Walkthrough:Kingdom Hearts II/Beast's Castle

First Trip
is one of the many Disney worlds in the game. Upon landing, the party wonders who lives in the castle. Suddenly, they hear a loud roar. recognizes the roar belongs to the, and so does. They suddenly spot a Heartless enter a room on the right. They follow it into the room, which also contains a rose. Suddenly, a Shadow comes out of the ground, and more follows, starting a battle with multiple Shadows.

This battle should not really last long. Just fight with either meel attacks or cast if the  are near  and are vurnerable.

In the middle of the battle, comes in and uses his claws to take down the remaining Shadows. However, he pays no attention to and his friends for some reason, even whacking them out of the way to get the  and walks out of the room like nothing happened. You now regain control of the party. The room you are in contains a save point and a Moogle Shop. Save the game, and walk out of the room. will then mention that he saw a lady at the top of the stairs. implies that if the is here, then the lady must be.

Now, go up the stairs and to the right. You'll enter, where a cutscene will show charging into 's room when he hears her wondering what to do. opens the door, grabs and cuddles him. reveals that has been acting weird lately. The only ones who might know what's going on are locked in the by the  himself. The Dungeon is located past the in. Now, go back to the entrance, and take the other flight of stairs to. You'll soon encounter a.

A brief scene will show pushing the  out of the way, revealing the entrance. However, the suddenly wakes up, jumps back to where she was, and resumes sleeping. And now you have to play a minigame. The main objective is to carefully push the Wardrobe away from the door using the "Push" reaction command. Don't press when she's awake, as the command will change to "Waken"; if she catches you pushing her, and she'll jump back in front of the door. After completing this, she'll apologize for the trouble, and will mention that she was once a human, and so was the. Only, the wasn't just a regular human, he was a prince of the castle. She won't mention any more stuff. Enter the and prepare for a boss fight.

Attack the with meel attacks; don't bother use magic on the Gargoyle Heartless that attack you, as the first round are immune to magic. The twins will sometimes smack the floor with their arms, so watch out. Sometimes, they might even send you towards the upper floor with an unknown gust. Once the HP is out, press to perform the reaction command "Release"; it will release the. Attack the until it losses half of it's HP. After that, it will re-posses the door, reviving the.
 * Boss: Thresholder and Possessor

Battle's the same as before, but now the will continue to send Dark Aura towards the party. Just do what you did before to release the, then defeat the flying spirit to end this battle. Once the battle is finished, will learn,  will learn  and  will aquire more HP.

Enter the, where you'll meet the 's servants: , , and. They explain that the was cursed by an Enchantress because he refused to let her spend a night in his castle because of her merger appearance. The servants were also enchanted as further punishment. Fearing that the might have become a Heartless, they offer to help the party reach the 's chambers through a.

However, on the second floor in the, two knight armors guard the entrance to the ; talk to , and he'll ask them to move. They do so. Enter the. In there, it's revealed the exit is hidden by a contraption. will hop onto a handle and lanterns will come down. To open the hidden door, you need to put out the enchanted flames; this will require 's light, as water will not be enough to put it out.

Your main goal here is to light the three remaining lanterns (the first one has already been down in a cutscene). To complete the task, you must make sure that and  are with you at the lanterns. Attack any crates that block the way to let them pass. Once both are at the lanterns, use the reaction command "Sprinkle" to light them. However, cannot hold onto the handle for long; if the gauge runs out, he will fall off and the unlit lanterns will return to the celing. If that happens, use the reaction command "Restore" to help him recover his stength.

After this, all that needs to be done now is to push a block that is sticking out of the wall near the fourth lantern. will do this. , and  will then leave. Now head towards. Don't forget to collect the in the, as well as the one preveously unreachable in. There is now a chance that the statues will come to life as either a or a. Once you reach, a cutscene will show a member of Organization XIII speaking with the , explaining that will soon take everything he has, including the Castle, the , and then the 's own life. He even convinces the that  and his friends are assassins sent by. The member then disappears, and the attacks the party.

Make sure that you have at least one on hand, as the  can deal a lot of damage. You can stun him by using the reaction command "Wake Up", but it's a lot easier to just attack head on. Once the 's HP is gone, use the reaction command "Charge" to return to his senses. Winning the battle rewards with an armor slot,  with more HP and  with.
 * Boss: Beast

After the battle, the will return to normal. He'll explaing that the man who brainwashed him,, took his sorrow, sadness and pain and turned it into rage. Thanks to what light remained in his heart, the chucked his servants into the  as a way to protect them. However, he soon fears that he might have mistreated during 's control. agrees to go with him to her. At this point, the will join the party.

Before leaving, save the game and collect the treasure near the ; it is a , which can be used for Item Synthesis. It is needed to create a. Return to ; the armors that blocked the staircase have now moved, allowing passage. Head back towards the, then to , then into ...

Huh? Where is ? Talk to the, who will then explain that left in a hurry to chase after. Return to the, and a cutscene will reveal that is in the , and it sounds like she is in danger. Enter the, and you'll encounter a

This boss is not too much of a problem, though like the, it will possess objects around the room. First, it will possess a window, and will send beams across the room. After this, it will leave the wall, and possess the Chandelier, causing it to drop to the ground, and send beams in a rotation; attack the Chandelier and then use the reaction command "Release" to release it. Soon, the Shadow Stalker will possess a pillar, which will cause all of them to scrach the floor; attack the possessed pillar and, again, use the reaction command "Release". Sometimes, it will enter the ground and will attempt to swallow ; once it is underneath him, jump to dodge.
 * Boss: Shadow Stalker

Soon, the boss will become a cocoon, and will "evolve" into a


 * Boss: Dark Thorn

Upon defeating the, you'll obtain , a very useful spell. If is the first place you have visited, then  will be unlocked. If it's the second, and you did not leave it or at all during the storyline, you will be automatically taken to. If it's the third, then is unlocked.

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