The lights are on
This mission can be a little rough if you're not careful, so be sure
to make good use of your dodge rolls and, if necessary, your limit
breaks. You'll begin by fighting a few weak Heartless, after which a
barrier will spring up and the real battle will begin. You'll be taking
on four Yellow Operas and Possessors in this battle. Dodge roll as much
as possible - it'll keep the Possessors from latching on to you while
also keeping you out of the way of the lightning.
When you're finished, you'll find some more Yellow Operas, along
with a couple Scarlet Tangos, on the Station Plaza, which is a little
further ahead from the previous battle. The Scarlet Tangos are like
Operas, but they shoot fire instead of lightning, and will keep
attacking even as you hti them. Take carel that you don't get too badly
scorched during a combo.
If you want to finish the optional objective, just explore around
and kill any stragglers that you might find, then head back to the
Your opponents this time are the Watchers, which like to float along
and shoot lasers. If they hit you, they can make you heavy, which makes
jumping a pain. Wait until they finish firing, then go and combo them
You'll need to kill seven Watchers in this mission. You'll find
three Heartless and a Watcher early on, then two more as you head down
the ramp. Finally, you'll arrive in an arena which contains the final
four Watchers. Keep moving, or you may find yourself in trouble.
Another option is to stay at a distance and pick them off with fire,
though remember that it's a very limited resource.
When all of the Watchers are dead, your mission will be complete.
Mission 9 (Optional)
Hope you equipped Block, because it'll come in handy here. Your
primary objective is to take out a whole lot of Dire Plants, but
there's a decent chance that they'll overwhelm you. You can either hang
back and snipe them with fire attacks, or simply block their shots,
which will then reflect back and kill them. When they're finished, you
can take on the optional boss.
The Zip Slasher can be a nasty foe if you're not prepared for it
pattern. Provoke him, then get out of the way when he spins in and
tries to slash you. After the attack, he'll be stunned for a moment,
which is your chance to run in and score some hits. Rinse and repeat,
and he'll evetnaully go down. Just remember to be patient, and you'll
Mission 10 (Optional)
This mission's objective is simple -- survive. Easier said than done
though, since you'll be under assault by at least four Nobodies at all
times, and all alone to boot. It's possible to fight and kill them, but
it's not necessarily a recommended course of action, since you'll
probably lose health in the process. Instead, dodge roll as much as
possible, and block if they get too close. Use potions as necessary,
with the limit break to thin the herd. When sixty seconds has passed,
the mission will be over.
Begin by killing a handful of Heartless,
then head down the "S" Stairway, where you'll find yourself in a
central area. Hit the wall switch, then hit the next wall switch on the
platform. Finally, head right up some stairs, and hit the final switch
to move onto the next area.
You'll be taking on a Guardian and four
Watchers. The Guardian only has one attack -- a giant laser beam that
he likes to sweep in an arc. Wait until he's fired, then go in and
combo him. The Watchers' laser attacks can be annoying, so watch you
back, but don't worry about killing them. When the Guardian is dead,
they will all die on their own. When you're finished, be sure to equip
the Doublecast. It'll take up four slots, but it's quite useful.
Another battle against a fairly large
enemy. Begin by taking the bottom route, defeating enemy Dire Plants
and other Heartless as you go. In the next area, head into the
Underground Concourse, then head further down into the Tunnelway (look
for the area with the tunnel). You'll find the Poison Plant in the
This guy will either bang its head against
the ground, or it'll shoot an easily avoided seed. Its main weakness is
fire, and as it happens, your partner Xion loves to cast that very
spell. Wait for it to attack, then launch your own counterattacks. It
should go down in fairly short order.
Objective: Defeat the
Deserters Optional Objective: None Primary Reward: Skill Gear+, Moon
Stone, Moon Stone Random Reward: Fire Recipe, Blazing Shard, Moon
Another fairly simple mission. Before
heading to the bottom exit, take the time to do some exploring. You can
find a treasure chest containing a Power Unit L in a back alley, and an
optional Bulky Vendor in another. When you're finished, take on the
These guys are mostly just annoying. They
like to zip about the map, so you'll have to dodge quite a bit. After
you kill one, the others will attack at once, so be sure to get out of
the way. When all of the Deserters are dead, the mission will
Darkside Optional Objective: None Primary Reward: Blizzardx2, Frost
Shard Random Reward: Fire Recipe, Blazing Shard, Moon Stone, Potion
The boss you'll be fighting in this
mission should be familiar to anyone who has ever played the first
Kingdom Hearts. Go through the entrance ahead, then take the first left
to get to the Station Plaza. When you get to the top, you'll find your
old buddy Darkside, who was first seen attacking Sora's island in the
If you've fought him before, his attacks
should be pretty familiar. He will periodically punch the ground to
summon two Heartless Shadows, which can be ignored without too much
fear. When he does this, go for the head, since it will do extra
damage. He'll also punch the ground and create shockwaves, which can do
quite a bit of damage.
After that, he'll start firing homing
bolts. Try blocking these back to do some extra damage, but watch out
for shockwave attacks. Finally, he'll launch a red orb into the sky,
which will rain dark fire down upon you. Just keep comboing him while
he does this. When Darkside goes down, the mission is over.
You'll now have access to Mog's Shop.
You'll be able to buy, sell and synthesize new items here. There are
two kinds of currency -- hearts and munny. Start by picking up the
Crime Gear, another level up and a new slot. That should help you keep
up with the more powerful enemies ahead, while giving you access to
some nasty new combos.
Not a lot going on in this mission, just
more clue hunting. On the plus side though, you'll be in Agrabah, so
Disney fans should be happy. There are three areas, and the clues in
each are mostly optional. You'll start off in the Palace Gate, where
you'll find a whole lot of optional locations, but none that are
mandatory. Have a look around, then hit the lever to continue.
In the next area, attack the solitary box
until it's near the pile of boxes. Use it as a jumping off point to get
on top of the box, and investigate the west wall, which is mandatory.
Then head over to the east bridge, and investigate that as well. When
you're finished, hit the next lever (on the northwest building) and
Finally, you're at the Agrabah Gate.
Investigate the southeast pile of sand, then check out the door in the
building. When you're finished, you'll be asked three questions, which
can be answered any way you want. Now it's time to eavesdrop on Aladdin
and Jasmine. Go back to the second area and take the upper door, and
you'll see a scene in which the two have a brief chat.
The mission will be finished at this
point, but you can also check out three optional clues. Look at the
palace gates in the middle area, the exit from the Agrabah Gate area,
and the wooden boards in the first area, and the optional objective
will be finished.
Get ready for a bit of a time warp!
As you might have guessed, the Fire Plant is the big brother to the
Dire Plant -- older, angrier and, well, full of fire. They'll take a
fair amount of punishment, and alas, their flames can't be reflected
back at them. You'll just have to take them out the old fashioned way.
The first two can be found in the first area. One will be directly
in front of you, while the second will be up on top of a bulding. When
they're gone, continue to the next area, where you'll find one in the
corner, and another on the east bridge. Piece of cake so far, but it
gets a tiny bit harder up ahead.
In the next area, you'll encounter your first Barrier Master, which
can be a bit of trouble if you're not careful. This guy will zip around
in a book, liberally casting force fields on your foes. You'll need to
knock him out of his book with a combo, which is easier said than done.
When he's out, you'll have to spend a while attacking him -- he
certainly doesn't go down easily. Eventually he will die though, and
you'll be able to take out the Fire Plants in peace.
The remaining three are all in plain view, and can be taken out with
ease. When they're gone, you can leave at your leisure. Unfortunately,
the optional objective can't be completely yet. When you have the High
Jump, head back to the second area and kill the new Fire Plants on the
west bridge as well as the two tall buildings.
In the Organization XIII area, you'll receive Level link when you
talk to Sykes. You may want to take the time to rearrange your slot
panels so that you can maximize your levels, giving priority to your
abilities and spells. You should be able to jump up to Level 7 now.
Mission 17 (Optional)
Your opponent in this optional mission is a Tail Bunker, which looks
like a slightly deformed bird. You can find him by exiting Station
Heights and heading down the path to the Tram Common. He likes to hover
in the air then charge or shoot heat-seeking fireballs.
When he charges, get out of the way, then unleash an air combo.
He'll hit the ground and be vulnerable, after which you can hit him
hard. His most dangerous attack is his shockwave, which he'll only do
when he's on the ground. Magic isn't very ineffective, but a limit
break should finish him off in a hurry.
When the Tail Bunker is gone, head back to the station, taking the
time to knock out the Bulky Vendor on the way. Before you jump into the
portal, be sure to grab the Red Badge on the steps nearby.
Mission 18 (Optional)
You'll be collecting emblems in this mission. Not too hard, but if
you want to accomplish the optional objective, you'll need to make sure
to only grab the emblems when they have a halo around them. Just keep
an eye out for the glowing ones, and you'll be fine.
The emblems are pretty much in plain sight in each room. The
trickiest one will be in the final area where two emblems can be found
near the upper door. Go through the upper door and aim for the emblem
that's glowing. If you need to, start attacking to slow your fall.
When you're finished, head into the portal and warp out.
Mission 19 (Optional)
You're going to be fighting a pack of Deserters again. They'll
appear in two waves, and can easily kill you with their all-in-one
counterattack if you're not careful (see: Mission 13). One strategy is
to get a limit break (either by letting your HP drop or using the
appropriate item), killing an enemy, then powering up and using the
limit break when they pounce. They will die extremely quickly if you
use this tactic. When you're finished, don't forget to jump up on top
of the yellow canopy to reach the building with the Red Badge on top.
You can now access Trial Missions. Completing extra challenges in
each of your past missions will open up premium items, which can be
found in Mog's Shop. You'll find a few missions already unlocked, but
for the rest, you'll need to find Blue Badges.
Another collect-a-thon... sort of. Instead
of collecting items, you'll be killing blobs attached to the wall. Same
difference, really. You'll know the blobs when you seem them -- they're
just big purple balls of slime. Hit them a few times, and they'll die.
You'll find the blobs in three different areas: The Back Alley (2),
the Sandlot (2) and the Tram Common (9). Luckily, you only need to kill
eight of the things. Here's a complete list for you though, with the
assumption being that you're using the Crime Gear:
1. Back Alley: Jump from the nearby crate to kill it. If you destroy the create, you'll need to use magic.
2. Back Alley: South wall
3. Sandlot: West wall
4. Sandlot: Jump from the nearby crate to kill it. If you destroy the create, you'll need to use magic.
5. Tram Common: Jump from the south bridge or use magic.
6. Tram Common: Look for it in the alley between two central buildings.
7. Tram Common: Kill the Guardian in the south alcove and find it nearby.
8. Tram Common: Center of the southwest courtyard on the ground
9. Tram Common: Use magic on the western wall near the stairs.
10. Tram Common: Jump from the building near the northwest stairs.
11. Tram Common: Use magic to kill the blog near the northeast building
12. Tram Common: North alcove
13. Tram Common: Use magic to get the one high on the southeast wall.
Of all things, you're in for a brief stealth mission, though luckily
it doesn't last too long. Your job is to follow Pete, who is clearly
looking for something. He has a red cone that represents his line of
sight, and it can never touch you. In the meantime though, you'll need
to keep your own blue line of sight on him at all times. He'll do a
slow circle of each room, periodically pausing to glance around. Keep
him at the very edge of your cone to avoid detection, and make sure to
use the R2 button to keep the camera centered on him.
Eventually he'll take you to a new Agrabah area -- the Cave of
Wonders. Now it's your job to kill all the Heartless you see. While you
do that, examine the pillar on your left, then head over and start
moving the crate with your keyblade. Move the crate to the southeast
corner, then jump up to the jump and hit the switch to open the door.
Now move the pillar over to the northwest corner, then move the crate
next to it. Jump up to the top, taking care to kill any Heartless that
The next room has even more pillars. Keep
killing Heartless, and eventually a Large Body should appear. If it
doesn't appear, you didn't kill enough Heartless. He has two attacks --
a flying body slam that produces a shockwave, and a spinning attack. Be
patient, and go for the head, and he'll fall down. He's pretty weak to
fire, so if you can leap up and hit him in the head with the Fire
spell, then do so. It's tricky, but doable.
When the Large Body goes down, the mission objectives will be
complete. If you want to complete the optional objectives, find the
switch in the second room and hit it to make the pillars start moving.
Find the pillar lowest to the ground in the center, and use it as a
jumping off point to get to the northwest exit. When you arrive, hit
the switch and jump into the abyss. Instead of dying, you'll find
yourself on a bridge with more Heartless. Take them down, and your
optional objectives will be complete. Don't forget to grab the Blue
Badge on the way.
New stage for you, as you are now able to explore Beast's Castle.
You won't be able to enter right away though -- the gate in the
courtyard is blocked. You'll have to move the four statues into their
proper slots to open up a secret door while battling Rabid Dogs and
Going through the secret door will put you in a central passageway.
Look for the area with the crates, and use them to jump up and through
the hole in the wall. This is where you'll fight your target -- a
Seargeant. As bosses go, he's pretty simple, as he uses a short-range
punch, a jump attack and a spinning attack.
Blocking the jump attack and the whirling spin attack will stun him,
which will give you ample time to combo him. Fire also hurts, since
it'll set him ablaze and do fairly constant damage. When the mission is
over, you can remove the bar on the gate and head out.
New goodies await. First, you'll get the backpack, which enables you
to carry more items in your inventory -- useful if you find that you
keep running out of space. If you haven't already, you can also get a
new blade in the Weird Gear. Finally, talk to Demyx twice for a Combo
Arts (obtainable if you have synthesized a Hi-Potion), and Axel for a
Oh dear, Xion has gone missing, and you need to find her. Start by
heading to the Station Plaza, and you'll find Hayner and Olette of
Kingdom Hearts 2 fame. They'll open an entrance to the Tunnelway for
you. Make your way as far down as you can go, and you'll encounter
When he's done talking, you'll need to head back to the Sandlot (go
down from Station Plaza, take the bottom exit and you'll be there).
Talk to them again, then go back to the alley and go through the gate
on the left to find the Usual Spot. Look at the green barrel to uncover
Now go back to Pence in the Tunnelway. Talk to him and select the
third, second and third answers when he asks you questions, then
continue to the entrance to the woods, which is nearby. Look for some
falling leaves and slash at them. A Veil Lizard will scurry away, so
give chase into the area to the north.
The Veil Lizard takes a fair bit of punishment, and has a few
attacks that can really hurt. It has a spinning attack that can blind
you, shoot lasers from its eyes that disables your mini-map, or turn
invisible. When it's invisible, it may grab you with his tongue and
pull you in to attack. When it goes invisible, remember that you can
keep attacking, and it will reappear. With that, you mostly just have
to hurry about the spinning attack, and you should be okay.
Talk to Xion, and you'll get a cure all. In addition, assuming that
you've managed to get 100 percent in Missions 16 - 19, talking to Axel
will unlock Mission 28. If you miss it, don't worry - you can do it
later as a Holo Missions.
It's back to the Cave of Wonders, with Aladdin's monkey Abu leading
the way. You'll find him being menaced by a Heartless right after the
mission begins, so take out the enemy and let him lead you in the right
direction. You'll be at the cave in no time at all.
Your goal will be to activate three different stones. Luckily, the
box/pillar setup from Mission 21 is still there, so hop on up to that
strange niche that you might have noticed earlier next to the exit.
Investigate it, and Xeion will place the gem in it, unlocking the three
stones. Continue into the chamber with the platforms and make your way
to the northeast corner via the platforms, starting from the middle
like before. Investigate it, then swing your keyblade at it to light it.
Now continue up the platforms into the room with the abyss. As you
did with the optional objectives in Mission 21, drop into the darkness
and to the platform. You should see another keystone at the end of the
bridge. Finally, go back through the platform chamber and back to the
room with the abyss, but this time drop down to the right onto the
ledge. You'll find the final keystone, which will raise a bridge up to
Hit the switch, then head up as quickly as possible, making sure to
grab the red badge along the way. If you're not careful, it will close,
and you'll have to go back and activate at it again. Pete will be
waiting for you in the next room.
As bosses go, Pete should be pretty easy, since he's extremely slow
and easy to dodge, with his most dangerous move probably being the
exploding ball he will launch at you. Roll out the way, then combo him.
When Pete goes down, the mission will be over.
And it's back to collecting emblems. Don't worry the optional
objective for now -- it's not possible to complete it until you've
finished the game. Thankfully there are tons of emblems to be found
throughout the Tram Common, so you should finish this mission in no
Here's a complete list of all the locations in which you can find emblems.
1. South alcove, right behind the starting location
2. In the archway east of the south alcove
3. Just off the north ledge of the south alcove
4. East of the southwest building, high in the air (Glide down from Emblem #3)
5. Southwest building top, high in the air
6. West of the southwest building
7. Northeast of the southwest building
8. South of the northwest stairs
9. On the northwest stairs
10. Southwest entrance to the north alcove (East of Emblem #8)
11. Northeast corner building roof
12. Northern part of the east central building roof
13. Southern part of the east central building roof
14. Northwest corner, very high in the air (you *must* Glide from
the south side of the east central building top - it is the only place
15. West central building roof
16. Southeast building top (Glide down from Emblem #14)
17. Central alley (You'll need to fall off the building with Emblem #15)
18. Southeast corner
19. Northeast corner
20. Under the balcony of the east central building
21. Alley going into the north alcove
22. Center of north alcove
23. Left side of the north alcove
24. Near the bridge near the south exit
When you've collected enough emblems to fulfill the main objective,
feel free to head to head out. Before you go, jump off the bridge near
the central building to get the Red Badge. The Blue Badge can be found
near the southern alcove, just north of the steps.
Objective: Destroy four Shadow Blocks Optional Objective: Destroy
all Shadow Blocks Primary Reward: Fire Recipe, Shining Shard, Fire
Random Reward: Shining Shard, Iron, Potion
Time to kill more Shadow Blocks! Luckily, there aren't nearly as
many now as there were before. You only need to kill four of the things
before you get to move on, and they aren't that hard to find.
Three of them can be found in the Agrabah Gate area, and they can be
found near the northwest, northeast and southwest rooftops
respectively. Use the upper doors for easy access, and slash while
falling to get more airtime.
The Main Stream Shadow Blocks are a tiny bit easier to reach. One
can be found near the upper exit, while the other resides to the
northwest, and can only be reached with magic or by dropping off the
building. Finally, the block in the Palace Gates area should be downed
The only real danger in his mission is the two Large Bodies that can
be in the Main Street area. They're guarded by Crescendos that will
heal them, so make sure to get those first. Use the same strategies as
before, stunning it with fire and comboing the head when it's on the
ground while taking care to avoid its body slam attack.
It's back to Beast's Castle to look for some clues. Same drill as
usual -- look for the all-important question mark, and click to
investigate. You'll start in the secret passageway, but there are no
required clues here, so head out through the exit above the crate.
You'll need to go to the southeast corner of the Courtyard and check
the ground, then have a look at the claw marks in the entrance hall
(look at the southwest portion of the wall, should be pretty obvious).
While this is going on, you'll run into a few Seargeants, which usually
show up in pairs. They should go down quickly though.
When you've checked the required clues, head up the stairs and to
the left up the small passage. After a short conversation with Xion
(choose any answer), continue onward. There are two more clues to be
found in the West Wing area -- footprints in the hallway, and the exit
Heading back, you'll see Lumiere the Candalabra, but you don't want
to be seen by him. If you wander into his field of vision, you'll be
dropped back to the beginning of the area. When Xion speaks with you
again, you can once again answer her question however you want.
Completing the optional objective is easy. Simply return to the Entrance Hall, and search the four doors on the walls.
Objective: Defeat some of the Heartless Optional Objective: Defeat
all of the Heartless Primary Reward: Frost Shard, Potion, Combo Arts
Random Reward: Frost Shard, Ether
After all the collection and investigation, the next couple missions
offer some nice, cathartic destruction. In this mission, your only goal
is to kill as many Heartless as possible. Anything above a regular
Shadow will be good for raising your completion bar.
You'll begin in the secret entrance once again. When you get down to
the Courtyard, you'll fight two Sergeants and a few other Heartless,
which should be your biggest challenge in this mission. When you get to
the Entrance Hall, you'll need to avoid Cogsworth, but kill the
soldiers on either side of the room.
The Heartless hordes are relatively limited, so you should be done in no time flat.