Kurt Zisa

The Kurt Zisa (カート・ジーサ) is an Emblem Heartless that is found in the non-Japanese versions of Kingdom Hearts and in Kingdom Hearts Final Mix. It is one of the bosses at Agrabah.

Journal Entry
''Heartless who emerged from the Keyhole opened by the princesses. He swung his six powerful arms to attack Sora and company and block their attacks. But Sora sought out his weakness and emerged the victor.''

Kingdom Hearts
Kurt Zisa emerged from the Final Keyhole after it was opened by the Princesses of Heart, and went straight to Agrabah. The Carpet soon encountered it in the desert, and flew back to Aladdin's House, where Sora and his friends find it. It leads them back to the wastelands, where they are attacked by Kurt Zisa. However, after a violent battle Kurt Zisa is defeated.

Strategy
Kurt Zisa fights in three forms, each with different attacks.

In stage 1, Kurt Zisa wields two glowing spheres in each of his top hands. Magic is unusable for the group, even for Sora. Kurt Zisa uses nothing but physical attacks in this form. The spheres in his hands must be destroyed. Once destroyed, magic will be available to the party again and battle will fall into stage 2.

Kurt Zisa will become stunned and fall into a sitting position and his head will coil out like a snake. Kurt Zisa is vulnerable now and Sora can harm his 5 HP bars. His only attack is weak bite attack. After a while, Kurt Zisa will turn into stage 3.

In stage 3, Kurt Zisa will protect himself with some sort of shield and float. As he is hovering around the arena, he will shoot thunderbolts at the party and make fireballs rise from the ground. Sora can only damage the shield through magic. Summon and Thunder spells work well against the shield. If attacked physically, the shield will drop MP balls. When the shield is destroyed, Kurt Zisa will go into stage 2 again. After a while, stage 1 will commence again.

The battle continues like this until Kurt Zisa is defeated.

Since Kurt Zisa is a very difficult boss to defeat, it is suggested to Summon Tinker Bell right before Magic is unusable as she can keep party members healed and revive Sora once if all his health is drained in battle. Another option is to cast whatever variation of Aero you have before Silencega is cast so damage from Kurt's attacks are reduced while fighting him in Prowl Mode. Having Aerora or Aeroga allows you to inflict more damage on Kurt if the shield's in range of Kurt's hands while in Prowl Mode or head in Stunned Mode.

Another strategy to get past his shield mode quickly is to either summon Mushu, Genie or Dumbo. Now use Water, Fire, or Showtime to nail through Zisa's shield.

Or you can summon Bambi and nail him with offensive spells while he supports you with magic orbs.

Attacks
Kurt casts this powerful spell every time he enters Prowl (including the first seconds of the battle). When he casts this spell, you will be unable to cast magic spells, so healing can become a problem very fast. Your best bet is to simply have a strong manual weapon and plenty of healing items in your items list, or summon Tinker Bell as quickly as possible before it takes effect. Silencega loses its effect when Kurt leaves Prowl mode.
 * Silencega

Kurt will lunge toward Sora and friends if the distance between them becomes too great. Roll toward Kurt slightly to the left or right to avoid his blades (but don’t roll too far past him) to be in a good spot to pound away at his energy orbs.
 * Mad Dash

This action is both an attack and a defense. Kurt will spin his two blades quickly around his body while standing in one spot. The spinning blades will repel attacks coming from the other side and knock Sora away if he tries to run past them. To avoid damage, either stand close to Kurt’s legs or roll away from him.
 * Roundhouse

Kurt will jump in the air and begin to spin quickly. He will then swoop down on Sora. If he comes at Sora spinning vertically (like a wheel), wait for him to approach and dodge roll quickly to the left or right the moment he is about to hit. If he comes at you spinning horizontally (like a frisbee), simply high jump over him before impact. Its also good to dodge roll under him once he's more up like he's aiming for your head. It may help to stand at the top of a dune before trying this so that you will fall into the valley and Kurt will glide over you. Also stay close to the wall and stay under Zisa before he comes down at you.
 * Spinning Blade


 * Whip Lash

This desperate flailing of Kurt’s neck may damage Sora if the head strikes him, but not much.

Kurt will signal this attack by rotating his arms and a design will appear on the front of this shield. He will hover around the battlefield as balls of fire appear randomly throughout the playing field. The balls explode into flame after a certain period or if Sora touches them. Just avoid the fire balls and try not to do anything that requires Sora to stand still (such as cast a Spell or Heal). Also about when they appear you can hit them and they will do some damage to him.
 * Fire Orb

Kurt will call forth a powerful desert cyclone to engulf Sora. If you pay close attention to Kurt’s arms, you will see him do a ‘lift up’ motion as if raising the storm out of the ground just before it happens. If Sora is trapped in the cyclone, simply roll out of it. The Twister will not chase after Sora once he’s free.
 * Twister

Kurt will summon balls of dark energy out of the ground. The ground will appear to bubble as the balls burst in and out of the ground. Kurt will also hurl huge balls of darkness at Sora at the same time, making it difficult to dodge completely. Kurt likes to call Meteor Swarm in conjunction with other attacks for a double assault.
 * Meteor Swarm

Trivia

 * Kurt Zisa is named after Kurt Zisa of Medford, New York, who won Square's "KINGDOM HEARTS: Name-In-Game" contest held two months prior to the game's American release.
 * The head of Kurt Zisa looks like the snake head on Jafar's staff.
 * Interestingly, the spinning blade attack is identical to the attack of Luna Bandits, and both base the attack on bandits from the Aladdin TV-series, which could become tornadoes using magical feathers, and held their swords like Kurt Zisa does.
 * The meteor swarm attack is borrowed by the Hydra in KHII, and behemoths, darksides, and the KHII cerberus all use an aerial version of the attack.

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