Walkthrough:Kingdom Hearts Re:coded/Wonderland

Wonderland Logo KH.png
<!--{|class="wikitable" width="100%" style='float:left;margin:10px' After you complete Traverse Town, you are taken to
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As soon as you arrive, a short cutscene plays where and  are talking to each other however a girl's scream cuts their conversation short. turn up and you are immediately plunged into a battle. After you defeat them, the girl will explain to that she lost all her memory after seeing a Keyhole. Turns out, her memories have been scattered around in the form of, glowing, crystal-like sparks. After the has some screen-time, the camera will point to an  and you are given back control.

You'll find yourself in the, a small hub area for the world. As directed, examine the in the south-east corner of the map to receive the  and then return to the girl. If you choose "", she'll remember her name so asks her if she remembers any details about the Keyhole. Unfortunately, her memory is still hazy, causing the to reappear and speak more riddles. From the clues given, realises that he has to collect more  in order for  to regain her full memory. The catch is everyone else in has their memories jumbled too so  has to figure out what memories are  and what are other people's. The cloaked man reappears briefly and then the cutscene ends. Before you continue, save and check out the new items in the Moogle Shop. There are a few ways you can go from the but the north door is blocked by a loyal.

First, go to the north-western exit to reach the, which is a large maze-like garden that is off-limits for you. That means you have to sneak your way past the that guard the area. A tip is to mainly look at the bottom-screen map and look out for the black dots that symbolise. If a soldier sees you, run away by using to escape. If you fail that, you'll be taken back to the start, near the entrance. Grab the, containing a , in the east and the in the north-east. There is a non-hostile in the north-east but you can ignore him for now.

Now, go through the north exit to reach the a you apparently shrink so everything else seems gargantuan to you. Once you enter the room, the returns for more puzzling riddles and then a  attacks you. Like everything else, it looks large and off-putting however it has the same stats as a regular. After it is defeated it, drink the red liquid to grow a little bigger. You can break blocks again so break open the sneaking around the back of the table to obtain. In the east, there are some regular blocks besides an unlit stove. Jump on top of them to get to the and then from there, break open the, containing a. Next, climb the ladder in the north-east corner and then jump through the trail of blocks to open the that contains a. From that platform, bounce on the southward to reach another, this one containing a. Then from there, use the moving block to get across to a with a  inside. Go to the north-east, near the ladder, to obtain an. You can also find an in the north-west but it's useless unless you're a completionist. Finally, speak to the to the north and by the end of the cutscene, you'll need to find a backdoor. It's located on the table in the centre so open it and jump in for one quick floor. Apart from its regular sector rewards, you'll also obtain the by the end.


 * System Sector A

Once you've done all that, you can return to the, which suddenly has your very own angry mob. To fix this, open the backdoor in the north-east corner and enter the two-floored. Its first challenge is very easy; from a distance, just blow up any one of the newly introduced and you've practically won. On the second floor, you have to defeat a, which isn't overly difficult.


 * System Sector B

After everything's back to normal, sneak your way past the south-east exit to reach the, which has a lot of treasure. First, climb up the ladder to the north to jump to the lily-pad platform to the west. Climb up the trail of blocks southward to reach a containing a. Afterwards, return to the ground and then climb up the ladder in the west. A trail of blocks leads to a and further on, a. Get the in the south and then return to the. An is available in the south-west but it's useless like the cookie.

From the, this time go to the eastern exit to reach the , which is a large, maze-like garden that is off-limits for you. That means you have to sneak your way past the that guard the area. A tip is to mainly look at the bottom-screen map and look out for the black dots that symbolise. If a soldier sees you, run away by using to escape. If you fail that, you'll be taken back to the start, near the entrance. The room has a couple of : there is in the west and an  in the north-east. Grab the in the north-west corner and then go through the north door. The south-east door leads back to the so you don't need to go through there.

This is the, the left-behinds of a banquet. will jump out at you when you go towards the table so defeat them promptly. Afterwards, destroy the against the hedge wall in the south-east for a  Then, use the metal block in the south-west corner to reach the top of the hedge and then break the  to learn. Return to the ground and examine the table, which will cause the to appear. He needs an but you haven't got the right one yet so use any  you have on him to end the cutscene. Then, examine the little note board mounted to the hedge wall to obtain an. Finally, examine the door to the house for an to drop out. That's everything for now, so return to the.

A bug is making all the run at super-speed, preventing you from being able to get back to the. To stop this you must locate the backdoor, found in the direct south of the area, but the tricky part is getting to it without a interfering. Simply, use the map to learn their movement patterns and safe spaces that they can't reach. With timely sprints, you should be able to get to the backdoor and enter its. This sector will introduce you to the idea of floor challenges and, fortunately, its three challenges are fairly straightforward so don't be afraid to wager a lot of SP in order to get all its rewards:


 * System Sector C

After the sector is completed, you will recieve an, which is what the needed earlier. The guards walk at normal speed again so return to the and examine the table again. This time, you can give the the  and in return, you will receive an. That's everything this route so return to the.

Now, go through the south-west door, which is the final, unexplored gate, and you'll find yourself in the, a complicated portal maze. First, go through the only portal available to get to a clearing in the south, which has another door to the to the south but you can ignore that. Then, go through the portal to the west to reach a narrow, "L" shaped place. From there, take the south-west gate to arrive in an empty space. Next, take the northern portal to reach a little area containing a with a  inside and an. Return through the same portal to get back to the empty space and then take the east portal to reach an empty, narrow corridor. Take the only portal (which is eastwards again) and you'll find yourself in a room that has a, containing a , hidden under a cluster of other blocks. Afterwards, use the northern portal to reach a tiny room that has an (which is useless). Work your way backwards to the "L" shaped room but this time, go through the northern portal to reach a room, containing a few regular blocks. Go through the south portal to reach a room with a, containing a and a useless. That's absolutely everything in this puzzle-ridden labyrinth so work backwards to get to the once more.

Remember that non-hostile back at the ? It's time to return to him so trek back there and speak to him. Use the on him and in return you will obtain the. Now you should have all sixteen so return to the  for the last time, and speak to. Help her sort out her memory by inserting at the right places, so that she remembers something like: "I was following the White Rabbit and I fell down a Peculiar Hole. I tried to ask The Cheshire Cat how to get home and he suggested that I visit the castle of The Queen of Hearts, which was where I saw the keyhole." That is all that's required but you can obtain additional rewards if you get her to remember more: "I was captured by Card Soldiers and they put me on Trial. I ran away and came across a tea party hosted by the March Hare and The Mad Hatter, who were celebrating an Unbirthday. Afterwards, I met the Doorknob." After reminding her of all that, she will give you a.

and go through to talk to the. Unfortunately, the mad queen puts the two on trial and then has to battle his way through to the Keyhole, while  runs away.

will then enter the Keyhole, drastically changing the gameplay again, like the side-scrolling segment of, and this time, the game is changed to a 3D shooter. In the first section, simply lock-on to enemies and shoot them down. Use power-ups, notably which can be vital for defense, and break  to find some much-needed health orbs. Be sure to avoid the hazardous pools of reddish-black liquid as they can damage you severely. At the end of each section, the appears, forcing you to fight him until he runs away again. The second section is slightly more complicated as gather in larger clumps, larger  appear and towards the end, the screen slightly tilts to the side. The third and final section becomes much more complex; you now move at a much quicker pace, the camera-tilting idea is taken to extremes and you'll also have to deal with unbreakable metal blocks being added to the mix.

After the 3D shooter segment is over, is completed, initiating a series of of cutscenes after which you are pulled straight into your next world, Olympus Coliseum.