Kingdom Hearts: Chain of Memories Battle Cards FAQ -- Version v1.0 Written By: Jack Gardner For Game FAQs and IGN Entertainment --------------------------------------------------------------- ~~~{0}~~~TABLE OF CONTENTS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------------------------------------- {1} About This FAQ -Purpose -History -Contact {2} Card Fundamentals -Intro -Card Types -Decks -Combinations -Terms -Finding Cards {3} Weapon Combos -Sora's Skills -Riku's Skills {4} Magic/Item Combos -Sora's Stuff -Riku's Stuff {5} Partner/Summon Combos -Sora's Friends -Riku's Friends {6} Custom Combos {7} Frequently Asked Questions {8} Special Thanks/Legal Stuff --------------------------------------------------------------- ~~~{1}~~~About This FAQ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------------------------------------- This FAQ is designed to help you with your battles in the game Kingdom Hearts: Chain of Memories. Within you will find gameplay strategies and lists of combinations (both in-game and player customized) to help you succeed and have fun! If you're simply in the dark about how cards work at all... don't fret, there is information concerning the basics as well. REMEMBER: Use Ctrl+F to run a search of this document. >>>---HISTORY---<<< 11/12/04 : v0.4 : created and submitted 11/12/04 : v0.8 : filled in missing pieces and refurbished content 11/13/04 : v0.9 : added more combos, card lists, & FAQ section 11/15/04 : v1.0 : Riku sections complete, comprehensive lists, enemy cards added, additional combos added 11/18/04 : v1.1 : errors fixed, CP info, ascii and FAQ added Future : v? : magic combo effects/uses, all enemy card CP costs Distant Future : v? : comprehensive map cards section anyone? >>>---Contact---<<< Contact me, Jack Gardner (aka The Challenger) by e-mail: CaptainMuffin@gmail.com You may also find me on the Game FAQS forums. --------------------------------------------------------------- ~~~{2}~~~Card Fundamentals~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------------------------------------- >>>---INTRO---<<< The battle system in KH:CoM revolves around a deck of cards. Now while the battles are real-time and action based, you'll be using cards from your deck to perform your attacks. You can also combine three cards together to get special effects. However, your enemies are using there own cards... and if the value is higher than yours, your cards will "break" and be discarded. The reverse is true and one of your best strategies for most big battles is to break your opponents cards. It will be to your advantage to take the time to strategize and build decks that will help you defeat your opponents. Time for some ascii art! / \ / \ / \ | V V | This is your standard KH:COM card. | [ ] | | [ 1 ] |<-3 1 = The picture, showing what the card does. | [ ] | 2 = The cards numbered value. | [ ...| 3 = The card type (border color). | [___: 2 | |_____:___| >>>---CARD TYPES---<<< There are several different types of cards, each with their own effects and uses. Below each type is a list of each card that can be found in that category and what they do. Type: Attack Cards Color: Red Effect: Allows you to attack with your weapon. {SORA} Kingdom Key Three Wishes Pumpkin King Wishing Star Crab Claw Oblivion Olympia Metal Chocobo Oathkeeper Lady Luck Fairy Harp Divine Rose Spellbinder Lionheart Diamond Dust One Winged Angel Ultima Weapon {RIKU} Soul Eater Each variety of Keyblade has different attributes that are rated from A (being the best) to F (being the worst). Look in your meny to see the ratings. It will appear like so: (top left) Attack Power - Attack Speed (top right) (bottom left) Element - Delay (bottom right) The Attack Power is how much damage it will inflict. Attack speed is the speed at which you can move the weapon. Each Keyblade has an element attribute to it (ice, fire, etc). The Delay is how long it takes to "recover" and swing again. ------ Type: Partner Cards Color: Green Effect: One of your friends leaps into battle and aids you temporarilly. {SORA} Donald - Uses magic spells. Goofy - Charges with a shield-attack. Jack - Uses magic spells. Ariel - Swims about and strikes the enemies. Peter Pan - Flies and attacks with his dagger. Aladdin - Dashes infront of Sora, slashing with sword. Beast - Uses a lunge attack on the enemies. {RIKU} Mickey Mouse - Attacks with his Keyblade. ------ Type: Summon Cards Color: Blue Effect: Summon a character to attack for you. Dumbo - Sprays a jet of water at enemies. Mushu - Spits fire at enemies. Genie - Attacks all enemies with magic blasts. Simba - Roars and damages all opponents in front of him. Cloud - Slashes with his sword. Bambi - Drops random cards. Tinkerbell - Heals you at intervals. ------ Type: Magic/Item Cards Color: Blue/Green Effect: Cast a spell or use an item. Mickey Mouse Emblem - Causes special boss-battle effects. Fire - Strike an enemy with fire. Blizzard - Strike an enemy with ice. Thunder - Strike an enemy with lightning. Cure - Recover HP. Gravity - Strike an enemy with gravity. Stop - Freeze enemy in place. Aero - Buffers you from attacks. Potion - Restocks attack-type cards. Ether - Restocks magic-type cards. Elixer - Last Elixer - ------ Type: Enemy Cards Color: Black Effect: Attribute enhancements. The Enemy Cards will be described by name, what they enhance, how many card uses that enhancement will occur until the enemy card wears off, and CP cost. To use these in battle, press SELECT and choose the enemy card you wish and use it like any other card. === Full credit to Niu for the boss cards and their effects === >> Guard Armor << Enhancement: Upgrades the range of your attack cards. Duration: 30 CP: 30 >> Trickster << Enhancement: When a Card Break occurs, opponent's card values involved decrease. Duration: 10 CP: 25 >> Parasite Cage << Enhancement: Breaks an opponent's enemy card. Duration: CP: 60 >> Darkside << Enhancement: Imitates your opponent's enemy card. Duration: 1 CP: 99 >> Card Soldier << Enhancement: Upgrades the speed of your attack cards. Duration: 30 CP: >> Hades << Enhancement: When you have critical HP, your attack power gets a significant boost. Fire damage is also reduced, but Ice will stun you. Duration: 30 CP: 40 >> Jafar << Enhancement: You cannot be Card Broken. Duration: 20 CP: 65 >> Oogie Boogie << Enhancement: Regain some HP (faster if it is low). Duration: 10 CP: 40 >> Ursula << Enhancement: Reduce the damage of magic spells. Duration: 5 CP: 50 >> Captain Hook << Enhancement: If your HP is above 2 and it goes to 0, you will be revived to 1 HP. Lightning damage will be reduced, but Fire will stun you. Duration: 3 CP: 35 >> Dragon Maleficent << Enhancement: Your charge speed is slowed down, but your attack power is significantly raised. Duration: 30 CP: 70 >> Riku << Enhancement: You won't lose the first card of a combo when it is broken. Duration: 5 CP: 80 >> Axel << Enhancement: When attacked, you will immediately recover. You will also be immune to Fire, but stunned by Ice. Duration: entire battle CP: 75 >> Vixen << Enhancement: Get revived completely when HP is reduced to 0. All Ice damage is nulled, but Fire will stun you. Duration: 1 CP: 65 >> Laxene << Enhancement: Move about much more faster. You will be immune to Lightning, but take more damage from special attacks. Duration: 15 CP: 60 >> Lexus << Enhancement: High chance to instant-kill an enemy at the end of a combo. Also reduces Ice damage as well as make you immune to all physical attacks. However, enemies' special attacks will inflict more damage than usual. Duration: 50 (Riku only!) >> Marlusha << Enhancement: Allows you to activate a combo consecutive times. Your charge time is increased as well as damage from special attacks, but all elemental damage is decreased. Duration: CP: 99 >> Ansem << Enhancement: Keeps your combos invisible to your opponent. Also reduces damage from Fire, Lightning, and Ice. Duration: 10 (Riku only!) ------ The enemy cards below will usually last 1 shuffle (unless otherwise pointed out). == Full credit goes to Kouil for these Heartless cards == >> Shadow << Enhancement: All card values go up by 1. CP: 25 (lasts 2 shuffles) >> Soldier << Enhancement: All combo values go up by 1. CP: 20 (lasts 3 shuffles) >> Large Body << Enhancement: Guard against frontal damage. CP: >> Blue Rhapsody << Enhancement: Increase your Ice damage. CP: >> Red Rhapsody << Enhancement: Increase your Fire damage. CP: >> Yellow Opera << Enhancement: Increase your Thunder damage. CP: >> Green Requiem << Enhancement: Increase your Cure effectiveness. CP: >> Power Wild << Enhancement: Value ranks reversed (9 = lowest, 1 = highest). CP: >> Bouncy Wild << Enhancement: Auto-obtain dropped items. CP: (lasts 5 shuffles) >> Air Soldier << Enhancement: Charge a shuffle while moving. CP: (lasts 3 shuffles) >> Bandit << Enhancement: Combo finisher's damage is increased. CP: >> Fat Bandit << Enhancement: Greater damage if you hit from behind. CP: (lasts 2 shuffles) >> Barrel Spider << Enhancement: Charge speed up. CP: (lasts 3 shuffles) >> Search Ghost<< Enhancement: Absorb HP as you attack. CP: 35 >> Wight Knight << Enhancement: Jump height increased. CP: (lasts 3 shuffles) >> Gargoyle << Enhancement: Sora becomes invisible. CP: >> Sea Neon << Enhancement: Randomize card values. CP: >> Screwdiver << Enhancement: All card values go down by 1. CP: >> Aquatank << Enhancement: Auto-reload after all your cards are used. CP: >> Pirate << Enhancement: All cards become 0. CP: 30 >> Air Pirate << Enhancement: Item-type cards cannot be broken. CP: (lasts 3 shuffles) >> Dark Ball << Enhancement: Numbers on all cards are invisible. CP: (lasts 3 shuffles) >> Defender << Enhancement: Decrease damage from physical attacks. CP: >> Wyvern << Enhancement: Charge guage stays at "1". CP: (lasts 3 shuffles) >> Wizard << Enhancement: Lock-down all summons and increase magic effects. CP: 30 >> Creep Plant << Enhancement: Healing cards cannot be broken. CP: >> Tornado Step << Enhancement: Charge gauge stays at "2". CP: >> Loudness << Enhancement: Lock-down all magic, but increase summon effects. CP: >> Neo Shadow << Enhancement: Enemies slowly lose HP. CP: >> Whie Mushroom << Enhancement: Cures a little each time you use attacks/summons. CP: (lasts 3 shuffles) >> Black Fungus << Enhancement: Enemies' card effects are randomized. CP: >>>---THE DECK---<<< A deck is your equipped cards and requires strategy when building one. You should keep the following in mind... 1) Do you have enough weapon-attack cards? 2) Are there healing and attack spells? 3) Will you need restocking cards? 4) Are your Heartless cards useful? 5) Are your cards organized? 6) Are they arranged in a way to accomodate combinations? Everyones style may differ, but a good default way to arrange your deck is to place all your weapon-attack cards first. Put any three cards that make a combo next to eachother so they are easy to select. After those, place your magic cards and then any summon cards you may have. Heartless cards may go anywhere because they won't appear in the battle menu. Your deck can only be as big as your CP (card points). All cards cost a certain amount of CP in order to equip them. When you level-up, you may choose to increase your CP, so that way you may put more and more cards in your deck. >>>---COMBINATIONS---<<< During battle you may set aside three cards to combine together. If these cards meet a certain requisite you will perform a special skill. If not, the three cards will simply happen one after another once deployed. These "special" combinations are listed below. There are also custom combos contributed by players like you. If you'd like to contribute, please e-mail me at -> CaptainMuffin@gmail.com Combinations will greatly improve your chances in battle, and are a must-have for bosses who will be using their own combos. But be frugal, as one card will be lost from the battle from every combo used/broken (these can be returned to you by using restocking item cards). >>>---TERMS---<<< Value: The small number on the bottom-right corner of a card is its value. It ranges from 0-9 and determines two things... 1) When pit against an opponent's value, the bigger numbered card will prevail and be executed while the other will be "broken", which is called a Card Break. 2) In combining cards, if the sum value equals the required amount, that special skill will be executed. For example... you need a combined value of 10-15 to be able to use Slide Dash. If two opposing cards are of the same value, both will be broken. Cards with a value of 0 are unique in the fact that while they can be broken by any number, they themselves can break anything else. This means that if an enemy uses a card with 9, you can respond with a 0 and card break them and yourself. Cards with a 0 should be used to counter combos that are powerful and difficult to dodge. REMEMBER: 0 < 1 < 2 < 3 < 4 < 5 < 6 < 7 < 8 < 9 < 0 CP: Stands for Card Points. Sora has set CP capacity that he can increase when he reaches a new level. Every card will cost a certain amount of CP and, depending upon your CP level, you will only be able to equip so many cards until your max limit is reached. Card Break: When a Card Break occurs, the losing card(s) will be discarded and won't appear until a shuffle. There is also a moment of recovery needed when someone has their cards broken. When battling enemies (especially bosses) take advantage of this moment to attack with your best moves. Keep in mind that when you use a combo, one card out of that combo will be gone from that battle (even after a shuffle). Shuffle/Charge/Reload: If you run out of cards you must "charge" up until the charge gauge is filled. When the charge is complete your cards will be shuffled and placed again at your disposal. The more you charge, the higher the charge gauge will get (from "1" to "3"). Premium: Premium cards have a shiny coat, and values displayed in gold. They are rare and much harder to find, but have lower CP costs. You can buy premium cards, or make your regular ones so by using a golden "P" power-up that may be found after certain battles. >>>---FINDING CARDS---<<< Cards can be found a number of ways. Some cards will be given to you as the story progresses, but most of your cards will either be found on the map, received after a battle, or bought from the moogles. To find cards on the map, simply smack anything that stands out with your Keyblade (barrels, boxes, etc). You can also use a treasure chest card on a normal door. The room within will have a chest that contains cards. To get a moogle to appear, you'll have to find a moogle card after winning a battle. Use that card on one of the normal doors and a moogle will be inside. Use moogle-points to buy cards. --------------------------------------------------------------- ~~~{3}~~~Weapon Combos~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------------------------------------- These are combat skills that Sora can use with his Keyblade. By using these, you can severely damage multiple opponents and sometimes stun them to give you an edge when you're outnumbered. You'll also want to pack high-end combinations for boss battles where the enemy will be using their own combos against you. It is sometimes necessary to Card Break your opponent to even survive and defeat them. REMEMBER: You must learn these moves by leveling-up first! They appear here in order from first learned, to last. There are also advanced combos that can be found in special treasure chests, so keep an eye out for those. --------------------------------------------------------------- (((EXAMPLE))) Skill: the skill's name Combo: combination of card types needed Value: the range of the final # value of all three cards needed Effect: what the skill does Use: what is it good for (((END EXAMPLE))) >>>---SORA---<<< Skill: Slide Dash Combo: three identical attack-types Value: 10-15 Effect: Sora propels himself forward with the Keyblade, sliding across the ground and damaging all enemies in his path. Use: Helpful when you have a lot of Heartless in the middle, and Sora is standing on the far side. ------ Skill: Stun Impact Combo: three identical attack-types Value: 20-23 Effect: Sora creates an energy explosion about him, stunning all enemies in the vicinity. Use: If you find yourself surrounded this is a good way to escape and set yourself up for a powerful attack that will hit the cluster of stunned Heartless. Not useful against bosses. ------ Skill: Strike Raid Combo: any three attack-types Value: 24-26 Effect: Sora tosses his Keyblade boomerang style across the battlefield, damaging and stunning all enemies and then again as it returns. Use: An all around very good attack that hits twice AND stuns your enemies. Try to get as many Heartless it its path as you can manage. {{ advanced Strike Raid combos }} Skill: "Strike Storm" Combo: Cloud + any 2 attack types Effect: Your key will bounce around for awhile, hitting everyone. Use: Same as, only better than the normal Strike Raid. Skill: "Ice Raid" Combo: Blizzard + any 2 attack-types Effect: Adds an aura of ice around your tossed Keyblade. Use: Makes Strike Raid do more damage to those weak to blizzard. Skill: "Flame Raid" Combo: Fire + any 2 attack-types Effect: Adds an aura of flame around your tossed Keyblade. Use: Makes Strike Raid do more damage to those weak to fire. ------ Skill: Sonic Rave Combo: three different attack-types Value: 20-23 Effect: Sora slides back and forth, thrusting his weapon and damaging everyone in his way. Use: Same use as the Slide Dash, only it's more powerful and hits multiple times if you repeatedly press the action button. This is one of the best moves early on, so make abuse it! ------ Skill: "Zantetsuken" Combo: any three attack-types Value: 0 or 27 Effect: Sora makes a huge slash with his Keyblade, slicing any Heartless in front of him. Use: An okay attack that's very difficult to break. ------ Skill: Final Break Combo: three different attack-types Value: 10-15 Effect: Sora leaps three times, slamm-attacking an enemy. Use: Particularly Effective against flying enemies or very large ones. It homes in and hits on its own once activated. (thank you 'the pitty pat man' for pointing out what this does) ------ Skill: Arc Arcanum Combo: any three attack-types Value: 1-6 Effect: Sora enters into a frenzy of swings and attacks, striking any enemies in his reach for a ton of damage. Use: A great attack for hordes of Heartless and bosses alike. The only downside is it's low value, making it easy to break. ------ Skill: Ragnarok Combo: any three attack-types Value: 7-9 Effect: Sora leaps into the air and charges energy into the tip of his Keyblade, releasing a burst of lasers. Use: Again, a very useful attack but succeptible to being card broken. It will severely damage everything in front of you. >>>---RIKU---<<< === Full credit for Riku's skills goes to Kouli === (effects and useage comming soon) Skill: Dark Break Combo: three Soul Eaters Value: 5-15 Effect: Use: ------ Skill: Dark Fire Combo: three Soul Eaters Value: 16-25 Effect: Use: ------ Skill: Dark Aura Combo: three Soul Eaters Value: 27 Effect: Use: --------------------------------------------------------------- ~~~{4}~~~Magic/Item Combos~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------------------------------------- It's possible to increase the effectiveness of magic and item cards by simply combining them together. As you progress farther into the game, you'll find that your simple Blizzard or Cure spell just won't cut it anymore... but don't worry, you'll find more of these cards and be able to combine them together. There are also powerful advanced spell combos that can be obtained through leveling-up or finding them in a chest. --------------------------------------------------------------- 1 Magic/Item Card = basic spell 2 of the same Magic/Item Cards = more powerful version 3 of the same Magic/Item Cards = most powerful version (((EXAMPLE))) Fire = Fire Fire + Fire = Fira Fire + Fire + Fire = Firaga (((END EXAMPLE))) === Full credit goes to Kouli for adv. magic combinations === (skill effects and useage coming soon) Skill: Homing Fire Combo: Aero + Fire + Magic Effect: Use: ------ Skill: Firaga Break Combo: Fire + Mushu + any attack-type Effect: Use: ------ Skill: Mega Flare Combo: Mushu + Fire + Fire Effect: Use: ------ Skill: Homing Blizzard Combo: Aero + Blizzard + any magic-type Effect: Use: ------ Skill: Aqua Splash Combo: Blizzard + Fire + Aero Effect: Use: ------ Skill: Shock Impact Combo: Simba + any 2 attack-types Effect: Use: ------ Skill: Tornado Combo: Aero + Gravity + any summon-type Effect: Use: ------ Skill: Quake Combo: Gravity + Simba + any magic-type Effect: Use: ------ Skill: Terra Combo: any 2 summon-types + Jack Simba + Mushu + any item-type Effect: Use: ------ Skill: "Degenerator" Combo: Stop + Gravity + Aero Effect: Use: ------ Skill: "Desion" Combo: Stop + Aero + Aero Effect: Use: ------ Skill: Bind Combo: Gravity + Stop + any magic-type Effect: Use: ------ Skill: Confusion Combo: Genie + Tinkerbell + any magic-type Effect: Use: ------ Skill: "Synchro" Combo: Cure + Gravity + Aero Effect: Use: ------ Skill: Miracle Gift Combo: any summon-type + any magic-type + Jack Bambi + Blizzard + any item-type Effect: Use: ------ Skill: Teleport Combo: Stop + Aero + any item-type any 2 magic-types + Peter Pan Effect: An enemy freezes in place as Sora teleports directly to it. Use: More of a fancy skill than anything else, but can prove useful for enemies difficult to target. ------ Skill: Holy Combo: Mega Ether + Last Elixer + any item-type Effect: Use: --------------------------------------------------------------- ~~~{5}~~~Partner/Summon Combos~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------------------------------------- Like magic, summons can be more powerful by combining their cards together. The more you have, they better and/or longer they can help you. Summons are a good way to attack the enemy without putting Sora in too much danger. Summons can also be combined with other card types to get different effects; they are very versatile. --------------------------------------------------------------- 1 Summon Card = basic attack 2 of the same Summon Cards = more powerful attack 3 of the same Summon Cards = most powerful attack (((EXAMPLE))) Peter Pan = fly across and hit the enemies Peter Pan + Peter Pan = fly back and forth a few times Peter Pan + Peter Pan + Peter Pan = fly around several times (((END EXAMPLE))) >>>---SORA---<<< Skill: Trinity Limit Combo: any attack-type + Goofy Card + Donald Card Effect: Sora and crew combine their powers to blast all enemies for a ton of damage. Use: An overall nice attack if you can get both cards. (ina300 contributed: learned after beating Destiny Islands) ------ === Full credit once again to Kouli for these summon combos === Skill: Paradise Stamp Combo: Bambi + any 2 attack-types Effect: Use: ------ Skill: Modified Cross Slash Combo: Cloud + Stop + Attack Effect: Use: ------ Skill: Fire Donald Combo: Fire + Donald + any magic-type Effect: Use: ------ --------------------------------------------------------------- ~~~{6}~~~Custom Combos~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------------------------------------- These are combinations with no special side-effects, but simply combos submitted by people that they found useful or interesting. REMEMBER: If you'd like to contribute--> CaptainMuffin@gmail.com --------------------------------------------------------------- (no combinations contributed yet) Name: Poor Man's Ominslash Creator: MagicianRed Combo: Cloud + Keyblade + Cloud Description: "What this does is it calls Cloud for 2 hits, then Sora swings his keyblade moving him closer to the enemy so when Cloud is summoned again, he has a little more range and hits enemy again for 2 more hits. The combo HAS to be in that order, if it's not Cloud will only be summoned once for 3 hits." Name: Stunning Slash Creator: LonelyWolf Combo: Simba + Simba + Cloud Describtion: "While Simba is summoned out, 2 Simbas make the foe stunned, then Cloud appears and slashes twice. But it'll have to have a close range with the target foe." --------------------------------------------------------------- ~~~{7}~~~Frequently Asked Questions~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------------------------------------- Q: How can I keep from running out of cards? A: Well first, try not to get your combos broken too much. When this happens you lose a card for good from that battle. Keep your deck stocked with high value cards (and a couple 0's) and use combos when you have an opening or you know that yours will break your opponent's. Restocking items such as potions and ethers can help too so carry a couple of those. ------ Q: What ways are there to prevent Card Breaks? A: Sometime, somewhere, a boss is going to intterupt your attack with a 0 card... it happens. The best thing you can do are to carry all your highest valued cards with a few of your own 0's thrown in. When battling a tough opponent, go on the defensive rather than comboing and mashing the attack button like crazy. Choose your response card well and wait for them to make the first move, that will always give you the advantage. ------ Q: How do I play as Riku? A: The mode "Reverse Birth" will be available to you once you complete the game as Sora. In this mode you'll be able to play as Riku. The gameplay and story will vary so it's a whole new experience. ------ Q: Where can I get those sparkly gold premiere cards? A: These seem to be very rare cards that open a special door in each world. In these rooms you'll find rare cards ans skills such as the Mushu summon. I've only found them from battles, and may appear more often from White/Black Mushroom Heartless. ------ Q: Is there a ROM for this? Where can I get it? A: Uhh... don't ask me that. *cough* ------ Q: How do I beat so-and-so? A: Well I'm sure a boss FAQ will be along shortly, but I can tell you a number of things. First, make sure your deck is prepared... if the upcoming boss is weak against a certain element, include those along with an array of healing cards. Second, remember that every Heartless battle has a Mickey Mouse Emblem card that can be found by doing something special during the battle. That card will always help you defeat a Heartless boss. ------ Q: What's the trick to the White Mushrooms? A: These enemies want to be hit by certain spells. They'll tell you what spell they want to be used on them by doing a certain action. For example... if you see them shiver, that means they want to be warmed. So cast Fire on them. Do this three times in a row and you'll win! ------- Q: How do combos work? A: When you make a combo, you're setting aside 3 cards. These will appear on the upper-left corner of your screen and the # values of the cards are now added together. Once activated three things can happen. 1) They get broken by the enemy. (make sure your opponent doesn't have any 0 cards handy) 2) Sora uses those three cards all in a row. 3) If you meet certain requirements by using the correct type of cards and the sum value equals a certain amount, you will perform a special move. Example: If I want to do Sonic Rave, I need to combine three different attack-type cards thats values will add up be between 20 and 23. (7+8+6, 7+7+7, 6+9+5, etc) --------------------------------------------------------------- ~~~{8}~~~Special Thanks/Legal Stuff~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------------------------------------- A special thanks... To SquarEnix for a great series! To CjayC for his marvelous website. And to everyone who has contributed to this FAQ, especially... > Myself ^_^ > Kouli > ina300 > Niu ------- This FAQ was written by Jack Gardner (The Challenger). E-MAIL : CaptainMuffin@gmail.com It can only be used by gamefaqs.com, ign.com or by permission from me. Kingdom Hearts and all names therein are property of Square-Enix Copyright 2004