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

Sora
A boy who wields a Keyblade. Having surmounted countless challenges, he was at last given a chance to complete the Mark of Mastery examination, but the attempt ended in failure. He was overtaken by the darkness, and lost nearly all of his powers and strength in the process. Together with Donald and Goofy, he has set forth on a new adventure to reclaim that lost strength and acquire the power of waking in order to prepare for the looming battle with Master Xehanort.

Donald Duck
The Wise Little Hen (1934) King Mickey's court magician and a loyal friend. Donald has journeyed with Sora many times to keep the worlds safe. He has pledged to help Sora through the trials ahead.

Goofy
Two Weeks Vacation (1952) The captain of King Mickey's royal knights and also a good friend. Goofy has stuck by Sora's side through more than one adventure. He has pledged to help Sora through the trials ahead.

Jiminy Cricket
Pinocchio (1940) Hello, worlds! Cricket's the name—Jiminy Cricket. I'll be tagging along with Sora and the others, chronicling every moment of our grand adventure. It's good to be back!

King Mickey
Steamboat Willie (1928) The king of Disney Castle and one of the true Keyblade Masters. He was among the first to notice something amiss in the worlds and take action. In order to gather the remaining guardians of light needed to confront Master Xehanort, King Mickey and Riku have gone searching for the lost Keyblade wielders who vanished over ten years ago.

Riku
A true Keyblade Master and childhood friend of Sora and Kairi. Though he struggled with the darkness in the past, he learned to control his heart and successfully earned the Mark of Mastery. In order to gather the remaining guardians of light needed to confront Master Xehanort, Riku and King Mickey have gone searching for the lost Keyblade wielders who vanished over ten years ago.

Kairi
Sora and Riku's childhood friend. As one of the seven princesses of heart, she became a target of the forces of darkness, but thankfully Sora and Riku came to the rescue. She now trains with Lea as a Keyblade wielder herself to prepare for the final battle ahead.

Aqua
One of three Keyblade wielders who trained under Master Eraqus. Following the battle over the χ-blade more than a decade ago, she braved the realm of darkness to save a friend, and was trapped inside alone. After losing her Keyblade, she was unable to fight back the forces of the dark and was cast into the abyss below.

Ventus
One of three Keyblade wielders who trained under Master Eraqus. His heart fell into slumber at the end of the battle over the χ-blade more than a decade ago. Since then, Aqua has kept his body hidden away in the Chamber of Waking. Ventus's deep connection with Aqua was what ultimately woke him from his sleep within Sora's heart.

Terra
One of three Keyblade wielders who trained under Master Eraqus. He nearly succumbed to the darkness at the end of the battle over the χ-blade more than a decade ago, but Aqua saved him—or so it seemed. In truth, a different heart had taken hold of his body. Terra's deep connection with Aqua and Ventus broke the dark shackles that held him, and he returned as a guardian of light.

Axel / Lea
A Keyblade wielder who was once a Nobody and member of Organization XIII, at which time he went by the name "Axel." After regaining his humanity, Lea joined forces with Sora and the other guardians of light. Through difficult training, he learned to summon and wield a Keyblade.

Roxas
Sora's Nobody and the thirteenth member of the previous Organization XIII. He was a Keyblade wielder and Axel's closest friend. After rejoining with Sora's heart, Roxas ceased to exist. Thanks to a replica that was able to contain his heart and memories, Roxas became real again and joined the guardians of light.

Xion
The former Organization XIII's mysterious fourteenth member. She was an experimental replica used to siphon Sora's memories out of Roxas, and this allowed her to become a Keyblade wielder. Xion grew to question the meaning of her own existence, and ultimately elected to return her memories to Sora and disappear. Master Xehanort was using Xion to fill a spot in his new Organization XIII, but when she was confronted by her best friends Axel and Roxas, her memories came back to her and she chose to become a guardian of light.

Naminé
Kairi's Nobody. The previous Organization XIII used Naminé's unique powers to manipulate Sora's memories, but Sora freed her from their clutches. She ceased to exist after rejoining with Kairi's heart.

Riku Replica
An experimental replica created by the former Organization XIII using combat data taken from Riku. He dueled the real Riku to prove his right to exist, but lost and was destroyed. Riku Replica's heart wandered the realm of darkness, eventually taking refuge alongside Riku's heart after the two were reunited.

Master Xehanort
The most powerful Keyblade Master of them all. Master Xehanort's pursuit of the World's true nature and obsession with the Keyblade War led him to give his heart over to darkness. He tried to forge the χ-blade and trigger another Keyblade War, but three young Keyblade wielders put a stop to him Now, he has created a new Organization—the real Organization XIII—and intends to divide his heart among its other twelve members to create thirteen darknesses.

Young Xehanort
A member of the real Organization XIII. This is Master Xehanort's younger self. He has traveled forward through time more than once in order to guide Sora.

Terra-Xehanort
A member of the real Organization XIII. This is the Master Xehanort that took control of Terra's body.

Ansem
A member of the real Organization XIII. This is Xehanort's Heartless. He was able to regain his original appearance by possessing Riku. In the past, Ansem attempted to open the door to Kingdom Hearts, but was destroyed by Sora and friends before he could succeed. Despite this, Ansem has returned.

Xemnas
A member of the real Organization XIII. This is Xehanort's Nobody. In the past, he tried to create an artificial Kingdom Hearts from the hearts of people, but Sora and Riku put an end to his plans and Xemnas himself. Despite this, Xemnas has returned.

Vanitas
A member of the real Organization XIII. This is the pure darkness that Master Xehanort extracted from Ventus's heart. He was pitted against Ventus in order to forge the χ-blade, but Ventus prevailed and Vanitas ceased to exist. Now that he is back, he continues to seek his "brother," Ventus.

Xigbar
A member of the real Organization XIII Despite his defeat at Sora's hands, Xigbar has returned, and continues his attempts to manipulate and mislead Sora.

Vexen / Even
A reserve member of the real Organization XIII. Despite being recompleted as a human, Vexen returned to the Organization willingly in order to pursue his research, which he values above all else.

Saïx
A member of the real Organization XIII. He and Axel were good friends in the old days, before they first became Nobodies. Despite his destruction at Sora's hands, Saïx has returned.

Demyx
A reserve member of the real Organization XIII. Despite his destruction at Sora's hands, Demyx has returned. He spends most of his time tuning his sitar, and his demeanor makes it extremely difficult to believe he's part of anything untoward.

Luxord
A member of the real Organization XIII. He is a lover of games, and sometimes even prioritizes them over his Organization duties. Despite his destruction at Sora's hands, Luxord has returned.

Marluxia
A member of the real Organization XIII. Despite his destruction at Sora's hands, Marluxia has returned to keep tabs on the "New Seven Hearts," whom the Organization may need should their original plan go awry.

Larxene
A member of the real Organization XIII. Despite her destruction at Sora's hands, Larxene has returned to keep tabs on the "New Seven Hearts," whom the Organization may need should their original plan go awry.

Dark Riku
A member of the real Organization XIII. He looks exactly like Riku, except a year younger, and he wears the Organization's black coat.

Anti-Aqua
Aqua, After she fell to darkness. Years and years of wandering through the realm of darkness ended with her being cast into the watery depths beyond its margin.

Ansem the Wise
The sage-king who once ruled over Radiant Garden. After his apprentices stole his research into the heart, he assumed a new name: DiZ, or "Darkness in Zero." Consumed by vengeance, he ruined more lives than one. In time, he saw the error of his ways, but in a last-ditch attempt to thwart the old Organization's plans, he was obliterated from the realm of light.

Ienzo
The human form of Zexion, one of Organization XIII's Nobodies. Before joining the Organization, he was one of Ansem the Wise's apprentices and researched the mysteries of the heart. He is now hard at work deciphering Ansem's Code.

Dilan
The human form of Xaldin, one of Organization XIII's Nobodies. Before joining the Organization, he was one of Ansem the Wise's apprentices and guarded the castle together with Aeleus.

Aeleus
The human form of Lexaeus, one of Organization XIII's Nobodies. Before joining the Organization, he was one of Ansem the Wise's apprentices and guarded the castle together with Dilan.

Lingering Will
A suit of armor imbued with Terra's thoughts and wishes.

Master Eraqus
The true Keyblade Master who mentored Terra, Aqua, and Ventus. He was struck down by his own brother-in-training, Master Xehanort, in the clash over a decade ago.

The Boy in White
He and his best friend would often match wits playing chess between training sessions.

The Boy in Black
He and his best friend would often match wits playing chess between training sessions.

Chirithy
A curious creature that begrudgingly offered Sora its assistance in The Final World.

???
A mysterious boy who reached out to Sora's heart in a moment of crisis.

Yen Sid
The Sorcerer's Apprentice (1940) A great sorcerer who watch over the balance between light and darkness. He was also King Mickey's teacher. In the past, he, too served as a true Keyblade Master, but these days he chooses to mentor Keyblade wielders from his tower. As the final battle with Xehanort looms ahead, Master Yen Sid has been leading the effort to gather the seven guardians of light we need.

Chip
Private Pluto (1943) One of Disney Castle's engineers. Serious and professional, his skills with machinery are top class. He invented the gummi chip and Gummiphone together with his younger brother Dale.

Dale
Private Pluto (1943) One of Disney Castle's engineers. Despite his laid-back personality, his skills with machinery are top class. He invented the gummi chip and Gummiphone together with his older brother Chip.

Maleficent
Sleeping Beauty (1959) An evil fairy who seeks to rule over all the worlds. She and Pete are searching for a black box.

Pete
Steamboat Willie (1928) Maleficent's henchmen. The two of them are searching for a black box.

Queen Minnie
Steamboat Wille (1928) Queen of Disney Castle, who reigns over the kingdom while King Mickey is away.

Daisy Duck
Don Donald (1937) Donald's girlfriend. She is assisting Queen Minnie with royal affairs until the King returns.

Pluto
The Chain Gang (1930) King Mickey's trusty dog.

Moogles
Strange creatures that pop up in even stranger places to open shop. In truth, the shops are run by holographic projections while the real moogles remain elsewhere.

Wreck-It Ralph
Wreck-It Ralph (2012) A friend that answered Sora's call through the power of the Heartbinder.

Simba
The Lion King (1994) A friend that answered Sora's call through the power of the Heartbinder.

Stitch
Lilo and Stitch (2002) A friend that answered Sora's call through the power of the Heartbinder.

Ariel
The Little Mermaid (1989) A friend that answered Sora's call through the power of the Heartbinder.

Sven
Frozen (2013) Kristoff's reindeer friend. To say he loves carrots would be an understatement.

Masrhmallow
Frozen (2013) A fearsome sentinel that protects Elsa. He was created by her magic.

Hans
Frozen (2013) A young man we saw taking Elsa away from the ice palace. Darkness seems to have a hold on him.

Shadow
These shifty shades skulk around, then strike out of the blue. Stay locked on to make sure they don't give you the slip. They're immune to normal attacks when they dive beneath the surface, but a splash of Water magic will yank them out of hiding in a hurry!

Neoshadow
These souped-up Shadows hit hard and fast with their jump attacks; if they're in the air, better get out of there. Once they melt into the ground, they're beyond the reach of most attacks, but that's nothing a little Water magic can't fix. Fight puddles with puddles!

Fluttering
Your best bet against these feather-flinging dive-bombers is a blast of magic to keep them still just long enough to lay down some hits. If they drop to the floor, get ready for a nasty spinning charge attack. Jump over it and watch them go sailing past. Keep an eye on the sky when you're out and about; they like to perch on tree branches and other high spots to get the drop on prey.

Flame Core
Make snuffing out these flame-flinging fiends a top priority, or you're toast! And whoever said to fight fire with fire never met these things; your red-hot spells won't even tickle. When in danger, they'll burst into flames and really bring the heat. Douse them with a well-aimed Water or Blizzard spell to chill them out, then finish the job.

Water Core
Hit these sopping scoundrels while they're coated in water and they'll only teleport away. That's your cue to being the magical heat; a Fire spell will evaporate that shield in no time. Don't get caught out in their rain, or you'll come down with the extremely annoying cloud status.

Earth Core
If you want to rock these baddies' world, aim for the face; their pointy posteriors will only deflect your blows. Physical attacks will pass through them when they sand-travel, but spells still hit home, so mash that magic! When they gather sand and grow enormous, a Goofy Bombardier will cut them down to size in no time.

Dark Inferno
These dastardly dual-wielders are like blenders on roller skates, except worse. You can try to keep your distance, but they'll soon close in on you, or else just huck a fireball your way. Be careful attacking when their blades are crossed; that means they're ready to counter. Stay cool, bide your time, then strike when they drop their guard.

Soldier
As threats go, these aren't all that threatening, but that's no reason to be reckless. Just be careful not to get surrounded. Focus on taking them down one by one!

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

Air Soldier
A Soldier in flight is no cause for fright; just watch for that charging attack and you'll be all right. When they fly out of walloping range, a blast of magic will do the trick.

Large Body
Don't get bodychecked by these oversized oafs, and watch out for the shock waves when they come down from a jump. Their jelly bellies will bounce any frontal attacks, so circle round to the rear before slashing away. Magic works, too. Get on their nerves, and they'll turn red and charge at you. A Blizzard spell ought to cool them off.

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

Vermilion Samba
These fiery fliers come to a midair halt and conjure up a sigil before they launch flaming badness at you. Use that opportunity to strike! When they do start dishing out the rapid-fire spells, keep a cool head and dodge out of the way. Nothing rains of their parade quite like a cool sip of Water magic. If you've got the MP to spare, go ahead and make a splash!

Marine Rumba
These watery wizards swim through the air with the grace of the majestic trout. Before casting magic, they'll come to a stop and summon spheres of water, leaving themselves open to attack. Think fast if they do start conjuring, because the speed of their spells is no joke! Nothing dries them up faster than a zap of Thunder magic. If you've got the MP to spare, use it to give 'em a thousand-volt jolt!

Gold Beat
These electrical enemies zip through the air and zap you. They have to stop and conjure up a sigil before they can rain lightning down on you, so take that chance to exact brutal prevenge. Their rapid-fire thunderstorm will electrify you if it connects, so watch for the tell and don't get too close. Aero magic will have them winded in no time flat. If you've got the MP to spare, start flinging those gales!

Malachite Bolero
These blustery baddies dance and whirl on the wind, but can't use magic without stopping to summon their sigil first. That's your cue to blow 'em away. If you see wind gathering at your feet, move away—fast. Unless you like getting swept up in a tornado, that is. Nothing freezes them in their tracks quite like Blizzard magic. If you've got the MP to spare, use it to put them on ice!

Popcat
Keep your wits about you when walking past pottery; you never know when it might sprout fuzzy limbs and attack! Once these scaredy-cats show themselves, they'll start running around like crazy. If you try to create some distance, they'll huck smaller pots your way, but a well-timed block will return those to sender. Popcats are top-heavy and prone to face-planting. When they stumble, make sure it's the last trip they take.

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

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

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

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

Bizarre Archer
Archers that shoot arrows from their bows. Sound obvious? Well, that's honestly all there is to 'em. They pose little threat to you alone, but in packs, they're a problem. Return fire from afar with magic, or close the distance and introduce them to your Keyblade. They'll sometimes team up with Air Soldiers. Maybe they're buddies?

Rock Troll
Think this massive, musclebound monster's a slowpoke? Think again. Think it's no big deal when it stops swinging around that huge axe and wears it as a mask? Thank again...AGAIN! Just keep swinging. You may not be able to damage the big buy while he's masked, but you can break his fancy face.

Metal Troll
Imagine a Rock Troll that's always hangry. Yep, that's this guy.

Satyr
Aside from a mean punch, the biggest threat from these bullies is their stampede attack. They always lower their visor before trying to ram you. If you can break the horns off those helms, you'll get the rest of the fight "free of charge." In formation, they're tougher to wrangle. Either break their ranks with a Trinity Guard, or keep your distance and pepper them with magic.

Mechanitaur
Face it: some Satyrs are haters, and this is what they look like.

Toy Trooper
Those jet packs and ray guns may be toys, but these "masked intruders" are anything but fun and games when they come barreling your way. They'll sometimes chuck grenades your way, but that's not necessarily bad news. After letting it fly, they'll hit the deck. Kick 'em while they're down! Or, if you're feeling fancy, a well-timed Keyblade swing will return those grenades to sender.

Pole Cannon
Approach these turrets and they'll only warp away, so your best bet us to return fire from a distance with magic. The extending arm mount allows them a variety of firing positions. Silver lining? You'll look awesome swinging around that pole!

Marionette
This puppet may not seem like such a pain when it rides around on its ring, but just wait until it possesses a nearby toy! Or, here's a better plan: don't wait until it possesses a nearby toy. Sever this scoundrel's strings on sight.

Powerwild
These impish chimps swing through the trees and scrabble along walls while pelting you with nuts. Rude! Block whatever they throw and send it right back at 'em. They'll taunt and tease and try to bait you into attacking. The best response? Attack! They're wide open the whole time, silly monkeys.

Pogo Shovel
Part shovel, part pogo stick, part drill—and thankfully, all pretty clumsy. Stay calm and sidestep its attacks, especially the pounce; whiffing that one leaves this Heartless flat on its face and wide open Most of the time, its shovel will dig up rocks to sling your way, but once in a blue moon it'll hit a mother lode of prizes—all yours for the taking!

Parasol Beauty
The prettiest roses having the cruelest thorns—or, in the case, laser parasols and spinning skirts of doom. At distance or up close, they're not a threat to be taken lightly. Watch for the flash after they've opened their parasols; that's a sure sign you're about to eat beam. The good news is that blasting that laser takes these ladies temporarily out of commission. Use that time to make it a permanent retirement!

Chief Puff
These fluffians can fling their spores into the air to create Puffballs. Eventually, their own fluff will grow back, but that's nothing a gust of Aero magic won't fix. Keep clear of the pollen they send up, or you'll come down with an annoying fit of sneezing.

Puffball
These wicked weedlings may look cute romping and rolling around, but make no mistake; they will bring the hurt if you let them. (Don't let them!)

Chaos Carriage
Defensive driving is a foreign concept to these careening carts. Even if you take out the horse pulling them, another one will sprout to take its place. If any Powerwilds are around, those carts will stack up into a turret where the Powerwilds can rain pain down on you. Swat the simians before they can make with the monkey business!

Winterhorn
A buck that chucks ice as it leaps and bounds. Fire magic will blast those frosty antlers clean off, making the fight a lot easier. Just don't go slinging Blizzard spells at it, or that rack will come back!

Frost Serpent
A skeletal serpent, soaring on wings of snowpack. With a simple spin of its body, it gives rise to icy whirlwinds that gnash and rend all before it. Sound imposing? Burst those wings and it's just an snake with arms. That doesn't mean it's entirely toothless on the ground; it can still burrow beneath Sora and his buddies and stab its tail upward. When you see it dive, look alive!

Vaporfly
These flying fiends will dart at you with guns blazing, but they can only attack head-on. Turns out, shooting too straight is a weakness! They may be easy to dodge, but they're not easy to hit. Don't hold back with that magic!

Sea Sprite
If you want to know these fickle fishes' weakness, keep an eye on their color! Just remember this handy rhyme: If it's blue, Thunder hits true. If it's red, Blizzard instead. If it's yellow...something something Fire? Keep blasting them with their elemental weakness and they'll go belly-up in no time.

Spear Lizard
Walking on land isn't their forte, so don't be surprised if they flounder about in the wrong direction. Those spears they carry find their targets well enough, though. Be on the lookout for Water magic, and if they start blowing bubbles your way, move! A direct hit will cause a sneezing fit.

Anchor Raider
This swashbuckler's anchor can hook onto thin air, turning it into a swinging pendulum of pain. Don't watch the anchor, though; it's that extending chain and sharp saber you need to be ready for. Instead of trying to keep up with it, try letting your magic do the chasing for you.

Tireblade
One monster, two modes, all trouble. In their aerial form, they'll flit about on blade-wings, slashing at you whenever they get the chance. In their ground form, they'll lob rockets your way. Watch the target on the ground: when it turns red, that's your cue to bail!

Darkside
A colossal Heartless that arose before Sora in a land of endless sea and sky. It looks different from other Darksides Sora has battled with, but the cause remains a mystery.

Demon Tide
A dark swarm of Shadows, gathered into a massive, seething cloud. The fact that its foul ilk has been seen not just in the realm of darkness but in the realm of light is surely a harbinger of some coming evil.

Demon Tower
A dark swarm of Shadows, stacked into a looming spire. The fact that its foul ilk has been seen not just in the realm of darkness but in the realm of light is surely a harbinger of some coming evil.

King of Toys
A colossal Heartless that Young Xehanort summoned to stall Sora and his pals in Toy Box. This thing comes with everything. Annoying force field? Check. Hailstorm of missiles? Check. Ridiculously huge tornado that flings around all nearby toys in the area? Yup, that's a check. As toys go? Not much fun.

Grim Guardianess
Mother Gothel's fall to darkness gave rise to this gargantuan Heartless, and it's even crueler than she was—which is saying something. Wrapping its enormous body around the tower, it use branches and brambles to try and rob Sora, Donald, and Gooft of their freedom. Sounds like Mother Gothel, all right...

Sköll
A lupine Heartless that rose from the darkness consuming Hans's hearts. Wolves hunt in packs, and this monstrosity was no exception: it summoned a horde of phantom packmates, and transformed into a darkness so vast it blotted out the entire sky.

Raging Vulture
Freshly escaped from Davy Jones' Locker, Sora, Jack, and the others were all set to celebrate...until this oversized wet blanket on wings flapped in to ruin the moment. I suppose an epic air skirmish high above the Black Pearl was one way to mark the occasion.

Lightning Angler
A piscine horror lurking beneath the crystal waves of The Caribbean. A glutton for the greedy, it lures prey in by posing as a treasure chest. An unusual adaptation, but it sure worked on Sora...

Darkubes
A shape-shifting swarm of nasty bots that terrorized the streets f San Fransokyo. If Hiro hadn't pinpointed the location of the core unit controlling the rest, these baleful boxes might have spelled the end for Sora and Big Hero 6.

Lich
This haunting horror held the hearts of Sora's friends hostage. Time and again, Sora fought it back, but with each hard-won victory, it would simply slough its form and depart to another world. Its broad arsenal of magic made it a formidable foe to face along, but in the end no Heartless could match the strength of Sora's resolve.

Catastrochorus
What's worse than a Heartless? Try three of them, fused into one weird body. Stomping feet and gnashing teeth, an active volcano spewing fire, plus a thundercloud tail raining lightning bolts left and right added up to one bad day in San Fransokyo.

Cherry Flan
This regal flan is pure mischief, with two cherries on top. It was last seen touring Thebes and generally getting in the way of the efforts to rebuild.

Strawberry Flan
This regal flan is pure mischief—now in strawberry! It was last seen failing to play well with others. Take its toys away and put it in time-out for good!

Orange Flan
This regal flan is pure mischief, served with a refreshing citrus twist. It was last seen enjoying a lovely picnic in the woods. Take some pictures to help it mark the occasion!

Banana Flan
This regal flan is pure mischief, and completely bananas besides. It was last seen door-hopping through a certain world. Give it the perfect souvenir: a Keyblade right to the jiggle!

Grape Flan
This regal flan is pure mischief, and the grapes adorning it are probably sour. It was last seen playing in the snow...but it's cold out, so just hurry up and defeat it.

Honeydew Flan
This regal flan is pure mischief. The melon on its crown? Also evil. It was last seen atop a skyscraper enjoying the nighttime view. You never really appreciate how springy these things are until you stomp on one...

Watermelon Flan
This regal flan is pure mischief, even if the watermelon on its crown does look delicious. What nefarious scheme is it hatching in that fortress? Does it really matter? You've got some cannons. Fire away!

Dusk
Phantasmagorical frights that morph and stretch as they fight. Stay locked on, and all the fancy footwork in the world won't save them. As tough as they are to predict, there are moments when they just sort of...stand there. And when they space? Keyblade to the face.

Sniper
Gravity's got nothing on these slippery sharpshooters, and as soon as you close the distance they'll warp right outta there. The good news? Blocking will send the arrows they fire straight back at them. In bigger brawls, you'll want to make them a priority. A little magic goes a long way toward pinning them down until you can land some hits.

Reaper
That scythe isn't your only worry; these floral fiends have a punishing petal attack as well. And a trio of Reapers can team up to bloom-bomb a much broader area. Their flower bud form may be immune to normal attacks, but as a rule, plants don't fare well against magical flames.

Ninja
Lightning-quick martial arts? Razor-sharp kunai? Phantom clones? Oh, yeah. That' a ninja. Those clones do look mighty convincing, but a fake's a fake. Stay cool, watch closely, and spot the real deal—then give 'em the chop!

Gambler
It's all fun and games until somebody gets mauled by a giant playing card. Can you imagine the paper cuts from those things?! When a hand of them start circling you, watch for a flash; that's your cue to dodge. Not interested in playing dice? Try playing baseball. Batter up!

Berserker
Is the Nobody swinging the hammer, or the hammer swinging the Nobody? Reading its attacks can be tricky, but each blow hits like a truck, so steer clear of that hammer unless you're interested in air travel. Oh, and if you see its body shrink and its hammer grow, a combo's coming your way. Think fast!

Sorcerer
Magic and elemental attacks won't work well against these confounding casters. Know what will? Keyblade to the face. Watch out when the cubes they've conjured change color; that means pain is incoming. But then, when are ethereal objects glowing red a ''good' sign?

Flood
The Unversed equivalent of a Shadow. Agile, but otherwise unimpressive.

Flowersnake
These pests cling to poles and pipes, where they pump out poison that sticks around for a while. Watch your step! One blast of the supersonic scream they emit while crawling along the floor and you'll be stunned. Bring the hurt before it can bring the noise.

Spiked Turtletoad
When it gets puffed up, you get roughed up. Watch out for that flying press once its belly fills with air! The shell on its back is Keyblade-proof, so you'll have to find softer places to smack. It can swallow nearby Flowersnakes, then sprout them as toxic turrets. And if it swallows you... Don't let it swallow you.

Turtletoad
Unlike their larger cousins, these little guys have soft shells that are very much not Keyblade-proof. They can't swallow you up, either, which is always a plus. Just don't think that makes them harmless; these rotten ribbiters still pack a punch!

Lump of Horror
A hideous, gloopy giant that mucked about in Monsters, Incorporated. The fact that it listened to Randall is enough to tell you it wasn't very nice. It shape-shifted and sprouted a dark army of arms from the ground, but in the end Sora and the gang reduced it to a lifeless pile of machinery.

Gigas: Power Type
One of Galaxy Toys' coolest products. Unfortunately, this one's being piloted by a Toy Trooper with a taste for terror. This model boasts a sturdy hull and brutal close-quarter attacks. Keep your distance, and avoid that shoulder tackle at all costs!

Gigas: Speed Type
One of Galaxy Toys' coolest products. Unfortunately, this one's being piloted by a Toy Trooper with a penchant for peril. This model's speed and agility are its greatest weapons. Well, that and the mega-cluster of explosives it fires from its shoulder cannons.

Gigas: Gunner Type
One of Galaxy Toys' coolest products. Unfortunately, this one's being piloted by a Toy Trooper that's keen on chaos. This long-range model's a bit of a glass cannon, so get up in its face and smash it to bits! The energy rounds it fires from its shoulder cannons are blazingly fast, so get out of the way as soon as it starts to takes aim.

Beasts & Bugs
An unlucky denizen of Galaxy Toys that was possessed by a Marionette. Expect these quick critters to zip out of range and let their cannons fly. That's about the only thing they can do, actually.

Patchwork Animals
An unlucky denizen of Galaxy Toys that was possessed by a Marionette. These simple-minded plushies only know one trick: chaaarge! Use magic to trip them up, then give them some new stitches.

Air Droids
An unlucky denizen of Galaxy Toys that was possessed by a Marionette. When these nuisances aren't blasting you with their arm cannons, they're blasting you with gale-force winds. The good news? They can't do both at the same time. When they switch on that fan, use magic to blow them away!

Bouncy Pets
An unlucky denizen of Galaxy Toys that was possessed by a Marionette. These bouncy baddies rarely sit still for long. Use those brief pauses to take the spring out of their step!

Supreme Smasher
An unlucky denizen of Galaxy Toys that was possessed by a Marionette. This massive menace gave Sora and his friends a run for their money, but in the end no deadly claws or terrible tower turrets were a match for the mighty Rex. Yes, that Rex.

Angelic Amber
An unlucky denizen of Galaxy Toys that was possessed by a Marionette. Unpredictable and erratic, her moves made her a maddening foe to face. After Sora and his team freed her from the Marionette's ill influence, she bore a melancholy expression.