User:Troisnyxetienne/Re:Chain Walkthrough

Five people have already asked me for this, and since I'm playing (or more precisely, re-playing) Re:Chain of Memories, it'd be great to start bit by bit and compare the differences between the two versions of Re:Chain. By the way, I'm not playing the single English release, but the extension to Kingdom Hearts II Final Mix+, so there will be some notable differences. I'll highlight those as we go along.

This walkthrough's bound to have some minor expletives. Even so, I think it's okay for everyone to get in and help... ^_^

Controls

 * to attack
 * to jump
 * for Dodge Roll
 * to Lock On. Note : I don't know why they had to change this when we were already so used to using to lock on...
 * Left analog stick to move around.

And after that, gameplay's entirely up to you. You're the master of your own floor, you create the rooms as and when you please, and once you've pwned the bosses of every single level, you'll soon find your way on to the 13th floor taking down the lord of the castle himself.

Note that the attack/jump controls are reversed in the Japanese version, which I'm playing.

Gist of the story
Re:Chain of Memories is a remake of the story which picks up from where we left off at Kingdom Hearts : Sora saves Kairi and successfully brings her back to Destiny Islands, while Riku and Mickey are trapped behind the Door to Darkness - the one leading to Kingdom Hearts. Sora and company set off to find Riku and the King, only to end up in Castle Oblivion no thanks to Marluxia's guidance and have their memories manipulated... yet another unlucky day in Sora's story, and I'm gonna make this entire walkthrough as spoilerific as possible. I mean, c'mon, for one whole day of misfortune, Sora has to sleep in a pod for a whole year !

Meanwhile, for some reason or other Riku ends up in the 12th basement of Castle Oblivion and he decides to get rid of his darkness. He often sees Xehanort's Heartless tormenting him, though the King comes to his aid. But later on he is told that his darkness and his light belong to him, and that he should use both to his ability. So he finally gets rid of the embodiment of Xehanort's Heartless, though a part of the villain still remains in him. Poor soul, I wonder how he even lives.

Entering Castle Oblivion/Traverse Town

Sora opens the doors to Castle Oblivion, and Donald and Goofy follow suit. I think once they enter into that wretched castle they start losing their memory... they get all sorts of weird feelings that the King and Riku are both there (well, indeed they are there, but in the wrong place). The door closes on them and is locked ; Marluxia confronts them and tells them all sorts of riddles, Donald tries using magic on him but it's no use, he can't even remember a single spell... Marluxia gives them their very first world card : Traverse Town. So now, for lack of anywhere else to go, we open the door to a very familiar place...

First steps
Sora enters in commenting on why Donald and Goofy are not there with him, and why he has ended up in Traverse Town... and that sinister music plays. During my first playthrough this thing gave me the creeps. So after a brief chat with Marluxia (which I can only read in bits and pieces) he takes you to the battle arena and teaches you how to use the card system. Again, let me play Marluxia here and remind you how to use the card system :


 * You just click (or  for the Japanese version) on a card to use it.
 * If you take out, say a 7 and your enemy takes out a 4, you have "broken" your enemy's card and you'll be able to perform your attack.
 * Same goes if your enemy takes out a 9 and you take out a 2 - he will have broken your card and will attack you.
 * If you take out a 7 and an enemy takes out a 7, the cards are both "broken", but no attack will be performed.
 * The 0 card is the most usable card of them all - it can break anything from cards to sleights, even the most powerful of all sleights.
 * Okay, speaking about sleights - putting two or three cards into a fold is known as a Sleight. To use a sleight, you press on three cards of your choice, and press  +  to activate the sleight. If you want to remove cards from your sleight, you press . However, I have to think first before activating my sleight, because the  button doesn't work for me at all !

Progressing ahead
Once the battle tutorial is under way, you'll be given the Key of Beginnings card. That's the first card you'll ever get to progress through the story. Okay, I'm not sure which one comes first, but I believe the order of the story is like this :

Key of Beginnings - Leon teaches you how to use sleights.

Key of Guidance - You speak to Leon and company in the Small House, I think.

Key to Truth - This is usually the Keycard which engages a boss battle, though other Keycards have been known to do this as well. For this level it's Guard Armor, and it's definitely no walk in the park.

I recommend you to level up to at least Level 8... or whatever level you're comfortable with - at least it's safer to defeat the Guard Armor. No, please don't go there at Level 2 and say "No, the Guard Armor pwned me again..."

Guard Armor
Okay, so once you've fought your way through hordes of Heartless it's time to take down their so-called leader. Man, he's pretty weak for a Heartless leader. I SAY DUSTFLIER RULES SUPREME ! *will shut up now*

So here are his stats :


 * HP : 200
 * EXP : 48
 * Blizzard : 0.5
 * Physical : 1.0

So obviously you wouldn't think of using Blizzard, which is the first Magic card you receive (apart from  Cure) ; you'd play safe and use  physical attacks.

Just load that deck with cards 5-0 - I say try finding lots of them - top it up with a Cure card and a Potion card (I think the only one you begin with is #5, but it's enough to break Guard Armor if you have the chance). Don't forget the Gimmick Card ! - using it will shatter the Guard Armor to pieces (literally... well, maybe I'm exaggerating), giving you all the room you need to attack.