Kingdom Hearts: Chain of Memories/Sora/Traverse Town: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
cleanup
No edit summary
(cleanup)
Line 4: Line 4:


==Walkthrough==
==Walkthrough==
[[image:Khcom_traversemaprefmap1.png|thumb|The reference map used in this section of the walkthrough. The gray rooms have to special use, the orange ones require a gold card, and the blue rooms are the enterance and exits, 1 being the enterance and 11 being the exit.]]
[[image:Khcom_traversemaprefmap1.png|thumb|The reference map used in this section of the walkthrough. The gray rooms have to special use, the orange ones require a gold card, and the blue rooms are the entrance and exits, 1 being the entrance and 11 being the exit.]]
 
===Castle Oblivion===
===Castle Oblivion===
Upon starting a new game, the player is treated to a computer graphic movie continuing from the end of the [[Kingdom Hearts]] game. After a short while, the player watches a scene that they can control themselves by pressing the {{gb|A}} button to continue. After learning the beginnings of '''Castle Oblivion''', and what they are here to do.
Upon starting a new game, the player is treated to a computer graphic movie continuing from the end of the [[Kingdom Hearts]] game. After a short while, the player watches a scene that they can control themselves by pressing the {{gb|A}} button to continue. After learning the beginnings of '''Castle Oblivion''', and what they are here to do.
Line 15: Line 16:
After opening the first room, room 1 on the map at right, the player gains control of Sora again. Moving toward the save point initiates an informational group of text boxes that the player must go through to continue. After smashing a barrel and fighting a Shadow Heartless, the player is given "free" control, but is basically forced to go through the next door to room 5 by using the card they received in battle.
After opening the first room, room 1 on the map at right, the player gains control of Sora again. Moving toward the save point initiates an informational group of text boxes that the player must go through to continue. After smashing a barrel and fighting a Shadow Heartless, the player is given "free" control, but is basically forced to go through the next door to room 5 by using the card they received in battle.


After opening this door up, there is an almost linear map to complete this level. The player continues through the rooms to 6, and then until the player reaches a door, leading to room 2, that has a crown over it, symbolizing it is a special door and one of four special cards are needed to open it. After learning about these cards, and opening the door, the player initiates a short sequence. The player then learns in this sequence against Leon about card strength and breaks, along with how to use sleights, a large part of the game. Leon also gives Sora '''Simba''', a summon card. Sora also recieves a '''Key of Guidance''' to continue on in the story.
After opening this door up, there is an almost linear map to complete this level. The player continues through the rooms to 6, and then until the player reaches a door, leading to room 2, that has a crown over it, symbolizing it is a special door and one of four special cards are needed to open it. After learning about these cards, and opening the door, the player initiates a short sequence. The player then learns in this sequence against Leon about card strength and breaks, along with how to use sleights, a large part of the game. Leon also gives Sora '''Simba''', a summon card. Sora also receives a '''Key of Guidance''' to continue on in the story.


After this, Sora is placed back in room 6. The player should then go to room 7 to proceed to room 3, using the '''Key of Guidance''''. After the events in room 3, the player should retreat back to room 1 to save. After saving, going to room 4 via route of room 8 is advised to complete the level's events and continue the story. Upon entering room 4 by using '''Key to Truth''', the player will recieve a short cutscene in which a the player will eventually battle '''Gaurd Armor''', the first boss.
After this, Sora is placed back in room 6. The player should then go to room 7 to proceed to room 3, using the '''Key of Guidance''''. After the events in room 3, the player should retreat back to room 1 to save. After saving, going to room 4 via route of room 8 is advised to complete the level's events and continue the story. Upon entering room 4 by using '''Key to Truth''', the player will receive a short cut scene in which a the player will eventually battle '''Guard Armor''', the first boss.


====Boss Battle: Gaurd Armor====
====Boss Battle: Guard Armor====
*'''Body HP:''' 1/2 Bar
*'''Body HP:''' 1/2 Bar
*'''Legs (2) HP:''' 1/2 Bar
*'''Legs (2) HP:''' 1/2 Bar
*'''Arms (2) HP:''' 1/2 Bar
*'''Arms (2) HP:''' 1/2 Bar


Gaurd Armor is the first boss, yet is simple enough that it will not send the players to the brink of insanity, yet will not be all that much of a cakewalk. Gaurd Armor is split into five parts, a body, two legs and two arms. To defeat this boss, all parts must be destroyed. Focusing on either the arms or the legs, take out part of Gaurd Armor using simple Keyblade cards, healing when neccessary. After all the arms and legs are gone, go for the body. Watch out, for the body spins around, seemingly randomly, making this part a little tricky. Break the enemy cards to make this battle simpler and to allow you a couple hits. Continue to heal as neccessary until the boss is defeated.
Fuard Armor is the first boss, yet is simple enough that it will not send the players to the brink of insanity, yet will not be all that much of a cakewalk. Guard Armor is split into five parts, a body, two legs and two arms. To defeat this boss, all parts must be destroyed. Focusing on either the arms or the legs, take out part of Guard Armor using simple Keyblade cards, healing when necessary. After all the arms and legs are gone, go for the body. Watch out, for the body spins around, seemingly randomly, making this part a little tricky. Break the enemy cards to make this battle simpler and to allow you a couple hits. Continue to heal as necessary until the boss is defeated.


'''Rewards:'''
'''Rewards:'''
* 48 exp.
* 48 exp.
*Gaurd Armor Enemy card
*Guard Armor Enemy card


===Traverse Town===
===Traverse Town===
Upon defeating Gaurd armor, Sora is taken to room 11, opening up all of the other rooms to access. Room 11 is a Moment's Reprieve, allowing saving to be done. After saving, which is highly advised, the player should continue through the door to the area between floors in '''Castle Oblivion'''.
Upon defeating Guard armor, Sora is taken to room 11, opening up all of the other rooms to access. Room 11 is a Moment's Reprieve, allowing saving to be done. After saving, which is highly advised, the player should continue through the door to the area between floors in '''Castle Oblivion'''.


It should be noted that room 9 is a special room, requiring a golden card found in battle to open. The player would not probably stumble across this rare card so early in the game, but it is possible. Open the door like any of the other doors the game and take the prize, the keyblade '''Lionheart'''.
It should be noted that room 9 is a special room, requiring a golden card found in battle to open. The player would not probably stumble across this rare card so early in the game, but it is possible. Open the door like any of the other doors the game and take the prize, the keyblade '''Lionheart'''.
Line 65: Line 66:
|}
|}


{{Footer Nav|game=Kingdom Hearts: Chain of Memories|prevpage=Sora's Story|nextpage=World Cards Set 1}}
{{Footer Nav|game=Kingdom Hearts: Chain of Memories|prevpage=Sora's story|nextpage=Sora/World Card Set 1|nextname=World Card Set 1}}