vanish) when it freezes.

CHARACTERISTICS
---------------
* Counters with Shock when attacked continuously.
* Progressively loses bits of armor when damaged; when its armor is completely destroyed, it can only use Laser.

The Hostile Program's basic behavioural pattern has it fire projectiles while flying alongside the wall. 部屋の中央を突っ切って一気に近づくか, 壁沿いをまわりこむ感じで間合いを詰め, comboを仕掛けよう. Recover HP as often as possible; it usually counters immediately after an attack.

Pick up the special prizes it drops to fill the energy gauge and trigger the Freeze reaction command; use it to freeze the Hostile Program in place and attack it for great damage.

Once it fires lasers overhead from both hands, it ceases using any other attack and will ONLY use Laser. The lasers are fired in the following sequence of patterns: overhead → sweep → wave-like → indiscriminately in all directions (from the centre of the room). The final pattern is unavoidable; freeze or defeat it beforehand.

[Caption 1: Sora runs towards the Hostile Program → Sora attacks the Hostile Program] 正面から近づくか, 大きくまわりこんでcomboを仕掛ける. まわりこんだほうが安全だが, なかなか近づけないこともあるのが難点.
[Caption 2: Wisdom Form Sora shoots projectiles at the Hostile Program] You can pick up plenty of special prizes quickly by attacking it with Wisdom Form's Shoot.
[Caption 3: The Hostile Program fires lasers] The second and third laser patterns are most easily avoided by approaching the enemy from the front. You can also jump over the second pattern's lasers from the right.
[Caption 4: Sora and Goofy attack the Hostile Program with their Teamwork Limit] Use Goofy's Teamwork Limit in the room's centre to easily defeat the boss; the best times to use it are at the battle's start and after it fires lasers.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DEMYX

Organization XIII's Number IX.
Organization members all wear black coats, and it's said their numbers were assigned in the order they joined. In addition, their names share something as a mark of their brotherhood.

Organization XIII's Number IX.
He was surveying the world of Olympus, and even swiped the Olympus Stone. He's a lousy fighter.
Demyx called Sora "Roxas."

Organization XIII's Number IX. He used a type of instrument called a "sitar" to control water…but he wasn't very good at fighting.
Demyx was under orders to "liberate Sora's true disposition" while surveying the world of Olympus.

BASE STATS
----------
Classification:
 - Demyx: Nobody
 - Water clones: Other [?]
TYPE AFFINITIES
-Demyx-
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
-Water clones-
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×0
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1
OTHER PROPERTIES
-Demyx-
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic:
     - First: 36
     - Second: 43
   - Defense:
     - First: 7
     - Second: 19
-Water clones-
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic:
     - First: 36
     - Second: 43
   - Defense:
     - First: 7
     - Second: 19

REWARDS
-------
ORIGINAL

First:
* Maximum HP increase (Sora, Goofy)
* MP Rage (Donald)
* Olympus Stone
* Secret Ansem Report 5

Second:
* Armor slot +1 (Sora)
* Blizzard element (Sora)
* Blizzard Boost (Donald)
* Maximum HP increase (Goofy)

When a water clone is defeated:
* HP prize [1] ×1

FINAL MIX

First:
* Maximum HP increase (Sora, Goofy)
* MP Rage (Donald)
* Olympus Stone
* Secret Ansem Report 5

Second:
* Armor slot +1 (Sora)
* Blizzard element (Sora)
* Blizzard Boost (Donald)
* Maximum HP increase (Goofy)

When a water clone is defeated:
* MP prize [1] ×1

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS COLISEUM
Level 16, — HP (Demyx), 3 HP (water clones), 0 EXP, 17 Strength, 9 Defense (OC1)
* Underworld Caverns: Atrium (OC1; boss; Demyx is invincible)

HOLLOW BASTION
Level 30, 1005 HP (Demyx), 5 HP (water clones), 0 EXP, 29 Strength, 16 Defense (HB2b)
* Castle Gate (HB2b; boss)

TECHNIQUES
----------
DEMYX

WATER DANCE
Type: —
Power modifier: —
Guard: —
Description: Continuously creates water clones; enough must be defeated within a time limit to prevent a game over.

WATER PILLAR ATTACK
Type: Blizzard
Power modifier: ×0.25
Guard: No
Description: Attacks with many water pillars (*1).
*1: Three different variants, as follows.
 - 自分の足元からつぎつぎと水柱を立てながら直進 → raises water pillars around himself
 - Sends several water pillars towards Sora in succession.
 - 自分の足元から水柱を1本立てる

WATER WALL
Type: (*2)
Power modifier:
 - Weapon: ×1.5
 - Water pillar: ×0.25
Guard: (*3)
Description: 水柱で壁を作りながら近づいて武器でなぐる

WATER PILLAR DANCE
Type: (*2)
Power modifier:
 - Weapon: ×0.5
 - Water pillar: ×0.25
Guard: (*3)
Description: 武器を何度も振りながら前後に水柱を立てる

WATER GLOBE ATTACK
Type: Blizzard
Power modifier:
 - Water globe: ×0.5
 - Rupture: ×0.25
Guard: No
Description: Attacks with rupturing water globes (*4).
*4: Two different variants, as follows.
 - Countless water globes rain down.
 - Water globes float in mid-air.

RAPID-FIRE WATER GLOBE
Type: (*2)
Power modifier:
 - Weapon: ×2
 - Water orb: ×0.5
 - Rupture: ×0.25
Guard: (*3)
Description: 武器を振り, 正面か頭上から水球を飛ばす

LIVE PERFORMANCE
Type: Physical
Power modifier: ×2.5
Guard: No
Description: Runs up to Sora, tempts him into performing, then suddenly attacks.

WATER CLONE

COMBO ATTACK
Type: Blizzard
Power modifier: ×1
Guard: Yes (negate)
Description: Continuously attacks with its lower half.

*2 (Type):
 - Weapon: Physical
 - Water pillar, water globe and rupture: Blizzard

*3 (Guard):
 - Weapon: Yes (negate)
 - Water pillar, water globe and rupture: No

REACTION COMMANDS
-----------------
WILD DANCE
Display: Approach a musical note-shaped water clone.
Effect: Grab a water clone and attack surrounding enemies (1). Can be used up to three times in succession; the last attack is a swing. The grabbed water clone vanishes after the attack.

WILD DANCE (1)
Type: Physical
Power modifier: ×1
Notes: Finisher.

SHOW STEALER
Display: Approach Demyx while he uses Live Performance.
Effect: Knock Demyx away during his performance (2).

SHOW STEALER (2)
Type: Physical
Power modifier: ×1
Notes: Finisher [FM].

FIRST BATTLE
------------
CHARACTERISTICS
* Begins the battle by using Water Dance to summon 80 water clones (which must all be defeated within 100 seconds).

Demyx is invincible; the battle ends when all water clones are defeated within the time limit. Water clones can only be defeated with finishers, magic (except Magnet-line magic), and reaction commands. A water clone struck by the Attack command and Fire-line magic takes the shape of a musical note and triggers a reaction command.

SECOND BATTLE
-------------
CHARACTERISTICS
* Begins the battle by using Water Dance to summon 50 water clones (which must all be defeated within 40 seconds).
* When reduced to 50% HP, he uses Water Dance to summon 10 water clones (which must all be defeated within 10 seconds) and/or Water Pillar Dance.

Utilises water for various attacks. Avoid approaching Demyx from the front (move around him if necessary), and attack when he moves straight ahead on a water column or shoots water globes forward. Water Danceには1回目のときと同じ方法で, 特定の行動には下記の方法で対処するといい.

WHEN HE MOVES TOWARDS SORA SAYING "AIN'T IT A BLAST?"

Use Show Stealer by repeatedly pressing Triangle, and follow up with a combo when he's knocked upward.

WHEN HE STRIDES ALONG, CONJURING WATER WALLS

Knock him back with Thunder-line magic and attack him with combos.

水柱を立てて武器を振りながら向かってきたとき

水柱の立つ音が4回聞こえた直後にjumpしながら近づき, 降下中にcomboを仕掛けるといい.

[Caption: Sora approaches Demyx → water pillars surround the party] 通常は, 攻撃の終わりぎわのスキを突いて, Slide Dashからのcomboを狙おう. Comboを3–4段で止めれば反撃も受けない.

FINAL MIX CHANGES
-----------------
* Water Dance's time limit (when used below 50% HP) has been increased to 15 seconds.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MYSTERIOUS MAN

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 46
   - Defense: 24

LOCATIONS & DETAILED STATS
--------------------------
THE LAND OF DRAGONS
Level 35, 760 HP, 0 EXP, 34 Strength, 19 Defense (LoD2)
* Summit (LoD2; boss; Sora fights alone)

TECHNIQUES
----------
COMBO SLASH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Slashes three times in succession.

DASH SLASH
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Quickly steps forward and slashes.

HELM SPLIT
Type:
 - Sword: Physical
 - Shock wave: Dark
Power modifier:
 - Sword: ×1
 - Shock wave: ×0.25
Guard: (*3)
Description: Thrusts his sword into the ground and generates a forward-moving shock wave.

DARK FIRAGA
Type:
 - Sword: Physical
 - Dark aura and orb: Dark
Power modifier:
 - Sword:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Dark aura: ×0.25
 - Orb: ×0.5
Guard: (*3)
Description: 横回転しながら剣と闇のauraで切り裂き, つづけて, 左手から弾を広範囲に放つ

*3 (Guard):
 - Sword and orb: Yes (negate)
 - Shock wave and dark aura: No

CHARACTERISTICS
---------------
* Occasionally interrupts Dash Slash, using Helm Split immediately afterward.

Sora fights this enemy by himself; reduce his HP to 30%, then use a finisher to end the battle. Mysterious Manは, 攻撃後に少しスキを見せるので, そこにcomboを仕掛けよう.

A swarm of Rapid Thrusters flies overhead and regenerates infinitely, no matter how many are defeated. It's easier to just ignore them, but their reaction command can also be used against the Mysterious Man; likewise, the Mysterious Man can also attack the Rapid Thrusters.

[Caption: The Mysterious Man attacks Sora] やや遠くで, Mysterious Manの周囲を走りまわることで攻撃の空振りを誘い, 直後のスキにcomboを当てたらすぐに離れよう.

(Who are we kidding? It's a disguised Riku, and even Sora figures this out right after.)

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

STORM RIDER

A giant Heartless that appeared in the sky of the Land of Dragons. An intense battle was fought by Sora above the palace.
Originally a creature that gave strength to the earth and people, it was turned into a Heartless.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 46
   - Defense: 24

REWARDS
-------
* Thunder element (Sora)
* Maximum HP increase (Donald, Mulan)
* Tornado Fusion (Goofy)

LOCATIONS & DETAILED STATS
--------------------------
THE LAND OF DRAGONS
Level 35, 1216 HP (Storm Rider), 76 HP (shoulder spines), 0 EXP, 34 Strength, 19 Defense (LoD2)
* Palace Gate (LoD2; boss; transported to Imperial Square)

TECHNIQUES
----------
LOW-ALTITUDE CHARGE
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Description: Charges opponents at a low altitude.

CARPET BOMBING
Type: Fire
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: No
Description: Flies around, dropping numerous bombs.

LIGHTNING STRIKE ORB [check later: name]
Type: Thunder
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Targets Sora and unleashes lightning from its wings.

THUNDER
Type: Thunder
Power modifier: ×1
Guard: No
Description: Discharges electricity from its horns that rain down as lightning.

THUNDER BEAM
Type: Thunder
Power modifier:
 - Charging: ×0.8
 - Beam: ×2.8
Guard: No
Description: Charges electricity in its horns and fires a beam of lightning.

LIGHTNING WALL
Type: Thunder
Power modifier: ×1
Guard: No
Description: Raises two walls of lightning that discharge electricity.

ROAR
Type: Neutral
Power modifier: ×0.5
Guard: No
Description: Lets out a roar that knocks opponents back.

REACTION COMMANDS
-----------------
HANG ON → LET GO
Display: Approach the horn in the Storm Rider's back just before it begins to somersault.
Effect: Hold on to the horn with Hang On and prevent yourself from slipping, then leave it with Let Go.

SLIDE → VERTIGO TOSS
Display: Storm Rider faces the party and uses Low-Altitude Charge.
Effect: Use Slide to slide underneath the Storm Rider's belly, then use Vertigo Toss to knock it away (1). Additional damage is dealt to Storm Rider when it crashes into the ground (2).

VERTIGO TOSS (1)
Type: Physical
Power modifier:
 - Parts 1–3: ×0.3
 - Part 4: ×3

VERTIGO TOSS (2)
Type: Physical
Power modifier: ×0.01
Note: Finisher.

[Caption 1: Storm Rider lies prone on the ground] Vertigo Toss stuns the Storm Rider by breaking the spines on its back.

RIDE THE WIND → SOAR
Display: Overlap the whirlwind.
Effect: Use Ride the Wind to float within the whirlwind, then use Soar (or the X button) to leap into the air.
Note: The Ridge and the Cavern of Remembrance have similar whirlwinds which can activate this reaction command.

[Caption 2: Sora floats within a whirlwind; screenshot displays a trigger for Soar] Soar is the only command available while floating within a whirlwind.

CHARACTERISTICS
---------------
* Typically somersaults or uses Carpet Bombing after striking its foot gongs.
* When reduced to 50% HP, it lands on the bridge and remains there for a while; in this state, it summons Lightning Walls to reduce effective field size and uses Thunder Beam twice.
* It becomes incapacitated for a while when the spikes on its shoulders are broken. Upon waking, it Roars, regenerates its shoulder spines, and flies away.
* Uses Low-Altitude Charge continuously when reduced to 1 HP.

Typically flies around and attacks. Its weak points are the horns on its head (striking these lowers its HP) and the spines on its shoulders. The shoulder spines have their own separate HP value, and break when reduced to 0 HP; breaking both of them causes the Storm Rider to crash into the ground, stunning it. The reaction command sequence Slide → Vertigo Toss also breaks both spines, so attacking them isn't strictly necessary. Adjust your strategy according to the situations below.

WHEN RIDING ON THE FLYING STORM RIDER'S BACK

The battle always begins in this state. Use the reaction command Hang On (which appears just before it somersaults) to prevent falling off, and attack the horns on its head with combos. Note that the Storm Rider often turns after somersaulting (except at the battle's start); refrain from using Let Go until it finishes turning.

WHEN THE STORM RIDER IS FLYING AND THE PARTY IS GROUNDED

Use the whirlwinds it occasionally generates to soar onto the Storm Rider's back while dodging its attacks. 敵がゆっくりと旋回しているときに, 真下あたりから舞い上がるか, 真下に爆弾を落としながら飛んでくるときに, mapの端まで逃げたあと舞い上がると乗りやすい.

なお, 敵のHPが残り半分を切ったあとは, 背中に乗ってもすぐに落とされがち. 背中に乗らずに, Slide→Vertigo Tossを狙うか, 橋の上に降りてくるのを待つのがオススメだ.

WHEN THE STORM RIDER LANDS ON THE BRIDGE

Attack up close with Limits, or attack it from the side with air combos when it's not charging up its horns. 雷の壁からは, こちらを狙って電気がほとばしるが, こまめにjumpしていればそうそう当たらない.

[Caption 3: Sora attacks the Storm Rider's horns] When atop its back, lock onto its horns and attack with combos. You may be struck by lightning, but it deals little damage.
[Caption 4: Sora faces the Storm Rider → Sora prepares to land on Storm Rider's back] Use the whirlwinds to hop onto the enemy's back. Ride the Windで風のなかに入り, 敵の移動先に降りる感じでSoarを使おう.
[Caption 5: Storm Rider charges at the party; screenshot displays a trigger for Slide] When the Storm Rider charges at a low altitude, use the reaction command sequence Slide → Vertigo Toss.
[Caption 6: Sora targets one of the Storm Rider's spines] The lock-on reticule's colour differs depending on the target: blue for the horns, red for the shoulder spines.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

XALDIN

Organization XIII's Number III.
Nobodies like him are made whenever people strong of heart and mind become Heartless. The empty shell they leave behind acts of its own will.
Are they empty vessels devoid of hearts? Are they roaming spirits? Or are they simply nothing at all?

Organization XIII's Number III. His wiles have clouded the Beast's heart.
The Organization's motives are a string of mysteries—what could their true goal be?

Organization XIII's Number III. He wanted the Beast's Heartless and Nobody in order to acquire Kingdom Hearts.
In the end, however, Sora and his friends destroyed Xaldin.

Organization XIII's Number III. He sought the Beast's Heartless and Nobody in order to acquire Kingdom Hearts.
He was a master of wind who wielded six lances—but he met his end at the hands of Sora.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 46
   - Defense: 26

REWARDS
-------
* Maximum HP increase (Sora, Goofy, Beast)
* Reflect element (Sora)
* Auto Healing (Donald)
* Secret Ansem Report 4

LOCATIONS & DETAILED STATS
--------------------------
BEAST'S CASTLE
Level 36, 1155 HP, 0 EXP, 36 Strength, 19 Defense (BC2)
* Bridge (BC2; boss)

TECHNIQUES
----------
THRUST
Type: Physical
Power modifier: ×2
Guard: Yes (repel)
Description: Quickly thrusts spears forward.

SWEEP
Type: Physical
Power modifier:
 - All except final: ×0.5
 - Final: ×1.5
Guard: Yes (negate)
Description: Swings spears 1–7 times.

JUMP
Type:
 - Spear: Physical
 - Shock wave: Neutral
Power modifier:
 - All except final: ×0.25
 - Final: ×2.5
Guard:
 - Spear: Yes (negate)
 - Shock wave: No
Description: Disappears into the air and descends from above five times, then thrusts his spears into the ground as he reappears.

LANCE DANCE
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Unleashes successive frenzied attacks.

WIND GUARD
Type: Neutral
Power modifier:
 - Hit 1: ×0.75
 - Hit 2: ×0.5
 - Hits 3+: ×0.25
Guard: No
Description: Wraps his body in damaging winds.

WIND CONTROL
Type: Neutral
Power modifier: ×1.5
Guard: Yes (negate)
Description: Spins spears and fires a homing wind projectile.

WINDS OF DESPAIR
Type: Neutral
Power modifier: ×0.25
Guard: No
Description: Rides upon his spears (which take the shape of a dragon), and shoots a sweeping blast of wind from its tip.

REACTION COMMANDS
-----------------
LEARN (mid-air enabled)
Display: Just before Xaldin uses Thrust or Sweep, while he attacks with Jump, or after blocking his Thrust.
Effect: Attack command changes to Jump; up to nine Jumps can be stocked. Use Jump to attack with a swooping lunge and shock wave (1).

JUMP (1)
Type:
 - Lunge: Physical
 - Shock wave: Neutral
Power modifier [OG]: ×2
Power modifier [FM]:
 - Lunge: ×1.5
 - Shock wave: ×0.5
Revenge value:
 - Lunge: 0.75
 - Shock wave: 0
Note: Maximum 2 hits; finisher.

[Caption 1: Sora blocks Xaldin's attack and stockpiles Jump commands] Press Triangle when Learn is displayed to increase your number of Jumps.
[Caption 2: Sora's Jump strikes empty ground] Jumpの攻撃位置は, lock-onしていないとSoraがいた場所になるため, 敵に当たらないことが多い.

CHARACTERISTICS
---------------
* Has three phases, which change depending on his remaining HP.
* Frequently uses Wind Control when not shielded by wind.
* In his third phase, he often counters continuous attacks with Lance Dance → Winds of Despair.

He wraps his body in damaging winds and uses his spears for powerful attacks. The wind shielding Xaldin's body is an obstacle, so take advantage of your stockpiled Jumps; you're invincible while using it, and it destroys his wind shield if it hits. Your opportunities to use Learn change with each of Xaldin's phases; see below to determine his current phase and take advantage of Learning opportunities.

Use Limits only in Xaldin's first and second phases; in his third phase, he often uses Lance Dance, which renders him invincible while in use.

[Caption 3: Sora breaks through Xaldin's wind shield with a Jump] When using Jump, lock onto Xaldin to greatly increase your chances of hitting him.
[Caption 4: Sora attacks Xaldin] When Xaldin's wind shield is down, jump at him and use an air combo.
[Caption 5: Stitch refills Sora's MP bar] Summon Stitch if you want to recover MP quickly; recovering with a formchange is risky due to the high chance of going into Anti-Form (→p. 58).

HOW TO DEAL WITH HIS ACTIONS IN HIS THIRD PHASE

In his third phase, he often uses Lance Dance and Winds of Despair in succession; not only are these attacks difficult to avoid, he's invincible while they're in use; use Cure-line and Reflect-line magic to withstand them. Furthermore, hiding in a corner of the bridge can mitigate or even nullify Winds of Despair's damage.

なお, 3段階目にかぎり, Xaldinの身体を包む風は, それが発生した瞬間をのぞき, Soraが触れるかReflect-line magicで防ぐとすぐに消える. そのため, 触れて吹き飛ばされた直後にRetaliating Slashで反撃したり, Reflect-line magicで消した直後にcomboを当てたりすることができる.

[Caption 6: Xaldin attacks Sora with Lance Dance → Sora defends himself from it with Reflect] If struck by Lance Dance, try to escape with Aerial Recovery; afterward, defend yourself with air combos and Reflect-line magic.
[Caption 7: The party evades Xaldin's Winds of Despair by hiding in a corner] Winds of Despair deals only two hits maximum if you run into a far corner.

ACTIONS IN EACH PHASE
---------------------
FIRST PHASE
* Approaches slowly.

SECOND PHASE
* Approaches quickly.
* Uses Jump.
* 遠くからすばやい動作で突いてくる
* 75% HP or less (approximately 4.5 bars of HP remaining).

THIRD PHASE
* Warps toward Sora.
* Envelops himself in a green aura and uses Lance Dance and Winds of Despair in succession.
* Swings spears up to seven times.
* 40% HP or less (approximately 2.5 bars of HP remaining).

USING LEARN SUCCESSFULLY (RECOMMENDATIONS)
------------------------------------------
FIRST PHASE

[Caption 8: Sora blocks Xaldin's Thrust and stockpiles Jump commands → Sora blocks Xaldin's further attacks] When Xaldin approaches you and stops momentarily, quickly block twice; you can Learn after blocking his thrusts.

SECOND PHASE

[Caption 9: Xaldin leaps into the air → Sora blocks Xaldin's Jump and stockpiles Jump commands] When he Jumps, run around and jump high to avoid the wind waves on the ground, and hit Triangle repeatedly as you land.

THIRD PHASE

[Caption 10: Sora defends himself from Xaldin's attack; screenshot displays a trigger for Learn] Pay attention to the lower left corner of the screen and block as soon as Learn appears; press Triangle repeatedly as you block the thrusts.

FINAL MIX CHANGES
-----------------
* Occasionally uses Wind Control in later phases.
* Winds of Despair's range has been reduced, and he never uses Lance Dance immediately afterwards.

[Caption 11: Sora attacks Xaldin with Jump] Sora's Jump is less powerful in FM, but successive hits can still deal significant damage.
[Caption 12: Xaldin forms a wind shield]: He uses Wind Guard after Winds of Despair. 攻撃を無効化する状態が長時間つづくことがなくなったのだ.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

HADES

Hercules (1997)
Lord of the Underworld.
The last time Sora and his friends tangled with Hades, he was using the Heartless to try to take over the world. Together with Hercules, the three friends put a stop to his plans. But Hades is as evil as ever, and won't rest until he sends Hercules to the Underworld—for eternity.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-Olympus Coliseum episode 2-
 - Revenge value: 10
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 48
   - Defense: 27
-Goddess of Fate Cup-
 - Revenge value: 10
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic:
     - OG: 55
     - FM: 56
   - Defense:
     - OG: 38
     - FM: 40
-Hades Paradox Cup-
 - Revenge value: 10
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense:
     - OG: 77
     - FM: 76

REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora)
* Counterguard (Sora)
* Accessory slot +1 (Donald)
* Maximum HP increase (Goofy, Auron)
* Guardian Soul

FINAL MIX
* Maximum HP increase (Sora, Goofy, Auron)
* Magnet Burst (Sora)
* Accessory slot +1 (Donald)
* Guardian Soul

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS COLISEUM
Level 16, 660 HP, 0 EXP, 17 Strength, 9 Defense (OC1; first and second)
Level 39, 1230 HP, 0 EXP, 37 Strength, 21 Defense (OC2; third and fourth)
* Hades' Chamber (OC1; boss; first; invincible)
* Valley of the Dead (OC1; boss; second; invincible)
* Cave of the Dead: Entrance (OC2; boss; third and fourth; transported to Underdrome arena; invincible during third)

UNDERDROME
Level 53, 1575 HP, 0 EXP, 48 Strength, 28 Defense (Goddess of Fate Cup) [OG]
Level 55, 1575 HP, 0 EXP, 50 Strength, 29 Defense (Goddess of Fate Cup) [FM]
Level 99, 2715 HP, 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 2715 HP, 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Goddess of Fate Cup: Round 10
* Hades Paradox Cup: Rounds 30, 50

TECHNIQUES
----------
FLAME CLAWS
Type: Fire
Power modifier:
 - Hit 1: ×1
 - Hits 2+ ×0.25
Guard: Yes (negate)
Description: Swings enflamed hands once or twice.

SPIN SWEEP
Type: Fire
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+ ×1
Guard: Yes (negate)
Description: Spins from side-to-side and sweeps with enflamed hands.

FIRE WALL
Type: Fire
Power modifier:
 - Flame: ×0.25
 - Fire pillar:
   - Hit 1: ×2
   - Hits 2+: ×1
Guard: No
Description: Sprays flames around his feet and engulfs himself in a pillar of fire.

FIRAGABALL
Type: Fire
 - OG: ×1.5
 - FM: ×1
Guard: Yes (repel)
-Deflected-
Type: Fire
Power modifier: ×1.5
Description: Throws a fireball.

METEOR
Type: Fire
Power modifier:
 - Fireball: ×2.5
 - Embers: ×1.5
Guard:
 - Fireball: No
 - Embers: Yes (negate)
Description: Forms a fireball in the air which rains down embers.

SMOKE
Type: Dark
Power modifier: ×1
Guard: Yes (negate)
Description: Produces smoke from both hands that spills forward.

REACTION COMMANDS
-----------------
AURA SPHERE
Display: Approach a spirit orb created by Hercules.
Effect: Aim the spirit orb and fire it at Hades (1). The orb floats and chases the enemy.

AURA SPHERE (1)
Type: Physical
Power modifier: ×1
Revenge value: 2.5

AURA GUARD
Display: Approach Hercules while he's not attacking.
Effect: A barrier forms around Hercules and his immediate surroundings.

FIRST, SECOND AND THIRD BATTLES
-------------------------------
CHARACTERISTICS
* Second battle onwards; uses Firagaball from a distance.

Invincible. The first and third battles end when [either Sora or Hades lands six hits/attacks six times] or certain other conditons are met (→pp. 227, 305). In the second battle, dodge Hades' fireballs and defeat the other enemies to continue onward (→p. 227).

FOURTH BATTLE
-------------
CHARACTERISTICS
* Invincible when his body is red.
* His body turns blue when struck by a spirit orb.
* His body turns red after using Firagaball when blue.
* When reduced to 50% HP, he uses Meteor when his body is red.

Hit Hades with the spirit orbs Hercules creates to turn his body blue; he is vulnerable to damage when so coloured. You must hit him with spirit orbs when his body is red.

Bat a spirit orb with the Attack command or the reaction command Aura Sphere; normally it flies straight forward, but if you lock onto Hades, it will home in on him.

[Caption 1: Sora bats a spirit orb at Hades] Hit Hades with a spirit orb when his body is red, and watch out for fireballs when his body is blue.
[Caption 2: Fireballs from Hades's meteor rain down on the party] If there's a fireball in the air, retreat to the arena's edge and watch where the embers fall.

UNDERDROME AND PARADOX CUPS
---------------------------
CHARACTERISTICS
* Goddess of Fate Cup (Round 10) and Hades Paradox Cup (Round 30); his body is always blue.
* Hades Paradox Cup (Round 50); behaves the same as in the fourth battle.

In the Goddess of Fate Cup (Round 10) and the Hades Paradox Cup (Round 30), Hades is vulnerable to damage at all times; watch out for his Firagaball. In the Hades Paradox Cup (Round 50), Hercules will aid you, and it plays out much as it does in the fourth battle.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

GRIM REAPER

A Heartless that appeared in Port Royal, it was said to be born from the curse of the Aztec gold.
Using the curse to become undead, it became a ghoul, making it hard to be defeated.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.75
 - Blizzard: ×0.75
 - Thunder: ×0.75
 - Dark: ×0.75
 - Neutral:
   - OG: ×0.75
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 47
   - Defense: 25

REWARDS
-------
ORIGINAL

First:
* Summon Boost (Sora)
* Maximum HP increase (Donald, Jack Sparrow)
* Draw (Goofy)

Second:
* Magnet element (Sora)
* Flare Force (Donald)
* Maximum HP increase (Goofy, Jack Sparrow)
* Secret Ansem Report 6

If a Physical, Neutral or Dark-type attack hits the Grim Reaper in its cursed mode:
* MP prize [3] ×5

FINAL MIX

First:
* Horizontal Slash (Sora)
* Maximum HP increase (Donald, Jack Sparrow)
* Draw (Goofy)

Second:
* Magnet element (Sora)
* Flare Force (Donald)
* Maximum HP increase (Goofy, Jack Sparrow)
* Secret Ansem Report 6

If a Physical, Neutral or Dark-type attack hits the Grim Reaper in its cursed mode:
* MP prize [3] ×5

LOCATIONS & DETAILED STATS
--------------------------
PORT ROYAL
Level 37, 790 HP, 0 EXP, 35 Strength, 20 Defense (PR2)
* The Black Pearl (PR2; boss; first)
* Harbor (PR2; boss; second)

TECHNIQUES
----------
SWEEP
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
Description: Swings weapon sideways.

WARP
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Uses a spin attack and warps elsewhere.

FLYING DEMON
Type: Physical
Power modifier:
 - Weapon: ×1.5
 - Demon:
   - Hit 1: ×0.5
   - Hits 2+ ×0.25
Guard:
 - Weapon: Yes (repel)
 - Demon: Yes (negate)
Description: 武器を横に振りまわして悪霊を飛ばす

COIN ABSORB
Type: Physical
Power modifier:
 - Gust: ×0.25
 - Demon: ×0.5
Guard: Yes (negate)
Description: Absorbs coins from the chest while demons circle around.

TORNADO
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+ ×0.25
Guard: Yes (negate)
Description: Generates a whirlwind that sucks up fallen coins.

DEATHLY DANCE
Type: Neutral
Power modifier:
 - All except final: ×0.5
 - Final: ×1.5
Guard: No
Description: Giant demons jump about.

FLYING DEMON COUNTERATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Counters Hinder by shooting a demon as ammunition.

REACTION COMMANDS
-----------------
RETURN
Display: Second battle; approach the box whenever Sora is carrying coins.
Effect: Sora returns the coins to the box.

HINDER → LOOT LAUNCH
Display: Second battle; approach the Grim Reaper as it absorbs coins.
Effect: Grab the Grim Reaper's weapon and attack it with Hinder, then use Loot Launch to prevent its Flying Demon Counterattack and throw its weapon back at it. The enemy can drop up to 180 coins.

FIRST BATTLE
------------
CHARACTERISTICS
* Warps elsewhere after taking a certain amount of damage.
* When struck by Fire, Blizzard or Thunder-type attacks, it reacts similarily to an undead pirate (→p. 687) and temporarily stops attacking.

It only uses Swing and Warp; it should go down easily if you periodically attack it with combos and retreat. Blizzard-line magic freezes it, making it easier to approach.

SECOND BATTLE
-------------
CHARACTERISTICS
* Enters its invincible cursed mode when 881 or less coins are in the chest and uses Flying Demon and Tornado.
* When reduced to 70% HP, it absorbs approximately 210 coins from the chest.
* When reduced to 30% HP, it absorbs all remaining coins from the chest and uses Deathly Dance.
* When struck by Fire, Blizzard or Thunder-type attacks, it drops varying amounts of coins (up to several dozens) depending on the attack's type.

When less than 882 coins are in the chest at the centre of the room, the Grim Reaper enters its cursed mode (signalled by its body turning blue); it is invincible while so cursed, so you must collect the coins and return them to the chest to render it vulnerable. Once the curse is broken, the battle plays out similarly to the first one. When it starts to absorb coins from the chest, jump over the demons that guard it and use the reaction command.

Hit the Grim Reaper with Fire, Blizzard, or Thunder-type attacks to force it to drop coins; it's recommended to attack it with Thunder-line magic, then freeze it with Blizzard-line magic so you can collect coins in relative safety. Note that it neither drops coins nor freezes if you hit it when it uses attacks other than Flying Demon.

[Caption: Sora's Blizzard spell freezes the Grim Reaper] The Grim Reaper freezes for a while when struck by Blizzard-line magic; gather coins during the interval. You can extend your gathering range by equipping Draw.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

PHANTOM JAFAR

BASE STATS
----------
Classification: Other

LOCATIONS & DETAILED STATS
--------------------------
AGRABAH
Level 40, — HP, 0 EXP, 37 Strength, 21 Defense (AG2)
* Sandswept Ruins (AG2; event)

TECHNIQUES
----------
THUNDER
Type: Physical [Note: Possibly a typo and intended to be Thunder-type.]
Power modifier: ×1
Guard: No
Description: Chants a spell that calls down three thunderbolts.

CHARACTERISTICS
---------------
* Flies around on a fixed route and stops at certain points to use Thunder.

Sora fights alone, atop Carpet. Just chase the phantom as it flees and attack it when it prepares a spell. Use this battle to familiarise yourself with Carpet's controls.

[Caption 1: Sora attacks a phantom] Your choice of commands are limited while atop Carpet, but you can also use some exclusive techniques (→p. 63).
[Caption 2: A phantom prepares a Thunder spell] The phantom has no HP and cannot be permanently defeated; just follow the on-screen instructions.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

JAFAR

Aladdin (1992)
Before he became an evil genie, Jafar was the Sultan's royal vizier.
The last time we were in Agrabah, Jafar was trying to use the Heartless to take over the city. He even got control of Aladdin's pal Genie and wished to become a powerful genie himself. Aladdin, Sora, and his friends joined together to defeat Jafar, and imprisoned him in his own lamp.

Aladdin (1992)
When he was master of the lamp, Jafar used his last wish to become an all-powerful genie. He was imprisoned in the lamp, but eventually made his escape, thanks to the Peddler.
Jafar then used his magical power to grow to a colossal size. He tried to take over Agrabah, but Sora and his friends defeated him once more.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 48
   - Defense: 27

REWARDS
-------
* Fire element (Sora)
* Wishing Lamp

LOCATIONS & DETAILED STATS
--------------------------
AGRABAH
Level 40, 840 HP (Jafar), 93 HP (abdomen), 51 HP (aura), 0 EXP, 37 Strength, 21 Defense (AG2)
* The Palace (AG2; boss; transported to Above Agrabah; Sora fights alone, atop Carpet)

TECHNIQUES
----------
SWING
Type: Physical
Power modifier:
 - Arm:
   - Hit 1: ×2
   - Hits 2+: ×0.25
 - Abdomen: ×0.1
Guard: Yes (negate)
Description: Swings both arms around while spinning sideways.

DEBRIS ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×0.5
 - Hits 2+: ×0.1
Guard: No
Description: Towertop debris flies around at high speed.

DEBRIS RUSH
Type: Physical
Power modifier:
 - Hit 1: ×0.25
 - Hits 2+: ×0.1
Guard: Yes (negate)
Description: Lots of debris emerges and flies around.

FIRAGA
Type: Fire
Power modifier: ×1
Guard: Yes (negate)
Description: Fireballs are shot forward continuously.

THUNDAGA
Type: Thunder
Power modifier: ×1
Guard: Yes (negate)
Description: Rains down lightning directly above Sora.

PARALYSIS
Type: Physical
Power modifier: ×0
Guard: No
Description: Emits light from his eyes and temporarily paralyses Sora.

AURA RELEASE
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Envelops both hands in an aura and swings forward.

REACTION COMMANDS
-----------------
ROLL UP → SPIN BURST
Display: Approach the tip of Jafar's tail (near his abdomen) while he's crouched over and stunned.
Effect: Use Roll Up to grab Jafar's tail and wrap it around his body, then use Spin Burst to spin around him like a comet and stun him.

[Caption 1: Jafar floats prone with his tail raised; screenshot displays a trigger for Roll Up] The tip of Jafar's tail is located at chest level, though this can be difficult to see.

CHARACTERISTICS
---------------
* Battle開始直後と, 両手からauraが消えているときに, 両手にauraをまとって塔の先端のdebrisをふたつ出現させる
* When his abdomen is reduced to 0 HP, he crouches over, incapacitated; he eventually recovers with all HP restored.
* If struck by Spin Burst, he is stunned for a while, then counters with Paralysis.
* When reduced to 70% HP, he starts using Debris Rush and Firaga, and Paralysis can be used outside of counterattacks.
* When reduced to 40% HP, he alternates between using Firaga and Thundaga simultaneously, and dragging Sora into a pocket dimension and using Debris Rush continuously.

Sora fights alone, atop Carpet. There are four possible targets (head, abdomen, and both hands while surrounded by an aura), and each has its own HP gauge; see below for the effects of bringing either target to 0 HP. The head is the core target; reduce its HP to 0 to win the battle.

Jafar attacks from any distance, hurling debris at high speed; stun him by reducing his abdomen's HP to 0, and attack his head in the interval. Remember to use Roll Up → Spin Burst (appears at chest level) to extend the amount of time Jafar is stunned for. When Jafar recovers, he counters with Paralysis; this can be blocked with Reflect-line magic, though it's not too worrying as you can't be damaged while paralysed.

HOW TO DEAL WITH JAFAR AFTER HE'S REDUCED TO 40% HP

He alternates between throwing fireballs and raining down lightning, and dragging you into a pocket dimension and attacking with debris. When he uses fire and lightning together, attack his abdomen, even if this means taking damage in the process. If he drags you into the pocket dimension, focus on avoiding the debris, as you cannot attack him.

[Caption 2: Sora flies around the pocket dimension while dodging debris] 異空間では, 大きな円を描くように飛びまわるといい. ガレキが近くに見えたら, 高度を変えて避けよう.

EFFECTS WHEN A CERTAIN BODY PART IS REDUCED TO 0 HP
---------------------------------------------------
HEAD
* Jafar is defeated (the battle is won).

ABDOMEN
* Jafar crouches over and is incapacitated for a while.
* Reaction command sequence Roll Up → Spin Burst can be used.
* Aura surrouding both hands is reduced to 0 HP.

AURA
* そのauraが消えて, 浮遊している塔の先端のガレキがひとつ減る

[Caption 3a: Sora attacks Jafar's abdomen] Approach from a low altitude (so his attacks are slightly more likely to miss) and attack Jafar's abdomen with a combo.
[Caption 3b: Sora attacks Jafar's head] Once his abdomen loses all HP and he is stunned, attack his head. Use 1–2 finishers, then reduce your altitude.
[Caption 3c: Sora grabs Jafar's tail and spins him around with Spin Burst] When the reaction command appears, use it to extend Jafar's stun and attack his head again.
[Caption 4: Jafar launches fireballs at Sora] As you approach, avoid fireballs and debris by wildly flying high and low.
[Caption 5: Jafar paralyzes Sora] Jafar's attacks can't hit you when you're paralysed; you may be hit as soon as it's lifted, though.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LOCK, SHOCK & BARREL

The Nightmare Before Christmas (1993)
Lock: A member of the prankster trio that includes Shock and Barrel. Their walking bathtub helps them get around while they commit all kinds of mischief.
They sometimes help Oogie, but they're not really loyal to him.
Shock: Another member of the trio of troublemakers. Shock is the most cunning of the three, and comes up with a lot of their ideas for mischief. Last time Oogie was defeated, she started behaving better—well, just a little bit better.
Barrel: A member of the trio that includes Lock and Shock. He's often the object of his partners' pranks and practical jokes.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 49
   - Defense: 29

REWARDS
-------
* Item slot +1 (Sora)
* Maximum HP increase (Donald, Jack Skellington)
* Auto Change (Goofy)

When Lock is incapacitated:
* Drive prize [1%] ×10

When Shock is incapacitated:
* MP prize [1] ×10

When Barrel is incapacitated:
* HP prize [1] ×10

LOCATIONS & DETAILED STATS
--------------------------
HALLOWEEN TOWN
Level 41, 172 HP, 0 EXP, 39 Strength, 22 Defense (HT2)
* Toy Factory: The Wrapping Room (HT2; boss)

TECHNIQUES
----------
LOCK

STRAIGHT THROW
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×1.5
Description: Throws a toy straight forward at high speed.

SLIDING
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: Spins and slides around.

SHOCK

CURVED THROW
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×1.5
Description: Throws a toy up high.

SPIN ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2–4: ×0
 - Hits 5+: ×0.5
Guard: Yes (repel)
Description: Moves around while spinning.

BARREL

PARABOLIC THROW
Type: Physical
Power modifier: ×1
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×1.5
Description: Throws a toy somewhat high.

SPIN TACKLE
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel)
Description: 身体を丸めて転がりまわる

REACTION COMMANDS
-----------------
CAPTURE
Display: Approach an empty magic box.
Effect: Swing the Keyblade upward (1) and launch a magic box forward; if it hits an enemy, it imprisons them.

CAPTURE (1)
Type: Physical
Power modifier: ×1

CHARACTERISTICS
---------------
* When damaged, each counters with a specific attack: Lock uses Sliding, Shock uses Spin Attack, and Barrel uses Spin Tackle.
* Stunned when reduced to 1 HP.
* Recovers a certain amount of HP after recovering from being stunned or frees itself from a magic box.

Lock, Shock and Barrel run around the room indiscriminately; trap them all in magic boxes to end the battle (use the reaction command Capture on an empty box to trap them).

Captured enemies escape after a certain amount of time (immediately if active, or after 90 seconds if at 1 HP and stunned); all of them must therefore be captured within a 90 second time span (you have unlimited attempts at this). It's best to incapacitate them all first, then capture them quickly. なお, 最後のひとりだけは, 気絶させずに閉じこめても問題ない.

[Caption 1a: Sora and Donald attack the trio with their Fantasia Limit] Reduce your enemies' HP sufficiently, then jump to them and attack with combos or use an area-of-effect Limit.
[Caption 1b: Sora attacks Lock] Afterward, focus on each singly; they drop prizes when stunned, at which point you should capture them in a magic box.
[Caption 2: Sora locks on to Barrel] Because the imps are small and constantly move around, it can be difficult to track them visually; therefore, you should lock onto them.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

THE EXPERIMENT

Dr. Finkelstein's puppet creation. Unlike Sally, it didn't have a heart—so it went to find one in the love that's bundled with all presents.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 49
   - Defense: 29

(Listed as a Heartless as it grants Wisdom Form EXP, despite the Ultimania considering it an Other.)

REWARDS
-------
ORIGINAL
* Maximum HP increase (Sora, Goofy, Jack Skellington)
* Finishing Leap (Sora)
* Jackpot (Donald)
* Decisive Pumpkin

FINAL MIX
* Maximum HP increase (Sora, Goofy, Jack Skellington)
* Jackpot (Donald)
* Decisive Pumpkin

LOCATIONS & DETAILED STATS
--------------------------
HALLOWEEN TOWN
Level 41, 1290 HP, 0 EXP, 39 Strength, 22 Defense (HT2)
* Christmas Tree Plaza (HT2; boss)

TECHNIQUES
----------
CLAW ATTACK
Type: Physical
Power modifier:
 - Normal:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - When all four parts are separated:
   - Hit 1: ×1
   - Hits 2+: ×0.5
 - Kickspring:
   - Hit 1: ×0.75
   - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Stabs with right claw.

SHOCK WAVE
Type: Neutral
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: No
Description: Thrusts left hand into the ground and generates a shock wave.

LASER
Type: Neutral
Power modifier: ×0.5
Guard: No
Description: Shoots beams from its eyes.

CHARGING LUNGE
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Charges forward and thrusts with right claw.

ABSORB
Type: Physical
Power modifier:
 - Normal:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - When all four parts are separated:
   - Hit 1: ×1
   - Hits 2+: ×0.5
 - Kickspring: ×1
Guard: Yes (negate)
Description: 左手で吸い寄せて吸引口で切り裂く

COMBO PUNCH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Punches with each arm.

SPINNING RAM
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Rams opponents while spinning sideways.

REACTION COMMANDS
-----------------
KICKSPRING
Display: Approach the Experiment's suspended torso while its four parts are separated.
Effect: Throw the Experiment's torso at another body part, causing it to attack said part; this does not harm the party.

CHARACTERISTICS
---------------
* If struck by a combo finisher when its legs are attached, its head, left arm, and right arm temporarily separate; each body part attacks on its own with different attacks until they reattach.
* When reduced to 70% HP, its legs disappear and it enters its second phase; when reduced to 10% HP, all body parts except its torso disappear and it enters its third phase. Its behaviour changes in each phase.

It has various behavioural patterns, and most of its attacks are difficult to avoid; if you're having issues, try to play a bit more aggressively. The Experiment has three phases (dependent on its remaining HP).

FIRST PHASE (HP ABOVE 70%)

Normally attacks in either of the following patterns: Shock Wave → two Claw Attacks; Laser → Charging Lunge; or three Lasers while using Absorb. Prevent its attacks by attacking with combos or a strong Limit like Teamwork.

SECOND PHASE (HP BETWEEN 70–10%)

It has two modes: separated, where its four detached body parts are positioned in certain areas; and combined, where its parts are combined and act together; its behaviour differs in either mode. If it uses Spinning Ram while separated, you can use the reaction command Kickspring to get a body part to attack another, instead of simply blocking the attack. When combined, you should fight it as if in its first phase.

THIRD PHASE (HP BELOW 10%)

Only the Experiment's torso remains, and it only uses ramming attacks. Attack it with combos to finish it off.

[Caption 1: Sora attacks the Experiment] You should use air combos. Hitting it with a finisher will stagger it, so keep your maximum combo length low.
[Caption 2: Sora rights himself after being knocked back] If you're knocked back, use Aerial Recovery to right yourself, then handle its subsequent attacks with Reflect-line magic.
[Caption 3: Sora defends himself from the Experiment's lasers with Reflect; screenshot displays a trigger for Kickspring] It uses a ramming attack right after its body parts separate. Dodge or block it, and use Kickspring as soon as possible.

FINAL MIX CHANGES
-----------------
* More likely to counter if attacked continuously.

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GROUNDSHAKER

A giant Heartless that appeared in the Pride Lands. It was created by the many illusions of Scar.
The main body on the back of the creature controlled its bones, creating chaos in the savannah.

BASE STATS
----------
Classification: Heartless
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 50
   - Defense: 30

REWARDS
-------
* Maximum HP increase (Sora, Simba)
* Thunder element (Sora)

LOCATIONS & DETAILED STATS
--------------------------
PRIDE LANDS
Level 43, 1424 HP, 0 EXP, 40 Strength, 23 Defense (PL2)
* The Savannah (PL2; boss; Sora fights alongside Simba)

TECHNIQUES
----------
SHOCK WAVE
Type: Thunder
Power modifier: ×2
Guard: No
Description: Stomps on the ground, generating shock waves.

THUNDER
Type: Thunder
Power modifier: ×0.75
Guard: No
Description: Fires lightning from a ball of light (or its mask).

FIRE
Type: Fire
Power modifier: ×1.5
Guard: No
Description: Fire pillars move along the ground.

THUNDER PUNCH
Type: Thunder
Power modifier:
 - All except final: ×0.5
 - Final: ×1.5
Guard: Yes (negate)
Description: Unleashes two lightning-infused punches, then swings fists downward.

PUNCH RUSH
Type: Thunder
Power modifier:
 - All except final: ×0.25
 - Final: ×2
Guard: Yes (negate)
Description: Turns self invisible and approaches opponents, then punches them repeatedly.

RAMPAGE
Type: Fire
Power modifier: ×2.5
Guard: Yes (negate)
Description: Rampages about; it can use other attacks while doing so.

SWEEP
Type: Fire
Power modifier: ×3
Guard: No
Description: Sweeps Sora away with its head if he fails to Fend it off.

REACTION COMMANDS
-----------------
FEND → LEAP → FEND
Display: Move in front of the Groundshaker when it uses Rampage.
Effect: When Sora first uses Fend, he automatically enters a special sequence wherein he runs around. Leap appears twice and Fend appears four times; the last Fend must be used repeatedly (15 times in 3.5 seconds), and it incapacitates the Groundshaker for a while if successful.

[Caption 1: Sora leaps over the Groundshaker's attacks] Sora automatically acts while running around, and responds to enemy attacks with reaction commands.
[Caption 2: The Groundshaker attacks Sora] If Sora fails the last continuous Fend, he is swept away and [he or the Groundshaker] is incapacitated for a while.

LEAP
Display: Groundshakerの本体が骨の背中の上にいる状況で, 骨の前方や, 脚部の前方~側面に近づいたとき
Effect: Use Leap to jump toward the Groundshaker's body; use it 2–3 times in succession to jump on its back. Can be used in mid-air in the process of jumping onto its back.

CHARACTERISTICS
---------------
* When the beast-shaped bone core is atop its back, it uses Thunder and Thunder Punch without moving around too much. When reduced to 33% HP, it also uses Punch Rush.
* When the beast-shaped bone core is within its body, it uses Shock Wave and Fire while moving around. When reduced to 33% HP, it also uses Rampage.

巨大な獣型の骨の上にいる人型のHeartlessが本体で, 行動patternを変えてくる. まだ, こちらの攻撃が当たるのはlock-onできる場所だけで, どこにlock-onできるかも, 本体が上にいるか内部にいるかで変化するのだ.

Groundshakerは, SoraとSimbaで戦いを挑むことになる. Battleは, reaction command Fend使用時と同じ動作からはじまり, 動作中にreaction commandが何度も表示されるので, Triangle buttonを連打しておこう. 以降は, lock-onできる場所に応じて以下のように戦うといい.

本体が上にいて仮面をLOCK-ONできるとき

Reaction command Leapを使って背中に跳び移り, 仮面の側面から空中comboで攻撃しよう. 空中comboの途中にTriangle buttonで出せるAerial Impulseを当てると, 高い確率で仮面がはずれ, 敵を一時的に行動不能にできるので活用したい.

2回目に本体が姿を現したあとは, 仮面をはずしにくくなる. この時点から使ってくる, 本体が透明になってのpunch連打は, 背中のスミのほうヘ逃げこむと当たらないことが多い.

本体が内部にいて骨の目をLOCK-ONできるとき

骨の目を空中comboで攻撃すればいいが, 敵の頭部が低い位置にあると火柱に当たってしまう. Damageを受けたくなければ, 火柱を放つときの音が聞こえるたびに離れてかわそう. Groundshakerの後方にいる場合は無理して近づかずに, 反転してくろのを待つのが無難だ. ただし, 立ち止まったまま, こちらを追尾する火柱を連発してきたら, 近づかないと敵が移動を再開しないので要注意.

Informationに[<check later>]と表示されているあいだは, こちらの攻撃が無効化される. 敵の前方にまわりこみ, reaction command Fendを使うこと.

[Caption 3: Sora attacks the giant mask with Aerial Impulse → Sora continues his attack] 敵本体の仮面をlock-onできるときは, 背中に乗って空中comboで攻撃. Aerial Impulseを当てて仮面をはずすことも忘れずに.
[Caption 4: Sora attacks one of the Groundshaker's eyes with Aerial Impulse] 敵の本体が隠れて骨の目をlock-onできるときは, 火柱に注意しつつ目に空中comboを当てていこう.
[Caption 5: Groundshaker fires lightning at Sora and Simba] 本体が背中の周囲をまわりながら雷を落とす攻撃は, lock-onを解除し, 大きな円を描くように走ると避けやすい.
[Caption 6: Sora casts Thunder on the Groundshaker] 敵の後方で待っているときは, Thunder-line magicを当てるのも手. 連発すれば, それなりに敵のHPを減らせる.

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SARK

Tron (1982)
A powerful program who doesn't serve any user—just the MCP. Commander Sark is pretty harsh to any program that tries to resist his master's power.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 51
   - Defense: 32

LOCATIONS & DETAILED STATS
--------------------------
SPACE PARANOIDS
Level 45, 460 HP, 0 EXP, 42 Strength, 24 Defense (SP2)
* Central Computer Core (SP2; boss)

TECHNIQUES
----------
DISC THROW
Type: Physical
Power modifier: ×1.5
Guard: Yes (repel) (*1)
Description: Aims and throws a disc at Sora (*2).
*1: When deflected, the disc bounces slightly; if parried with Attack, it flies forward, as if Disc Strike was used.
*2: The disc's trajectory depends on how it was thrown (either straight, curved arc, or curved and ricocheting off a wall).

REACTION COMMANDS
-----------------
ZONE GUARD → DISC STRIKE
Display: Approach Sark as he throws his disc.
Effect: Deflect the disc with Zone Guard, then launch it forward with Disc Strike. The launched disc chases Sark; it damages and stuns him when it hits (1).

DISC STRIKE (1)
Type: Physical
Power modifier: ×1

CHARACTERISTICS
---------------
* Adds more trajectories to his Disc Throw when he reaches certain HP thresholds (three different trajectories).
* Warps away when damaged continuously.

Sark is flanked by four Strafers; take the Strafers out first. When fighting Sark, deflect his disc with reaction commands and attack him when he's stunned. The disc can be thrown on three potential trajectories, but is easily deflected regardless.

[Caption: Sora deflects a disc back at Sark] Leave some space between yourself and Sark when you deflect a disc.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MCP & SARK (GIANT)

Tron (1982)
Sark: A powerful program who doesn't serve any user—just the MCP. Commander Sark is pretty harsh to any program that tries to resist his master's power.
MCP: The Master Control Program. He rules the system as the chief control program.
Instead of working for the users, the MCP is planning to take over the system for himself. By refusing to follow the users' orders and trying to enact his evil plan, he's causing chaos among the other programs.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 51
   - Defense: 32

REWARDS
-------
* Maximum HP increase (Sora, Donald, Tron)
* Reflect element (Sora)
* Accessory slot +1 (Goofy)

LOCATIONS & DETAILED STATS
--------------------------
SPACE PARANOIDS
Level 45, 920 HP (MCP), 148 HP (wall), 248 HP (Sark), 46 HP (Sark's feet), 0 EXP, 42 Strength, 24 Defense (SP2)
* Central Computer Core (SP2; boss)

TECHNIQUES
----------
MCP

ELECTROMAGNETIC WAVE
Type: Thunder
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.5
Guard: No
Description: Surrounds the spinning protective walls with electromagnetic waves.

LASER
Type: Neutral
Power modifier: ×1.5
Guard: No
Description: Fires lasers from the protective walls.

SARK (GIANT)

DISC THROW
Type: Physical
Power modifier:
 - Hit 1: ×2
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Aims and throws a disc at Sora.

GIANT DISC THROW
Type: Physical
Power modifier:
 - Hit 1: ×2
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Hurls a huge disc forward along the passageway.

THUNDER
Type: Thunder
Power modifier: ×1.5
Guard: No
Description: Rains down lightning on Sora's location.

REACTION COMMANDS
-----------------
DELETE → CHARGE
Display: The protective walls stop moving and you approach a gap between them.
Effect: Attack the MCP with Deleting lasers (1). Charge's duration is extended slightly with each use.

CHARGE (1)
Type: Physical
Power modifier: ×0.25 per 0.17 seconds

HIGH CLIMB → NEEDLE DIVE
Display: Approach a wall that appears in your path.
Effect: Ascend the wall with High Climb, then attack Giant Sark's head and knock him down.

[Caption 1: Sora approaches a gap in the protective walls; screenshot displays a trigger for Delete] Delete doesn't work if Tron is inactive or incapacitated.

CHARACTERISTICS
---------------
MCP
* Counters with Electromagnetic Wave and Laser when struck by the reaction command sequence Delete → Charge.
* Repairs broken protective walls when reduced to 50% HP or when 11 of them are broken.
* If Giant Sark has been incapcitated for a while, it says to him "I will repair your data" and restores all HP to his head and feet.

SARK (GIANT)
* Uses Giant Disc Throw if active when the party uses Delete.
* When the MCP is reduced below 50% HP, Sark will block off the passageway with a wall if Sora is far away.
* When his feet lose all HP, he kneels down, stunned; the feet eventually recover all HP.

Giant Sark and the MCP are fought simultaneously. Defeat the MCP to win; he can only he damaged with the reaction command sequence Delete → Charge. Destroy the protective walls and take out Sark in the meantime. Laserによる反撃は, 浮上した防御壁が降りてくる前に攻撃を中断すれば, 移動で回避したり, Reflect-line magicで防いだりできる.

To take out Sark, you must attack his head, which is out of reach until you reduce his feet to 0 HP. If the MCP is below 50% HP, you can instantly take out Sark by fleeing from him and using the reaction command sequence High Climb → Needle Dive (triggered by approaching the wall in your path).

[Caption 2: Sora attacks the MCP's protective barriers] Distance yourself from Sark (so his attacks are out-of-range) and attack the protective walls with combos.
[Caption 3: Sora and Tron steadily erase the MCP with Charge] Once you've destroyed at least three protective walls, take out Sark and attack the MCP with delete while Sark waits for repairs.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LEON

Final Fantasy VIII
A swordsman who carries a gunblade. His real name is Squall Leonhart. He took the name Leon to distance himself from his past self—the man who stood helpless as Heartless invaded his home.
For some time he took refuge in a different town, but thanks in part to Sora's help, Leon was able to reclaim this, his hometown. Now he works tirelessly towards its restoration.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×1.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-Pain & Panic Cup-
 - Revenge value: ?
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic:
     - OG: 38
     - FM: 41
   - Defense:
     - OG: 11
     - FM: 15
-Pain & Panic Paradox Cup-
 - Revenge value: ?
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 58
   - Defense: 44
-Hades Paradox Cup-
 - Revenge value: ?
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense:
     - OG: 77
     - FM: 76

LOCATIONS & DETAILED STATS
--------------------------
UNDERDROME
Level 20, 357 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 357 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 60, 819 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 1267 HP (Round 40), 634 HP (Round 49), 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 1267 HP (Round 40), 634 HP (Round 49), 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Round 10
* Pain & Panic Paradox Cup: Round 10
* Hades Paradox Cup: Rounds 40, 49

TECHNIQUES
----------
COMBO SWORD
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Runs up and slashes twice, then jumps and swings sword downward.

SWEEP
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Slash-sweeps twice with sword.

SPIRITED COMBO SWORD
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Shrouds sword in a spirit aura and uses Combo Sword.

SPIRITED SWEEP
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Shrouds sword in a spirit aura and uses Sweep.

FIRAGA
Type: Fire
Power modifier: ×1
Guard: Yes (repel)
-Deflected-
Type: Fire
Power modifier: ×1
Description: Gathers flame in fingertips and shoots a homing fireball at Sora.

BLASTING ZONE
Type: Neutral
Power modifier: ×0.25
Guard: Yes (negate)
Description: Envelops himself in a spirit aura and imbues his sword with this aura, transforming it into a giant sword of light.

CHARACTERISTICS
---------------
* Sometimes uses Combo Sword and Sweep in succession.
* In the Paradox Cups, he shrouds his sword in a spirit aura after a certain amount of time (at the start of the battle in the Hades Paradox Cup round 49) and uses Blasting Zone.
* When he imbues his sword with a spirit aura, he uses Spirited Sweep and Spirited Combo Sword instead of the base versions.
* Cannot be knocked back by any attack.
* Counters with Combo Sword or Sweep when damaged continuously.

Slashes with his sword at close range and shoots fireballs at long range; in the Paradox Cups, he can enhance his sword's power and range by imbuing it with fighting spirit. It's best to attack Leon with a combo right after he attacks to make him flinch and continue your assault in relative safety. That said, don't press it too far, or he'll counterattack; end your assault with a combo finisher. This strategy can still work after he's imbued his sword with fighting spirit, but you'll have to be more careful due to his extended reach.

Leon shoots a fireball right after saying "Here it goes!"; deflect it with Guard or dodge it with Quick Run. You can run to the side to avoid him, but if you have Glide Lv. 2–3, it's better to glide instead of running.

[Caption 1: Sora casts Blizzard on Leon] Blizzard-line magic is quite effective, especially since it fires rapidly until the finisher.
[Caption 2: Sora counterattacks with a Retaliating Slash] If you're knocked around by his sword slashes, counter with Retaliating Slash into a combo; this can miss if you're knocked too high or far.
[Caption 3a: Sora defends himself from Leon's Spirited Sweep] When Leon runs up to you, block his attack with Guard or Reflect-line magic.
[Caption 3b: Sora and Leon clash] Attack with a combo immediately afterward. If you find yourself at a distance after a combo finisher, use Slide Dash to approach.
[Caption 3c: Sora defends himself from Leon's attack with Reflect] Leonが体勢を立て直した直後にGuardやReflect-line magicを使えば, 弾き返す状況からくり返せる.

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YUFFIE

Final Fantasy VII
One member of the town's Restoration Committee, a spirited girl who actively does her part to keep tabs on the town.
Yuffie met Sora when she was living away from her hometown. Thanks to his help last time, the Heartless were ousted and she got to come home—so she's very grateful to him.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1.5
 - Fire: ×0
 - Blizzard: ×0
 - Thunder: ×0
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-Pain & Panic Cup-
 - Revenge value: ?
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic:
     - OG: 38
     - FM: 41
   - Defense:
     - OG: 11
     - FM: 15
-Pain & Panic Paradox Cup-
 - Revenge value: ?
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 58
   - Defense: 44
-Hades Paradox Cup-
 - Revenge value: ?
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense:
     - OG: 77
     - FM: 76

LOCATIONS & DETAILED STATS
--------------------------
UNDERDROME
Level 20, 255 HP, 0 EXP, 21 Strength, 11 Defense (Pain & Panic Cup) [OG]
Level 25, 255 HP, 0 EXP, 25 Strength, 14 Defense (Pain & Panic Cup) [FM]
Level 60, 585 HP, 0 EXP, 54 Strength, 31 Defense (Pain & Panic Paradox Cup)
Level 99, 905 HP (Round 10), 453 HP (Round 49), 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 905 HP (Round 10), 453 HP (Round 49), 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Pain & Panic Cup: Round 10
* Pain & Panic Paradox Cup: Round 10
* Hades Paradox Cup: Rounds 10, 49

TECHNIQUES
----------
LIGHTNING SPEED
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Grips shuriken in hand and slices twice.

ALL-CREATION
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Hovers slightly above the ground and attacks her surroundings with a giant shuriken.

CHARACTERISTICS
---------------
* Sometimes uses Lightning Speed and All-Creation in succession.
* Frequently rolls backward or warps away after attacking.
* Cannot be knocked back by any attack.
* Warps away when continuously damaged.

Repeatedly warps in a puff of smoke; if she warps next to Sora, she attacks him with her shuriken. She uses giant shuriken for her wide-range attack All-Creation. She takes no damage from Fire, Blizzard, and Thunder-type attacks, and is weak to Physical-type attacks; Attack combos are therefore very effective.

A choice moment to use combos is immediately after Yuffie warps and attacks with her shuriken. 少し離れて攻撃をかわし, 2回目の斬る動作と同時にSlide Dashからのcomboを仕掛けると, Yuffieがひるみ, finish技まで当てることができるのだ. 間合いを離すかわりに, Reflect-line magicで弾き返してcomboを仕掛ける手もある.

If Yuffie warps nearby and uses All-Creation, wait for a better opportunity. You cannot deflect or halt the giant shuriken in any way, and trying to attack in the interim may cause you to take serious damage from it.

[Caption 1: Sora attacks Yuffie] Yuffie won't flinch if damaged while using All-Creation or shrouded in smoke.
[Caption 2: Sora, Donald and Goofy attack Yuffie with their Trinity Limit] A battle against Yuffie can become very protracted; defeat her quickly with Limits such as Trinity Limit.
[Caption 3a: Sora runs from a teleporting Yuffie] If Yuffie warps close to you, retreat a short distance and watch what she does next.
[Caption 3b: Sora charges at Yuffie with Slide Dash] If she slashes at you with a normal-sized shuriken, use Slide Dash simultaneously with her second slash.
[Caption 3c: Sora and Yuffie clash] If timed correctly, she'll flinch and you can continue your combo.

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TIFA

Final Fantasy VII
A young woman in search of a certain someone.
Unflinching, unrelenting, Tifa has looked far and wide.
Her journey won't be over until she finds the person she seeks.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1.5
OTHER PROPERTIES
 - Revenge value: ?
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense:
     - OG: 77
     - FM: 76

LOCATIONS & DETAILED STATS
--------------------------
UNDERDROME
Level 99, 1086 HP (Rounds 10 & 25), 543 HP (Round 49), 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 1086 HP (Rounds 10 & 25), 543 HP (Round 49), 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Hades Paradox Cup: Rounds 10, 25, 49

TECHNIQUES
----------
PALM STRIKE
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Strikes with the palms of both hands.

PALM STRIKE RUSH
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Attacks with four palm strikes, then launches an elbow strike → backhand combo.

SEVENTH HEAVEN
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: 前方へ跳ねつつ, 頭上から振り下ろすように2段まわし蹴りを仕掛ける. Maximum 1 hit.

WATER'S SURFACE KICK
Type: Physical
Power modifier:
 - Parts 1–2:
   - Hit 1: ×1.5
   - Hits 2+: ×0.25
 - Parts 3–6: ×0.25
Guard: Yes (negate)
Description: 足払い→うしろまわし蹴りのあと, 円を描くように移動しながらまわし蹴りを連発

FINAL HEAVEN
Type:
 - Spirit strike: Neutral
 - Otherwise: Physical
Power modifier:
 - Roundhouse kick: ×0.5
 - Spirit strike: ×0.25
 - Spirit strike (knockback):
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Somersault: ×0.5
Guard:
 - Spirit strike: No
 - Otherwise: Yes (negate)
Description: Approaches and launches a roundhouse kick, then imbues her right hand with fighting spirit and attacks, and finishes with a somersault kick. Maximum 5 hits.

CHARACTERISTICS
---------------
* Cannot be knocked back by any attack.
* Counters with Palm Strike Rush or Seventh Heaven when damaged continuously.

Runs up to her opponents and attacks with various martial arts. Stop and wait for Tifa to approach and attack, then block her attack and initiate a combo from a Counterguard (or Reflect-line magic).

If Tifa attacks with two Palm Strikes or Final Heaven's first roundhouse kick, either escape with Quick Run or block it with Reflect-line magic. Being careless will most likely lead to Tifa staggering you and dealing damage.

You can use Limits as a safe way to attack if you're unsure how to react. During MP Charge, use Glide Lv. 3 to flee from Tifa and minimise her chances of attacking you.

[Caption 1: Tifa attacks Sora with Seventh Heaven] Sevent Heaven is a downward kick. She pauses for a short time afterward, so block and counter it.
[Caption 2: Tifa attacks Sora with Final Heaven → Sora is struck by her attack] This image shows Final Heaven. If you don't avoid the first roundhouse kick, her next attack WILL hit.
[Caption 3a: Sora defends himself from Tifa's attack with Reflect] If Tifa approaches you, quickly block her attack with Guard or Reflect-line magic.
[Caption 3b: Sora attacks Tifa] Weave Reflect-line magic's explosions or Counterguard into a combo.

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CLOUD

Final Fantasy VII
A "SOLDIER" who effortlessly wields a hefty sword. He once fought against Sora and his friends under contract with Hades.
Cloud hates letting other people see what he's thinking, so he can be an enigma to other people.
He searches for Sephiroth, hoping to settle things once and for all with his inner darkness.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1.5
 - Blizzard: ×0.5
 - Thunder: ×0
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: ?
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense:
     - OG: 77
     - FM: 76

LOCATIONS & DETAILED STATS
--------------------------
UNDERDROME
Level 99, 1448 HP (Rounds 25 & 40), 724 HP (Round 49), 0 EXP, 87 Strength, 51 Defense (Hades Paradox Cup) [OG]
Level 99, 1448 HP (Rounds 25 & 40), 724 HP (Round 49), 0 EXP, 86 Strength, 51 Defense (Hades Paradox Cup) [FM]
* Hades Paradox Cup: Rounds 25, 40, 49

TECHNIQUES
----------
WICKED SLASH
Type: Physical
Power modifier:
 - Part 1: ×1
 - Parts 2–3: 
   - Hit 1: ×1
   - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Swings his sword in all directions, then sweeps wide.

SONIC RAVE
Type: Physical
Power modifier: ×0.75
Guard: Yes (negate)
Description: Charges and lunges with sword.

OMNISLASH
Type:
 - Slash: Physical
 - Otherwise: Neutral
Power modifier:
 - Spirit burst: ×1
 - Swing: ×0.25
 - Slash:
   - Hit 1: ×0.75
   - Hits 2+: ×0.25
 - Falling lunge: ×1
Guard: Yes (negate)
Description: 闘気を発して頭上で剣を振りまわしたあと, [超高速で2.5秒間飛びまわる→3回斬る]を2–3回くり返し, 最後に上空から落下しつつ剣を突き立てる

CHARACTERISTICS
---------------
* Uses Sonic Rave 2–3 times successively.
* In the Hades Paradox Cup Rounds 40 and 49, he uses Omnislash about once a minute.
* Cannot be knocked back by any attack.
* Counters with Wicked Slash or Sonic Rave when damaged.

Primarily uses Wicked Slash at close range and Sonic Rave at long range. Furthermore, he uses Omnislash (wherein he flies around at high speed and attacks) about once a minute.

Run around Cloud at a distance while he vainly uses Sonic Rave and Wicked Slash, and Slide Dash to him and attack with a combo when he's done. Finish技を当てたあとは少し離れて, 周囲を走るところからくり, 返そう. Incorprating Fire-line magic into a combo can be effective, as Cloud takes 1.5× damage from Fire-type attacks.

Cloud will not stagger when damaged while using Omnislash. 走って逃げまわりながら, Cloudが近くにくるたびにjumpして攻撃をかわすか, 高くjumpしてからGlide Lv. 3で飛びまわってやり過ごそう.

[Caption 1: Sora casts Fire on Cloud] Use Fire-line magic while in a formchange to increase damage dealt by a combo.
[Caption 2: Sora jumps to avoid Cloud's activation of Omnislash] Omnislash's initial burst of fighting spirit has a longer reach than you'd think; jump to avoid it.
[Caption 3a: Cloud prepares to attack Sora] Wicked Slashで斬られない程度の間合いで, Cloudをlock-onして横に走りながら, 攻撃を出してくるのを待つ.
[Caption 3b: Cloud charges at Sora with Sonic Rave] Sonic Raveを避けた直後, またはWicked Slashの3段目のなぎ払いが見えた直後に, Slide Dashで攻撃.
[Caption 3c: Sora charges at Cloud with Slide Dash] When timed correctly, Slide Dash causes Cloud to flinch; press on with a combo until you use a finisher.

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HERCULES

Hercules (1997)
A legendary hero with super strength—and a pretty great fellow, too. Hercules is the son of the gods Zeus and Hera, but he's not a god himself. Not long ago, he joined forces with Sora and his friends to stop Hades from taking over the world.
Hercules really impresses the crowds when he battles in the Coliseum. He's never lost a match yet.

Hercules (1997)
A legendary hero with super strength. When the Hydra destroyed the Coliseum, Hercules thought he'd let everyone down. Now he isn't sure he's the hero he thought he was, and he seems to have lost his fighting spirit.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
-Titan Cup-
 - Revenge value: ?
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic:
     - OG: 49
     - FM: 51
   - Defense:
     - OG: 29
     - FM: 32
-Titan Paradox Cup-
 - Revenge value: ?
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 68
   - Defense: 60

LOCATIONS & DETAILED STATS
--------------------------
UNDERDROME
Level 41, 1290 HP, 0 EXP, 39 Strength, 22 Defense (Titan Cup)
Level 45, 1290 HP, 0 EXP, 42 Strength, 24 Defense (Titan Cup) [FM]
Level 80, 2250 HP, 0 EXP, 70 Strength, 41 Defense (Titan Paradox Cup)
* Titan Cup: Round 10
* Titan Paradox Cup: Round 10

TECHNIQUES
----------
PUNCH
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Description: Swings his arms around, then steps forward and punches.

CHARGE PUNCH
Type: Physical
Power modifier: ×3
Guard: No
Description: Imbues his fist with fighting spirit, then steps forward and punches.

HEADBUTT CHARGE
Type: Physical
Power modifier:
 - Hit 1: ×4
 - Hits 2+: ×1
Guard: Yes (negate)
Description: Runs around, charging headfirst into anything in his way.

EXPLOSIVE ATTACK
Type: Neutral
Power modifier: ×2
Guard: No
Description: Leaps and slams the ground, generating a shock wave.

CHARACTERISTICS
---------------
* Explosive Attack may be used at the start of the battle.
* When above 60% HP, he sometimes taunts you by saying "Is that all you've got?" after attacking or while watching from afar.
* Uses Charge Punch when reduced to 60% HP.
* When damaged, he counters with Punch (Charge Punch when below 60% HP and was invincible beforehand) at close range, and Headbutt Charge at long range.
* Surrounds himself in an invincibility-imbuing aura when continuously damaged.

大振りながらも, 遠くまで届いてdamageが大きい攻撃をくり出してくる. Keep your distance; if Hercules attacks, jump lightly or move out of range to avoid him, then quickly counter with a combo. Charge Punch and Explosive Attack are difficult to counter in this way; avoid both attacks or defend yourself with Reflect-line magic. Hercules is always fought under Titan Cup rules (→p. 457); you'll lose points if you mess up and take damage.

If your maximum combo length is 3 or more, it's recommended to use an air combo that transitions from Aerial Spiral into Horizontal Slash. If Hercules attacks with Headbutt Charge, defend yourself with Guard or Reflect-line magic, then counterattack. While you can block his Punch, it's quite possible to mess up your counterattack such that he doesn't flinch, thereby endangering yourself.

[Caption 1: Sora blocks Hercules's Headbutt Charge] If your maximum combo length is 3 or more, you'll almost certainly make Hercules flinch if you counterattack after a charge.
[Caption 2: Sora jumps to avoid Hercules's Headbutt Charge] If your maximum combo length is 2 or less, it's better to jump to avoid his charge and attack immediately after he stops.
[Caption 3: Sora blocks Hercules's punch → Sora counterattacks with Counterguard] Hercules usually doesn't flinch if you counter his Punch from a standard Guard; it's possible he'll attack you while doing so.
[Caption 4: Sora tries and fails to block Hercules's Explosive Attack] Charge Punch and Explosive Attack can't be blocked; use Reflect-line magic if you want to defend yourself against those attacks.

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SEPHIROTH

Final Fantasy VII
An unsurpassed swordsman who was once revered as a hero.
For a long time Sephiroth's whereabouts were unknown, and no one can say for sure why he has returned.
He seems to have some connection to Cloud's past.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×0
 - Thunder: ×0
 - Dark: ×0
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 68
   - Defense: 60

REWARDS
-------
* Drive gauge +1 (Sora)

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 80, 3000 HP, 0 EXP, 70 Strength, 41 Defense (HB3)
* The Dark Depths (HB3; boss; Sora fights alone)

TECHNIQUES
----------
COMBO SLASH
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Slashes seven times while advancing forward.

AERIAL COMBO SLASH
Type: Physical
Power modifier:
 - Launching slash: ×0.25
 - Aerial slash: ×1
Guard: Yes (negate)
Description: Knocks Sora upward with a slash, then slashes four more times in mid-air.

MOVING SLASH
Type: Physical
Power modifier: ×1
Guard: Yes (negate)
Description: Rapidly moves in a semi-circle and slashes.

BRANDISH
Type: Physical
Power modifier:
 - Charging slash: ×1
 - Additional: ×0.25
Guard: No
Description: Charges and slashes; if successful, it deals 13 additional hits.

SHADOW FLARE
Type: Dark
Power modifier: ×0.5
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×1
Description: Deploys blue light orbs around Sora that strike without warning.

FIRAGA WALL
Type: Fire
Power modifier: ×1
Guard: No
Description: Raises 15 fire pillars around him in succession.

METEOR
Type: Neutral
Power modifier: ×0.25
Guard: No
Description: Rains down countless meteorites from above.

HEARTLESS ANGEL
Type: Neutral
Damage dealt: Opponent's HP reduced to 1 and MP reduced to 0 (*1)
Guard: No
Description: Rises high into the air and removes Sora's HP and MP.
*1: MP Charge begins. If Sora was using Cure-line magic, MP Charge may not activate, 直後にHP回復が行行なわれたりすることがある

REACTION COMMANDS
-----------------
BLOCK
Display: The moment Sephiroth pulls out and Brandishes his sword.
Effect: Assume a defensive stance and block the attack.

[Caption 1: Sephiroth prepares to attack Sora; screenshot displays a reaction command trigger] The reaction command appears when Sephiroth begins saying "That's enough" and the arena dims.

CHARACTERISTICS
---------------
* Begins the battle with Brandish.
* Warps away when continuously attacked with combos.
* Changes phase depending on HP; with each phase change, the amount of attacks available to him increases, and the further he moves when using Combo Slash.
* When entering his second phase, he says "Know your place"; when entering his third phase, he warps, envelops himself in an aura and says "All shall be one with me."

Sephiroth has extremely high Strength, and his slashes deal deadly damage. Since this is a solo fight, formchanges and summons can't be used; the abilities listed below should be sufficient for winning at Lv. 50. Be sure to equip HP recovery items such as Hi-Potions and Elixirs.

The basic strategy is thus: distance yourself and lure him into using Combo Slash, then block it and counter with a Counterguard into a combo; you want him to do this repeatedly, so reduce your maximum combo length below 6 to increase its effectiveness. If he warps near you and uses Aerial Combo Slash (indicated by an upward slash), counter with Retaliating Slash. Defend yourself from his Brandish that he always begins the battle with and counterattack.

Sephirothの行動patternは, 残りHPに応じてthird phaseに切りかわり, それがこちらの戦いかたにも影響する. 以下で, 段階ごとに説明していこう.

FIRST PHASE (HP ABOVE 70%)

In this phase only, Sephiroth leaves himself open after a Combo Slash. As such, you can jump to avoid it and then attack with an air combo, instead of having to block it.

SECOND PHASE (HP BELOW 70%)

At close range, he summons pillars of fire with Firaga Wall; at long range, he deploys light orbs with Shadow Flare. The fire pillars draw you in, so flee from them. The light orbs are not only an annoying obstacle, but they can also be locked onto, making it difficult to target Sephiroth; deflect them wth Reflect-line magic.

Sephiroth initiates Heartless Angel by saying "Descend, Heartless Angel" and rising above the arena; you'll be struck by this attack if it's uninterrupted. You can use Trinity Limit or jump to him to interrupt it, or use an item to recover HP if you take damage from it. If he uses it successfully, he uses Brandish immediately afterward.

[Caption 2a: Sora defends himself from Sephiroth's attack] Keep your distance from Sephiroth (just enough to be out of range of his sword slashes) and block when he starts swinging his sword.
[Caption 2b: Sora attacks Sephiroth with Counterguard] Block it and counter with an Attack combo.
[Caption 3: Sephiroth attacks Sora → Sora counterattacks with Retaliating Slash] If you're knocked upward by a slash, counter with Retaliating Slash by pressing Square right after he warps.

THIRD PHASE (HP BELOW 30%)

Each behaviour must be dealt with in a precise manner. Moving Slash (signified by sliding) and Meteor (signified by falling meteorites) can be avoided by jumping. Don't block carelessly, or he'll move behind you and easily attack you with Combo Slash (at this point, he moves forward a long distance when using it); defend yourself against this by staying close to a wall or cliff, preferably with your back to the edge.

[Caption 4: Sora jumps towards an airborne Sephiroth → Sora attacks Sephiroth with Aerial Finish] Stop Sephiroth's Heartless Angel by interrupting his speech with an attack before he finishes speaking.
[Caption 5: Sora defends himself from Sephiroth's Shadow Flare with Reflect] Light orbs can be deflected with Reflect-line magic. If you lack MP, you can use Aerial Dodge to avoid them, but this isn't guaranteed.
[Caption 6: Sora dodges Sephiroth's meteorites] Avoid Meteor by locking onto Sephiroth and High Jumping and Aerial Dodging back and forth.

TABLE 1: ABILITIES THAT SHOULD ALWAYS BE EQUIPPED
-------------------------------------------------
ABILITY                                   REASONS
Guard, Counterguard                       Essential for counterattacks and preventing his slashing combos
Retaliating Slash                         Used to counter Aerial Combo Slash
High Jump Lv. 2–3, Aerial Dodge Lv. 1–3   Needed to attack Sephiroth when he initiates Heartless Angel; also used to change direction in mid-air

TABLE 2: OTHER RECOMMENDED ABILITIES
------------------------------------
ABILITY                                                  REASONS
Aerial Spiral                                            A cheap air combo modifier
Aerial Recovery, Leaf Bracer, Second Chance, Once More   Reduces the risk of defeat
MP Haste                                                 Reduces time spent in MP Charge

TABLE 3: ABILITIES THAT SHOULD BE REMOVED
-----------------------------------------
ABILITY                                               REASONS
Guard Break, Explosion                                Sephiroth is much more likely to warp away when struck
Combo Plus, Air Combo Plus                            Longer combos increase Sephiroth's chances of warping away
Damage Drive, Drive Boost, Form Boost, Summon Boost   Equipping these is pointless since you can't use abilities that consume the Drive gauge anyway

FINAL MIX CHANGES
-----------------
* Meteorを使ったときに降ってくる隕石の間隔が広がったことで, comboがときおり途切れるようになった短くな

[Caption 7: Sephiroth attacks Sora with Meteor]: Once More loses effectiveness if the combo is interrupted, so keep an eye on your remaining HP.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ROXAS [FM-EX]

A boy who lived in Twilight Town and saw Sora's memories in dreams.
His summer vacation has come to an end, and many of his thoughts and feelings with it.

Organization XIII's Number XIII, a Keyblade wielder and denizen of darkness.
He vanished with a satisfied look after battling Sora—but Sora was the only one who could see him in the first place.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.25
 - Blizzard: ×0.25
 - Thunder: ×0.25
 - Dark: ×0.25
 - Neutral: ×0.25
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 54
   - Defense: 35

REWARDS
-------
* Maximum HP increase (Sora)
* Combo Master (Sora)
* Two Become One
* Secret Ansem Report 8

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 1300 HP, 0 EXP, 45 Strength, 26 Defense (TWTNW)
* Memory's Skyscraper (TWTNW; boss; transported to Twilight Town: Station of Awakening; Sora fights alone)

TECHNIQUES
----------
COMBO SWING
Type: (*1)
Power modifier:
 - Combo attack: ×1 or ×0.25
 - Charge:
   - Hits 1–4: ×2
   - Hits 5+: ×0.5
 - Shock wave: ×1.5
Guard:
 - Combo attack: Yes (negate)
 - Charge: Yes (repel)
 - Shock wave: No
Description: Attacks with a combo, jumps back, then charges straight ahead (leaving a shock wave in his wake).

WHIRLWIND SWING
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hits 2–3: ×0.25
 - Hits 4+: ×0.5
Guard: Yes (negate)
Description: Assumes a stance and unleashes a whirlwind around himself.

AERIAL SPIN SWING
Type: Physical
Power modifier:
 - Spin:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Landing:
   - Hit 1: ×1.5
   - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Falls forward while spinning vertically.

KEYBLADE THROW
Type: (*1)
Power modifier:
 - Weapon and dark power:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Dark power finisher:
   - Hit 1: ×1.5
   - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Quickly approaches Sora, throws weapons, then retreats; after repeating this sequence five times (*3), he quickly approaches again, swings weapons around, then unleashes dark power from his body.
*3: Attack stops after two iterations when Roxas is above 40% HP.

COUNTERATTACK
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hit 2+: ×0.25
 - Hits 3+: ×0.5
Guard: Yes (negate)
Description: Quickly charges straight ahead and sweeps with weapons.

DUEL ATTACK
Type: Physical
Power modifier: ×2.5
Guard: No
Description: Roxas attacks Sora as both characters pass by each other.

RECAPTURE ATTACK
Type: (*1)
Power modifier:
 - Beam pillar: ×1
 - Weapon: ×2.5
Guard: No
Description: Surrounds the area in beam pillars and attacks with reclaimed weapons.

SPOT BEAM
Type: Neutral
Power modifier: ×1
Guard: No
Description: Sends out beam pillars while using various attacks and moving rapidly; the amount and direction of the pillars depends on the action taken.

ARRANGED BEAM
Type: Neutral
Power modifier: ×1
Guard: No
Description: Sends out multiple beam pillars in various patterns.

KEYBLADE UNLEASHED
Type: Neutral
Power modifier: ×1
Guard: No
Description: Floats above the centre of the circle of beam pillars, changes the background scenery, then sends out 14 (total) homing light orbs from both weapons.

*1 (Type):
 - Combo attack, charge and weapon: Physical
 - Shock wave, dark power and beam pillar: Neutral

REACTION COMMANDS
-----------------
REVERSAL
Display: About 0.3–0.8 seconds after the screen changes to show Roxas approaching Sora (wielding his stolen Keyblades) from behind.
Effect: Quickly circle around Roxas, dodge his Recapture Attack and mislead him for an instant. Roxas will always recover his Keyblades regardless of your success (or lack thereof).

CHARACTERISTICS
---------------
* Begins the battle with Whirlwind Swing.
* If he wasn't attacked after staggering from a successful block of Combo Swing's final charge, he counters with Counterattack.
* If he loses his Keyblades to Sora in a duel, he attacks with Arranged Beam until he can recover them.
* When reduced below 75% HP, he uses Spot Beam during his other attacks, and starts using Keyblade Unleashed and Keyblade Throw.

You have no allies in this battle, and some commands are unavailable. You can use Limit Form if pressed, but don't push your luck.

Roxas approaches at high speed, challenging you to fight at close range; as he loses HP, he fires beams during various actions. This is risky, so retreat, watch his behaviour, and change tactics accordingly. That said, you can (and should) block the Whirlwind Swing he begins the battle with.

THE DUEL (AND HOW TO FIGHT IF YOU WIN)

The screen may suddenly change to display a duel for about two seconds (see below for details). During this duel, all commands initially change to ?, and one eventually changes to The End; select The End quickly enough to attack and steal Roxas's Keyblades.

While wielding the stolen Keyblades, you automatically use additional attacks during certain attacks and actions. At this point, Roxas uses Arranged Beam to send out numerous beam pillars, making him difficult to approach; either use Limit Form techniques, or approach him with Quick Run and launch a combo. After a while, Roxas approaches from behind and takes his Keyblades back; use the reaction command when prompted or he'll hit you with Recapture Attack.

[Caption 1: Sora and Roxas engage in a duel] Duel中は方向keyの上(または下)とX buttonを交互に連打すれば, どこにThe Endが表示されても使用可能.

HOW TO DEAL WITH ROXAS'S VARIOUS ACTIONS
----------------------------------------
WHEN HE APPROACHES AT HIGH SPEED

[Caption 2a: Sora dashes away from a light pillar] Quickly avoid his initial attack by moving diagonally back or sideways and use Quick Run 2–3 times to avoid the rest.
[Caption 2b: Sora blocks Roxas's Combo Swing → Sora counterattacks] If you avoided his Combo Swing, block his final charge (after he jumps back) and counter with a combo.
[Caption 3: Sora jumps to avoid Roxas's Whirlwind Swing] If you avoided his Whirlwind Swing, quickly approach and use an air combo (this can be difficult, though).

WHEN HE JUMPS UP

[Caption 4: Sora dashes away from light pillars] He attacks right after with an Aerial Spin Swing; avoid it with a directly horizontal Quick Run.

WHEN HE FLOATS ABOVE THE CENTRE OF THE BATTLEFIELD

[Caption 5: Sora dashes away from numerous light orbs] He uses Keyblade Unleashed; run along the edge of the arena and avoid the homing orbs with Quick Run and Aerial Dodge.

DUEL MECHANICS
--------------
* Roxas approaches Sora at high speed; occurs randomly.
* All commands change to ?; as the mutual attack begins, the scene plays in slow motion for two seconds. ? has no effect.
* 1.3 seconds after the duel screen appears, one command changes to The End.
* If The End is selected during the duel, Sora knocks Roxas back (1) and steals his Keyblades.
* If 0.7 seconds pass after The End is displayed, Sora is struck by Duel Attack.

THE END (1)
Type: Physical
Power modifier: ×1

ULTIMANIA COLUMN (FOR EXPERIENCED PLAYERS): STOLEN KEYBLADE ATTACKS
-------------------------------------------------------------------
The Keyblades stolen from Roxas by winning a duel perform additional attacks when Sora attacks or uses Quick Run (see below for correspondence). Additional attack details are detailed below (1), and they can make him flinch.

STOLEN KEYBLADE ATTACKS (1)
Type: Neutral
Power modifier:
 - Normal: ×0.1
 - Additional attacks at the end of various finish techniques: ×0.25

TABLE: BEHAVIOUR OF ADDITIONAL ATTACKS IN RESPONSE TO SORA'S ACTIONS
--------------------------------------------------------------------
SORA'S ATTACKS AND ACTIONS                                      ADDITIONAL ATTACK BEHAVIOUR
Basic swings, Last Arcanum, Infinity, Quick Run, Aerial Dodge   Spin around Sora
Basic thrusts                                                   Spin ahead of Sora
Sonic Rave                                                      Fly about in tandem with thrown Keyblades
End of various finish techniques                                4–8 beams strike Roxas

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

XIGBAR

Organization XIII's Number II. Nothing else about him has come to light.
He vanished, leaving Sora with naught but puzzling words. Apparently Organization members can use the darkness to come and go as they please.

Organization XIII's Number II. When Sora called out to him, thinking he was Riku, Xigbar gave a curt reply.
His motives and his methods remain unclear. Surely he has a greater goal in mind, but what could it be?

Organization XIII's Number II.
He told Sora once that he reminded him of someone else. Puzzling words, indeed…
Some part of him did seem to be enjoying Sora's reaction.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.25
 - Blizzard: ×0.25
 - Thunder: ×0.25
 - Dark: ×0.25
 - Neutral: ×0.25
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 54
   - Defense: 35

REWARDS
-------
ORIGINAL
* Magnet element (Sora)
* Item slot +1 (Donald)
* Maximum HP increase (Goofy)
* Secret Ansem Report 3

FINAL MIX
* Maximum MP increase (Sora)
* Item slot +1 (Donald)
* Maximum HP increase (Goofy)
* Secret Ansem Report 3

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 1300 HP, 0 EXP, 45 Strength, 26 Defense (TWTNW)
* Hall of Empty Melodies—Lower (TWTNW; boss; summons are disabled)

TECHNIQUES
----------
SHOT
Type: Neutral
Power modifier: ×0.25
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×0.5
Description: Rapidly fires four projectiles.

CHARGE SHOT
Type: Neutral
Power modifier: ×2
Guard: No (*1)
Description: Makes muzzles glow and fires projectiles that bounce around the room.

ULTIMA SHOT
Type: Neutral
Power modifier: ×0.25
Guard: No
Description: Xigbar's body glows blue, and he fires projectiles in the following sequence: a barrage of shots around himself → a series of shots from outside the arena → a rain of projectiles from above.

SNIPE
Type: Neutral
Power modifier:
 - Rapid-fire: ×1
 - Snipe: ×2
Guard: Yes (negate) (*1)
Description: Xigbar scopes out the arena from high above, then rapidly fires three times in a row or zooms in and snipes.

*1:
 - Projectiles deflected with reaction command: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×0.5

REACTION COMMANDS
-----------------
BREAK → WARP SNIPE
Display: Xigbar's Snipe scope zooms in.
Effect: Use Break to deflect projectiles that target you (1), then use Warp Snipe up to twice to deflect projectiles hanging in the air (2).

BREAK (1)
Type: Neutral
Power modifier: ×1

WARP SNIPE (2)
Type: Neutral
Power modifier: ×1

[Caption 1: Xigbar snipes Sora] Snipe can last up to one full minute, but the reaction commands can be used to end it prematurely.

WARP SNIPE (mid-air enabled)
Display: Approach a projectile generated by Charge Shot.
Effect: Deflect projectiles back at Xigbar. Can be used up to three times consecutively.

CHARACTERISTICS
---------------
* Begins the battle with Snipe.
* Sometimes changes the battlefield's shape; this changes the visual appearance of his Shots.
* Begins using Charge Shot when reduced to 70% HP.
* Uses Ultima Shot when reduced to 35% HP (he may use it occasionally afterward).

Sora, Donald and Goofy fight Xigbar together, but summoning is disabled. When he snipes you from high above, counter him with reaction commands.

Normally, Xigbar warps around in mid-air and fires projectiles in various ways. Avoid or deflect the projectiles, and attack him with air combos when he stops to reload. Charge Shot (signified by the gun muzzles flaring brightly beforehand) can be deflected with Warp Snipe.

The battlefield's floor configuration changes frequently, but your basic strategy should remain the same. The only exception to this is when Xigbar's body glows blue and the battlefield becomes a small square; at this point, he uses Ultima Shot and remains invincible until it ends. To avoid damage, either use a Limit or jump and move around.

[Caption 2: Sora deflects Xigbar's projectiles with Reflect] Use Reflect-line magic (or Guard, if at a distance) to deflect projectiles.
[Caption 3: Sora attacks Xigbar] Xigbar stops to reload after three uses of Shot; use this time to approach and attack him.
[Caption 4: Sora runs to avoid Xigbar's Ultima Shot] The final part of Ultima Shot (the rain of projectiles) can be avoided by running around in a large circle while avoiding your allies.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LUXORD

Organization XIII's Number X.
The Organization has hinted that not only do they know about the Keyblade, but they may know things about Sora himself. Are they playing mind games, or is there truth to their words?

Organization XIII's Number X, a master of rhetoric whose words left Sora and his companions quite perplexed.
Luxord was using the cursed medallions to conduct experiments on behalf of the Organization.

Organization XIII's Number X, a gambler who can manipulate time.
Having shaken Sora and his companions with wily words, Luxord entertained himself by drawing them into a game-like battle.
In Port Royal, Luxord used Heartless and the cursed medallions to conduct experiments on the Organization's behalf and collect hearts.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value:
   - First phase: 9.375
   - Second phase onward: 6.875
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 54
   - Defense: 35

REWARDS
-------
ORIGINAL
* Maximum HP increase (Sora)
* Secret Ansem Report 8 [JP]
* Secret Ansem Report 9 [EN]

If a card game is won by selecting ◯:
* HP prize [1] ×5
* HP prize [5] ×20

If a card is reduced to 0 HP and vanishes:
* MP prize [1] ×10
* MP prize [3] ×5

FINAL MIX
* Maximum HP increase (Sora)
* Magnet element (Sora)
* Secret Ansem Report 9

If a card game is won by selecting ◯:
* HP prize [1] ×5
* HP prize [5] ×20

If a card is reduced to 0 HP and vanishes:
* MP prize [1] ×4
* MP prize [3] ×2

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 1500 HP (Luxord [unique mechanics; see below]), 50 HP (cards), 0 EXP, 45 Strength, 26 Defense (TWTNW)
* Havoc's Divide (TWTNW; boss; Sora fights alone)

(If it helps, think of the time gauges as "unique" HP bars with a permanent Sap status.)

TECHNIQUES
----------
CARD SLASH
Type: Physical
Power modifier:
 - Sweep: ×0.25
 - Lunge: ×1
Guard: Yes (negate)
Description: Sweeps and lunges with numerous cards.

FLASH
Type: Physical
Power modifier:
 - Light: ×0
 - Additional: ×0.25
Guard: No
Description: Emits light; the seven additional hits deal damage.

CARD ATTACK
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Attacks by swinging a giant card sideways.

BOMB CARD
Type: Physical
Power modifier: ×0.25
Guard: No
Description: Card with a red mark explodes.

CARD DANCE
Type: Physical
Power modifier:
 - Swing: ×1
 - Card throw: ×0.25
Guard: Yes (negate)
Description: Swings and throws cards.

REACTION COMMANDS
-----------------
FLIP
Display: Approach a standing card.
Effect: Flip and erase a card.

BEGIN GAME
Display: Approach Luxord before he emits light with Flash.
Effect: Begins the "Find the ◯" game.

CHARACTERISTICS
---------------
* Using the reaction command Begin Game initiates the "Find the ◯" game.
* When Luxord's time gauge is reduced to 25%, he uses Card Dance, then initiates the "Match the four ◯s" game.

Sora fights Luxord alone. Each character has a time gauge, displayed at the top of the screen; empty Luxord's time gauge before Sora's HP or time gauge is depleted to win the battle. Time gauge mechanics are explained below.

Sora is always forced into Dice Form (→p. 64) when the battle begins. When in Dice Form, you can attack and bounce in a desired direction by pressing the X button and moving the left stick; you can't return to normal while doing so. Once you return to normal, erase the cards in your way with Flip, keep your distance from Luxord, and attack him when he leaps toward you. When Luxord turns himself into a card and shuffles himself among them, distance yourself slightly and continue Flipping.

Game mechanics are explained below. どちらのgameも, commandの切りかわるpaceが時間の経過とともに遅くなっていくため, 少し待てば, buttonを押すtimingが計りやすくなるはずだ.

GAME MECHANICS AND KEY NOTES ON EACH
------------------------------------
"FIND THE ◯" GAME

Three commands turn into ✕, and one turns into ◯; ◯ continuously switches position like a slot machine. If ◯ is selected, Sora wins the game and Luxord drops HP prizes. If ✕ is selected or 4.5 seconds pass, Luxord wins and Sora is forced into Card Form (→p. 64).

[Caption: Sora plays the "Find the ◯" game with Luxord]

"MATCH THE FOUR ◯S"

Each command shifts between ◯ and ✕. Move the cursor and press X when a selected command is ◯; if all four ◯s are selected, Luxord's time gauge is completely emptied. If ✕ is selected or 4.5 seconds pass, Luxord wins and Sora is forced into Card Form (→p. 64).

[Caption: Sora plays the "Match the four ◯s" game with Luxord]

TIME GAUGE REDUCTION MECHANICS
------------------------------
* Default value 1500; decreases by 5 per second (does not decrease during a game).
* When Sora is hit, his time gauge decreases by 2 (150 if hit by bomb card).
* When Luxord is hit, his time gauge decreases by the same amount a typical attack would deal.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SAÏX

Organization XIII's Number VII.
Nobodies like him may look like they respond emotionally, but this is, in fact, a ruse. Nobodies have no hearts.

Organization XIII's Number VII.
He was in pursuit of the renegade Axel, but for some reason seemed more concerned about Sora's well-being.
Saïx has no heart, but knows all too well how to injure one. No doubt his poise belies a more savage nature. He also insinuated he knew something about Riku.

Organization XIII's Number VII.
Saïx relentlessly chased the renegade Axel. It was also he who caught Kairi after she eluded Axel, and threw her into the castle dungeon.
If Saïx sees something he can use, he will—and without a second thought.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 54
   - Defense: 35

REWARDS
-------
ORIGINAL
* Drive gauge +1 (Sora)
* Maximum HP increase (Donald)
* Item slot +1 (Goofy)
* Secret Ansem Report 9 [JP]
* Secret Ansem Report 12 [EN]

FINAL MIX
* Maximum HP increase (Sora, Donald)
* Item slot +1 (Goofy)
* Secret Ansem Report 12

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 1500 HP, 0 EXP, 45 Strength, 26 Defense (TWTNW)
* Addled Impasse (TWTNW; boss)

TECHNIQUES
----------
COMBO ATTACK
Type: Physical
Power modifier:
 - Parts 1–2:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Part 3: ×0.25
Guard: Yes (repel)
Description: Strikes three times with weapon.

CHARGE ATTACK
Type: Physical
Power modifier:
 - Charge: ×0.25
 - Sweep: ×0.5
Guard: Yes (negate)
Description: Charges at high speed and sweeps with weapon.

BERSERK
Type: Physical
Power modifier:
 - Hit 1–5: ×0.25
 - Hits 6+: ×0.5
Guard: No
Description: Floats in the air, sheds light, and enters his berserk mode.

BERSERK VERTICAL SWING
Type: (*1)
Power modifier:
 - Vertical swing:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Rest of attack: (*2)
Guard: (*3)
Description: Swings weapon twice, then throws it downward.

BERSERK SWEEP
Type: (*1)
Power modifier:
 - Sweep:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Rest of attack: (*2)
Guard: (*3)
Description: Moves forward and attacks with sweeps and shock waves, then throws weapon at the end.

BERSERK WEAPON THROW
Type: (*1)
Power modifier:
 - Sweep: ×1
 - Rest of attack: (*2)
Guard: (*3)
Description: Attacks with sweeps, then jumps and throws weapon, generating an explosion.

LUNACY
Type: (*1)
Power modifier:
 - Sweep: ×0.25
 - Charge: ×0.25
 - Vertical swing: ×0.5
 - Rest of attack: (*2)
Guard: (*3)
Description: Unleashes explosions and shock waves, then goes on a violent rampage.

*1 (Type):
 - Weapon attack: Physical
 - Rest of attack: Neutral

*2 (Power modifier):
 - Weapon throw: ×0.5
   - Berserk weapon throw: ×0.25
 - Shock wave and fire pillar: ×0.5
 - Explosion:
   - Hit 1–4: ×0.25
   - Hits 5+: ×0.5

*3 (Guard):
 - Weapon attack: Yes (negate)
 - Rest of attack: No

REACTION COMMANDS
-----------------
BERSERK → ECLIPSE → MAGNA STORM
Display: Approach one of Saïx's dropped weapons.
Effect: Pick up a weapon with Berserk, and move around at high speed for 6 seconds; damage won't cause you to flinch while in this state. Eclipse becomes available 3–6 seconds after picking it up (1); if it hits Saïx, use Eclipse twice more → Magna Storm (2) to completely empty his berserk gauge.

ECLIPSE (1)
Type: Physical
Power modifier:
 - OG: ×2
 - FM: ×0.5

MAGNA STORM (2)
Type: Physical
Power modifier [OG]:
 - All except final: ×2
 - Final: ×5
Power modifier [FM]:
 - All except final: ×0.5
 - Final: ×3
Note: Finisher.

CHARACTERISTICS
---------------
* When the berserk gauge fills completely, he uses Berserk to enter his berserk mode; he returns to normal when the gauge empties.
* He uses Berserk Vertical Swing when in berserk mode. When below 70% HP, he also uses Berserk Sweep and Berserk Weapon Throw, and below 30% HP, Lunacy.
* He often counters with Charge Attack if struck while in normal mode.

Saïx switches between his berserk and normal modes according to the berserk gauge at the top left of the screen; adjust your countermeasures accordingly. Initially, the berserk gauge is completely full; it decreases when Saïx is berserk, and increases when he's not.

WHEN IN BERSERK MODE

All attacks deal 1 damage and finishers cannot end the battle. You can completely empty the berserk gauge by picking up a dropped weapon with a reaction command and attacking him with it. If Saïx yells "All shall be lost to you!", use a long-lasting Limit for safety.

WHEN IN NORMAL MODE

Keep a slight distance between yourself and Saïx; when he raises his weapon, block his attack to make him drop it and temporarily stun him, then attack him with a combo. If he drops a weapon just before the berserk gauge fills completely, you can attack him with a reaction command as soon as he goes berserk again.

[Caption 1a: Sora defends himself from Saïx's attack with Reflect] When Saïx is in his berserk mode, avoid his attacks or defend yourself with Reflect-line magic, and pick up a nearby weapon with the Triangle button.
[Caption 1b: Sora slides around on a claymore; screenshot displays a trigger for Eclipse] Try to dodge his attacks and approach him before Eclipse disappears, then attack him with the ensuing sequence.

FINAL MIX CHANGES
-----------------
[Caption 2: Sora attacks Saïx with Eclipse] Eclipseからの攻撃をすベて命中させても, damage量の合計はoriginal.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

XEMNAS (FIRST)

Organization XIII's Number I. He directs the group as its leader.
Organization XIII is a unique presence among the Nobodies. They think and plan, and seem to have a greater goal.
What that is remains to be seen, but they appear to know a bit about the Keyblade.

Organization XIII's Number I. He directs the group as its leader.
In truth, he is the Nobody of Xehanort, who was apprenticed to Ansem the Wise. In secret, Xehanort studied the doors and the heart of all worlds, ultimately stealing his master's name, Ansem. When Xehanort became a Heartless, his Nobody Xemnas came into being.
Xemnas is using Sora, collecting the hearts released every time a Heartless falls to his Keyblade.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 54
   - Defense: 35

REWARDS
-------
ORIGINAL
* Maximum MP increase (Sora)
* Secret Ansem Report 13

FINAL MIX
* Maximum HP increase (Sora)
* Maximum MP increase (Sora)
* Secret Ansem Report 13

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 1500 HP, 0 EXP, 45 Strength, 26 Defense (TWTNW)
* The Altar of Naught (TWTNW; boss; transported to Memory's Contortion; Sora fights alone)

TECHNIQUES
----------
SPARK WALL
Type:
 - OG: Physical or Dark
 - FM: Dark or Thunder
Power modifier [OG]: ×0.5
Power modifier [FM]:
 - Hit 1: ×1.5
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Raises a wall that deflects frontal attacks.

(I'm not entirely sure what the deal is with the typing here; check later.)

COMBO ATTACK
Type: Physical
Power modifier:
 - Slash:
   - Hit 1: ×1
   - Hits 2+: ×0.75
 - Kick:
   - Hit 1: ×0.5
   - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Slashes to his right, kicks, then slashes to his left. [check later]

DUAL-WIELDING ATTACK
Type: Physical
Power modifier:
 - Slash: ×0.1
 - Kick:
   - Hit 1: ×0.5
   - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Dual-wields and attacks with dance-like slashes and kicks.

INVITATION TO NOTHINGNESS
Type: Neutral
Damage dealt: 1 HP per 0.7 seconds (stops dealing damage when Sora is at 1 HP)
Guard: No
Description: Envelops an opponent with the power of nothingness, dealing continuous damage.

BUILDING DROP ATTACK
Type: Physical
Power modifier [OG]:
 - Slash and kick: ×0.5
 - Additional: ×1
Power modifier [FM]:
 - Slash and kick: ×2
 - Additional: ×30
Guard: No
Description: Attacks five times with slashes and kicks, then deals extra damage to a falling Sora.

REACTION COMMANDS
-----------------
FACEDOWN → (CLASH, BREAK THROUGH, FINISH)
Display: Approach the entrance of the building Xemnas climbs while under the effects of Invitation to Nothingness.
Effect: Cancel the effect of Invitation to Nothingness and chase Xemnas up the building. Clash, Break Through and Finish are shown in succession for 0.5 seconds each (in FM, Finish is shown for 0.25 seconds), and the effects of each change as follows. Sora is subject to a Building Drop Attack if none are selected.
* Clash: Both characters pass by each other.
* Break Through: Prevent Xemnas's attack and counterattack (1).
* Finish: Slam Xemnas into the building (2) and stun him.

BREAK THROUGH (1)
Type: Physical
Power modifier:
 - OG: ×1
 - FM: ×5

FINISH (2) 
Type: Physical
Power modifier:
 - OG: ×4
 - FM: ×15

[Caption 1: Sora and Xemnas face off; screenshot displays a trigger for Finish] Three reaction commands appear in order as Sora and Xemnas face off.

CHARACTERISTICS
---------------
* Begins the battle with Invitation to Nothingness; he may use it occasionally afterwards when between 35–10% HP.
* When reduced to 65% HP, he envelops himself in darkness when approaching Sora.
* The lower his HP, the more likely he is to Spark Wall/Combo Attack immediately after Combo Attack/Spark Wall.

Sora fights Xemnas alone. この敵がくり出してくる攻撃は終わりぎわに少しすきがあるため, 攻撃を移動でかわすかGuardなどで防ぎ, 直後に反撃するという戦いかたが有効だ.

Xemnas is invincible when using Invitation to Nothingness. Though Reflect-line magic can block it, he'll just keep using it endlessly; take the attack, then run to the building and use Facedown. Three reaction commands appear in order afterward; select the third one, Finish, for optimal results.

Xemnas is also invincible when moving around and surrounded by darkness. Run away from him, lure him into attacking, and take advantage of the tiny opening he leaves afterward. If he approaches sufficiently closely, it's safer to use Reflect-line magic to block him.

[Caption 2a: Sora runs from Xemnas's Dual-Wielding Attack] Xemnasが歩いてきたときは, 近づいてすぐに離れる. 身体を開に包んで移動してきたときは, 移動先から離れよう.
[Caption 2b: Sora attacks Xemnas] 攻撃の空振りを誘えたら, その動作の終わりぎわを狙ってSlide Dashからのcomboなどで攻撃する.
[Caption 3: Sora blocks Xemnas's Dual-Wielding Attack] Block Xemnas's Dual-Wielding Attack with successive Guards; even if you fail, it doesn't deal much damage.

FINAL MIX CHANGES
-----------------
* Ethereal Blade attacks have a wider hitbox.
* Xemnas's second (and subsequent) uses of Invitation to Nothingness occur when reduced below 15% HP.
* When Sora is struck by Invitation to Nothingness, his HP only starts dropping when Xemnas moves to the building.

[Caption 4: Xemnas attacks Sora with Building Drop Attack]: Building Drop Attack's power modifiers are greatly increased, but it can't reduce Sora's HP below 1.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LAST BATTLE SEQUENCE

The final battle against Xemnas is very lengthy, with no breaks in between. The entire sequence is detailed below; prepare accordingly.

SEQUENCE AND ENEMIES
--------------------
1: Altar of Naught; open the door to the decisive battle.
2: End's Beginning 1; break through the path.
3: End's Beginning 2; leap across the floating buildings.
4: Twin Cannons; destroy both units.
   - Unit ×2
   - Floating Mine B × infinite
5: Energy Core; stop the energy core.
   - Energy Core
   - Creeper ×12
   - Assassin ×5
   - Berserker
6: Xemnas's Throne Room (dragon's head); defeat Armored Xemnas (first).
   - Armored Xemnas (first)
7: Mid-air; destroy all of the dragon's parts.
   - Xemnas (Dragon)
   - Floating Mine B × infinite
   - Speeder B × infinite
   - Missiler B × infinite
8: Xemnas's Throne Room (within the barrier); defeat Armored Xemnas (second).
   - Armored Xemnas (second)
9: The World of Nothing; defeat Xemnas (second)
   - Xemnas (second)
ENDING

1: PREPARING FOR THE LAST BATTLE

Once you pass through, you cannot return or open the menu; prepare in advance. From Part 7 onward, only Riku remains in the party; equip him with armor. Likewise, formchanges and summon magic become unavailable, so don't concern yourself with related abilities.

In Parts 2–9, if you get a game over and choose to continue, you'll do so in the same room you were defeated in.

2 & 3: CLEAR THE PATH WITH REACTION COMMANDS

The buildings will attack you as you run forward; use the reaction commands that appear as you approach to avoid taking damage. In End's Beginning 2, use the sequence Escablade → multiple Sky Scrapers by pressing Triangle repeatedly to move onto the next room; travelling along the ground only leads to a dead end.

[Caption 1: Sora runs towards a building; screenshot displays a trigger for Slicer]
[Caption 2: Buildings rise from below; screenshot displays a trigger for Sky Scraper]

4: BAT FLOATING MINE Bs INTO THE UNIT

Defeating the Floating Mine Bs that spawn continuously causes the interior Unit to take damage from their remains; you must defeat two Units in this way. The charge gauge (displayed at the top of the screen) gradually fills over time, and the Unit uses Wave Cannon about six seconds after it completely fills. Once a Unit is defeated, you must escape within ten seconds, else you'll be caught in its dying blast and get a game over. Use the reaction command Stunt Dodge when prompted to avoid both Wave Cannon and the blast.

[Caption 3: Sora attacks a swarm of Floating Mine Bs] You must bat the Floating Mine Bs into the Unit to damage it; they are easily taken out in a single hit.

5: DAMAGE THE ENERGY CORE

Reduce the Energy Core's HP to 0 and use the reaction command Proceed to continue onward. When it reaches certain HP thresholds, it raises a barrier, which is only dispelled by defeating the enemies it summons. When reduced to to 50% HP, the Energy Core begins using Thrust; avoid this by hugging a wall or jumping when near the Energy Core.

[Caption 4: Sora, Goofy and Riku attack the Energy Core]

6: DEFEAT ARMORED XEMNAS

Armored Xemnas (first) sits on a throne during this fight. All HP and MP is automatically restored upon winning the battle (the only time in this sequence such a mercy is granted), and only Sora and Riku remain in the party afterward.

7: FIGHT XEMNAS (DRAGON) IN THE AIR

Sora and Riku hop aboard the floating vehicle and chase the dragon as it flies away. This particular section takes the form of a shooting game.

9: SETTLE THINGS WITH XEMNAS ONCE AND FOR ALL

Once Armored Xemnas (second) in Part 8 is defeated, you'll face down Xemnas (second) immediately afterward. This is THE final battle, so don't give up and keep fighting until you win!

REACTION COMMANDS
-----------------
SLICER (mid-air enabled)
Display: End's Beginning 1; approach a building protruding from the path with Building Rising Thrust Attack.
Effect: Slice through the building.

ESCABLADE → SKY SCRAPER (mid-air enabled)
Display: End's Beginning 2; approach a floating building from underneath.
Effect: Use Escablade to slice through the buildings above, then continuously use Sky Scraper to slice through each building ahead of you and leap onto the debris while moving forward.

[Caption 5: Sora leaps towards the dragon; screenshot displays a trigger for Sky Scraper] Use Sky Scraper at the end of the area to continue onward to the Unit.

STUNT DODGE (mid-air enabled)
Display: The Unit's energy gauge is at least 80% full, or the Unit is defeated and a countdown has begun.
Effect: Jump onto the scaffolding above to avoid the Unit's Wave Cannon and its dying blast. If the other Unit is still active, Sora jumps toward it; if only one is active, he returns to it; if both are destroyed, he moves onto the next area.

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

BUILDING

TECHNIQUES
----------
BUILDING RISING THRUST ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: A building bursts up from the road surface.

BUILDING DROP ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: A floating building drops down.

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

UNIT

BASE STATS
----------
Classification: Other

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 20 HP, 0 EXP, 45 Strength, 26 Defense (TWTNW) [OG]
Level 50, 16 HP, 0 EXP, 45 Strength, 26 Defense (TWTNW) [FM]
* The World of Nothing: Twin Cannons (TWTNW)

TECHNIQUES
----------
WAVE CANNON
Type: Neutral
Power modifier [OG]: ×6
Power modifier [FM]:
 - Hit 1: ×6
 - Hits 2+: ×1 every 0.067 seconds
Guard: No
Description: Fires an extremely powerful beam.

FINAL MIX CHANGES
-----------------
[Caption: Sora bats Floating Mine Bs into the Unit] Defeated Floating Mine Bs deal 1 damage per hit to the Unit; this is the same in both versions.

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

ENERGY CORE

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.5
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 54
   - Defense: 35

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 1000 HP, 0 EXP, 45 Strength, 26 Defense (TWTNW)
* The World of Nothing: Energy Core (TWTNW)

TECHNIQUES
----------
THRUST
Type: Physical
Power modifier: ×2
Guard: Yes (negate)
Description: The dragon strikes with its giant claws.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

XEMNAS (ARMORED)

Organization XIII's Number I. He directs the group as its leader.
Organization XIII is a unique presence among the Nobodies. They think and plan, and seem to have a greater goal.
What that is remains to be seen, but they appear to know a bit about the Keyblade.

Organization XIII's Number I. He directs the group as its leader.
In truth, he is the Nobody of Xehanort, who was apprenticed to Ansem the Wise. In secret, Xehanort studied the doors and the heart of all worlds, ultimately stealing his master's name, Ansem. When Xehanort became a Heartless, his Nobody Xemnas came into being.
Xemnas is using Sora, collecting the hearts released every time a Heartless falls to his Keyblade.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value:
   - Above 400 HP: 10
   - Below 400 HP: 6.25
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 54
   - Defense: 35

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 1000 HP (Xemnas), 6 HP (water clones), 0 EXP, 45 Strength, 26 Defense (TWTNW)
* The World of Nothing: Xemnas's Throne Room (TWTNW; boss; first and second; Sora fights alongside Riku in the second)

TECHNIQUES
----------
SWEEP
Type: Physical
Power modifier:
 - Hit 1: ×2
 - Hits 2+: ×0.1
Guard: No
Description: Sweeps with sword in right hand.

SPARK WALL
Type: Thunder
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.25
Guard: No
Description: Raises a wall that deflects frontal attacks.

SPEAR ATTACK
Type: Physical
Power modifier:
 - Part 1:
   - Hit 1: ×1
   - Hits 2+: ×0.2
 - Part 2: ×1
Guard: Yes (negate)
Description: Several spears rain down in succession, spin around, then drop down all at once.
Note: Used in first battle.

CHAKRAM ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.3
Guard: Yes (negate)
Description: 炎をまとったchakramで相手を囲むように攻撃
Note: Used in first battle.

WATER CLONE ATTACK
Type: Blizzard
Power modifier: ×1
Guard: Yes (negate)
Description: Water clone continuously attacks with its lower half.
Note: Used in first battle.

CARD ATTACK
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Card spins sideways and cuts through opponents.
Note: Used in first battle.

GREATSWORD ATTACK
Type: Neutral
Power modifier:
 - Shock wave: ×1
 - Explosion:
   - Hits 1–4: ×0.5
   - Hits 5+: ×0.25
Guard: No
Description: Greatsword drops down and unleashes shock waves and explosions.

SHOT
Type: Neutral
Power modifier: ×0.25
Guard: Yes (repel)
Description: Arrowgun rapidly fires seven shots.

BUILDING ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×2
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Throws buildings.

LASER
Type: Neutral
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.1
Guard: No
Description: Fires ten red lasers at Sora.

MAGIC CIRCLE LASER
Type: Neutral
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.1
Guard: No
Description: Forms a magic circle in the air that fires lasers.

SHIELD SHOCK
Type: Neutral
Power modifier: ×1.5
Guard: No
Description: Shield knocks back anything that touches it.

REACTION COMMANDS
-----------------
WILD DANCE
Display: First battle; approach a musical note-shaped water clone.
Effect: Grab a water clone and attack surrounding enemies (1). The grabbed water clone vanishes after the attack.

WILD DANCE (1)
Type: Physical
Power modifier: ×1
Note: Finisher.

RIDING SHOT → METEOR RAIN
Display: Second battle; approach a drifting (not spinning) building.
Effect: Sora uses Riding Shot to slam the building into the shield, and Riku uses Meteor Rain to slice through the building and destroy the shield with its fagments. なお, Riding Shotの時点で止めるのを3回(最初のみ1回)行なっても, 盾を打ち破ることが可能

FIRST BATTLE
------------
CHARACTERISTICS
* When an attack causes him to flinch, he counters with Sweep, then launches attacks with weapons deployed in various locations.
* Summons five water clones when reduced to 70% HP.
* Launches two simultaneous attacks with deployed weapons when reduced to 40% HP.
* Uses Card Attack when Sora passes over the image of a card on the floor.

Xemnas deploys the weapons of defeated Organization members in various locations and attacks with them. These can be especially difficult to avoid when used in tandem with barriers and Sweeps.

Take advantage of formchanges, summons, and Donald and Goofy's Limits, as this battle is your last chance to use them. If you have MP, use Trinity Limit (trio), etc.; if not, use formchanges and summons. Alternatively, you can lure Xemnas into attacking, dodge his attack, then strike with a combo immediately afterward.

If you hug either side of the throne (not the front), only the spears and water clones can reach you; you can attack with Thunder-line magic, Reflect-line magic, and wide-ranging Limits from such a position in relative safety.

[Caption 1: Xaldin's spears surround Sora] He initially attacks with spears and chakrams, then water clones, then arrowguns and greatsword.
[Caption 2: Sora, Donald and Goofy attack Xemnas with their Trinity Limit] It's recommended to use Trinity Limit; Teamwork's last series of hits may miss.
[Caption 3a: Xemnas summons a Spark Wall] If you approach closely enough for him to raise a barrier, you should attack with a Slide Dash combo right after it disappears.
[Caption 3b: Sora attacks Xemnas with Explosion] Once you've used a finisher, quickly back off to avoid his counterattack. Beware: he can attack you with a barrier before you can retreat.
[Caption 4: Stitch refills Sora's MP bar] Summon Stitch to restore MP if you choose to position yourself next to the throne and attack with magic.

SECOND BATTLE
-------------
CHARACTERISTICS
* When he reaches certain HP thresholds (80%; 50%; 30%), he blows Sora and Riku far away and fortifies his defenses with a giant shield.
* As long as the giant shield is up, he uses Building Attack, Laser and Magic Circle Laser; he also knocks Sora back with Shield Shock if the latter approaches too closely.
* Begins using Magic Circle Laser normally when reduced to 50% HP.

Sora is automatically equipped with enhanced versions of High Jump, Quick Run, Aerial Dodge and Glide in this battle; all of them are mechanically improved in movement speed and jump height compared to the learnable versions, and enhanced Aerial Dodge can be used multiple times in mid-air.

Xemnas normally uses two attacks: Spark Wall and Sweep. You cannot hug the sides of the throne, but you can damage him fairly easily by luring him into attacking and striking with a combo immediately afterward. He starts using Magic Circle Laser when reduced to 50% HP; avoid it by moving closer to the throne or by jumping out of range.

Xemnas blows you far away and fortifies his defenses after taking a certain amount of damage (as noted above); approach a drifting building and use the reaction commands when prompted to break through his shield and reach him again (*1). When in mid-air, you descend when nothing is pressed, ascend with Aerial Dodge when you press X, and fly with Glide when you press Square; use these functions to avoid attacks as you approach a building. Note that if any sort of building hits you, it starts spinning and the reaction command prompt disappears, forcing you to try again.

*1: The first and second times you're blown away, the shields will automatically deactivate after two minutes.

[Caption 5: Sora faces Xemnas] The position shown in the image is a good spot from which to lure Xemnas into attacking. If you approach more closely, use Reflect-line magic to block him.
[Caption 6: Sora jumps above the Magic Circle Laser] If a Magic Circle Laser appears in mid-air, either Aerial Dodge away or drop to avoid it.
[Caption 7a: Sora glides away from the lasers] When you get blown far away, adjust your height and glide ahead (gliding ahead also allows you to dodge Lasers).
[Caption 7b: Sora glides towards a drifting building; a red circle displays its location] Press Triangle when you approach a drifting building (circled in red). Dodge the spinning and flying buildings.

FINAL MIX CHANGES
-----------------
* Laser and Magic Circle Laser have a wider hitbox.

[Caption 8: Sora jumps above the Magic Circle Laser]: Though it has a wider hitbox, you can still avoid it as usual.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

XEMNAS (DRAGON)

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: —
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 54
   - Defense: 35

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 1200 HP (first part), 1500 HP (all other parts), 0 EXP, 45 Strength, 26 Defense (TWTNW) [OG]
Level 50, 600 HP (first part), 1200 HP (second and third parts), 1000 HP (fourth and fifth parts), 0 EXP, 45 Strength, 26 Defense (TWTNW) [FM]
* The World of Nothing—Mid-air (TWTNW; boss; Sora fights alone [unique mechanics])

TECHNIQUES
----------
MAGIC CIRCLE LASER
Type: Neutral
Power modifier:
 - Hit 1: ×0.01
 - Hits 2–6: ×0
Guard: No
Description: Forms a magic circle in the air that fires lasers.

MISSILE
Type: Neutral
Power modifier:
 - Hit 1: ×0.5
 - Hits 2+: ×0.25
Guard: No
Description: Fires a multitude of missiles at Sora.

TABLE: PLAYER CONTROLS DURING BATTLE
------------------------------------
CONTROLS          DETAILS
Left stick        Moves the ship around
X button          Executes a short-range attack with Attack; pressing the X button repeatedly executes the following combo: vertical swing → horizontal swing → horizontal spin swing
Square button     Fires a long-range laser
Circle button     Momentarily generates a barrier with Drain; the barrier absorbs Speeder B's Shots and Missiler B's Homing Lasers, which add to the energy gauge in the top-left corner of the screen
Triangle button   Fires an extremely wide-range laser (can only be used when the energy gauge is full); the gauge completely empties afterwards

POWER MODIFIERS FOR EACH ATTACK
-------------------------------
ATTACK
Type: —
Power modifier:
 - Vertical swing: ×1
 - Horizontal swing: ×0.65
 - Horizontal spin swing: ×1.5
Enemies it can hit:
 - Dragon: No
 - Others: Yes

LASER
Type: —
Power modifier: ×1
Enemies it can hit:
 - Dragon: No
 - Others: Yes

MEGALASER
Type: —
Power modifier [OG]:
 - Dragon: ×0.3
 - Others: ×1
Power modifier [FM]:
 - Dragon: ×0.65
 - Others: ×1
Enemies it can hit:
 - Dragon: Yes
 - Others: Yes

RIKU'S ATTACK
Type: —
Power modifier: ×0.65
Enemies it can hit:
 - Dragon: No
 - Others: Yes

FLOATING MINE B REMAINS
Type: —
Power modifier: ×3
Enemies it can hit:
 - Dragon: Yes
 - Others: No

SPEEDER B REMAINS
Type: —
Power modifier: ×1.5
Enemies it can hit:
 - Dragon: Yes
 - Others: No

MISSILER B REMAINS
Type: —
Power modifier: ×2.5
Enemies it can hit:
 - Dragon: Yes
 - Others: No

CHARACTERISTICS
---------------
* Uses Magic Circle Laser and Missile when a part is destroyed and Sora and Riku move onto the next part.

The fight against the dragon takes the form of a shooting game in which you control Sora and Riku aboard a tiny ship; you must destroy the dragon's five body parts in the following order: tail → left engine → right engine → left wing → right wing. The controls for this section are listed above, and you cannot recover HP. Enemy attacks always target Sora.

Of your attacks, only Megalaser (charged by accumulating energy as shown by the energy gauge) hits the dragon's parts; however, you can attack the other enemies on-screen (Floating Mine B, Speeder B, and Missiler B) and bat them into the dragon to further damage it.

The basic strategy consists of flying around in a circle and continuously firing lasers; the lasers take out other enemies, whose remains in turn slam into the dragon and damage it. It's recommended to save your Megalaser for later instead of using it immediately; the dragon's attacks become more dangerous as it loses parts, and you can use Megalaser to save yourself in a tough situation.

[Caption 1: Sora and Riku close in on the dragon and attack various enemies] Normal attacks only hit enemies near your ship; Riku occasionally attacks as well.
[Caption 2: Sora fires lasers at enemies] You can easily proceed by firing Lasers while flying in a circle, though you'll take some damage in doing so.
[Caption 3: Barrier absorbs enemy lasers with Drain] Use Drain to absorb Speeder B's lasers and accumulate energy while enemy attacks aren't as intense.
[Caption 4: Sora fires a Megalaser at the dragon] You're invincible while using Megalaser; this can be useful in emergencies.

FINAL MIX CHANGES
-----------------
[Caption 5: Sora fires a Megalaser at the dragon]: The battle is much easier due to enemy HP being lowered and Megalaser's power being increased.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

FLOATING MINE B

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 100 HP, 80/60 EXP, 45 Strength, 26 Defense (TWTNW) [OG]
Level 50, 50 HP, 60/45 EXP, 45 Strength, 26 Defense (TWTNW) [FM]
* The World of Nothing: Twin Cannons (TWTNW; event)
* The World of Nothing—Mid-air (TWTNW; event)

TECHNIQUES
----------
EXPLOSION
Type: Neutral
Power modifier:
 - Hit 1: ×0.5
 - Hits 2+: ×0.25
Guard: No
Description: Approaches Sora and explodes.

CHARACTERISTICS
---------------
* If it remains undamaged for six seconds after spawning, it moves to where Sora was at that time and uses Explosion.

Appears in Part 4 (→p. 428) and sections 2–5 of Part 7 (→p. 432). Attack it quickly, as it only remains on the field for six seconds. If it approaches, move away to avoid its blast.

In Part 4, Limits won't affect it, but it falls to a single hit of Sora's solo attacks; Magnet-line magic and wide-range attacks are extremely effective. In Part 7, you can hit it with lasers. ちなみに, 出現位置が画面の手前寄りのため, Attackが当たる.

[Caption: Sora fires a laser at a pair of Floating Mine Bs] Sora's Laser may miss a Floating Mine B if it's above or below the ship, so try and match its altitude first.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SPEEDER B

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 100 HP, 80/60 EXP, 45 Strength, 26 Defense (TWTNW) [OG]
Level 50, 50 HP, 60/45 EXP, 45 Strength, 26 Defense (TWTNW) [FM]
* The World of Nothing—Mid-air (TWTNW; event)

TECHNIQUES
----------
SHOT
Type: Neutral
Power modifier:
 - Hit 1: ×0.5
 - Hits 2+: ×0.25
Guard: No
Description: Fires three purple lasers.

CHARACTERISTICS
---------------
* Uses Shot while moving forward, flies off-screen, then does a U-turn to return.

Fires lasers at Sora; if you see it shoot, be sure to absorb them with the Drain barrier. なお, Speeder Bは画面の手前側ヘ飛んでくるが, 接触してもdamageは受けない.

[Caption: Barrier absorbs enemy lasers with Drain] Because enemy lasers only target Sora, you can easily absorb them by pressing Circle as they approach.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MISSILER B

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×1
 - Blizzard: ×1
 - Thunder: ×1
 - Dark: ×1
 - Neutral: ×1

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 100 HP, 80/60 EXP, 45 Strength, 26 Defense (TWTNW) [OG]
Level 50, 50 HP, 60/45 EXP, 45 Strength, 26 Defense (TWTNW) [FM]
* The World of Nothing—Mid-air (TWTNW; event)

TECHNIQUES
----------
HOMING LASER
Type: Neutral
Power modifier:
 - Hit 1: ×0.5
 - Hits 2+: ×0.25
Guard: No
Description: Fires a laser at Sora.

CHARACTERISTICS
---------------
* When it appears, it hovers in place and uses Homing Laser, then flies away immediately afterward.

Appears in sections 3–5 of Part 7 (→p. 432) and uses Homing Laser as it does so. The laser can be absorbed with Drain, but the laser is quick enough that it may hit you before the barrier appears, so press Circle repeatedly while flying around to mitigate this.

[Caption: Sora and various enemies fire lasers at each other] Homing Laser is fired so quickly that it can hit Sora as he puts up a barrier.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

XEMNAS (SECOND)

Organization XIII's Number I. He directs the group as its leader.
Organization XIII is a unique presence among the Nobodies. They think and plan, and seem to have a greater goal.
What that is remains to be seen, but they appear to know a bit about the Keyblade.

Organization XIII's Number I. He directs the group as its leader.
In truth, he is the Nobody of Xehanort, who was apprenticed to Ansem the Wise. In secret, Xehanort studied the doors and the heart of all worlds, ultimately stealing his master's name, Ansem. When Xehanort became a Heartless, his Nobody Xemnas came into being.
Xemnas is using Sora, collecting the hearts released every time a Heartless falls to his Keyblade.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral:
   - OG: ×0.5
   - FM: ×1
OTHER PROPERTIES
 - Revenge value: 9.375
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 54
   - Defense: 35

REWARDS
-------
ORIGINAL
* N/A

FINAL MIX
* Drive gauge +1 (Sora; once only)
* Maximum HP increase (Riku; once only)

LOCATIONS & DETAILED STATS
--------------------------
THE WORLD THAT NEVER WAS
Level 50, 1500 HP, 0 EXP, 45 Strength, 26 Defense (TWTNW)
* The World of Nothing

TECHNIQUES
----------
BLADE ATTACK
Type: Physical
Power modifier: ×1.5
Guard: No
Description: Slashes with blades; slashing patterns may vary.

THORN BEAM
Type: Neutral
Power modifier: ×0.25
Guard: No
Description: Fires thorn-like beams.

KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Attacks with roundhouse kicks, foot sweeps and somersault kicks.

SHOT
Type: Thunder
Power modifier: ×0.25
Guard: Yes (negate)
Description: Arranges red lasers in the air and fires them.

SPARK BOMB
Type:
 - OG: Dark
 - FM: Thunder
Power modifier: ×1.5
Guard: No
Description: Fires two light spheres that explode.

SPARK WALL
Type: Thunder
Power modifier: ×1
Guard: No
Description: Raises a wall that deflects frontal attacks.

OMNISHOT
Type: Thunder
Power modifier: ×0.25
Guard: Yes (negate)
Description: Arranges countless red lasers around opponents and fires them.

BINDING ATTACK
Type: Neutral
Damage dealt: 1 HP per 1.1 seconds
Guard: No
Description: Restrains Sora and deals continuous damage to him.

WEAPON DROP ATTACK
Type: Physical
Power modifier: ×3
Guard: No
Description: Knocks Sora's Keyblade out of his hands, then slashes at Sora and Riku.

REACTION COMMANDS
-----------------
REVERSAL (mid-air enabled)
Display: Thorn Beams approach.
Effect: If Xemnas fires his beams in mid-air, dodge them by soaring above; if Xemnas fires his beams while on the ground, dodge them by moving quickly as they approach.

DEFEND (mid-air enabled)
Display: Sora and Riku catch Xemnas's blades as he uses Weapon Drop Attack.
Effect: Avoid the damage he'd normally deal afterward.

RESCUE (mid-air enabled)
Display: When you control Riku, approach Sora as he is caught in Xemnas's Binding Attack.
Effect: Interrupt Xemnas's attack and free Sora, who returns to the player's control afterward.

[Caption 1: Riku attacks Xemnas with Rescue] Riku attacks Xemnas (but doesn't deal damage) when he rescues Sora; Xemnas is left temporarily defenseless.

REFLECT (mid-air enabled)
Display: Omnishot's lasers start flying.
Effect: Riku deflects lasers aimed at him.

CHARACTERISTICS
---------------
* Immediately after the battle begins, he grabs Sora and throws him, launching Thorn Beams, Blade Attacks and Kicks in rapid succession. If attacked by Sora during this sequence, he may use Weapon Drop Attack.
* When reduced to 50% HP, he uses Shot continuously and in various configurations, then Binding Attack.
* Uses Omnishot when reduced to 10% HP; he cannot be defeated until he does so (beforehand, he can only be reduced to 1 HP).

This is the final battle! Xemnas has various behavioural patterns that are detailed below. If Riku is reduced to 0 HP in this fight, it's game over.

HOW TO DEAL WITH HIM NORMALLY

His clones warp around and lead you astray, then suddenly attack you with both blades and Thorn Beams; he is temporarily vulnerable after firing a Thorn Beam straight ahead, so attack him then. Fight near the centre of the room when possible, as Xemnas may move out of reach if near the edge. If you use Reversal after a finisher, you can continue attacking with a combo.

[Caption 2a: Sora runs from Xemnas's Blade Attack] Run to the centre of the room and press Triangle repeatedly while avoiding Xemnas's blades and kicks.
[Caption 2b: Sora moves towards Xemnas with Reversal] When he uses Thorn Beam, you'll approach Xemnas with Reversal.
[Caption 2c: Sora and Riku attack Xemnas simultaneously] When he says "Bind!" and fires a Thorn Beam straight at you, attack him!

HOW TO DEAL WITH HIM WHEN HE THROWS SORA

At the start of the battle, he grabs Sora, throws him upward and uses a series of attacks on him; these can be avoided by repeatedly pressing Triangle to use Reversal. The first attack is likely to hit you, however, so defend yourself against it with Reflect-line magic.

Alternatively, you can use Trinity Limit immediately after being thrown; if done correctly, it will hit an invisible Xemnas and he'll be forced to abort his attack sequence.

[Caption 3: Sora dodges Xemnas's Blade Attacks and Kicks with Reversal] The easiest way to deal with this sequence is to just press Triangle repeatedly; you'll likely dodge most attacks (except for the first) this way.
[Caption 4: Sora attacks Xemnas with Trinity Limit] If you opt to stop the whole sequence with Trinity Limit, select it right after being seized and press X repeatedly.

HOW TO DEAL WITH SHOT

When reduced to 50% HP, he fires lasers in various configurations; you cannot simply move away from them, so block them with Guard, Reflect-line magic or Aerial Dodge. Block timings differ for each configuration (ie. whether the lasers are fired from above or near the ground), as shown in the images below.

[Caption 5: Lasers surround Sora and Riku] If Xemnas fires them from above, block right after he vanishes (or a bit later if they're arranged in a circle).
[Caption 6: Sora blocks Xemnas's lasers] If he fires them near the ground, block about 1.5 seconds after he can be locked onto.

HOW TO CONTROL RIKU

When Sora is struck by Binding Attack, player control switches to Riku. During this time, Sora's HP steadily decreases, and you must reach Xemnas and rescue Sora before he runs out of HP. Xemnas's clones try to interfere with Spark Walls; you can usually dodge them by running to the side and jumping as soon as they speak. You can also move a few steps and use Dark Aura (press Square) to keep a clone in check; repeat this until you reach Sora.

[Caption 7: Riku attacks Xemnas's clones] Riku has set commands, and he cannot recover HP when under the player's control.

HOW TO DEAL WITH OMNISHOT

When Xemnas's HP is lowered sufficiently, he deploys countless lasers in the shape of a dome and fires them at Sora and Riku; press X (Sora) and Triangle (Riku) repeatedly at a consistent and somewhat quick pace to block the attack. Keep this up long enough and a cutscene will play; after the scene, he is permanently stunned at 1 HP, so use any finisher you want.

[Caption 8: Sora and Riku block Xemnas's Omnishot] During this attack, the Attack command changes to Reflect, which Sora uses to block lasers aimed at him.

FINAL MIX CHANGES
-----------------
* Spark Wall now knocks Riku to the side, and he recovers from flinching more quickly.
* Thorn Beam has a larger hitbox and the Reversal command is displayed for a longer period.

[Caption 9: The item menu displays a Thundagun Trinket]: Xemnas no longer uses Dark-type attacks, so equip armor that defends against Thunder-type damage.
[Caption 10: Riku confronts a Xemnas clone]: Riku recovers from Spark Wall a bit more easily now.
[Caption 11: Xemnas attacks Sora with Thorn Beam]: Thorn Beam has a larger hitbox, making it harder to avoid.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ZEXION (ABSENT SILHOUETTE) [FM-EX]

Formerly Organization XIII's Number VI. He has been eliminated.
Zexion disliked dirtying his own hands, and relied on his wits to despose of any rivals—but it was one of his own schemes that wound up destroying him.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
-Zexion-
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0
 - Neutral: ×0.5
-Book-
 - Physical: ×1
 - Fire: ×1.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0
 - Neutral: ×0.5
OTHER PROPERTIES
 - Revenge value:
   - Above 500 HP: 15.625
   - Between 500 HP–260 HP: 12.5
   - Below 260 HP: 9.375
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 41
   - Defense: 15

[check later for more precise HP values]

REWARDS
-------
* Item slot +1 (Sora)
* Maximum HP increase (Donald)
* Damage Control (Goofy)
* Book of Shadows
* Lost Illusion

When Lexicon commands Heal, Herb, Mend or Soothe are selected:
* HP prize [5] ×5

When Lexicon command Spirit is selected:
* MP prize [3] ×5

When Lexicon command Stamina is selected:
* Drive prize [3%] ×5

When Lexicon commands Riches or Wealth are selected:
* Munny [10] ×3

When Lexicon commands Lucky or Treasure are selected:
* HP prize [5] ×5
* Drive prize [3%] ×5

When Lexicon commands Bounty or Jackpot are selected:
* MP prize [3] ×5
* Munny [10] ×3

When Lexicon command Bonus is selected:
* HP prize [5] ×5
* MP prize [3] ×5
* Drive prize [3%] ×5

LOCATIONS & DETAILED STATS
--------------------------
OLYMPUS COLISEUM
Level 25, 708 HP (Zexion), 59 HP (books), 0 EXP, 25 Strength, 14 Defense (OC1)
* Cave of the Dead: Inner Chamber (OC1; boss; transported to Storm-tossed Island)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* N/A

TECHNIQUES
----------
KIDNAPPING PHANTOM
Type: Neutral
Power modifier: ×0
Guard: No
Description: Emits a green light and imprisons opponent in a book.

STALKING PHANTOM
Type:
 - All except final: Dark
 - Final: Neutral
Power modifier:
 - All except final: ×0.25
 - Final:
   - If Sora is in Anti-Form: ×1.5
   - Otherwise: ×0.5
Guard: No
Description: Imprisons opponent in a book and deals 25 hits of damage.

(Unsure if the altered Anti-Form modifier applies to all hits or just the final one; check later.)

BOOK METEOR
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: 本を青く光らせ, 回転させたり飛ばしたりする

INVISIBILITY
Type: Dark
Power modifier: ×1.5
Guard: No
Description: Approaches Sora and generates an expanding cross-shaped explosion.

COMMAND LEXICON
Type: Neutral
Power modifier: ×1
Guard: No
Description: Zexion opens his book and thrusts it forward, changing Sora's commands to unique ones.

(More accurately "Lexicon-ification", because your commands are trapped in the book and replaced with the lexicon's.)

MIRAGE CIRCLE
Type: Dark
Power modifier: ×3
Guard: No
Description: Shifts to the dark dimension, dazzles opponents with spotlights, then attacks with a rain of meteorites.

REACTION COMMANDS
-----------------
DISPEL (mid-air enabled)
Display: Book dimension; the book Zexion hides near is reduced to 1 HP. The command itself only appears in reaction to certain attacks, such as a combo finisher.
Effect: Swing the Keyblade, land a hit, and return to the normal dimension.

TURN (mid-air enabled)
Display: Commands are changed.
Effect: Change the list of commands displayed.

STRUGGLE → (RESET, BREAK) (mid-air enabled)
Display: Book dimension; Sora suffers continuous damage while trapped in a book.
Effect: Use Struggle ten times to trigger Reset (or Break if you're quick enough). Reset frees the party from the books; Break additionally deals damage to Zexion's book (1).

BREAK (1)
Type: Physical
Power modifier: ×10

CHARACTERISTICS
---------------
* Begins the battle with Kidnapping Phantom.
* In the normal dimension, he often counters with Kidnapping Phantom when attacked and staggered.
* Uses either Stalking Phantom, Invisibility or Command Lexicon (Mirage Circle when reduced to 40% HP) immediately after shifting to the book dimension.
* When low on HP in the book dimension, his Book Meteor gains more attack patterns and he uses Invisibility more frequently.

The battle against Zexion shifts back and forth between three areas (normal dimension, book dimension, and dark dimension), as detailed below; adjust your tactics accordingly.

FIGHTING IN THE NORMAL DIMENSION

You can only deal damage to Zexion in the normal dimension. Whenever an ally is trapped in a book, attack the book to destroy it, then attack Zexion right afterward with a combo (when possible). Goofy can't be imprisoned while using either of his Limits, so use them to increase your chances of striking Zexion.

[Caption 1: Sora charges at Zexion with Slide Dash] Use Slide Dash to approach Zexion and attack him with a combo as he rests.

FIGHTING IN THE BOOK DIMENSION

Deal damage to Zexion's book (hiding within the swarm of books) and return to the normal dimension with Dispel. It's best to use a Limit for this; other viable options include summoning Stitch (whose Ukulele is especially useful) or Chicken Little (who can destroy books with his Whistle). Once reduced to 40%, he shifts to the dark dimension; refrain from Limits, etc. until you return to the book dimension.

Command Lexicon commands coloured white can provide useful effects when selected (→p. 89). To revert your commands to normal, select any of the following commands: Liberate, Retrieve, Return, or Unlock.

[Caption 2: The book Zexion hides in is surrounded in a red aura] Zexion's books react differently to damage and have unique attack patterns; use these to find your way.
[Caption 3: Sora tries to escape a book with Struggle] If you're trapped in a book while in the book dimension, you'll take continuous damage; press Triangle repeatedly to escape.

FIGHTING IN THE DARK DIMENSION

Observe the three spotlights and react as shown below. If you succeed, you'll avoid the meteorites and have a chance to attack Zexion's book; if you fail, you can use a Limit or Reflect-line magic to defend yourself.

[Caption 4a: The lights change color between blue and red] Count how many times the lights in the centre change colour.
[Caption 4b: Sora dashes towards the blue circle] Use Quick Run to flee to the blue light after the 13th change and avoid being hit by the meteorites.

OVERVIEW OF EACH DIMENSION AND SHIFTING BETWEEN THEM
----------------------------------------------------
NORMAL DIMENSION

The battle begins here. Zexion uses Kidnapping Phantom while fleeing from you. Stalking Phantom's primary targets are Donald and Goofy, but can target Sora in the following situations:
* Both Donald and Goofy are trapped in a book, incapacitated, or otherwise temporarily gone.
* Enough time has passed in the normal dimension.
* Zexion reaches certain HP thresholds.

1. Sora gets trapped in a book → shift to book dimension.

[Caption 5: Sora attacks the book Goofy is trapped in]

BOOK DIMENSION

Among the many books flying around is the one Zexion hides in; he uses Stalking Phantom, Command Lexicon and Book Meteor while in such a state.

2. Dispel hits Zexion's book → shift to normal dimension.
3. Zexion's books use Mirage Circle → shift to dark dimension.

[Caption 6: Zexion's Invisibility strikes Sora]

DARK DIMENSION

In the dark dimension, three spotlights arranged in a triangle illuminate the floor. One light is blue, and the other two are red; Zexion's book floats beneath the blue light. The blue light changes position once every two seconds; after 13 shifts, a barrier forms around the blue light and meteorites rain down outside.

4. Meteorites rain down → shift to book dimension.

[Caption 7: The spotlight moves between each circle]

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LARXENE (ABSENT SILHOUETTE) [FM-EX]

Formerly Organization XIII's Number XII. She has been eliminated.
Larxene conspired with Marluxia to turn on the Organization.
Larxene was unfeeling and loved nothing more than to bring people down, but she met her demise when that malice came full circle.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0
 - Dark: ×0.5
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 44
   - Defense: 21

REWARDS
-------
* Maximum MP increase (Sora)
* Item slot +1 (Donald)
* Maximum HP increase (Goofy)
* Cloaked Thunder
* Lost Illusion

LOCATIONS & DETAILED STATS
--------------------------
PORT ROYAL
Level 32, 1065 HP, 0 EXP, 31 Strength, 17 Defense (PR1)
* Isla de Muerta: Rock Face (PR1; boss; transported to Station of Remembrance)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* Upper Slash
* Finishing Leap

TECHNIQUES
----------
SINGLE-BODY MODE

TWO-BODY CHARGE SLASH
Type: (*1)
Power modifier: ×1.5
Guard: (*2)
Description: Discharges electricity, vanishes, and charges in two bodies.

THUNDERCLAP
Type: Thunder
Power modifier: ×1.5
Guard: No
Description: Rains down thunderbolts on Sora; either three at once (directly above him), or several one by one.

RAGING THUNDER
Type: Thunder
Power modifier: ×1.5
Guard: No
Description: 自分とその周辺(反撃時はSoraがいる位置)に雷を落とす

ROARING THUNDER
Type: (*1)
Power modifier:
 - Sparks: ×3
 - Rest of attack: ×1.5
Guard: (*2)
Description: 周囲を薄暗くして[field中央で身体から放電→両腕から電光を発して回転しつつ雷も落とす→5体で周囲に突進]と攻撃

CLONE MODE

KNIFE ATTACK
Type: (*1)
Power modifier:
 - Rush/charge: ×1.5
 - Rest of attack: ×0.5
Guard: (*2)
Description: Single-body Larxene vanishes and reappears as two, then attacks with knives, lightning and charges.
*3: Three different variants, as follows.
 - Approaches closely and cuts 1–3 times with knives.
 - Swings knives downward while jumping about and raining down lightning.
 - Charges forward in an X-shape.

DECOY SLASH
Type: Physical
Power modifier: ×1
Guard: (*2)
Description: Swoops at Sora from directly overhead three times.

FIVE-BODY CHARGE SLASH
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Both bodies vanish and reappear as five side-by-side; they stand still for a moment, then charge.

LIGHTNING SPEED
Type: (*1)
Power modifier:
 - Knife: ×0.25
 - Rush: ×0.5
 - Swoop: ×1
 - Lightning: ×1.5
Guard: (*2)
Description: The arena darkens and both bodies vanish, then she attacks as follows: five bodies swipe at Sora → five bodies spin around him and charge → single body swoops down as lightning strikes.

*1 (Type):
 - Knife, rush/charge and swoop: Physical
 - Lightning, electric discharge and sparks: Thunder

*2 (Guard):
 - Knife, rush/charge and swoop: Yes (negate)
 - Lightning, electric discharge and sparks: No

(Not entirely sure how to translate 電光 [to prevent repetition with 雷]; I'm tentatively going with "sparks".)

REACTION COMMANDS
-----------------
MERGE
Display: Clone mode; one of Larxene's clones (determined randomly) is knocked back by a combo finisher.
Effect: Larxene's two bodies are thrown upward and forced to merge, and she reverts to single-body mode. Does not deal damage.

CHARACTERISTICS
---------------
* In single-body mode, she appears as a single body and rains down lightning; in clone mode, she appears in two bodies and warps around, attacking as she does so.
* Begins the battle with Two-Body Charge Slash.
* If she uses Two-Body Charge Slash or Roaring Thunder while in single-body mode, she shifts to clone mode. 
* If she uses Lightning Speed or is struck by Merge while in clone mode, she shifts to single-body mode.

Equip Thunder-resistant armor before the fight. Larxene has two modes, and both behave differently; adjust your tactics accordingly. Summon Stitch if you opt to use Reflect-line magic in either mode.

HOW TO DEAL WITH SINGLE-BODY MODE

At close range, use Reflect-line magic when Larxene makes small leaps to block her attacks and counter with a combo. Use Limits when the lighting dims and she moves to the centre of the field. GoofyのLimit Teamworkなら, 攻撃を終えて分身した敵を, Limitの最後の攻撃に巻きこめる.

HOW TO DEAL WITH CLONE MODE

Observe the clones' movements (as seen below). You can use Finishing Leap during a combo to go airborne and avoid attacks from the other clone; it's not necessary to use the reaction command that may appear.

[Caption 1a: One of Larxene's bodies warps away] Block or use Reflect-line magic immediately after one or both clones spin and vanish.
[Caption 1b: Sora blocks Larxene's attacks] Counter with a combo after blocking. You'll have to block multple times against long attacks like Lightning Speed.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LEXAEUS (ABSENT SILHOUETTE) [FM-EX]

Formerly Organization XIII's Number V. He once brandished a giant tomahawk, but now he has been eliminated.
Lexaeus rejected Marluxia's bid to dominate the Organization, and formulated his own plans—but the plans failed and he met his end.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 48
   - Defense: 27

REWARDS
-------
* Accessory slot +1 (Sora)
* Maximum HP increase (Donald)
* Item slot +1 (Goofy)
* Strength Beyond Strength
* Lost Illusion

LOCATIONS & DETAILED STATS
--------------------------
TWILIGHT TOWN
Level 40, 1578 HP, 0 EXP, 37 Strength, 21 Defense (TT1)
* Sandlot (TT1; boss; transported to Station of Remembrance)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* Combo Plus or Finishing Plus

TECHNIQUES
----------
SWEEP
Type: (*4)
Power modifier:
 - PL 0–29,999: ×0.5
 - PL 30,000–59,999: ×1.5
 - PL 60,000–99,998: ×3
 - PL 99,999: ×6
Guard: (*5)
Description: Swings weapon sideways; at PL 30,000+, rocks burst out of the ground to the front.

SPIN SLASH
Type: (*4)
Power modifier:
 - PL 0–29,999: ×0.5
 - PL 30,000–59,999: ×1.5
 - PL 60,000–99,998: ×3
 - PL 99,999: ×6
Guard: (*6)
Description: Turns sideways and swings weapon downward; at PL 30,000+, rocks burst out right next to the target.

HELM SPLIT
Type: (*4)
Power modifier:
 - PL 0–29,999: ×0.5
 - PL 30,000–59,999: ×1.5
 - PL 60,000–99,998: ×3
 - PL 99,999: ×6
Guard: (*6)
Description: Leaps and swings weapon downward; at PL 30,000+, rocks burst out from both sides.

IMPACT QUAKE
Type: Neutral
Power modifier:
 - PL 0–29,999
   - Hit 1: ×0.5
   - Hits 2+: ×0.01
 - PL 30,000–59,999
   - Hit 1: ×1.5
   - Hits 2+: ×0.25
 - PL 60,000–99,998
   - Hit 1: ×3
   - Hits 2+: ×0.5
 - PL 99,999
   - Hit 1: ×6
   - Hits 2+: ×1
Guard: No
Description: Throws weapon and strikes the floor three times; each time he does so, rocks burst out from beneath Sora's feet. Large rocks can deal 3–4 hits.

SPIN THROW
Type: Neutral
Power modifier:
 - PL 0–29,999:
   - Grip: ×0
   - Throw: ×0.5
 - PL 30,000–59,999:
   - Grip: ×0
   - Throw: ×1.5
 - PL 60,000–99,998:
   - Grip: ×0
   - Throw: ×3
 - PL 99,999:
   - Grip: ×0
   - Throw: ×6
Guard: No
Description: Spins sideways, grabs Sora, and throws him into a pillar.

TACKLE
Type: Neutral
Power modifier:
 - PL 0–29,999:
   - Tackle: ×0
   - Slam: ×0.5
 - PL 30,000–59,999:
   - Tackle: ×0
   - Slam: ×1.5
 - PL 60,000–99,998:
   - Tackle: ×0
   - Slam: ×3
 - PL 99,999:
   - Tackle: ×0
   - Slam: ×6
Guard: No
Description: Rams opponents with his shoulder, knocking them into the ground.

EARTH'S FURY
Type: (*4)
Power modifier:
  - PL 0–29,999:
    - Charge: ×0.5
    - Rock:
      - Hit 1: ×0.5
      - Hits 2+: ×0.01
 - PL 30,000–59,999:
   - Charge: ×1.5
   - Rock:
     - Hit 1: ×0.5
     - All others except final: ×0.25
     - Final: ×0.25
 - PL 60,000–99,998:
   - Charge: ×3
   - Rock:
     - Hit 1: ×0.5
     - All others except final: ×0.5
     - Final: ×2
 - PL 99,999:
   - Charge: ×6
   - Rock:
     - Hit 1: ×0.5
     - All others except final: ×1
     - Final: ×6
Guard: (*6)
Description: Retreats far away in mid-air, surrounds himself in white light, then charges forward at high speed; when he lands, rocks burst out all over the field.

*4 (Type):
 - Rock: Neutral
 - Rest of attack: Physical

*5 (Guard):
 - Weapon: Yes (repel)
 - Rock: No

*6 (Guard):
 - Weapon and charge: Yes (negate)
 - Rock: No

(PL = power level. Only relevant to both Lexaeus fights.)

REACTION COMMANDS
-----------------
MEGA IMPACT
Display: Block Lexaeus's Sweep and stagger him.
Effect: Approach Lexaeus and stun him by swinging the Keyblade upward (1). The higher Sora's power is, the longer Lexaeus is stunned (damage dealt is unaltered).

MEGA IMPACT (1)
Type: Physical
Power modifier: ×4
Note: Finisher.

CHARACTERISTICS
---------------
* When below PL 60,000, Lexaeus may unleash his aura and power up according to the situation.
* At PLs 30,000+ and 60,000+ (respectively), his aura widens and the range and power modifiers of his attacks increase; he uses Tackle upon reaching PL 30,000 and Earth's Fury upon reaching PL 60,000.
* Attack power modifiers are maximised at PL 99,999.
* Cannot be defeated (only lowered to 1 HP) unless his aura is temporarily removed by staggering him, etc.

This battle has a unique "power level" mechanic (displayed at the top of the screen). Lexaeus's attacks rise in strength as his PL increases, and become more difficult to avoid while in the thick of combat. Summon Stitch for MP recovery and use Reflect-line magic when Lexaeus attacks; this prevents him from harming you, and the detonating barrier deals damage to him in return. Some attacks can be difficult to defend against; see below for ways to handle them. If you block his Sweep and use the reaction command or otherwise stagger him, attack with a combo.

[Caption: Sora defends himself from Lexaeus with Reflect] At close range, you can simultaneously attack and defend yourself by using Reflect-line magic when he shouts or leaps.

POWER LEVEL MECHANICS
---------------------
* Initial value 100; maximum 99,999.
* Using Mega Impact boosts Sora's PL to (Lexaeus's PL + 100); it returns to 100 immediately afterward.
* Lexaeus's PL rises in stages with each aura unleash; it rises at a rate of 3,000 per second if nothing else is done.

TABLE: DEFENDING YOURSELF FROM CERTAIN ATTACKS
----------------------------------------------
ATTACK         DEFENSE
Impact Quake   If Lexaeus throws his weapon, use Reflect four times consecutively
Tackle         Use Reflect-line magic; at close range, when he shouts; at long range, when he begins running
Earth's Fury   Turn and face Lexaeus (who has flown far away); when he emits white light and attacks, use Guard → Reflect-line magic

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

VEXEN (ABSENT SILHOUETTE) & CLONE SORA [FM-EX]

Formerly Organization XIII's Number IV. He has been eliminated.
Vexen, Lexaeus, and Zexion were among Organization XIII's founding members, and there was no love lost between them and neophytes like Marluxia. Vexen opposed Marluxia's plans to take over the Organization, and was consequently destroyed by Axel.

BASE STATS
----------
Classification:
 - Vexen: Nobody
 - Clone Sora: ?
TYPE AFFINITIES
-Vexen-
 - Physical: ×1
 - Fire: ×1.5
 - Blizzard: ×0.25
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1
-Clone Sora-
 - Physical: ×1
 - Fire: ×1.5
 - Blizzard: ×1.5
 - Thunder: ×1.5
 - Dark: ×0.5
 - Neutral: ×1
-Shield-
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×0
 - Thunder: ×0
 - Dark: ×0
 - Neutral: ×1
OTHER PROPERTIES
-Vexen-
 - Revenge value: 18.75
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 53
   - Defense: 35
-Clone Sora-
 - Revenge value:
   - Level 1: 12.5
   - Level 2: 11.875
   - Level 3: 11.25
   - Level 4: 10.625
   - Level 5: 10
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 53
   - Defense: 35

REWARDS
-------
* Armor slot +1 (Sora)
* Maximum HP increase (Donald, Goofy)
* Road to Discovery
* Lost Illusion

If Clone Sora is defeated:
* MP prize [3] ×4

LOCATIONS & DETAILED STATS
--------------------------
AGRABAH
Level 50, 1500 HP (Vexen), 100 HP (shield), 100/160/250/350/450 HP (Clone Sora, Levels 1/2/3/4/5), 0 EXP, 45 Strength, 26 Defense (AG2)
* The Peddler's Shop (AG2; boss; transported to Twilight Town: The Old Mansion)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* Flash Step
* Vicinity Break
* Guard Break
* Explosion

TECHNIQUES
----------
VEXEN

SAUCER
Type: Blizzard
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0
Guard: Yes (negate) (*2)
Description: Fires ice shuriken (*3).
*2: Soraを追跡する手裏剣と, 扇状に放たれた手裏剣は, 弾き返されるとその場にとどまったあと消える
*3: Three different variants, as follows.
 - Fires a single shuriken that slowly pursues Sora.
 - Fires three fan-shaped shuriken.
 - Two shuriken revolve around himself.

ICE PILLAR
Type: Blizzard
Power modifier:
 - Hit 1: ×2
 - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Raises icicles to attack (*4).
*4: Three different variants, as follows.
 - Counters an attack by raising an icicle directly beneath Sora.
 - Sends six icicles in succession toward Sora.
 - 自身の周囲に, 5本の氷柱をつぎつぎと作り出したあと3本の氷柱を作り出す

ABSOLUTE ZERO
Type: Blizzard
Power modifier: ×0
Guard: No
Description: Whites out the screen with a blizzard, then imprisons Sora in ice for four seconds.

ENSEMBLE
Type: Blizzard
Power modifier:
 - Ice block:
   - Hit 1: ×2
   - Hits 2+: ×1
 - Imprisonment: ×0
 - Iceberg: ×3
Guard: No
Description: 4個の氷塊を周囲に作り(氷塊をつぎつぎと飛ばす→3回突進)と攻撃したあと, Soraを氷に約4秒問閉じこめ, 最後に巨大な氷山を作り出す

CLONE SORA

SCRATCH
Type: Physical
Power modifier:
 - Scratch: ×0.25
 - Forward roll: ×0.01
 - Leap: ×0.5
Guard: Yes (negate)
Description: Scratches twice, then rolls forward and leaps.

UPWARD KICK
Type: Physical
Power modifier:
 - Scratch: ×0.25
 - Upward kick: ×0.5
Guard: Yes (negate)
Description: Scratches twice, then kicks upward.

GROUND DANCE KICK
Type: Physical
Power modifier:
 - Handstand:
   - Hit 1: ×0.25 
   - Hits 2+: ×0.01
 - Additional:
   - Hit 1: ×0.25
   - Hits 2+: ×1
Guard: Yes (negate)
Description: Handstands and swings its legs, then attacks three more times.

GROUND FRENZY
Type: (*5)
Power modifier:
 - Upward kick: ×0.25
 - Spin:
   - All except final: ×0.01
   - Final: ×1
Guard: Yes (negate)
Description: Kicks upward, then moves around in a circle, clawing at anything in its way.

GROUND DANCE
Type: (*5)
Power modifier:
 - Combo attack:
   - Hit 1: ×0.5
   - Hits 2+: ×0.01
 - Swoop: ×2
Guard: (*6)
Description: 上下左右に高速移動しながら連続で攻撃したのち, 急降下する

AERIAL DANCE KICK
Type: Physical
Power modifier:
 - Upper[cut]: ×0.25
 - Kick: ×0.1
 - Leap: ×0.5
Guard: Yes (negate)
Description: Kicks twice after uppercutting, then leaps forward.

AERIAL FRENZY
Type: Physical
Power modifier:
 - Kick: ×0.25
 - Spin: ×0.1
   - Mid-spin ×0.01
 - Pursuit:
   - All except final: ×0.25
   - Final: ×0.5
Guard: Yes (negate)
Description: 跳び蹴りのあと, 円を描くように高速回転しながら攻撃し, さらに2回追撃する

AERIAL DANCE
Type: (*5)
Power modifier:
 - Combo attack:
   - Hit 1: ×0.25
   - Hits 2–3: ×0.1
   - Hits 4+: ×0.01
 - Swoop: ×2
Guard: (*6)
Description: Attacks continuously while hovering, then swoops.

AERIAL DOME
Type: Dark
Power modifier:
 - All except final: ×0.1
 - Final: ×1
Guard: No
Description: Unleashes a dark blade and forms a giant sphere.

*5 (Type):
 - Spin and swoop: Dark
 - Rest of attack: Physical

*6 (Guard):
 - Swoop: No
 - Rest of attack: Yes (negate)

REACTION COMMANDS
-----------------
STRUGGLE → SMASH
Display: Absolute Zero or Ensemble imprisons Sora in ice.
Effect: Use Struggle ten times to trigger Smash, then use Smash immediately afterward to shatter the ice and escape.

CHARACTERISTICS
---------------
VEXEN
* Begins the battle with Absolute Zero.
* Invincible while his shield is intact. When his shield breaks, he staggers temporarily; he soon restores his shield and counters with Emsemble if attacked repeatedly.
* Summons Clone Sora after data level increases or after using Ensemble (出現していた場合は回収して呼び直す).
* Can use Ensemble at will at data level 3+.
* Always uses Ensemble when data level reaches 5.

CLONE SORA
* Often uses Aerial Dome as it appears.
* At higher data levels, it has more HP, finds Sora more quickly, and is more likely to attack continuously.
* Can use Ground Dance and Aerial at data level 3+.

Vexen is invincible while his shield is intact. Attacking the shield reduces its HP, and certain attacks (eg. a combo finisher) will break it and leave him vulnerable. Vexen rights himself and restores his shield after a while; use this time to attack him directly. Ability Flash Step Guard Breakを装備しておくと, comboで盾にdamageを与えるときに攻撃を仕掛けられても, 自動的に弾き返せることが多い.

[Caption 1a: Sora moves away from the circle] Circleから逃げまわりながら, やや離れた間合いでスキをうかがう. Defeat Clone Sora if it's active.
[Caption 1b: Sora attacks Vexen's shield] 攻撃を横に避けつつ近づいてcomboを仕掛ける. ここで盾を壊せなかったときは, スキをうかがうところからやり直す.
[Caption 1c: Sora attacks Vexen] Once Vexen's shield is broken, attack him and keep an eye out for the circle (which will likely overlap you).

HOW TO DEAL WITH THE CIRCLE

Throughout the battle, a circle of light projects itself from the ground; it chases Sora and collects data as long as it overlaps his position. When its data level (displayed in the screen's upper-left corner) increases, Clone Sora appears and/or uses more powerful attacks (see below for data level mechanics). Avoid the circle as much possible, and use Quick Run or Aerial Dodge to escape when in range. If Vexen's shield doesn't break after using a combo finisher, retreat before the circle catches you.

HOW TO DEAL WITH CLONE SORA

The Clone Sora that Vexen summons can be a major nuisance, so get rid of it first. At data level 2 or below, you can easily defeat it with combos; at data level 3+, it attacks relentlessly, so it's best to defend yourself with Reflect-line magic and counter with combos.

AVOIDING ENSEMBLE

Vexen always uses Ensemble when data level 5 is reached; it is very powerful and difficult to avoid; as such, you should defeat him at data level 4 or below. If he does use it, use Aerial Dodge to escape and Reflect-line magic to defend against his flying ice blocks. その後, 敵が氷塊を消して画面を白く光らせたときと, 敵が近くにきたときにReflect-line magicを使えば, それぞれの動作の直後にくる攻撃を防げる.

[Caption 2: Sora defends himself from Vexen's blizzard with Reflect] Defend yourself with Reflect-line magic when Absolute Zero or Ensemble white out the screen to prevent yourself from being imprisoned in ice.

DATA LEVEL MECHANICS
--------------------
* The data level gauge increases whenever the circle on the ground overlaps Sora's position.
* Data level increases by 1 when the gauge fills completely; it promptly empties out (at data level 5, the gauge remains full).
* Data level is initially at 0 and maxes out at 5 (at which point the circle disappears).
* Clone Sora's level equals the data level at the time of its summoning.

[Caption 3: Clone Sora attacks Sora] The gauge fills regardless of whether Sora is grounded or airborne, as long as it overlaps his position.
[Caption 4: Vexen traps Sora in a block of ice] The gauge increases very quickly when Vexen's Absolute Zero causes the circle to unerringly overlap Sora.

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MARLUXIA (ABSENT SILHOUETTE) [FM-EX]

Formerly Organization XIII's Number XI. He has been eliminated.
He plotted an Organization rebellion and tried to seize the power of the Keyblade, but Axel's betrayal led to his destruction.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 68
   - Defense: 60

REWARDS
-------
* Drive gauge +1 (Sora)
* Maximum HP increase (Donald, Goofy)
* Eternal Blossom
* Lost Illusion

LOCATIONS & DETAILED STATS
--------------------------
BEAST'S CASTLE
Level 80, 2817 HP, 0 EXP, 70 Strength, 41 Defense (BC2)
* The Beast's Room (BC2; boss; transported to Station of Oblivion)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* Upper Slash
* Finishing Leap
* Aerial Finish
* Glide Lv. 2–3
* Combo Plus or Finishing Plus

TECHNIQUES
----------
COMBO SLASH
Type: Physical
Power modifier: ×0
Guard:
 - All except final: Yes (negate)
 - Final: Yes (repel)
Description: Slashes 4–8 times while moving forward.

TORNADO SLASH
Type: Physical
Power modifier: ×0
Guard: Yes (negate)
Description: Swings scythe above his head (pulling nearby opponents toward him), then slashes continuously while spinning at high speed.

WARP SLASH
Type: Physical
Power modifier: ×0
Guard: Yes (negate)
Description: Teleports and slashes upward; repeats this sequence 3–6 times.

PHANTOM SABRE
Type: Physical
Power modifier: ×0
Guard: Yes (negate)
Description: Slashes upward while moving forward.

SURPRISE SLASH
Type: Physical
Power modifier: ×0
Guard: Yes (negate)
Description: [床から出て斬る→隠れる]を3回くり返す

BLOOM SHARK
Type: Physical
Power modifier: ×0
Guard: Yes (negate)
Description: Sinks into the floor and moves around, with his scythe spinning vertically as he does so.

SUPER BLOOM SHARK
Type: Physical
Power modifier: ×0
Guard: Yes (negate)
Description: Dims the field, sinks into the floor, and moves around for a long time, with his scythe spinning vertically as he does so.

FLOWER WREATH
Type: Dark
Power modifier: ×2
Guard: No
Description: Light surrounds the party and explodes after three seconds.

(Loose translation; まとい in this context means "to entwine, to follow"; the technique does both, with "wreath" following the "entwine" meaning and also being indicative of its visual appearance.)

CHAOTIC BLOOM
Type: Dark
Power modifier: ×2.5
Guard: No
Description: Strikes the floor with his scythe's hilt, creating three large red circles around him that cover most of the field.

LAST JUDGMENT
Type: Dark
Power modifier:
 - Scythe and swoop: ×0
 - Light: ×1.5
Guard:
 - Scythe and swoop: Yes (negate)
 - Light: No
Description: Dims the field as petals rain down, and attacks in the following sequence: causes 15 red light pillars to erupt from the ground while hovering behind Sora → throws scythe → swoops from above.

REACTION COMMANDS
-----------------
AERIAL STRIKE
Display: Approach Marluxia as he rests after using Tornado Slash.
Effect: Attack Marluxia three times (1) and knock him back (2).

AERIAL STRIKE (1)
Type: Physical
Power modifier: ×1

AERIAL STRIKE (2)
Type: Physical
Power modifier: ×10
Note: Finisher.

RESTORE COUNT
Display: Approach Marluxia's scythe as he rests after using Tornado Slash.
Effect: Steal Marluxia's scythe, slash with it, then throw it at him, knocking him back. Does not deal damage, but Sora's overhead count recovers by 13 (though not above its starting value).

[Caption 1: Sora knocks Marluxia back with an unspecified reaction command] Both reaction commands knock Marluxia back and temporarily stun him.

CHARACTERISTICS
---------------
* Begins the battle with Combo Slash.
* Counters with Warp Slash when attacked continuously.
* Counters with Phantom Sabre if not attacked immediately after flinching from Combo Slash's final hit being blocked.
* Has three phases, which change depending on his remaining HP.

A counter appears above Sora's head during this battle. Its initial value equals Sora's level; it decreases by 1 for each hit of Marluxia's scythe, and it's game over if it reaches 0. The counter can be partially restored with the reaction command Restore Count (which can be used after Tornado Slash), but it's better to just avoid being hit entirely.

Marluxia changes phase depending on his remaining HP; adjust your tactics acccordingly. Remember to re-lock onto Marluxia whenever he warps, otherwise you might fail to block his attacks.

[Caption 2: Marluxia lies prone; screenshot displays a trigger for Restore Count] After Marluxia uses Tornado Slash, you can approach his scythe to trigger Restore Count.
[Caption 3a: Marluxia attacks Sora with Tornado Slash] Keep your distance to avoid a sudden slash attack; when he uses Tornado Slash, block twice.
[Caption 3b: Sora blocks Marluxia's Tornado Slash] 防いだのがCombo Slashならその直後に, Tornado Slashならreaction commandを実行したあとに, comboで反撃しよう.

FIRST PHASE (HP ABOVE 75%)

Attacks by slashing with his scythe; follow the images below to successfully block it and counter with a Slide Dash combo. After blocking Tornado Slash, use Aerial Strike (or Restore Count if your counter is low) and follow up with a combo. You can also knock him upward with Thunder-line magic and follow that up with a combo. If Marluxia disappears midway through a combo, immediately block the upcoming Warp Slash with Reflect-line magic. If you're attacked, use Aerial Recovery to escape his slashes.

SECOND PHASE (HP BELOW 75%)

Typically attacks in the following sequence: warps to the centre of the field → creates red circles on the floor with Chaotic Bloom → usually uses Flower Wreath → either uses Bloom Shark or approaches and uses Combo Slash. Deal with these actions as shown in the images below (you can summon Stitch and use Reflect-line magic instead of Guard). If you have Glide equipped, you can glide around and avoid his attacks until the red circles vanish, then land afterward, block his attacks, and counterattack. Marluxia rarely uses Tornado Slash after a Chaotic Bloom; if he does, avoid the circles by jumping in the opposite direction when he tries to pull you in, then block it.

[Caption 4a: A Flower Wreath surrounds Sora] Wait on the outer edge of the field and watch whether Marluxia laughs or jumps after using Chaotic Bloom.
[Caption 4b: Sora blocks Marluxia's Combo Slash] Use Guard if he leaps toward you to block his attack; this also protects you from Flower Wreath.
[Caption 4c: Sora attacks Marluxia with Finishing Leap] Immediately counter with a combo; you can rise above the circles by using Finishing Leap or a similar technique midway through.

THIRD PHASE (HP BELOW 40%)

He can dim the field and unleash a powerful attack, or attack after vanishing. If he dims the field, he uses either Last Judgment if floating in the air, or Super Bloom Shark otherwise (as seen in the images below). If using Glide to avoid Last Judgment, you can land a second after he throws his scythe and prevent his final attack with a single use of Guard or Reflect-line magic.

If he vanishes, he can use Surprise Slash without warning, or use another attack after reappearing. Jump high and flee; if possible, try to approach him as he finishes attacking and use a combo afterward.

[Caption 5a: Marluxia initiates his Last Judgment; a red arrow shows how to avoid it] When Marluxia hovers in the air, run in a circle (the arrow shows the recommended size) or glide around the field's edge.
[Caption 5b: Sora defends himself from Marluxia's Last Judgment with Reflect] You can block the scythe throw and final attack if you stop moving after the 13th explosion and immediately follow up with four consecutive uses of Reflect-line magic.
[Caption 6: Sora follows the path of Marluxia's Super Bloom Shark] You can block Super Bloom Shark, but if possible, follow its path from behind (and diagonally) and attack when Marluxia surfaces.

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XEMNAS (REPLICA DATA: FIRST) [FM-EX]

Organization XIII's Number I. He directs the group as its leader.
Organization XIII is a unique presence among the Nobodies. They think and plan, and seem to have a greater goal.
What that is remains to be seen, but they appear to know a bit about the Keyblade.

Organization XIII's Number I. He directs the group as its leader.
In truth, he is the Nobody of Xehanort, who was apprenticed to Ansem the Wise. In secret, Xehanort studied the doors and the heart of all worlds, ultimately stealing his master's name, Ansem. When Xehanort became a Heartless, his Nobody Xemnas came into being.
Xemnas is using Sora, collecting the hearts released every time a Heartless falls to his Keyblade.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0
 - Dark: ×0.5
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: 9.375
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 3400 HP, 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to The World That Never Was: Memory's Contortion; Sora fights alone)

PARTY MEMBERS (FIXED)
* Sora

RECOMMENDED ABILITIES
* Counterguard

TECHNIQUES
----------
SPARK WALL
Type: Thunder
Power modifier:
 - Hit 1: ×1.5
 - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Raises a wall that deflects frontal attacks.

CONTINUOUS ATTACK
Type: Physical
Power modifier:
 - Slash:
   - Hit 1: ×1
   - Hits 2+: ×0.5
 - Kick:
   - Hit 1: ×0.5
   - Hits 2+: ×0.25
Guard: Yes (negate)
Description: Slashes to his right, kicks, then slashes to his left.

DUAL-WIELDING ATTACK
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Dual-wields and attacks with dance-like slashes and kicks.

INVITATION TO NOTHINGNESS
Type: Neutral
Damage dealt: 1 HP per "hit" at an accelerating rate (stops dealing damage when Sora is at 1 HP)
Guard: No
Description: Envelops an opponent with the power of nothingness, dealing continuous damage.

BUILDING DROP ATTACK
Type: Physical
Power modifier:
 - Slash and kick: ×2
 - Additional: ×30
Guard: No
Description: Attacks five times with slashes and kicks, then deals extra damage to a falling Sora.

REACTION COMMANDS
-----------------
FACEDOWN → (CLASH, BREAK THROUGH, FINISH)
Display: Approach the entrance of the building Xemnas climbs while under the effects of Invitation to Nothingness.
Effect: Cancel the effect of Invitation to Nothingness and chase Xemnas up the building. Clash, Break Through and Finish are shown in succession for 0.5 seconds each (0.25 in the case of Finish), and the effects of each change as follows. Sora is subject to a Building Drop Attack if none are selected.
* Clash: Both characters pass by each other.
* Break Through: Prevent Xemnas's attack and counterattack (1).
* Finish: Slam Xemnas into the building (2) and stun him.

BREAK THROUGH (1)
Type: Physical
Power modifier: ×4.5

FINISH (2)
Type: Physical
Damage dealt: HP reduced to 1

CHARACTERISTICS
---------------
* Begins the battle with Dual-Wielding Attack.
* Envelops himself in darkness and approaches Sora when continuously attacked or kept at a distance for a while.
* Uses Invitation to Nothingness when reduced to 30% HP.
* Moves faster and tracks Sora more accurately when using Dual-Wielding Attack.
* When at low HP, he's more likely to use Combo Attack or something similar right after forming a Spark Wall.

Xemnas's Replica Data is fought twice; the first battle is a recreation of Xemnas (first) from the main story. 最初にDual-Wielding Attackをくり出してくるが, 敵の手が動くまで待ったあと. Use Guard six times consecutively to block it, and counterattack immediately afterward; you can also avoid it by gliding away.

Generally, when Xemnas envelops himself in darkness and approaches you, you can block his attack and counter; you need to block Dual-Wielding Attack six times consecutively, however. Watch Xemnas when you block him; if he pauses for a moment, counterattack; otherwise, continue defending. If attacked, use Aerial Recovery after being knocked around, then glide away and restore your HP. If Xemnas approaches on foot, it's better to run instead of gliding.

[Caption 1a: Sora blocks Xemnas's Dual-Wielding Attack] Block once (six times for Dual-Wielding Attack) when darkness-shrouded Xemnas approaches.
[Caption 1b: Sora counterattacks with Counterguard] Counterguard his final hit, then attack until he envelops himself in darkness again.

HOW TO DEAL WITH INVITATION TO NOTHINGNESS

When Invitation to Nothingness engulfs Sora in light, approach the building's entrance to trigger Facedown. Three reaction commands appear in order in the following scene; the best command is Finish (the third one). You may have to practice timing it correctly.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

XEMNAS (REPLICA DATA: SECOND) [FM-EX]

Organization XIII's Number I. He directs the group as its leader.
Organization XIII is a unique presence among the Nobodies. They think and plan, and seem to have a greater goal.
What that is remains to be seen, but they appear to know a bit about the Keyblade.

Organization XIII's Number I. He directs the group as its leader.
In truth, he is the Nobody of Xehanort, who was apprenticed to Ansem the Wise. In secret, Xehanort studied the doors and the heart of all worlds, ultimately stealing his master's name, Ansem. When Xehanort became a Heartless, his Nobody Xemnas came into being.
Xemnas is using Sora, collecting the hearts released every time a Heartless falls to his Keyblade.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0
 - Dark: ×0.5
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: 9.375
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76
  
REWARDS
-------
* Power Boost

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 3400 HP, 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to The World That Never Was: The World of Nothing; Sora fights alongside Riku)

PARTY MEMBERS (FIXED)
* Sora
* Riku

TECHNIQUES
----------
BLADE ATTACK
Type: Physical
Power modifier: ×1.5
Guard: No
Description: Slashes with blades; slashing patterns may vary.

THORN BEAM
Type: Neutral
Power modifier: ×0.25
Guard: No
Description: Fires thorn-like beams.

KICK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Attacks with roundhouse kicks, foot sweeps and somersault kicks.

SHOT
Type: Thunder
Power modifier: ×0.25
Guard: Yes (negate)
Description: Arranges red lasers in the air and fires them.

SPARK BOMB
Type: Thunder
Power modifier: ×1.5
Guard: No
Description: Fires two light spheres that explode.

SPARK WALL
Type: Thunder
Power modifier: ×1
Guard: No
Description: Raises a wall that deflects frontal attacks.

OMNISHOT
Type: Thunder
Power modifier: ×0.25
Guard: Yes (negate)
Description: Arranges countless red lasers around opponents and fires them.

BINDING ATTACK
Type: Neutral
Damage dealt: 1 HP per "hit" at an accelerating rate
Guard: No
Description: Restrains Sora and deals continuous damage to him.

WEAPON DROP ATTACK
Type: Physical
Power modifier: ×3
Guard: No
Description: Knocks Sora's Keyblade out of his hands, then slashes at Sora and Riku.

REACTION COMMANDS
-----------------
REVERSAL (mid-air enabled)
Display: Thorn Beams approach.
Effect: 身をひるがえしてかわす

[Caption 1: Sora approaches Xemnas with Reversal] 束になって飛んでくるbeamに対して実行した場合は, かわしつつXemnasの近くヘと移動する

DEFEND (mid-air enabled)
Display: Sora and Riku catch Xemnas's blades as he uses Weapon Drop Attack.
Effect: Avoid the damage he'd normally deal afterward.

RESCUE (mid-air enabled)
Display: When you control Riku, approach Sora as he is caught in Xemnas's Binding Attack.
Effect: Interrupt Xemnas's attack and free Sora, who returns to the player's control afterward.

REFLECT (mid-air enabled)
Display: Omnishot's lasers start flying.
Effect: Riku deflects lasers aimed at him.

CHARACTERISTICS
---------------
* When he grabs Sora and throws him into the air, he follows up with Thorn Beams, Blade Attacks and Kicks; he may use Weapon Drop Attack near the end of this sequence.
* Uses Binding Attack when reduced to 75% HP.
* Uses Shot when reduced to 50% HP.
* Uses Omnishot when reduced to 5% HP; he cannot be defeated until he does so (beforehand, he can only be reduced to 1 HP).
* If Sora is in Limit Form, he forgoes Binding Attack and instead throws him into the air (following up with the aforementioned attack sequence).

Before the battle, Riku joins the party and the menu opens for potential adjustments; make sure he has protective gear and items equipped. Sora's HP and MP are restored to full, but his Drive gauge is not; restore it in the menu if desired.

This is very similar to the main story's final battle. However, because Xemnas uses Spark Bomb more frequently than Thorn Beam at long range, you won't have as many opportunities to use the reaction command to approach him. Instead, glide low and approach him for an attack when he uses Spark Bomb.

HOW TO DEAL WITH HIM WHEN HE THROWS SORA

Xemnas throws Sora upward and uses a series of attacks on him in mid-air; these can be avoided by repeatedly pressing Triangle. The first attack is likely to hit you, however, so defend yourself against it with Reflect-line magic. If you have sufficient MP, alternate between using Reflect-line magic and Reversal to deal damage while dodging. When the sequence is over, glide away to avoid his next attack.

[Caption 2: The item menu displays a Shock Charm+] Riku's best choices of armor are those with high defense and Thunder-type damage reduction.
[Caption 3a: Sora glides around Xemnas at long range] R1 buttonを何度も押しつつ反時計まわりにGlideで飛行し, lock-onできたら写真くらいの間合いで飛ぶ.
[Caption 3b: Sora avoids Spark Bombs glides towards Xemnas] XemnasがSpark Bombで光の球を放つ瞬間に近づく. 攻撃時のXemnasの声で, 近づくtimingを計るといい.
[Caption 3c: Sora attacks Xemnas] Xemnasの前方に密着して, 空中comboを仕掛ける. 一連の動作がうまくいけば, 光の球の爆発に当たる可能性は低い.
[Caption 4: Sora attacks Xemnas with Trinity Limit] If you have MP recovery items on hand, you can also attack with Trinity Limit (solo) and follow up with a combo.
[Caption 5: Sora jumps away from Xemnas's Spark Bombs] You can't approach Xemnas when he's out of range (as shown by the faint circle outline on the floor); wait until he moves back inside.

HOW TO DEAL WITH SHOT

When reduced to 50% HP, he starts using Shot (which comes in various configurations). Lock onto Xemnas whenever he warps and immediately block the incoming lasers; if the lasers are arranged in a circle, wait until after he disappears before blocking (you also avoid this particular configuration by gliding away).

If Xemnas follows up the circular arrangement by attacking silently in place, he momentarily leaves himself open afterward; use this opportunity to attack him with a combo.

[Caption 6: Sora blocks Xemnas's lasers] You can defend yourself more easily from the lasers by repeatedly pressing R1 to lock onto Xemnas and blocking immediately afterward.

HOW TO DEAL WITH BINDING ATTACK

Xemnas's Binding Attack is signalled by his hovering still in the air and gathering thorn-shaped light in his hands while speaking in a low voice; quickly block it with Reflect-line magic.

If Sora is struck by Binding Attack, player control switches to Riku. During this time, Sora's HP steadily decreases, and you must rescue him before he runs out of HP. やや右ヘと迂回する感じで走っていき, Xemnasの分身が攻撃してきたときは, ひと呼吸置いて大きくjumpすれば, ラクに近づける.

[Caption 7: Riku runs around a Spark Wall] When controlling Riku, Sora's HP steadily decreases over time.

HOW TO DEAL WITH OMNISHOT

When Xemnas's HP is lowered sufficiently, he deploys lasers in the shape of a dome and fires them; press X and Triangle repeatedly to block it. Keep this up long enough and a cutscene will play; after the scene, he is permanently stunned at 1 HP, so finish him at your leisure.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

XIGBAR (REPLICA DATA) [FM-EX]

Organization XIII's Number II. Nothing else about him has come to light.
He vanished, leaving Sora with naught but puzzling words. Apparently Organization members can use the darkness to come and go as they please.

Organization XIII's Number II. When Sora called out to him, thinking he was Riku, Xigbar gave a curt reply.
His motives and his methods remain unclear. Surely he has a greater goal in mind, but what could it be?

Organization XIII's Number II.
He told Sora once that he reminded him of someone else. Puzzling words, indeed…
Some part of him did seem to be enjoying Sora's reaction.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.25
 - Blizzard: ×0.25
 - Thunder: ×0.25
 - Dark: ×0.25
 - Neutral: ×0.25
OTHER PROPERTIES
 - Revenge value: 9.375
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76

REWARDS
-------
* Defense Boost

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 2896 HP, 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to The World That Never Was: Hall of Empty Melodies—Lower; summons are disabled)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* Berserk Charge

TECHNIQUES
----------
SHOT
Type: Neutral
Power modifier: ×0.25
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×0.5
Description: Rapidly fires four projectiles.

CHARGE SHOT
Type: Neutral
Power modifier: ×2
Guard: No (*1)
Description: Makes muzzles glow and fires projectiles that bounce around the room.

ULTIMA SHOT
Type: Neutral
Power modifier: ×0.25
Guard: No
Description: Xigbar's body glows blue, and he fires projectiles in the following sequence: a barrage of shots around himself → a series of shots from outside the arena → a rain of projectiles from above.

SNIPE
Type: Neutral
Power modifier:
 - Rapid-fire: ×1
 - Snipe: ×2
Guard: Yes (negate) (*1)
Description: 高所からscope越しに, [16連射]→[ズームアップ直前と直後に1発ずつ狙い撃ち]をくり返す

*1:
 - Projectiles deflected with reaction command: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×0.5

REACTION COMMANDS
-----------------
BREAK → WARP SNIPE
Display: Xigbar's Snipe scope zooms in.
Effect: Use Break to deflect projectiles that target you, then use Warp Snipe up to twice to deflect projectiles hanging in the air (1). This forces him to abort Snipe.

BREAK → WARP SNIPE (1)
Type: Neutral
Power modifier: ×0.5

WARP SNIPE (mid-air enabled)
Display: Approach a projectile generated by Charge Shot.
Effect: Deflect projectiles back at Xigbar. Can be used up to three times consecutively.

CHARACTERISTICS
---------------
* Changes the field at the start of the battle and throughout; this also changes his Shot configuration.
* Uses Charge Shot when reduced to 75% HP.
* Uses Ultima Shot when reduced to 40% HP.

Xigbar's Replica Data frequently changes the field's layout and can fire projectiles extremely quickly without reloading. You may not be able to block them once they're fired; instead, try to predict where he'll aim and attack him with a combo. You can deflect them by using Reflect-line magic or Aerial Dodge about 0.5 seconds (or instantly if you attacked him with a combo beforehand) after he warps. The large blue projectiles can be deflected with Warp Snipe; however, this method is unreliable, so it's better to use Reflect-line magic.

If he starts sniping you from above, run to the sides of the screen and use the reaction commands repeatedly. Three uses will force him to stop; MP Chargeの時間をかせぎたいときなどは, わざと1–2回で止めて狙撃をつづけさせる方法もある.

AVOIDING ULTIMA SHOT

Xigbar's Ultima Shot is signalled by his body glowing and the field becoming a small square. He remains invincible for its duration; jump backward into the left corner to avoid the first shot, then run around in a wide circle to avoid the rest of the attack.

[Caption 1: Xigbar fires projectiles at Sora] He normally pauses for a short moment before warping and firing again. 敵をlock-onして少し近づいた直後に, 弾き返しを狙おう.
[Caption 2: Sora attacks Xigbar with Horizontal Slash] If you use a combo during MP Charge, you can quickly rack up damage with Horizontal Slash.
[Caption 3: Sora runs to avoid Xigbar's Ultima Shot] It's recommended to formchange into Master Form; Final Form is also effective as its Glide can deflect projectiles.

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XALDIN (REPLICA DATA) [FM-EX]

Organization XIII's Number III.
Nobodies like him are made whenever people strong of heart and mind become Heartless. The empty shell they leave behind acts of its own will.
Are they empty vessels devoid of hearts? Are they roaming spirits? Or are they simply nothing at all?

Organization XIII's Number III. His wiles have clouded the Beast's heart.
The Organization's motives are a string of mysteries—what could their true goal be?

Organization XIII's Number III. He wanted the Beast's Heartless and Nobody in order to acquire Kingdom Hearts.
In the end, however, Sora and his friends destroyed Xaldin.

Organization XIII's Number III. He sought the Beast's Heartless and Nobody in order to acquire Kingdom Hearts.
He was a master of wind who wielded six lances—but he met his end at the hands of Sora.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: 9.375
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76

REWARDS
-------
* Defense Boost

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 3400 HP, 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to Beast's Castle: Bridge; Beast is unavailable)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* N/A

TECHNIQUES
----------
THRUST
Type: Physical
Power modifier: ×2
Guard: Yes (repel)
Description: Quickly thrusts spears forward.

SWEEP
Type: Physical
Power modifier:
 - All except final: ×0.5
 - Final: ×1.5
Guard: Yes (negate)
Description: Swings spears 1–7 times.

JUMP
Type:
 - Spear: Physical
 - Shock wave: Neutral
Power modifier:
 - All except final: ×0.25
 - Final: ×2.5
Guard:
 - Spear: Yes (negate)
 - Shock wave: No
Description: Disappears into the air and drops down from above five times, then thrusts his spears into the ground as he reappears.

LANCE DANCE
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Unleashes successive frenzied attacks.

WIND GUARD
Type: Neutral
Power modifier:
 - Hit 1: ×0.75
 - Hit 2: ×0.5
 - Hits 3+: ×0.25
Guard: No
Description: Wraps his body in damaging winds.

WIND CONTROL
Type: Neutral
Power modifier: ×1.5
Guard: Yes (negate)
Description: Spins spears and fires a homing wind projectile that pierces through opponents.

WINDS OF DESPAIR
Type: Neutral
Power modifier: ×0.25
Guard: No
Description: Rides upon his spears (which take the shape of a dragon), and shoots a sweeping blast of wind from its tip.

REACTION COMMANDS
-----------------
LEARN (mid-air enabled)
Display: Just before Xaldin uses Thrust or Sweep, while he attacks with Jump, or after blocking his Thrust.
Effect: Attack command changes to Jump; up to nine Jumps can be stocked. Use Jump to attack with a swooping lunge and shock wave (1).

JUMP (1)
Type:
 - Lunge: Physical
 - Shock wave: Neutral
Power modifier:
 - Lunge: ×1.5
 - Shock wave: ×0.5
Revenge value:
 - Lunge: 0.75
 - Shock wave: 0
Note: Maximum 2 hits; finisher.

CHARACTERISTICS
---------------
* Begins the battle by using Wind Control three times (he stops immediately if successfully made to stagger).
* 攻撃を受けてひるんだり特定の攻撃を使ったりするたびに, Wind Guardを使う
* Has three phases, which change depending on his remaining HP.
* Uses Lance Dance → Winds of Despair as soon as his HP is reduced below 50%.

He wraps his body in winds and attacks at close range with his spears. While so shielded, he only takes 1 HP damage from attacks and his shield will hurt you on contact; stockpile Jumps with Learn and attack him with Jump to temporarily disperse the winds and stagger him. ふだんは手を出さずに, Learnを使ったときだけJumpからのcomboで攻撃しよう. Xaldin has three phases that change according to his remaining HP; adjust your tactics accordingly.

[Caption 1: Sora and Goofy attack a shielded Xaldin with their Teamwork Limit] All attacks deal only 1 HP damage per hit to Xaldin when shielded.

FIRST PHASE (HP ABOVE 75%)

Block the first three wind projectiles by standing in front of your allies and using Guard or Reflect-line magic whenever a white light appears in front of Xaldin. He normally follows this up by approaching and using either Thrust or Sweep; stop and wait, as shown below.

[Caption 2: Sora dashes towards Xaldin] Xaldin isn't initially wrapped in winds; quickly Quick Run beneath him and attack with a combo.

SECOND PHASE (HP BELOW 75%)

Moves around in a snake-like manner, and additionally uses Jump. If he uses Wind Control, block the projectiles, otherwise glide away; remember to Learn and and attack Xaldin with Jump. Xaldin unlocks himself when he uses Jump; remember to lock onto him again when you attack.

[Caption 3: Sora glides away from Xaldin's Jump] Avoid or defend yourself from Xaldin's Jump (unless you're attacking with your own Jump).
[Caption 4: Sora dashes away from a swooping Xaldin] If struck by Jump, Quick Run away or use Cure-line magic and Aerial Dodge away immediately afterward.

THIRD PHASE (HP BELOW 50%)

Repeatedly teleports close to Sora at a moment's notice. Summon Stitch and glide around; when Xaldin pauses after two teleports, quickly strike him with Magnet-line magic to make him flinch. After that, he uses Jump, Wind Guard, and Lance Dance → Winds of Despair. Deal with Jump in the same way as in his second phase; Wind Guardの場合は, Glideで逃げまわるところからやり直す; when he uses Lance Dance → Winds of Despair, avoid the first by jumping high and gliding around, and defend against the second by following the diagram below or otherwise using Reflect-line magic.

[Caption 5: A shielded Xaldin charges at Sora] In this phase, he charges you while wrapped in winds; don't let yourself be trapped in a corner!
[Caption 6: Sora defends himself from Xaldin's Winds of Despair with Reflect] When Xaldin's body glows, he'll use Lance Dance and Winds of Despair; he is invincible throughout this sequence.

LEARN → JUMP ATTACK SEQUENCE
----------------------------
FIRST PHASE (HP ABOVE 75%)

[Caption 7a: Sora defends himself from Xaldin; screenshot displays a trigger for Learn] Block twice as soon as Xaldin approaches and swings his spears.
[Caption 7b: Sora blocks Xaldin and stockpiles Jump commands] If he flinches, press Triangle repeatedly to Learn and Jump immediately afterward.

SECOND AND THIRD PHASES (HP BELOW 75%)

[Caption 8a: Sora glides away from Xaldin's Jump and stockpiles Jump commands] When he vanishes, glide around in a circle and use Learn repeatedly.
[Caption 8b: Xaldin's spears surround Sora] Land when the spears spin around at a low altitude and Jump when they disappear.

AVOIDING WINDS OF DESPAIR
-------------------------
1: Lance Danceを使ったXaldinがspearに乗って飛んでいく前に, ここへ移動
2: 敵がこの範囲へ降りた場合は(A)の地点ヘGlideで飛んでいく. この範囲より上側に降りた場合は, 移動せずに待つ

DIAGRAM

*-------*
|    (A)|
|       |
|       |
|       |
|       |  |
|       | (2)
|(1)    |  |
*-------*

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

VEXEN (REPLICA DATA) & CLONE SORA [FM-EX]

Formerly Organization XIII's Number IV. He has been eliminated.
Vexen, Lexaeus, and Zexion were among Organization XIII's founding members, and there was no love lost between them and neophytes like Marluxia. Vexen opposed Marluxia's plans to take over the Organization, and was consequently destroyed by Axel.

BASE STATS
----------
Classification:
 - Vexen: Nobody
 - Clone Sora: ?
TYPE AFFINITIES
-Vexen-
 - Physical: ×1
 - Fire: ×1.5
 - Blizzard: ×0.25
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1
-Clone Sora-
 - Physical: ×1
 - Fire: ×1.5
 - Blizzard: ×1.5
 - Thunder: ×1.5
 - Dark: ×0.5
 - Neutral: ×1
-Shield-
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×0
 - Thunder: ×0
 - Dark: ×0
 - Neutral: ×1
OTHER PROPERTIES
-Vexen-
 - Revenge value: 15.625
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76
-Clone Sora-
 - Revenge value:
   - Level 1: 12.5
   - Level 2: 11.875
   - Level 3: 11.25
   - Level 4: 10.625
   - Level 5: 10
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76

REWARDS
-------
* Lost Illusion

If Clone Sora is defeated:
* MP prize [3] ×4

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 2715 HP (Vexen), 181 HP (shield), 181/290/453/634/815 HP (Clone Sora, Levels 1/2/3/4/5), 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to Twilight Town: The Old Mansion)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* Flash Step
* Vicinity Break
* Guard Break
* Explosion

TECHNIQUES
----------
VEXEN

SAUCER
Type: Blizzard
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0
Guard: Yes (negate) (*2)
Description: Fires ice shuriken (*3).
*2: Soraを追跡する手裏剣と, 扇状に放たれた手裏剣は, 弾き返されるとその場にとどまったあと消える
*3: Three different variants, as follows.
 - Fires a single shuriken that slowly pursues Sora.
 - Fires three fan-shaped shuriken.
 - 回転半径を広げながらゆっくりと飛びまわる2個の手裏剣を放つ

ICE PILLAR
Type: Blizzard
Power modifier:
 - Hit 1: ×2
 - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Raises icicles to attack (*4).
*4: Four different variants, as follows.
 - Raises an icicle directly beneath Sora.
 - 自身の周囲に5本の氷柱をつぎつぎと作り出したあと3本の氷柱を作り出す
 - Raises two icicles to Sora's left and right; repeats this five times.
 - Raises 20 icicles in succession that chase Sora.

ABSOLUTE ZERO
Type: Blizzard
Power modifier: ×0
Guard: No
Description: Whites out the screen with a blizzard, then imprisons Sora in ice for four seconds.

ENSEMBLE
Type: Blizzard
Power modifier:
 - Ice block:
   - Hit 1: ×2
   - Hits 2+: ×1
 - Imprisonment: ×0
 - Iceberg: ×3
Guard: No
Description: 4個の氷塊を周囲に作り[氷塊をつぎつぎと飛ばす→3回突進]と攻撃したあと, Soraを氷に約4秒問閉じこめ, 最後に巨大な氷山を作り出す

CLONE SORA

SCRATCH
Type: Physical
Power modifier:
 - Scratch: ×0.25
 - Forward roll: ×0.01
 - Leap: ×0.5
Guard: Yes (negate)
Description: Scratches twice, then rolls forward and leaps.

UPWARD KICK
Type: Physical
Power modifier:
 - Scratch: ×0.25
 - Upward kick: ×0.5
Guard: Yes (negate)
Description: Scratches twice, then kicks upward.

GROUND DANCE KICK
Type: Physical
Power modifier:
 - Handstand:
   - Hit 1: ×0.25 
   - Hits 2+: ×0.01
 - Additional:
   - Hit 1: ×0.25
   - Hits 2+: ×1
Guard: Yes (negate)
Description: Handstands and swings its legs, then attacks three more times.

GROUND FRENZY
Type: (*5)
Power modifier:
 - Upward kick: ×0.25
 - Spin:
   - All except final: ×0.01
   - Final: ×1
Guard: Yes (negate)
Description: Kicks upward, then moves around in a circle, clawing at anything in its way.

GROUND DANCE
Type: (*5)
Power modifier:
 - Combo attack:
   - Hit 1: ×0.5
   - Hits 2+: ×0.01
 - Swoop: ×2
Guard: (*6)
Description: 上下左右に高速移動しながら連続で攻撃したのち, 急降下する

AERIAL DANCE KICK
Type: Physical
Power modifier:
 - Upper[cut]: ×0.25
 - Kick: ×0.1
 - Leap: ×0.5
Guard: Yes (negate)
Description: Kicks twice after uppercutting, then leaps forward.

AERIAL FRENZY
Type: Physical
Power modifier:
 - Kick: ×0.25
 - Spin: ×0.1
   - Mid-spin ×0.01
 - Pursuit:
   - All except final: ×0.25
   - Final: ×0.5
Guard: Yes (negate)
Description: 跳び蹴りのあと, 円を描くように高速回転しながら攻撃し, さらに2回追撃する

AERIAL DANCE
Type: (*5)
Power modifier:
 - Combo attack:
   - Hit 1: ×0.25
   - Hits 2–3: ×0.1
   - Hits 4+: ×0.01
 - Swoop: ×2
Guard: (*6)
Description: Attacks continuously while hovering, then swoops.

AERIAL DOME
Type: Dark
Power modifier:
 - All except final: ×0.1
 - Final: ×1
Guard: No
Description: Unleashes a dark blade and forms a giant sphere.

*5 (Type):
 - Spin and swoop: Dark
 - Rest of attack: Physical

*6 (Guard):
 - Swoop: No
 - Rest of attack: Yes (negate)

REACTION COMMANDS
-----------------
STRUGGLE → SMASH
Display: Absolute Zero or Ensemble imprisons Sora in ice.
Effect: Use Struggle ten times to trigger Smash, then use Smash immediately afterward to shatter the ice and escape.

CHARACTERISTICS
---------------
VEXEN
* Invincible while his shield is intact. When his shield breaks, he staggers temporarily; he soon restores his shield and counters with Absolute Zero or Ice Pillar.
* Summons Clone Sora after data level increases or when a certain amount of time passes after its last defeat.
* Uses more variants of Ice Pillar at higher data levels.
* Uses Ensemble when reduced to 40% HP.

CLONE SORA
* Summoned more frequently than in the Absent Silhouette fight.

This battle's fundamentals are the same as the Absent Silhouette version (→p. 74); however, he is now much stronger, his shuriken have a wider hitbox and don't stop when blocked, and he uses his icicle-raising attacks more frquently. Furthermore, the circle on the ground collects data (and thus fills the gauge and raises data level) much faster. Don't worry about the circle too much, as it's generally too difficult to avoid without a fair offensive trade-off; instead, summon Stitch and follow Plan 3 as detailed on p. 69.

If you're about to be attacked, defend yourself with Reflect-line magic; otherwise, attack Vexen's shield with combos to break it and follow up by attacking him. Use Reflect-line magic when Clone Sora approaches to block its attacks and deal damage.

[Caption: Sora defends himself from Vexen's and Clone Sora's attacks with Reflect] Summon Stitch and use Reflect-line magic. Once More greatly increases your survivability.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LEXAEUS (REPLICA DATA) [FM-EX]

Formerly Organization XIII's Number V. He once brandished a giant tomahawk, but now he has been eliminated.
Lexaeus rejected Marluxia's bid to dominate the Organization, and formulated his own plans—but the plans failed and he met his end.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: 12.5
 - Damage stat floor: ?
 - Damage stat cap:
   - Strength and Magic: 48
   - Defense: 27

REWARDS
-------
* Lost Illusion

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 3400 HP, 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to Station of Remembrance)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* Combo Plus or Finishing Plus

TECHNIQUES
----------
SWEEP
Type: (*5)
Power modifier:
 - PL 0–29,999: ×0.5
 - PL 30,000–59,999: ×1.5
 - PL 60,000–99,998: ×3
 - PL 99,999: ×6
Guard: (*6)
Description: Swings weapon sideways; at PL 30,000+, rocks burst out forward.

SPIN SLASH
Type: (*5)
Power modifier:
 - PL 0–29,999: ×0.5
 - PL 30,000–59,999: ×1.5
 - PL 60,000–99,998: ×3
 - PL 99,999: ×6
Guard: (*7)
Description: Turns sideways and swings weapon downward; at PL 30,000+, rocks burst out right next to the target.

HELM SPLIT
Type: (*5)
Power modifier:
 - PL 0–29,999: ×0.5
 - PL 30,000–59,999: ×1.5
 - PL 60,000–99,998: ×3
 - PL 99,999: ×6
Guard: (*7)
Description: Leaps and swings weapon downward; at PL 30,000+, rocks burst out from both sides.

IMPACT QUAKE
Type: Neutral
Power modifier:
 - PL 0–29,999:
   - Hit 1: ×0.5
   - Hits 2+: ×0.01
 - PL 30,000–59,999:
   - Hit 1: ×1.5
   - Hits 2+: ×0.25
 - PL 60,000–99,998:
   - Hit 1: ×3
   - Hits 2+: ×0.5
 - PL 99,999:
   - Hit 1: ×6
   - Hits 2+: ×1
Guard: No
Description: Throws weapon and strikes the floor three times; each time he does so, rocks burst out from beneath Sora's feet. Large rocks can deal 3–4 hits.

SPIN THROW
Type: Neutral
Power modifier:
 - PL 0–29,999:
   - Grip: ×0
   - Throw: ×0.5
 - PL 30,000–59,999:
   - Grip: ×0
   - Throw: ×1.5
 - PL 60,000–99,998:
   - Grip: ×0
   - Throw: ×3
 - PL 99,999:
   - Grip: ×0
   - Throw: ×6
Guard: No
Description: Spins sideways, grabs Sora, and throws him into a pillar.

TACKLE
Type: Neutral
Power modifier:
 - PL 0–29,999:
   - Tackle: ×0
   - Slam: ×0.5
 - PL 30,000–59,999:
   - Tackle: ×0
   - Slam: ×1.5
 - PL 60,000–99,998:
   - Tackle: ×0
   - Slam: ×3
 - PL 99,999:
   - Tackle: ×0
   - Slam: ×6
Guard: No
Description: Rams opponents with his shoulder, knocking them into the ground.

EARTH'S FURY
Type: (*5)
Power modifier:
 - PL 0–29,999:
   - Charge: ×0.5
   - Rock:
     - Hit 1: ×0.5
     - Hits 2+: ×0.01
 - PL 30,000–59,999:
   - Charge: ×1.5
   - Rock:
     - Hit 1: ×0.5
     - All others except final: ×0.25
     - Final: ×0.25
 - PL 60,000–99,998:
   - Charge: ×3
   - Rock:
     - Hit 1: ×0.5
     - All others except final: ×0.5
     - Final: ×2
 - PL 99,999:
   - Charge: ×6
   - Rock:
     - Hit 1: ×0.5
     - All others except final: ×1
     - Final: ×6
Guard: (*7)
Description: Retreats far away in mid-air, surrounds himself in white light, then charges forward at high speed; when he lands, rocks burst out all over the field.

*5 (Type):
 - Rock: Neutral
 - Rest of attack: Physical

*6 (Guard):
 - Weapon: Yes (repel)
 - Rock: No

*7 (Guard):
 - Weapon and charge: Yes (negate)
 - Rock: No

REACTION COMMANDS
-----------------
MEGA IMPACT
Display: Block Lexaeus's Sweep and stagger him.
Effect: Approach Lexaeus and stun him by swinging the Keyblade upward (1). The higher Sora's power is, the longer Lexaeus is stunned (damage dealt is unaltered).

MEGA IMPACT (1)
Type: Physical
Power modifier: ×4
Note: Finisher.

CHARACTERISTICS
---------------
* Begins the battle by unleashing his aura and increasing his PL.
* At PLs 30,000+ and 60,000+ (respectively), his aura widens and the range and power modifiers of his attacks increase; he uses Tackle upon reaching PL 30,000 and Earth's Fury upon reaching PL 60,000.
* Attack power modifiers are maximised at PL 99,999.
* Cannot be defeated (only lowered to 1 HP) unless his aura is temporarily removed by staggering him, etc.

Equipping multiple Combo Pluses allows you to cast Reflect-line magic four times in a row before the finisher. Unlike the Absent Silhouette, Data Lexaeus will increase his PL whenever possible until he reaches PL 99,999, at which point he is extremely powerful. Summoning Stitch and using Reflect-line magic to turn his attacks back on him still works.

[Caption 1: Sora defends himself from Lexaeus's Impact Quake with Reflect] Impact Quake can be blocked by using Reflect-line magic four times consecutively.
[Caption 2: Sora attacks Lexaeus with Mega Impact] You must block his Sweep and use the resulting reaction command in order to stagger him.

POWER LEVEL FLUCTUATION MECHANICS
---------------------------------
* Initial power value 100; maximum 99,999.
* Using Mega Impact boosts Sora's power to (Lexaeus's power + 100); it returns to 100 immediately afterward.
* Lexaeus's PL rises in stages with each aura unleash; it rises at a rate of 5,400 per second if nothing else is done.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ZEXION (REPLICA DATA) [FM-EX]

Formerly Organization XIII's Number VI. He has been eliminated.
Zexion disliked dirtying his own hands, and relied on his wits to despose of any rivals—but it was one of his own schemes that wound up destroying him.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
-Zexion-
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0
 - Neutral: ×0.5
-Book-
 - Physical: ×1
 - Fire: ×1.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0
 - Neutral: ×0.5
OTHER PROPERTIES
 - Revenge value: 9.375
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76

REWARDS
-------
* Lost Illusion

When Lexicon commands Heal, Herb, Mend or Soothe are selected:
* HP prize [5] ×5

When Lexicon command Spirit is selected:
* MP prize [3] ×5

When Lexicon command Stamina is selected:
* Drive prize [3%] ×5

When Lexicon commands Riches or Wealth are selected:
* Munny [10] ×3

When Lexicon commands Lucky or Treasure are selected:
* HP prize [5] ×5
* Drive prize [3%] ×5

When Lexicon commands Bounty or Jackpot are selected:
* MP prize [3] ×5
* Munny [10] ×3

When Lexicon command Bonus is selected:
* HP prize [5] ×5
* MP prize [3] ×5
* Drive prize [3%] ×5

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 2172 HP (Zexion), 181 HP (book), 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to Storm-tossed Island)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* Finishing Plus
* Negative Combo

TECHNIQUES
----------
KIDNAPPING PHANTOM
Type: Neutral
Power modifier: ×0
Guard: No
Description: Emits a green light and imprisons opponent in a book.

STALKING PHANTOM
Type:
 - All except final: Dark
 - Final: Neutral
Power modifier:
 - All except final: ×0.25
 - Final:
   - If Sora is in Anti-Form: ×1.5
   - Otherwise: ×0.5
Guard: No
Description: Imprisons opponent in a book and deals 25 hits of damage.

(Unsure if the altered Anti-Form modifier applies to all hits or just the final one; check later.)

BOOK METEOR
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: 本を青く光らせ, 回転させたり飛ばしたりする

INVISIBILITY
Type: Dark
Power modifier: ×1.5
Guard: No
Description: Approaches Sora and generates an expanding cross-shaped explosion.

COMMAND LEXICON
Type: Neutral
Power modifier: ×1
Guard: No
Description: Zexion opens his book and thrusts it forward, changing Sora's commands to unique ones.

MIRAGE CIRCLE
Type: Dark
Power modifier: ×3
Guard: No
Description: Shifts to the dark dimension, dazzles opponents with spotlights, then attacks with a rain of meteorites.

REACTION COMMANDS
-----------------
DISPEL (mid-air enabled)
Display: Book dimension; the book Zexion hides near is reduced to 1 HP. The command itself only appears in reaction to certain attacks, such as a combo finisher.
Effect: Swing the Keyblade, land a hit, and return to the normal dimension.

[Caption 1: Sora attacks Zexion; screenshot displays a trigger for Dispel] Dispelの攻撃はreachが短め. Comboで本を吹き飛ばした直後に使うと, 届かないことも多い.

TURN (mid-air enabled)
Display: Commands are changed.
Effect: Change the list of commands displayed.

STRUGGLE → (RESET, BREAK) (mid-air enabled)
Display: Book dimension; Sora suffers continuous damage while trapped in a book.
Effect: Use Struggle ten times to trigger Reset (or Break if you're quick enough). Reset frees the party from the books; Break additionally deals damage to Zexion's book (1).

BREAK (1)
Type: Physical
Power modifier: ×10

CHARACTERISTICS
---------------
* Begins the battle by using Kidnapping Phantom twice.
* In the normal dimension, he often counters with Kidnapping Phantom when attacked and staggered; he is extremely likely to use it on the entire party when doing so once reduced below 75% HP.
* Uses either Stalking Phantom (above 75% HP), Command Lexicon (below 75% HP), or Mirage Circle (below 40% HP) immediately after shifting to the book dimension.
* When low on HP in the book dimension, his Book Meteor gains more attack patterns and he uses Invisibility more frequently.

The field switches between the normal dimension, the book dimension, and the dark dimension, just as in the Absent Silhouette battle. However, there are notable differences between the Silhouette and the Data fights; they are explained below.

FIGHTING IN THE NORMAL DIMENSION

Destroy the books your allies are trapped in and attack Zexion until Sora is trapped in a book. If in MP Charge, fend off Zexion's attacks and heal with items until it's over. When below 75% HP, it's highly likely he'll counter continuous combo attacks by trapping the entire party in books; prevent this by ceasing combos midway through. The fight will continue in the normal dimension as long as Kidnapping Phantom isn't used on Sora.

[Caption 2: Zexion tries to trap Sora in a book] Free your allies from the books so Sora isn't targeted by them.

FIGHTING IN THE BOOK DIMENSION

Attack Zexion's book and return to the normal dimension with Dispel; Donald's Limits can help you with this. When low on HP, Zexion always shifts to the dark dimension after his initial Command Lexicon; use Reflect-line magic instead of Limits to preserve HP. MP Charge中でLimitと魔法の両方を使えない場合や, damageを受けてpinchの場合は, normal dimensionへもどるまでStitchを呼び出すといい.

[Caption 3a: Sora and Donald attack Zexion with their Flare Force Limit] In the book dimension, use Limits to flush out Zexion's book and attack it with combos.
[Caption 3b: Sora attacks Zexion; screenshot displays a trigger for Dispel] Once the book is reduced to 1 HP, use a combo as soon as the Limit ends to trigger Dispel.

[Caption 4: Zexion's Invisibility strikes Sora] Summon Stitch if you're struggling; his Ukulele can flush out Zexion's book.

FIGHTING IN THE DARK DIMENSION

Count how many times the lights in the centre change colour, and quickly flee to the blue light after the 13th change. If successful, you can attack Zexion's book (floating overhead). If unsuccessful, defend yourself with Reflect-line magic or Limits or restore your HP after the meteorite attack ends.

[Caption 5: The spotlight moves between each circle → Sora dashes to the blue circle] 13回目にlightの色が青に切りかわる場所は, 12回目の時点でlightが赤い場所のどちらか一方. その2ヵ所に注目しておくといい.

ULTIMANIA COLUMN (FOR EXPERIENCED PLAYERS): COMMAND LEXICON COMMANDS
--------------------------------------------------------------------
When Sora is struck by Command Lexicon, up to 60 possible total commands can appear (in practice, only 32 appear at a time). 21 are coloured white; see below for their effects when used.

[Caption: Sora faces glowing books] Commands are listed in syllabic order, and can only be used once per attack.

(Japanese syllabic order, I assume. Not sure if English was adjusted to fit, or just translated as is.)

TABLE: AVAILABLE COMMANDS AND THEIR EFFECTS
-------------------------------------------
COMMANDS                             EFFECTS (AND PRIZE DROPS)
Liberate, Retrieve, Return, Unlock   Returns commands to normal
Banish, Destroy, Expose, めをこらす     Destroys all books except Zexion's (they regenerate immediately afterward)
Heal, Herb, Mend, Soothe             HP prize [5] ×5
Spirit                               MP prize [3] ×5
Stamina                              Drive prize [3%] ×5
Riches, Wealth                       Munny [10] ×3
Lucky, Treasure                      HP prize [5] ×5, Drive prize [3%] ×5
Bounty, Jackpot                      MP prize [3] ×5, Munny [10] ×3
Bonus                                HP prize [5] ×5, MP prize [3] ×5, Drive prize [3%] ×5

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

SAÏX (REPLICA DATA) [FM-EX]

Organization XIII's Number VII.
Nobodies like him may look like they respond emotionally, but this is, in fact, a ruse. Nobodies have no hearts.

Organization XIII's Number VII.
He was in pursuit of the renegade Axel, but for some reason seemed more concerned about Sora's well-being.
Saïx has no heart, but knows all too well how to injure one. No doubt his poise belies a more savage nature. He also insinuated he knew something about Riku.

Organization XIII's Number VII.
Saïx relentlessly chased the renegade Axel. It was also he who caught Kairi after she eluded Axel, and threw her into the castle dungeon.
If Saïx sees something he can use, he will—and without a second thought.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value:
   - Above 2890 HP: 12.5
   - Below 2890 HP: 9.375
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76

REWARDS
-------
* Defense Boost

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 3400 HP, 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to The World That Never Was: Addled Impasse)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* Guard Break
* Negative Combo

TECHNIQUES
----------
CONTINUOUS ATTACK
Type: Physical
Power modifier:
 - Parts 1–2:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Part 3: ×0.25
Guard: Yes (repel)
Description: Strikes three times with weapon.

CHARGE ATTACK
Type: Physical
Power modifier:
 - Charge: ×0.25
 - Sweep: ×0.5
Guard: Yes (negate)
Description: Charges at high speed and sweeps with weapon.

BERSERK
Type: Physical
Power modifier:
 - Hit 1–5: ×0.25
 - Hits 6+: ×0.5
Guard: No
Description: Floats in the air, sheds light, and enters his berserk mode.

BERSERK VERTICAL SWING
Type: (*1)
Power modifier:
 - Vertical swing:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Rest of attack: (*2)
Guard: (*3)
Description: Swings weapon twice, then throws it downward.

BERSERK SWEEP
Type: (*1)
Power modifier:
 - Sweep:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Rest of attack: (*2)
Guard: (*3)
Description: Moves forward and attacks with sweeps and shock waves, then throws weapon at the end.

BERSERK WEAPON THROW
Type: (*1)
Power modifier:
 - Sweep: ×1
 - Rest of attack: (*2)
Guard: (*3)
Description: Sweeps, then jumps and throws his weapon, generating an explosion.

LUNACY
Type: (*1)
Power modifier:
 - Sweep: ×0.25
 - Charge: ×0.5
 - Vertical swing: ×0.5
 - Rest of attack: (*2)
Guard: (*3)
Description: Unleashes explosions and shock waves, then goes on a violent rampage.

*1 (Type):
 - Weapon attack: Physical
 - Shock wave, fire pillar and explosion: Neutral

*2 (Power modifier):
 - Weapon throw: ×0.5
   - Berserk weapon throw: ×0.25
 - Shock wave and fire pillar: ×1
 - Explosion:
   - Hit 1–4: ×0.25
   - Hits 5+: ×1

*3 (Guard):
 - Weapon attack: Yes (negate)
 - Shock wave, fire pillar and explosion: No

REACTION COMMANDS
-----------------
BERSERK → ECLIPSE → MAGNA STORM
Display: Approach one of Saïx's dropped weapons.
Effect: Pick up a weapon with Berserk, and move around at high speed for 2 seconds. Eclipse becomes available 1–2 seconds after picking it up (1); if it hits Saïx, use Eclipse twice more → Magna Storm (2) to completely empty his berserk gauge.

ECLIPSE (1)
Type: Physical
Power modifier: ×0.5

MAGNA STORM (2)
Type: Physical
Power modifier:
 - All except final: ×0.5
 - Final: ×3
Note: Finisher.

[Caption 1: Sora attacks Saïx with Magna Storm] Normal mode, berserk gaugeをzeroにはできない.

CHARACTERISTICS
---------------
* He often counters with Combo Attack after flinching if Sora is nearby while in normal mode.
* When below 85% HP and in berserk mode, he can use Berserk Sweep and Berserk Weapon Throw, and stoops low after attacking.
* When below 60% HP, he uses Lunacy when his berserk gauge fills completely.
* If damaged while stooping low, he ceases doing so.

Saïx enters his berserk mode when the berserk gauge fills completely, and returns to normal when emptied; adjust your tactics accordingly.

HOW TO DEAL WITH HIS NORMAL MODE

Saïx's berserk gauge continually increases if left alone; hinder this by attacking him and dealing damage. It's recommended that you equip Negative Combo, use an Attack → Guard Break combo, then repeat when he lands after being knocked upward (if he isn't knocked upward, attack immediately with a combo); this prevents him from countering.

[Caption 2: Sora attacks Saïx with Guard Break] An effective strategy is to use Attack → Guard Break (knocking Saïx upward).

HOW TO DEAL WITH HIS BERSERK MODE

All attacks deal 1 damage and finishers cannot end the battle. You can completely empty the berserk gauge by picking up a dropped weapon with a reaction command and attacking him with it. Wait in a corner and jump over his attacks so you can grab a weapon with relative ease; alternatively, defend yourself with Reflect-line magic and grab a nearby weapon. When Saïx's body glows white, he uses Lunacy; he is invincible while doing so, so glide away from him.

After Saïx attacks, he stoops low for a short while. When in such a stance, his berserk gauge increases; use Thunder-line magic as soon as he stoops to knock him out of it. そうしなければ, berserk gaugeかすぐに満タンにもどってLunacyを使われ, つかんだ武器で攻撃するchanceを逃してしまいやすいからだ.

[Caption 3a: Saïx charges at Sora] Saïxがberserk modeのときは, fieldのすみで攻撃を待つ. ただし, 接近されたら別のすみに逃げる.
[Caption 3b: Sora jumps above Saïx's attack] When he attacks, jump and use Aerial Dodge, then press Square to glide around and stay in the air.
[Caption 3c: Sora slides around on a claymore; screenshot displays a trigger for Berserk] Land immediately after he throws a weapon and press Triangle to grab a weapon, then approach and attack Saïx.
[Caption 4: Sora glides around Saïx's attacks] When Saïx uses Lunacy (indicated by his body glowing), jump high and continuously glide away.
[Caption 5: Sora casts Thunder on Saïx] Saïx's berserk gauge increases when he stoops low while in berserk mode; interrupt him with an attack.

BERSERK GAUGE MECHANICS AND SAÏX'S PHASES
-----------------------------------------
NORMAL MODE
* When Saïx faces the moon and raises his arms, the gauge steadily increases.
* His gauge continually increases when below 85% HP; faster still when he raises his arms to the moon.
* As soon as the gauge is full, he uses Berserk to enter his berserk mode.

BERSERK MODE
* The gauge decreases whenever Saïx attacks.
* His gauge increases as long as he stoops low.
* He returns to normal when the gauge completely empties.
* If struck by the last blow of the reaction command, the gauge immediately empties.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

AXEL (REPLICA DATA) [FM-EX]

Organization XIII's Number VIII. He commands fire and carries a uniquely-shaped weapon.
He has proven to be an odd duck of sorts within the Organization, lashing out against treachery, yet stirring troubles with his own betrayals all the while.
He claims he and Sora share some sort of bond, but Sora can't imagine what that might be.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0
 - Blizzard: ×1
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: 9.375
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76

REWARDS
-------
* Magic Boost

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 3400 HP, 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to Twilight Town: Mansion: Basement Hall; Sora fights alone)

PARTY MEMBERS (FIXED)
* Sora

RECOMMENDED ABILITIES
* Guard Break
* Explosion
* Dodge Roll
* Negative Combo
* Finishing Plus

TECHNIQUES
----------
CONTINUOUS ATTACK
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hits 2+: ×0.5
Guard: Yes (repel)
Description: Swings weapons, then throws them forward.

FIRECUTTER
Type: Fire
Power modifier:
 - Hit 1: ×1.5
 - Hits 2–4: ×0.1
 - Hits 5+: ×0.5
Guard: Yes (negate)
Description: Throws enflamed weapons.

ONE-HAND WEAPON THROW
Type: Fire
Power modifier: ×1.5
Guard: Yes (negate)
Description: Throws single enflamed weapon.

FLAME PRISON
Type: Fire
Power modifier: ×2
Guard: No
Description: Raises a huge fire pillar in front of himself and sets the floor ablaze.

ASSAULT
Type: Fire
Power modifier:
 - Weapon: ×2.5
 - Fire pillar: ×2
Guard: (*1)
Description: 武器を放って火柱を立てながら直進する

DROP ATTACK
Type: Fire
Power modifier:
 - Flame: ×2.5
 - Fire pillar: ×2
Guard: (*1)
Description: Drops down; flames burst out around him upon landing.

WILD DANCE
Type: Fire
Power modifier:
 - Weapon throw: ×0.5
 - Charge: ×0.5
 - Fire pillar: ×2.5
Guard: (*1)
Description: 武器を5回投げ, 突進したあと火柱を立てる

*1 (Guard):
 - Fire pillar: No
 - Otherwise: Yes (negate)

REACTION COMMANDS
-----------------
BURST EDGE (→ OVERTAKER → CLEAR LIGHT)
Display: Approach Axel as he jumps out of the wall of fire and uses Assault or Drop Attack.
Effect: Avoid his attacks and throw the Keyblade (1) to knock him back (2). You can only use Overtaker → Clear Light while the floor is ablaze; doing so returns it to normal.

BURST EDGE (1)
Type: Physical
Power modifier: ×0.25

BURST EDGE (2)
Type: Physical
Power modifier: ×1
Notes: Finisher.

[Caption 1: Sora attacks Axel with Burst Edge] Only Burst Edge can be used when the floor is unheated; attack him with a combo when he lands after being knocked upward.

CHARACTERISTICS
---------------
* Begins the battle with Flame Prison.
* If Combo Attack is blocked, he momentarily ceases moving, then counters with One-Hand Weapon Throw.
* When the floor is unheated, he usually counters with Firecutter; when the floor is ablaze, he hides behind the fire wall and counters with Assault or Drop Attack.
* When the floor is unheated, he uses Flame Prison when reduced to 75% HP.
* Can use Wild Dance at will below 40% HP.
* Cannot be defeated when the floor is ablaze (only reduced to 1 HP).

The field is small, and fire pillars may erupt beneath Sora (Type: Fire / Power modifier: ×2) if he approaches the fire wall; furthermore, Sora loses 6 HP per second when the floor is ablaze. Read the notes below and act carefully; if the floor is ablaze, return it to normal quickly.

It's recommended to act as shown in the images to the right (depending on the floor's state). 床が熱を帯びているときにAxelが歩いてきた場合は, Thunder-line magicを連発して反撃を誘う手もある. A combo of Attack → Guard Break → Explosion (equipped with the abilities noted above) is recommended for this fight. You may inadventently approach the edge of the fire wall during a combo; move away as soon as Axel hides behind it or counterattacks so its fire pillars don't strike you.

If you run out of MP, quickly recover with items or change into Limit Form; while so transformed, use Guard to block his attacks and attack with combos, and use Sonic Rave when low on HP.

[Caption 2: Sora dashes away from Axel] Quick Run is dangerous because its long range can easily send you close to the fire wall; use Dodge Roll instead.

WHAT TO DO WHEN AXEL HIDES BEHIND THE FIRE WALL

During the battle, Axel may repeat the following sequence several times: hide behind the fire wall → use either Firecutter, Assault, or Drop Attack. When he retreats, move to the centre of the field and press Triangle repeatedly until you hear him jump out; if the reaction command doesn't work, defend yourself with Reflect-line magic. He will not use Firecutter during this sequence when the floor is ablaze.

[Caption 3: Sora attacks Axel with Trinity Limit] If unsure about your blocking ability, you can use Trinity Limit (solo) and follow it up with a combo when he flinches.
[Caption 4: Axel lies prone] Use items when Axel lies prone after the floor returns to normal.
[Caption 5a: Axel initiates his Wild Dance] When Axel begins his Wild Dance, stay in the air as much as possible by jumping high, using Aerial Dodge, then holding the Square button.
[Caption 5b: Sora jumps away from Axel's Wild Dance] This way, you can avoid his weapons. To avoid damage from the last fire pillar, move sideways or land on the ground and use Reflect-line magic.

BATTLE FUNDAMENTALS (DEPENDING ON THE FLOOR'S STATE)
----------------------------------------------------
HEATED FLOOR

[Caption 6a: Axel raises a fire pillar between himself and Sora] Axelが歩いてきたらbattle開始時の距離で, 高速移動してきたらすぐさまReflect-line magicを1–2回使う.
[Caption 6b: Sora attacks Axel] When he's knocked back by the rupturing barrier, wait a bit, then attack with a combo until you use Explosion.
[Caption 6c: Sora attacks Axel with Burst Edge] He reacts to this by hiding behind the fire wall; avoid the wall and press Triangle repeatedly to use reaction commands. 
[Caption 6d: Axel lies prone] Once the floor returns to normal, attack with a combo until you use Guard Break, wait for him to land after he's launched upward, then repeat until he retaliates.

UNHEATED FLOOR

[Caption 7a: Sora defends himself from Axel's Firecutter with Reflect] Use Reflect-line magic to block his attacks, knock him back and make him flinch (same as when the floor is ablaze).
[Caption 7b: Sora attacks Axel with Guard Break] After waiting a bit, attack with a combo until you use Guard Break, wait for him to land after he's launched upward, then repeat until he retaliates.

IMPORTANT NOTES ABOUT THE BATTLE
--------------------------------
* Avoid jumping and aerial combos as best as you can. When airborne, you can't use reaction commands, and are likely to be struck by counterattacks and fire pillars.
* Don't use Aerial Recovery or Retaliating Slash carelessly if damaged and knocked back. 何もせずに着地し、壁ぎわやAxelから離れたほうが安全
* Don't use Counterguard, as it often misses.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

DEMYX (REPLICA DATA) [FM-EX]

Organization XIII's Number IX.
Organization members all wear black coats, and it's said their numbers were assigned in the order they joined. In addition, their names share something as a mark of their brotherhood.

Organization XIII's Number IX.
He was surveying the world of Olympus, and even swiped the Olympus Stone. He's a lousy fighter.
Demyx called Sora "Roxas."

Organization XIII's Number IX. He used a type of instrument called a "sitar" to control water…but he wasn't very good at fighting.
Demyx was under orders to "liberate Sora's true disposition" while surveying the world of Olympus.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×0.5
 - Fire: ×1.5
 - Blizzard: ×0
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×0.5
OTHER PROPERTIES
-Demyx-
 - Revenge value: 9.375
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76
-Water clones-
 - Revenge value: —
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76

REWARDS
-------
* AP Boost

When a water clone is defeated:
* MP prize [1] ×1

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 2715 HP, 0 HP (water clone), 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to Castle Gate)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* Magnet Burst
* Combo Master
* Negative Combo
* Finishing Plus

TECHNIQUES
----------
DEMYX

WATER DANCE
Type: —
Power modifier: —
Guard: —
Description: Continuously creates water clones; enough must be defeated within a time limit to prevent a game over.

WATER PILLAR ATTACK
Type: Blizzard
Power modifier: ×0.25
Guard: No
Description: Attacks with many water pillars (*1).
*1: Four different variants, as follows.
 - 自分の足元からつぎつぎと水柱を立てながら直進 → raises water pillars around himself
 - Sends several water pillars towards Sora in succession.
 - ゆっくり歩きながら正面に水柱の壁を4回作り出す
 - 自分の足元か周囲に水柱を立てる

WATER PILLAR DANCE
Type: (*2)
Power modifier:
 - Weapon: ×0.5
 - Water pillar: ×0.25
Guard: (*3)
Description: 武器を何度も振りながら前後に水柱を立てる

WATER GLOBE ATTACK
Type: Blizzard
Power modifier:
 - Water globe: ×0.5
 - Explosion: ×0.25
Guard: No
Description: Attacks with rupturing water globes (*4).
*4: Two different variants, as follows.
 - Countless water globes rain down.
 - Water globes float in mid-air.

RAPID-FIRE WATER GLOBE
Type: (*2)
Power modifier:
 - Weapon: ×2
 - Water globe: ×0.5
 - Explosion: ×0.25
Guard: (*3)
Description: 武器を振り, 正面か頭上から水球を飛ばす

LIVE PERFORMANCE
Type: Physical
Power modifier: ×2.5
Guard: No
Description: Runs up to Sora, tempts him into performing, then suddenly attacks.

WATER CLONE

CONTINUOUS ATTACK
Type: Blizzard
Power modifier: ×1
Guard: Yes (negate)
Description: Continuously attacks with its lower half.

*2 (Type):
 - Weapon: Physical
 - Water pillar, water globe and rupture: Blizzard

*3 (Guard):
 - Weapon: Yes (negate)
 - Water pillar, water globe and rupture: No

REACTION COMMANDS
-----------------
WILD DANCE
Display: Approach a musical note-shaped water clone.
Effect: Grab a water clone and attack surrounding enemies (1). Can be used up to three times in succession; the last attack is a swing-throw that pulls in enemies. The grabbed water clone vanishes after the attack.

WILD DANCE (1)
Type: Physical
Power modifier: ×1
Note: Finisher.

SHOW STEALER
Display: Approach Demyx while he uses Live Performance.
Effect: Attack Demyx during his performance (2).

SHOW STEALER (2)
Type: Physical
Power modifier: ×1
Note: Finisher.

CHARACTERISTICS
---------------
DEMYX
* Begins the battle with four consecutive Water Dances, with each wave lasting for 30 seconds. You must defeat a certain amount of water clones in each wave to continue; the first wave always contains 13 water clones, while successive waves contain 25, 50 and 75 water clones (in random order).
* When reduced to 65% HP, he uses Water Dance to summon 13 water clones (which must all be defeated within 30 seconds).
* When reduced to 10% HP, he four consecutive Water Dances, with each wave lasting for 30 seconds. You must defeat a certain amount of water clones in each wave to continue; each wave contains 25, 50, 13 and 99 water clones in that order. Demyx cannot be defeated (only lowered to 1 HP) until the final wave is cleared.

WATER CLONES
* The following attacks (and no others) can defeat a water clone: combo finishers, Fire-type attacks, Reflect-line magic explosions, all Anti-Form attacks, and the reaction command Wild Dance.
* After using Combo Attack, it vanishes and reappears (this doesn't count as a defeat).
* Physical-type and Neutral-type attacks rarely provoke it, while Thunder-type attacks almost always will.
* Blizzard-type attackを受けたときは, 音符の形になったあとCombo Attackを使う

Demyx begins and ends this battle with four consecutive Water Dances. Wisdom Form is extremely useful here; as such, you should activate Final Form several times beforehand to minimise your chances of entering Anti-Form, and equip each of the recommended abilities listed above.

If in Wisdom Form when you reach the fourth wave, attack with Fire-line magic until you're out of MP. See the "How to Deal with Demyx's Various Actions" section below for how to handle his various actions. Remember to build your Drive gauge up to at least six bars full in preparation for the final four Water Dances, even if this requires taking damage deliberately.

[Caption 1: Anti-Form Sora attacks the water clones] Anti-Form consumes all Drive gauges; as such, it's likely you'll run out of steam even after returning to normal.

HOW TO DEAL WITH WATER DANCE

During a Water Dance, the number of defeated water clones can be viewed in the upper right corner of the screen; each wave must be defeated within 30 seconds, else you'll get a game over. However, water clones are less likely to yield reaction commands in this battle. Combo finishers and Fire-line magic instantly destroy water clones; use Magnet Burst if there are 25 or less total water clones in a wave, or Wisdom Form Fire-line magic if more. If you run low on MP, use items to recover.

[Caption 2: Sora's Magnet Burst destroys water clones] If a wave's water clone total is low, revert from a formchange and use Magnet Burst.
[Caption 3: Wisdom Form Sora's Fire spell destroys water clones] If using Fire-line magic to defeat water clones, change into Wisdom Form (one advantage is its low Drive gauge consumption).

HOW TO DEAL WITH DEMYX'S VARIOUS ACTIONS
----------------------------------------
WHEN HE MOVES STRAIGHT ALONG A WATER PILLAR OR FIRES WATER GLOBES

[Caption 4: Demyx surfs ahead of a water pillar] Move to the side to avoid him. You can Slide Dash at him into a combo, but he'll likely strike you at the same time. 

WHEN HE SHOUTS "WATER!"

[Caption 5: Water globes rain down on the battlefield] Water globes rain down over a wide area; avoid them with Quick Run or Glide.

WHEN HE MOVES FORWARD WITH A RAISED ARM

[Caption 6: Demyx charges at Sora; screenshot displays a trigger for Show Stealer] He uses Live Performance; press Triangle to trigger the reaction command and attack with a combo.

WHEN WATER CLONES APPEAR NEAR DEMYX

[Caption 7: Sora jumps away from Demyx and his water clones → Sora attacks the water clones with Wild Dance] Quickly approach Demyx to the side with Aerial Dodge and use the reaction command to grab a water clone, then follow up with a combo.

WHEN HE WALKS ABOUT WHILE CREATING WALLS OF WATER

[Caption 8: Sora defends himself from Demyx's water pillars with Reflect] Use Reflect-line magic to block a water pillar; the rupturing barrier will knock Demyx back. If you lack MP, glide away from him instead.

武器を振って水柱を立てながら進んできたとき

[Caption 9: Sora jumps over Demyx → Sora attacks Demyx] Demyxの頭上めがけて高くjumpし, さらにAerial Dodgeで真上に跳ねることで, 一連の攻撃を避け, comboで反撃する.

WHEN HE FIRES WATER PILLARS AT SORA

[Caption 10: Demyx sends water pillars towards Sora] Soraを追尾するように水柱がつぎつぎと立つが, すぐさまGlideで飛びまわれば, 回避することが可能.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LUXORD (REPLICA DATA) [FM-EX]

Organization XIII's Number X.
The Organization has hinted that not only do they know about the Keyblade, but they may know things about Sora himself. Are they playing mind games, or is there truth to their words?

Organization XIII's Number X, a master of rhetoric whose words left Sora and his companions quite perplexed.
Luxord was using the cursed medallions to conduct experiments on behalf of the Organization.

Organization XIII's Number X, a gambler who can manipulate time.
Having shaken Sora and his companions with wily words, Luxord entertained himself by drawing them into a game-like battle.
In Port Royal, Luxord used Heartless and the cursed medallions to conduct experiments on the Organization's behalf and collect hearts.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×0.3
 - Fire: ×0.15
 - Blizzard: ×0.15
 - Thunder: ×0.15
 - Dark: ×0.15
 - Neutral: ×0.3
OTHER PROPERTIES
 - Revenge value: 9.375
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76

REWARDS
-------
* AP Boost

If a card game is won by selecting ◯:
* HP prize [1] ×5
* HP prize [5] ×20

If a card is reduced to 0 HP and vanishes:
* HP prize [1] ×4
* HP prize [3] ×2

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 2715 HP (Luxord [unique mechanics; see below]), 91 HP (cards), 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to The World That Never Was: Havoc's Divide; Sora fights alone)

PARTY MEMBERS (FIXED)
* Sora

RECOMMENDED ABILITIES
* Guard Break
* Explosion
* Negative Combo

TECHNIQUES
----------
CARD SLASH
Type: Physical
Power modifier:
 - Sweep: ×0.25
 - Lunge: ×1
Guard: Yes (negate)
Description: Sweeps and lunges with numerous cards.

FLASH
Type: Physical
Power modifier:
 - Light: ×0
 - Additional: ×0.25
Guard: No
Description: Emits light; the seven additional hits deal damage.

CARD ATTACK
Type: Physical
Power modifier: ×0.25
Guard: Yes (negate)
Description: Attacks by swinging a giant card sideways.

BOMB CARD
Type: Physical
Power modifier: ×0.25
Guard: No
Description: Card with a red mark explodes.

CARD DANCE
Type: Physical
Power modifier:
 - Swing: ×1
 - Card throw: ×0.25
Guard: Yes (negate)
Description: Swings and throws cards.

REACTION COMMANDS
-----------------
FLIP
Display: Approach a standing card.
Effect: Flip and erase a card.

[Caption 1: Sora stands next to a time card; screenshot displays a trigger for Flip] 周囲に2枚以上のcardがある場合は, Soraの一番近くにあるcardに対して使用できる.

BEGIN GAME
Display: Approach Luxord before he emits light with Flash.
Effect: Begins the "Find the ◯" game.

CHARACTERISTICS
---------------
LUXORD
* Begins the battle with Flash.
* Up to two cards can appear when he leaps.
* Regains his composure and leaps after being attacked continuously.
* When Luxord's time gauge is reduced to 25%, he uses Card Dance, then initiates the "Match the four ◯s" game; if he wins, he repeats this sequence after Sora reverts from Dice Form to normal.

CARDS
* If one appears when Luxord leaps, it immediately uses Card Attack.
* Counters with Card Attack when attacked.

Each character has a time gauge, displayed at the top of the screen (see below for details); empty Luxord's time gauge before Sora's HP or time gauge is depleted to win the battle.

Luxord begins the battle with Flash; this can be interrupted by knocking him back with a combo finisher. From this point onward, keep your distance from Luxord and attack him with air combos when possible. Destroy bomb cards with combos, and erase other cards with Flip.

[Caption 2a: Sora faces Luxord from a distance] Wait for a break in his actions. If cards surround Sora, destroy them with combos or a reaction command.
[Caption 2b: Sora attacks Luxord] If he leaps, attack him with an air combo. You can avoid forward-moving cards by jumping over them.

HOW TO DEAL WITH LUXORD'S CARD MODE

During the battle, Luxord can turn into a card and shuffle himself among them. He leaves this state after a while; you can force him out early by Flipping his card or attacking and destroying it.

It's safest to find Luxord's card, force him out, then attack him with combos afterward. However, time cards also appear at this point; ideally you should deal with them first. He repeats this card-shuffling sequence up to three times, with increasing amounts of cards appearing each time; they can all be dealt with in the same way.

[Caption 3: Sora attacks Luxord with Explosion] Attack cards with Guard Break, Explosion, and Limit Form's Limit techniques.
[Caption 4: Sora is surrounded by cards; screenshot displays a trigger for Flip] 1–2 time cards appear when Luxord is in his card mode; Flip them to reduce his time gauge.

HOW TO DEAL WITH EACH GAME

Use the reaction command triggered by Luxord's Flash to begin the "Find the ◯" game; the "Match the four ◯s" automatically begins after Luxord's Card Dance ends.

Winning the "Find the ◯" game reduces Luxord's time gauge, but it has a short time limit and is difficult enough that you're better off avoiding it. On the other hand, the "Match the four ◯s" game is mandatory and has a longer time limit; whenever a ◯ is selected, the remaining ◯s and ✕s shift between each other increasingly faster. 3–4つ目のcommandは切りかわるrhythmを数秒ほど計ってから止めるといい.

If you lose, you're forced into Dice or Card Form; at this point, just flee until you return to normal. When in Dice Form, you can move in a desired direction by pressing the X button and moving the left stick.

[Caption 5: Luxord challenges Sora to a card game; screenshot displays the pause message] それぞれのgameでは, START button pauseをかけてcommandの◯✕を確認しながら止めると成功しやすい.

TIME GAUGE REDUCTION MECHANICS
------------------------------
* Default value 2715; decreases by 6 per second (*2).
* When Sora is hit, his time gauge decreases by 2 (271 if hit by bomb card).
* When Luxord is hit, his time gauge decreases by the same amount a typical attack would deal.
* Flipping a time card with a reaction command reduces Luxord's remaining time by 5%.
* Game results can increase or decrease a character's time gauge (see below for mechanics).
*2: [Game]のあいだと, LuxordがCard Danceを使っているあいだは減らない

LUXORD'S CARDS AND EFFECTS WHEN FLIPPED
---------------------------------------
* Blank card: Nothing happens.
* Time card: Luxord's time gauge decreases.
* Bomb card: Explodes and strikes Sora.

Nothing happens when you reduce a time or bomb card to 0 HP.

GAME MECHANICS
--------------
"FIND THE ◯" GAME

Three commands turn into ✕, and one turns into ◯; ◯ continuously switches position like a slot machine. If ◯ is selected, Sora wins; Luxord drops HP prizes and his time gauge decreases by 12.5%. If ✕ is selected or 2.6 seconds pass, Luxord wins; Sora's time gauge decreases by 12.5% and he is forced into Dice or Card Form.

[Caption: Sora plays the "Find the ◯" game with Luxord]

"MATCH THE FOUR ◯S"

Each command shifts between ◯ and ✕. Move the cursor and press X when a selected command is ◯; if all four ◯s are selected, Sora wins and Luxord's time gauge is completely emptied. If ✕ is selected or 20 seconds pass, Luxord wins; Sora's time gauge decreases by 50% and he is forced into Dice Form.

* Each individual result has the winner drain the loser's time gauge by the lost amount.

[Caption: Sora plays the "Match the four ◯s" game with Luxord]

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

MARLUXIA (REPLICA DATA) [FM-EX]

Formerly Organization XIII's Number XI. He has been eliminated.
He plotted an Organization rebellion and tried to seize the power of the Keyblade, but Axel's betrayal led to his destruction.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: 9.375
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76

REWARDS
-------
* Lost Illusion

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 3400 HP, 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to Station of Oblivion)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* N/A

TECHNIQUES
----------
CONTINUOUS SLASH
Type: Physical
Power modifier: ×0
Guard:
 - All except final: Yes (negate)
 - Final: Yes (repel)
Description: Slashes 4–14 times while moving forward.

TORNADO SLASH
Type: Physical
Power modifier: ×0
Guard: Yes (negate)
Description: Swings scythe above his head (pulling nearby opponents toward him), then slashes continuously while spinning at high speed.

WARP SLASH
Type: Physical
Power modifier: ×0
Guard: Yes (negate)
Description: Teleports and slashes upward; repeats this sequence 3–21 times.

PHANTOM SABRE
Type: Physical
Power modifier: ×0
Guard: Yes (negate)
Description: Slashes upward while moving forward.

SURPRISE SLASH
Type: Physical
Power modifier: ×0
Guard: Yes (negate)
Description: [床から出て斬る→隠れる]を3–7回くり返す

BLOOM SHARK
Type: Physical
Power modifier: ×0
Guard: Yes (negate)
Description: Sinks into the floor and moves around, with his scythe spinning vertically as he does so.

SUPER BLOOM SHARK
Type: Physical
Power modifier: ×0
Guard: Yes (negate)
Description: Dims the arena, sinks into the floor, and moves around for a long time, with his scythe spinning vertically as he does so.

FLOWER WREATH
Type: Dark
Power modifier: ×2
Guard: No
Description: Light surrounds the party and explodes after three seconds.

CHAOTIC BLOOM
Type: Dark
Power modifier: ×2.5
Guard: No
Description: Strikes the floor with his scythe's hilt, creating three large red circles around him that cover most of the field.

LAST JUDGMENT
Type: Dark
Power modifier:
 - Scythe and swoop: ×0
 - Light: ×1.5
Guard:
 - Scythe and swoop: Yes (negate)
 - Light: No
Description: Dims the field as petals rain down, and attacks in the following sequence: causes 15 red light pillars to erupt from the ground while hovering behind Sora → throws scythe → swoops from above.

REACTION COMMANDS
-----------------
AERIAL STRIKE
Display: Approach Marluxia as he rests after using Tornado Slash.
Effect: Attack Marluxia three times (1) and blow him away (2).

AERIAL STRIKE (1)
Type: Physical
Power modifier: ×1

AERIAL STRIKE (2)
Type: Physical
Power modifier: ×10
Note: Finisher.

RESTORE COUNT
Display: Approach Marluxia's scythe as he rests after using Tornado Slash.
Effect: Steal Marluxia's scythe, slash with it, then throw it at him, knocking him back. Does not deal damage, but Sora's overhead count recovers by (*1 / though not above its starting value).
*1: Amount recovered is reduced each time Restore Count is used as such: 13 → 7 → 3, and is thereafter fixed at 1.

CHARACTERISTICS
---------------
* Begins the battle with Flower Wreath and Chaotic Bloom.
* Counters with Warp Slash when attacked continuously.
* Counters with Phantom Sabre if not attacked immediately after flinching from Combo Slash's final hit being blocked.
* Has three phases, which change respectively at 75% and 40% HP.

A counter appears above Sora's head (with the same properties as in the Absent Silhouette battle). With the exception of the first phase, Marluxia's behavioural pattern is the same as that fight, and the same tactics apply (→p. 76). Note that as he loses HP, he'll use slashing attacks more frequently; the counter will drop rapidly if you fail to defend against them, so it's best to glide away.

HOW TO DEAL WITH HIS FIRST PHASE (HP ABOVE 75%)

Glide away from Flower Wreath's explosion and land in a safe spot around the edge. Marluxia moves on foot in this phase, attacking with his scythe at close range and using Flower Wreath at long range. Launch him upward with Thunder-line magic, then attack him with combos.

[Caption 1: Sora glides away from Marluxia's Flower Wreath and Bloom Shark → Sora attacks Marluxia] Glide away from his attacks and counter with combos when possible. Precede your attack with Thunder-line magic to launch him upward if at a distance.
[Caption 2: Sora glides away from Marluxia's Last Judgment] Another way to avoid his Last Judgment is to glide around the outer edge and use Reflect-line magic to block his final attack.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LARXENE (REPLICA DATA) [FM-EX]

Formerly Organization XIII's Number XII. She has been eliminated.
Larxene conspired with Marluxia to turn on the Organization.
Larxene was unfeeling and loved nothing more than to bring people down, but she met her demise when that malice came full circle.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0
 - Dark: ×0.5
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: 9.375
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76

REWARDS
-------
* Lost Illusion

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 2715 HP, 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to Station of Remembrance)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* Combo Plus

TECHNIQUES
----------
SINGLE-BODY MODE

TWO-BODY CHARGE SLASH
Type: (*1)
Power modifier: ×1.5
Guard: (*2)
Description: Discharges electricity, vanishes, and charges in two bodies.

THUNDERCLAP
Type: Thunder
Power modifier: ×1.5
Guard: No
Description: Rains down thunderbolts on Sora; either four at once (directly above him), or several in succession.

RAGING THUNDER
Type: Thunder
Power modifier: ×1.5
Guard: No
Description: 自分とその周辺に雷を落とし, さらにSoraがいる位置に雷を4回落とす. 反撃時は, 自分とSoraががいる位置に雷を落とす

ROARING THUNDER
Type: (*1)
Power modifier:
 - Sparks: ×3
 - Rest of attack: ×1.5
Guard: (*2)
Description: Darkens the field and attacks in the following sequence: warps to the centre of the field and discharges electricity from her body → emits electricity from both arms that sweep across the field as she spins around and lightning rains down from above → charges toward the outer edge in five bodies.

CLONE MODE

KNIFE ATTACK
Type: (*1)
Power modifier:
 - Rush/charge: ×1.5
 - Rest of attack: ×0.5
Guard: (*2)
Description: Vanishes and reappears in two bodies, then attacks with knives, lightning and rushes (*6).
*6: Three different variants, as follows.
 - Approaches closely and cuts 1–3 times with knives.
 - Swings knives downward while jumping about and raining down lightning.
 - Charges forward in an X-shape.

DECOY SLASH
Type: Physical
Power modifier: ×1
Guard: (*2)
Description: Swoops at Sora from directly overhead three times.

FIVE-BODY CHARGE SLASH
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Both bodies vanish and reappear as five side-by-side, then charge (either remaining side-by-side, or each body moving in different directions).

LIGHTNING SPEED
Type: (*1)
Power modifier:
 - Knife: ×0.25
 - Rush: ×0.5
 - Swoop: ×1
 - Lightning: ×1.5
Guard: (*2)
Description: The arena darkens and both bodies vanish, then she attacks as follows: five bodies swipe at Sora → five bodies spin around him and charge → single body swoops down as lightning strikes.

*4 (Type):
 - Knife, rush/charge and swoop: Physical
 - Lightning, electric discharge and sparks: Thunder

*5 (Guard):
 - Knife, rush/charge and swoop: Yes (negate)
 - Lightning, electric discharge and sparks: No

REACTION COMMANDS
-----------------
MERGE
Display: Clone mode; one of Larxene's clones (determined randomly) is knocked back by a combo finisher.
Effect: Larxene's two bodies are thrown upward and forced to merge, and she reverts to single-body mode. Does not deal damage.

CHARACTERISTICS
---------------
* In single-body mode, she appears as a single body and rains down lightning; in clone mode, she appears in two bodies and warps around, attacking as she does so.
* Begins the battle with a sequence of Thunderclap → Raging Thunder → Roaring Thunder; this is interrupted if she flinches at any point during the sequence.
* If she uses Two-Body Charge Slash or Roaring Thunder while in single-body mode, she shifts to clone mode.
* If she uses Lightning Speed or is struck by Merge while in clone mode, she shifts to single-body mode.

Unlike the Absent Silhouette, Data Larxene begins the battle by raining down lightning. Use Reflect-line magic twice consecutively, with the barrier rupturing after the second; from this point on, summon Stitch and adjust your tactics according to her mode.

HOW TO DEAL WITH HER SINGLE-BODY MODE

Glide around to avoid her lightning; you can take advantage of the lightning at close range by exploiting Reflect-line magic's rupturing barriers, but this is a risky option. You can easily avoid Roaring Thunder (signalled by Larxene moving to the centre of the field and discharging lightning from her body) by jumping high and gliding.

HOW TO DEAL WITH HER CLONE MODE

Use Reflect-line magic once or twice (3–4 times if the resulting attack has a long duration) right after either body disappears; the barrier will protect you and the explosion will damage her, and you can follow up with a combo if it seems reasonable. If she uses Five-Body Charge Slash in rapid succession, move to the centre of the field and block it, and attack her with a combo immediately afterward. When she darkens the field and initiates Lightning Speed, use Reflect-line magic twice → Guard in succession after both bodies disappear, then counter with a combo. Avoid using Merge; single-body Larxene is more difficult to fight against.

[Caption: Sora defends himself from Larxene's attacks with Reflect] Use Reflect-line magic to protect yourself and trigger its rupturing barrier; the more bodies are struck, the more damage she takes.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

ROXAS (REPLICA DATA) [FM-EX]

A boy who lived in Twilight Town and saw Sora's memories in dreams.
His summer vacation has come to an end, and many of his thoughts and feelings with it.

Organization XIII's Number XIII, a Keyblade wielder and denizen of darkness.
He vanished with a satisfied look after battling Sora—but Sora was the only one who could see him in the first place.

BASE STATS
----------
Classification: Nobody
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.25
 - Blizzard: ×0.25
 - Thunder: ×0.25
 - Dark: ×0.25
 - Neutral: ×0.25
OTHER PROPERTIES
 - Revenge value: 9.375
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76

REWARDS
-------
* Magic Boost

LOCATIONS & DETAILED STATS
--------------------------
HOLLOW BASTION
Level 99, 3168 HP, 0 EXP, 86 Strength, 51 Defense (CoR4)
* Cavern of Remembrance: Garden of Assemblage (CoR4; boss; transported to Twilight Town: Station of Awakening; Sora fights alone)

PARTY MEMBERS (FIXED)
* Sora

RECOMMENDED ABILITIES
* N/A

TECHNIQUES
----------
CONTINUOUS SWING
Type: (*1)
Power modifier:
 - Combo attack: ×1 or ×0.25
 - Charge:
   - Hits 1–4: ×2
   - Hits 5+: ×0.5
 - Shock wave: ×1.5
Guard:
 - Combo attack: Yes (negate)
 - Charge: Yes (repel)
 - Shock wave: No
Description: Attacks with a combo, jumps back, then charges straight ahead (leaving a shock wave in his wake).

WHIRLWIND SWING
Type: Physical
Power modifier:
 - Hit 1: ×1.5
 - Hits 2–3: ×0.25
 - Hits 4+: ×0.5
Guard: Yes (negate)
Description: Assumes a stance and unleashes a whirlwind around himself.

AERIAL SPIN SWING
Type: Physical
Power modifier:
 - Spin:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Landing:
   - Hit 1: ×1.5
   - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Falls forward while spinning vertically.

KEYBLADE THROW
Type: (*1)
Power modifier:
 - Weapon and dark power:
   - Hit 1: ×1
   - Hits 2+: ×0.25
 - Dark power finisher:
   - Hit 1: ×1.5
   - Hits 2+: ×0.5
Guard: Yes (negate)
Description: Quickly approaches Sora, throws weapons, then retreats; after repeating this sequence five times (*3), he quickly approaches again, swings weapons around, then unleashes dark power from his body.
*3: Attack stops after two iterations when Roxas is above 40% HP.

COUNTERATTACK
Type: Physical
Power modifier:
 - Hit 1: ×1
 - Hit 2+: ×0.25
 - Hits 3+: ×0.5
Guard: Yes (negate)
Description: Quickly charges straight ahead and sweeps with weapons.

DUEL ATTACK
Type: Physical
Power modifier: ×2.5
Guard: No
Description: Roxas attacks Sora as both characters pass by each other.

RECAPTURE ATTACK
Type: (*1)
Power modifier:
 - Beam pillar: ×1
 - Weapon: ×2.5
Guard: No
Description: Surrounds the area in beam pillars and attacks with reclaimed weapons.

SPOT BEAM
Type: Neutral
Power modifier: ×1
Guard: No
Description: Sends out beam pillars while using various attacks and moving rapidly; the amount and direction of the pillars depends on the action taken.

ARRANGED BEAM
Type: Neutral
Power modifier: ×1
Guard: No
Description: Sends out multiple beam pillars in various patterns.

KEYBLADE UNLEASHED
Type: Neutral
Power modifier: ×1
Guard: No
Description: Floats above the centre of the circle of beam pillars, changes the background scenery, then sends out 14 (total) homing light orbs from both weapons.

*1 (Type):
 - Combo attack, charge and weapon: Physical
 - Shock wave, dark power and beam pillar: Neutral

REACTION COMMANDS
-----------------
REVERSAL
Display: About 0.3–0.8 seconds after the screen changes to show Roxas approaching Sora (wielding his stolen Keyblades) from behind.
Effect: Quickly circle around Roxas, dodge his Recapture Attack and mislead him for an instant. Roxas will always recover his Keyblades regardless of your success (or lack thereof).

CHARACTERISTICS
---------------
* Begins the battle with Whirlwind Swing.
* If he loses his Keyblades to Sora in a duel (→p. 79), he attacks with Arranged Beam until he can recover them.
* When reduced below 75% HP, he uses Spot Beam during his other attacks, and starts using Keyblade Unleashed and Keyblade Throw.

Data Roxas's behavioural patterns and special mechanics are the same as his main scenario counterpart, and can be dealt with the same way (→p. 78). However, use Glide instead of Quick Run when dodging attacks; Keyblade Unleashed in particular is much faster, and can only be avoided by gliding.

When below 40% HP, Roxas uses the full version of his Keyblade Throw. If things become perilous, get out of danger by using Trinity Limit (solo) or entering a formchange.

[Caption 1: Sora glides away from Roxas] When Roxas approaches you, glide widely to the side to avoid his incoming attacks.
[Caption 2: Sora blocks Roxas's Combo Swing] If you avoid Combo Swing, land on the ground as Roxas jumps back and block his last charge, then follow up with a combo.

——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

LINGERING WILL [FM-EX]

A mysterious man who appeared in the portal within Disney Castle.
Clad in armor, he controls the Keyblade and its power with more ease than Sora.

BASE STATS
----------
Classification: Other
TYPE AFFINITIES
 - Physical: ×1
 - Fire: ×0.5
 - Blizzard: ×0.5
 - Thunder: ×0.5
 - Dark: ×0.5
 - Neutral: ×1
OTHER PROPERTIES
 - Revenge value: 25
 - Damage stat floor: 60
 - Damage stat cap:
   - Strength and Magic: 78
   - Defense: 76

("Lingering Will" as a name was created by KHWiki user KrytenKoro in 2010, long before falling into official usage.)

REWARDS
-------
First:
* Drive gauge +1 (Sora)
* Maximum HP increase (Donald, Goofy)
* Proof of Connection

Second and thereafter:
* Manifest Illusion

If a blue seal core is damaged:
* HP prize [1] ×1

If a blue seal core is destroyed:
* HP prize [5] ×10

If an orange seal core is damaged:
* MP prize [1] ×2

If an orange seal core is destroyed:
* MP prize [3] ×10

LOCATIONS & DETAILED STATS
--------------------------
DISNEY CASTLE
Level 99, 3400 HP (Lingering Will), 91 HP (seal core), 0 EXP, 86 Strength, 51 Defense (DC)
* The Hall of the Cornerstone (DC; boss; transported to Gathering Place)

PARTY MEMBERS (FIXED)
* Sora
* Donald
* Goofy

RECOMMENDED ABILITIES
* Upper Slash
* Horizontal Slash
* Finishing Leap
* Dodge Roll
* Air Combo Plus
* Finishing Plus
* Berserk Charge
* Auto Limit (ie. team attacks like Fantasia, not Limit Form)

TECHNIQUES
----------
DRILL ATTACK
Type: Physical
Power modifier:
 - Weapon: ×1
 - Gear:
   - All except final: ×0.5
   - Final: ×1
Guard: Yes (negate)
Description: Transforms weapon into a shield, swings it left and right, then attacks with a glowing cogwheel that spins like a drill.

CANNON GUN
Type: Physical
Power modifier:
 - Weapon: ×0.5
 - Light sphere: ×5
 - Explosion: ×3
Guard:
 - Weapon: Yes (negate)
 - Light sphere: Yes (repel)
 - Explosion: No
-Deflected-
Type: Neutral
Power modifier:
 - Light sphere: ×3
 - Explosion: ×5
Description: Transforms weapon into a cannon and fires a huge homing light sphere at Sora that explodes on impact.

CHARGE ATTACK
Type: Physical
Power modifier: ×1.5
Guard: Yes (negate)
Description: Glides and charges; repeats this three times.

WAVERIDER
Type:
 - Ice projectiles: Blizzard
 - Rest of attack: Physical
Power modifier:
 - Transformation: ×1
 - Initial charge: ×1.5
   - During charge: ×1 or ×0.5
 - Gravity field: ×1
 - Ice projectiles: ×0.5
Guard: Yes (negate)
Description: Transforms weapon into a vehicle and flies around upon it at very high speed, charging opponents repeatedly. During the attack, he may spin around in a circle, pulling the party in with a gravitational field, and fire two ice projectiles at them.

WHIP ATTACK
Type: Physical
Power modifier: ×1 or ×0.5
Guard: Yes (negate)
Description: Transforms weapon into a whip and swings it around wildly.

COMMAND SEALING ATTACK
Type: Physical
Power modifier: ×1
Guard: No
Description: Leaps lightly, then thrusts his weapon into the ground (at which point it is enveloped in a pillar of orange or blue light). If Sora is struck, commands corresponding to the coloured light are sealed.

COMMAND TRANSFORMATION ATTACK
Type: Physical
Power modifier:
 - Light arrows: ×1
 - Gravity field: ×1
 - Within command seal: 1 HP per 0.67 seconds
Guard: No
Description: 武器を弓に変えて, 光の矢を3回(まれに4回)放ち, Soraに当たったら光でしはりつけたのちcommandを変化させる. 放つ直前には, 瞬間移動することが多い. また, 放つときに重力場でSoraたちを引き寄せることもある

BIT
Type: Physical
Power modifier:
 - Light projectiles: ×0.25
Guard: Yes (repel)
-Deflected-
Type: Neutral
Power modifier: ×1
Description: Either disappears and deploys many bits, or deploys two bits in conjunction with another attack. The bits remain for a while, floating around Sora and shooting light projectiles; they break upon making contact with anything.

ULTRACHAOTIC DANCE
Type: Physical
Power modifier:
 - Initial light: ×0.5
 - Weapon and charge: ×1 (*4)
 - Gears:
   - All except final: ×0.25
   - Final: ×1
 - Shock wave: ×0.5
 - Spin sweep: ×8
Guard: Yes (negate)
Description: Causes light to erupt from the ground as he readies himself, then attacks in the following sequence: approaches and swings weapon continuously → splits weapon in two and swings them sideways → teleports and charges twice → swoops and lunges → attacks Sora from all sides continuously while swinging weapon → performs a sideways-spinning, sweeping thrust.
*4: Combo swings unleashed before spin sweep:
 - All except final: ×0.5
 - Final: ×1

CHARACTERISTICS
---------------
* Begins the battle with any attack except Bit and Ultrachaotic Dance.
* Charge AttackかWaveriderの動作の終わりぎわをcancelして, Charge Attack Waverider Whip Attackのいずれかを使うことが多い(最大3回までくり返す)
* 連続して攻撃を受けるかHPが残り70%まで減ると, Whip Attack, Charge Attack, 姿を消すと同時のBitのいずれかで反撃する
* Counters with Whip Attack → Bit → Ultrachaotic Dance when reduced to 40% HP. Afterward, he follows any use of Command Transformation Attack or Command Sealing Attack with Ultrachaotic Dance.

Equip the recommended abilities listed above before starting the battle (allies should equip Auto Limit). Ideally your maximum combo length should be high; as such, don't equip Negative Combo.

The Lingering Will can only be damaged just before he finishes his current attack or action; wait for a suitable interval, avoid the enemy's actions, then use a combo as he finishes attacking. Stay close to your allies when possible so Auto Limit is available; in addition, you should use it as the battle begins.

[Caption 1: Sora and Donald attack the Lingering Will with their Fantasia Limit] The Lingering Will is invincible except in the situations noted above (eg. at the end of an attack or as he lands from a jump).

ON DAMAGE REVISION

A special form of damage revision greatly reduces the damage dealt to the Lingering Will; it gradually returns to normal as long as he is attacked continuously. As you attack him, launch him upward with Upper Slash or a similar ability, and follow it up with an air combo of 3–4 Horizontal Slashes → combo finisher. 攻撃回数が多いため補正が一気に緩和され, 大damageを与えることができる.

[Caption 2: Sora attacks the Lingering Will with Berserk Charge] If in MP Charge with Berserk Charge activated, use Horizontal Slash continuously during your air combos.

HOW TO DEAL WITH HIS CONTINUOUS CHARGES

The Lingering Will's successive mid-air Charge Attacks and Waveriders, which he generally ends with a Whip Attack, are of lengthy duration and thus can be difficult to deal with. Summon Stitch and trigger his Ukulele by deliberately getting damaged and reduced to low HP; when the Lingering Will ends his attack string, he'll be launched upward by the Ukulele, rendering him vulnerable to your attacks.

[Caption 3: Sora rolls away from the Lingering Will's Waverider] You can easily avoid Waverider with Dodge Rolls, but this becomes more difficult if bits are deployed in tandem.
[Caption 4: Stitch's ukulele stuns the Lingering Will] Stitch's Ukulele can stun the Lingering Will as soon as there's an open interval.

HOW TO DEAL WITH BITS

The bits floating around Sora can be destroyed by striking them or getting them to hit an obstacle. If many bits are deployed, they will reappear after destruction; however, they all disappear after a while, so just glide away from them. Light projectiles can be deflected (1).

BIT (1 / DEFLECTED)
Type: Neutral
Power modifier: ×1

WHAT TO DO WHEN HE APPROACHES YOU OR TELEPORTS

When the Lingering Will approaches quickly or teleports and vanishes, he'll immediately follow up with some sort of attack. Flee by gliding away or defend yourself with Reflect-line magic, and counter with combos if possible. If struck by Whip Attack, use Aerial Recovery after being knocked back to regain your composure, then use Thunder-line magic to interrupt the Lingering Will's attacks and approach him.

[Caption 5: Sora casts Thunder on the Lingering Will] Thunder-line magicで吹き飛ばして時間をかせげば, 距離が離れていても, 近づいてcomboを当てることが可能.

HOW TO DEAL WITH CANNON GUN'S GIANT LIGHT SPHERE

Cannon Gun's light sphere pursues its target while avoiding obstacles, and returns to this pursuit a short time after being deflected; it can, however, damage the Lingering Will in this short period (2). If close up, block or Aerial Dodge into the sphere the moment it's fired to easily deflect it; if at a distance, Dodge Roll into it to deflect or detonate it.

CANNON GUN (2 / DEFLECTED)
Type: Neutral
Power modifier:
 - Sphere: ×3
 - Explosion: ×5

HOW TO DEAL WITH COMMAND SEALING ATTACK

Command Sealing Attack is typically used after the Lingering Will teleports or when he's low on HP. You can avoid it by Dodge Rolling or using Reflect-line magic the instant he jumps, but it's difficult.

Command Sealing Attack seals certain commands and renders them unusable; you can break the seal by attacking the Lingering Will, which in turn damages the seal core above his head (see below for details). If Attack and Limit are sealed, use Thunder-line magic at long range and Fire-line magic at close range (this is made easier by summoning Stitch so his Ukulele can stun the Lingering Will). If Magic and Items are sealed, combos should work; note, however, that your only method of HP recovery is formchanging.

[Caption 6: Sora attacks the Lingering Will with Guard Break] The seal core only takes damage if the Lingering Will is staggered or knocked back when struck. 

HOW TO DEAL WITH COMMAND TRANSFORMATION ATTACK

When the Lingering Will turns his weapon into a bow, he shoots light arrows with Command Transformation Attack. Dodge Roll out of the arrows' way, then lock onto him and attack immediately afterward; you can also block them with Reflect-line magic, but this is less reliable.

When struck by Command Transformation Attack, Sora's HP steadily decreases and his commands change (see below for details); glide away and select Escape to get rid of it. The speed at which the commands shift between each other slow down over time, so it's safer to wait a little while before attempting to break free. If you approach an ally with Auto Limit equipped, you can press Triangle to use their Limit without losing HP.

[Caption 7: Sora rolls away from the Lingering Will's arrows] 敵が武器を金色に光らせて縦に伸ばすのを確認したら, 攻撃時の音に合わせてDodge Rollを使い, 矢を避けよう.
[Caption 8: Lingering Will transforms Sora's commands] You can use Auto Limit to activate Limits, even when your commands are changed (unless the Limit command is sealed).

HOW TO DEAL WITH ULTRACHAOTIC DANCE

When the Lingering Will is reduced to 40% HP, he darkens the field and uses Ultrachaotic Dance. Follow the images below to dodge it and attack with combos immediately afterward. 防御や回避に失敗してdamageを受けたときも, 一番最後に使ってくるなぎ払いをAerial Recoveryで回避すると, 直後に反撃できる. There's a high probability that the Lingering Will will use Ultrachaotic Dance again immediately afterward if he's not forced to counter your combos; this can be exploited by getting him into a loop of avoiding Ultrachaotic Dance → uncountered combo.

[Caption 9a: Lingering Will charges at Sora] When the Lingering Will assumes a stance and approaches, glide away or block three times.
[Caption 9b: Lingering Will fires an energy gear at Sora] Glide along the edge of the field; the glowing gear barely reaches you if you move straight ahead at top speed.
[Caption 9c: Lingering Will raises his Keyblade] Land on the edge of the field as the sounds of his missed attacks cease, then turn your back to the edge and lock onto him.
[Caption 9d: Sora blocks the Lingering Will's Ultrachaotic Dance] When he swings his weapon and vanishes, block five times to stop the rest of his attack (lock onto him to increase your chances of success).

COMMAND TRANSFORMATION AND COMMAND SEALING MECHANICS
----------------------------------------------------
COMMAND SEALING

A successful Command Sealing Attack seals Sora's commands corresponding to the light pillar's colour (see the table below). While so sealed, a seal core sharing the pillar's colour appears above the Lingering Will's head; any damage dealt to the Lingering Will during this time is transferred to the seal core. Commands are unsealed when the seal core is reduced to 0 HP and destroyed.

TABLE: PILLAR COLOURS AND SEALED COMMANDS CORRESPONDENCE
--------------------------------------------------------
PILLAR COLOUR   SEALED COMMANDS
Orange          Attack, Limit
Blue            Magic, Items

COMMAND TRANSFORMATION

A successful Command Transformation Attack changes Sora's commands to three Falls and one Escape; while in such a state, Sora loses 1 HP per 1.5 seconds and the Escape command changes position randomly. Escape must be selected to free yourself; selecting Fall damages you (3).

FALL (3)
Type: Physical
Power modifier: ×4
Guard: No