KINGDOM HEARTS – Endgame Guide for the Lost

Comprehensive Guide to Endgame

Traverse Town Postcards

There are ten postcards to be found in Traverse Town. However, chances are that you have found most of them by the time that you have ended the game. The reason I am adding this into my guide is I always forget to collect them all before finishing the game.

In District One of Traverse Town, there is a funky designed Mailbox that, when examining it, tells you to send 10 postcards to win “something”, and tells you good luck. We are going to go over where to find all ten, and the rewards you get for sending them. 

Rewards

First of all, what do you get for sending in postcards? The reward list is not dependent on a certain card being dropped in, and is instead just given by the amount. 

  • 1st Postcard
    • Cottage
  • 2nd Postcard
    • Mythril Shard
  • 3rd Postcard
    • Mega-Potion
  • 4th Postcard
    • Mega-Ether
  • 5th Postcard
    • Mythril
  • 6th Postcard
    • Elixir
  • 7th Postcard
    • Megalixir
  • 8th Postcard
    • Orichalcum
  • 9th Postcard
    • AP Up
  • 10th Postcard
    • Defense Up

Locations

Now that we have discussed rewards, let’s talk about Locations. Though I list these postcards in an order, there is no real order to these. 

  • 1st Postcard
    • First District

Climb to the roof of the accessory shop, and open the chest.

  • 2nd Postcard
    • First District

Near the Item shop will be a Blue Trinity, activate that and you will land on a ledge. Open the chest to your left.

  • 3rd Postcard
    • First District

In a small alcove behind Cid, crack open the Blue Safe in the corner.

  • 4th Postcard
    • Hewey, Dewey, and Louie’s Item Shop

Hit the fan at the top of the room to receive this postcard.

  • 5th Postcard
    • Synthesis Shop

Inspect a paper on the wall to receive this postcard. 

  • 6th Postcard
    • Geppetto’s Shop

Inspect a pot on the shelf to receive this postcard.

  • 7th & 8th Postcard
    • Gizmo Shop

Starting in District Three, cast Thunder on the exposed wires, then head to the Gizmo shop. Once inside, step on the three buttons on top of the walls. Then examine the clock on the wall to receive two postcards.

  • 9th Postcard
    • Second District

Climb onto the awning of the shoe store and open the chest.

  • 10th Postcard
    • Third District

Climb to the top of the Gizmo Shop in District two, and then follow the path from roof to roof to find an open window, which leads to a secret area in District Three. Look to your right and examine the corner to receive this postcard.

Once you have mailed in every postcard, and received the last reward, the mailbox thanks you.

All 99 Dalmatians

Alright, let’s be 100% real here. There are probably over a hundred guides and videos that can tell you where to find all 99 Dalmatians, and there are people (*cough* Shadow) who could tell you where every single puppy is off of the top of their head. However, I am including this in my guide for ease of access for both you and myself the next time I want to play KH1.

When the 101 Dalmatian world fell into darkness, Pongo and Perdita found themselves in Traverse Town, while the 99 other Dalmatians were scattered throughout the worlds. Pongo and Perdita ask Sora to find their puppies in exchange for various Items. Finding all 99 Dalmatians is also required to obtain the secret ending of Kingdom Hearts.

These Dalmatians are found in chests, in groups of three. Meaning there are 33 total chests to be found. Generally, each world will have four chests to find, the exceptions being Olympus Coliseum, Atlantica, and End of the world. It is important to note that when going into the Dalmatian section of the journal, there will be pawprints over the Dalmatians you have already obtained.

Rewards

Before we get into specific locations, let’s talk about the reward you will obtain for rescuing puppies.

  • 12 Puppies
    • Curaga-G
  • 21 Puppies
    • Firaga-G
  • 30 Puppies
    • Thundara-G
  • 42 Puppies
    • Mythril Shard
  • 51 Puppies
    • Torn Page, Mythril
  • 60 Puppies
    • Megalixir
  • 72 Puppies
    • Orichalcum
  • 81 Puppies
    • Ultima-G
  • 90 Puppies
    • Tech Boost Ability
  • 99 Puppies
    • Aero Upgrade, Full Gummi set

The real reason you will want to find all 99 Dalmatians is for the Aero upgrade. Aeroga is extremely overpowered in this game, and I used it A LOT while playing. Basically, for almost anything (except for Ice Titan) it is useful to pop an Aeroga spell. The Mythril and Orichalcum are cool bonuses too.

Locations

Bear with me for the explanations on Wonderland and Monstro, we all know how weird and complicated these worlds are.

Traverse Town

  • 1, 2, 3: Mystical House

On the Island behind Merlin’s house. From the Yellow Trinity spot, glide over to the rock with the chest on it.

  • 4, 5, 6: Alleyway

Behind a wall of crates. From District one, go to the area where sora woke up and use the Red Trinity to break through. Or, in the Alleyway use High Jump to get over the crates.

  • 7, 8, 9: Item Workshop (above Cid’s)

Use the Green Trinity to gain access to the Moogle Workshop above Cid’s shop. When you enter there will be two chests on the table in the back of the room, the puppies will be in the chest on the left.

  • 10, 11, 12: Secret Waterway

In the Alleyway, Use the Red Trinity on the sewer gate to gain access to the Secret Waterway. Once inside, swim over to the shore and head to the white doorway on the far side of the room. The chest will be nestled right inside of the doorway at the bottom of the stairs.

Wonderland

  • 13, 14, 15: Queens Castle

When entering the Lotus forest there will be lilypads on the left side you can jump onto to reach a small grove in the room. Take the exit in the grove and it will take you to the right Hedge in the queen’s castle. You can also use high jump in the Queen’s Castle to reach the top of the hedge. 

  • 16, 17, 18: Lotus Forest

On the far side of the forest, hop onto the mushrooms and make your way to the tree in the middle of the room, and to you right the chest will be on a lilypad.

  • 19, 20, 21: Tea Party Garden

Start from the Lotus Forest, and make your way to on top of the lily pads near the stump. From there glide to the lily pads over the pond. There will be a doorway to the Tea Party Garden up there. Go through to land on the hedges, and the chest will be on your right.

  • 58, 59, 60: Lotus Forest

This one is the most complicated to explain and you will have to go through multiple rooms to get to this chest. Use the entrance to the Bizarre Room located above the entrance to the Tea Party Garden in the Lotus Forest. From there, you will find a picture frame. Examining it will turn it into a new entrance to the Lotus Forest. From there you will find an arch of yellow flowers, cast Thunder on them to reveal the chest.

Olympus Coliseum

  • 22, 23, 24: Coliseum Gates

The chest is locked behind the Blue Trinity, which is underneath the statue on the right hand side.

Deep Jungle

  • 25, 26, 27: Hippo’s Lagoon

This chest will be on the far side of the area, simply jump over all of the hippos to reach the small inlet with the chest.

  • 28, 29, 30: Vines 2

From where we found the previous puppy chest, (25, 26, 27) climb the vine and enter Vines 2. Swing across the vines straight in front of you, and then turn to your left. There will be a platform you can jump to that has the chest.

  • 31, 32, 33: Waterfall Cavern

When making your way through the Cavern, the chest will be on the second level, on a platform that has some ivy hanging off of it.

  • 34, 35, 36: Camp 

The chest is locked behind the Blue Trinity, which is located near the entrance to the Hippo Lagoon, by the lap table.

Agrabah

  • 37, 38, 39: Treasure room

Hop on to the fireplace in the Treasure room, and hop across the treasure piles to the left to get to a small shelf with the chest.

  • 46, 47, 48: Hidden Room

From the Entrance of the Cave of Wonders, take the lift down to the Relic chamber. Go into the water, and take the first exit to your right to the Silent Chamber. From here there will be a statue, which you can interact with to open a hole in the wall to the left in the same room. High Jump into this hole to the Hidden Room, and you will find another statue to interact with. This will open an area to the left with two chests inside it, and the puppies will be in the chest on the left.

  • 49, 50, 51: Cave Entrance

On the far end of the room, there will be a ledge you can jump onto by the wall. Look to the left and and there will be a ledge with a chest on it that you can glide to by the exit.

  • 52, 53, 54: Palace Gates

From the top right entrance of the Palace gates, jump across to the left platforms and use High Jump to reach the very top. 

Monstro

For Monstro I am going to be guiding you through these starting from the Mouth.

  • 55, 56, 57: Chamber 3

Enter chamber 1, turn to the left and enter chamber 2, and then head straight on ahead into chamber 3.  When entering chamber three, there will be a blue ledge above you, high jump onto that and on that will be the chest.

  • 73, 74, 75: Mouth 

Jump from the plank on Geppetto’s ship to the board on the right. To you left, there will be another board to jump onto. From there high jump to the board above you with the chest.

  • 76, 77, 78: Chamber 6

Enter Chamber 1, continue straight into chamber 3, turn to the right and High Jump onto the ledge and enter chamber 6. Hop onto the ledge to the left hand side and continue straight to the very end of the room, and the chest will be found there to the left.

  • 79, 80, 81: Chamber 5

Enter Chamber 1, continue straight into chamber 3, turn to the left and hop onto the ledge and enter chamber 2, continue straight on the ledge and enter chamber 5.  Hop onto the ledge straight in front of you and then turn around. There will be a turquoise ledge on the wall to the left. From there, there will be another ledge right in front of you. The chest will be sitting on top of a barrel.

Halloween Town

  • 40, 41, 42: Oogie’s Manor

(After defeating Oogie) Drop down to the bottom of the area and in the center of the room will be a few steps leading down into a guillotine, and the chest is directly under the guillotine.

  • 64, 65, 66: Cemetery

From moonlight hill, there is a Christmas tree shaped door, inspecting this will take you to the Cemetery. Turn to the right, and the chest will be nestled by the corner of the room.

  • 67, 68, 69: Moonlight Hill

The chest is locked behind the White Trinity in this room.

  • 70, 71, 72: Guillotine Square

The chest is in the Grey Pumpkin. High Jump to the lege on the right side of it, and Glide over.

Neverland

  • 43, 44, 45: Deck

The chest is locked behind the white trinity in the very back of the ship, in front of the helm.

  • 82, 83, 84: Ship Hold

From the save point, exit this room and immediately fly straight up. The chest is on a ledge at the very top of this area.

  • 85, 86, 87: Ship Hold

In the Ship Hold, use the Yellow Trinity on a door on the left hand side, opening up a new room. Inside this room, the chest is sitting on top of a pile of grey bags.

  • 88, 89, 90: Captain’s Cabin

This chest is located on the left hand side of the room, on the headboard of the bed.

Hollow Bastion

  • 61, 62, 63: Grand Hall

When facing the Keyhole, this chest will be on the ledge on the left hand side in the very back of the room.

  • 91, 92, 93: Rising Falls

 From the save point, climb the ice platforms until you reach the first one that floats up and down. Turn to your right and jump onto that ledge instead and you will find the chest.

  • 94, 95, 96: Castle Gates:

From the Entrance hall, head through the door past the fountain, and to the outside of the castle, turn to your right and head to the edge of the platform. From there you will see an orange ledge to your right. Glide over to that and cast gravity on the floating chest.

  • 97, 98, 99: Lift Stop:

From the Library save point, head straight through the Hidden area in the library (behind the shelf with Purple books). Turn to your right and cast gravity on the floating chest. 

All Trinities

Who doesn’t love working together with your teammates? Trinity Marks are spots where Sora, Donald and Goofy can work together to make things happen, find items, or open new area’s. Trinity Marks are relatively easy to spot, and consist of three hearts in a circle, and are color coded by the Five types of Trinity there are. In total, there are 46 Trinity Marks hidden throughout the worlds (Excluding End of the World), I’ll go over how many of each type there is, where they are, and what they do!

  • B (Blue): Trinity Jump (17)

The party stomps on the ground. Earned after clearing Traverse Town for the first time.

  • R (Red): Trinity Charge (6)

The party runs through a barrier, breaking it. Earned after clearing the first four worlds.

  • G (Green): Trinity Ladder (9)

The party climbs on top of each other to reach a higher place. Eared after clearing Agrabah.

  • Y (Yellow): Trinity Push (4)

The party shoves something out of the way. Earned after defeating Hercules in the Hercules Cup.

  • W (White): Trinity Detect (10)

The party touches weapons, and makes something appear. Earned after the first battle with Riku in Hollow Bastion.

Some of these Trinities (like the ones in Traverse Town) are required to progress through the story, however I will still be adding them onto the list.

Locations 

Rather than going down the list by just trinity color, we will be going through each world completely, finding every trinity in this world before moving on. 

It’s important to note, Trinity Marks can only be activated when both Donald and Goofy are in the party, so make sure to check who is in your party when landing in the respective worlds.

Traverse Town

  • Trinity Jump (B)
  1. First District

The first Trinity can be found right next to the Cafe by the Item Workshop. Activating this will send you to the second level above the cafe, and there will be a chest containing a Postcard inside. 

  1. First District

The second Blue Trinity can be found to the left of the world exit. Activating this will give you Munny.

  1. Third District

The third Blue Trinity can be found behind the Lady and the Tramp fountain, on a raised corner of the map. Activating this will give you Munny and a Camping Set.

  1. Merlin’s House

The Final Blue trinity can be found right beside the save point in this area. Activating this will give you Munny and a Mega-Ether.

  • Trinity Charge (R)
  1. First District

The first Trinity can be found on the wall in the small alley where Sora first awakes in Traverse Town. Activating this will create a path into the Alleyway area behind some crates, and there will be a chest containing Dalmatians 4, 5, and 6.

  1. Alleyway

The second Red Trinity can be found on the sewer gate in this area. Activating this will open up the Secret Waterway area.

  1. Second District

The final Red Trinity can be found on top of the Gizmo shop, you must push a crate out of the way to find it on the bars of the bell tower. Activating this will give you access to the bell, and the boss Reverse Guard Armor.

  • Trinity Ladder (G)
  1. Cid’s Shop

This Trinity can be found in the middle of the shop. Activating this will open up the Moogle Shop area.

  • Trinity Push (Y)
  1. Merlin’s house

This Trinity can be found behind Merlin’s house, next a stack of three large crates. Activating this will push the crates so you may jump on it to the chest, containing an AP up.

  • Trinity Detect (W)
  1. Secret Waterway

This Trinity can be found in the middle of the shore in this area. Activating this will spawn a chest, containing an Orichalcum

Wonderland

  • Trinity Jump (B)
  1. Lotus Forest

The first Trinity can be found in a grove to the right near the entrance. Activating this will give you some MP, an Ether, a Potion, and a Tent.

  1. Lotus Forest

The final Blue Trinity can be found in a grove to the left near the entrance. Jump on the lily pads in the pond to gain access to this area. Activating this will give you some MP and a Camping Set.

  • Trinity Ladder (G)
  1. Rabbit Hole

The first Trinity can be found right behind the save point. Activating this will spawn a chest, containing an Elixir

  1. Bizarre room

The final Green Trinity can be found inside the giant fireplace. Activating this will spawn a chest, containing a Mythril Shard

  • Trinity Detect (W)
  1. Lotus Forest

This Trinity is a bit complicated, use the entrance to the Bizarre Room located above the entrance to the Tea Party Garden. From there, you will find a picture frame. Examining it will turn it into a new entrance on the Lotus Forest, and it will be in the middle of the area. Activating this will spawn a chest, containing the Lady Luck keyblade. 

Olympus Coliseum

  • Trinity Jump (B)
  1. Coliseum Gates

The first Trinity is located underneath the statue to the left side of the room. Activating this will spawn a chest, containing a Mythril Shard.

  1. Coliseum Gates

The final Blue Trinity is located underneath the statue to the right side of the room. Activating this will spawn a chest, containing Dalmatians 22, 23, and 24.

  • Trinity Ladder (G)
  1. Coliseum Gates

This Trinity is located by the leaderboards on the left side of the room. Activating this will give you a Mythril.

  • Trinity Push (Y)
  1. Lobby

This Trinity is located by the giant cement block in the right side of the room. Activating this will reveal the Keyhole.

  • Trinity Detect (W)
  1. Coliseum Gates

This Trinity is located in the center of the room. Activating this will spawn a chest, containing the Violetta Staff.

Deep Jungle

  • Trinity Jump (B)
  1. Camp

The first Trinity is located near the entrance to the Hippo Lagoon, by the lab table. Activating this will spawn a chest containing Dalmatians 34, 35, 36. 

  1. Climbing Trees

The final Blue Trinity is located on the ledge near the entrance to the Treehouse. Activating this will spawn a chest, containing a Thundara-G.

  • Trinity Ladder (G)
  1. Treetop

This Trinity is located in the middle of the room, look carefully it is hard to spot! Activating this will give you Health Orbs and a Mythril Shard.

  • Trinity Detect (W)
  1. Cavern of Hearts

This Trinity is located right in front of the Keyhole. Activating this will spawn a chest, containing an Orichalcum.

Agrabah

  • Trinity Jump (B)
  1. Bazaar

The first Trinity is located in the center of the floor in the room. Activating this will give you Munny and a Mega-Ether.

  1. Silent Chamber

This final Blue Trinity is located in the middle of the platform with stairs. Activating this will spawn a chest, containing a Thundara-G.

  • Trinity Charge (R)
  1. Treasure Room

This Trinity is located right in front of the Statue in this room. Activating this will give you Munny and a Mythril Shard.

  • Trinity Ladder (G)
  1. Storage Room

This Trinity is located to the right of the save point, right in front of the shelves. Activating this will drop down the chest on the shelf, containing an AP up.

  • Trinity Push (Y)
    1. Cave of Wonders (Hall)

This Trinity is located in the middle of the room, in front of a large pillar. Activating this unlocks an Area in the Hidden Room, and chests that have a Thundara-G and a Meteor-G.

  • Trinity Detect (W)
  1. Cave of Wonders (Main Entrance)

This Trinity is located just to the left of the Entrance. Activating this will spawn a chest, containing an Ifrit Belt. 

Monstro

  • Trinity Jump (B)
  1. Mouth

This Trinity is located on a small platform, on the left hand side by the front of the mouth. Activating this will give you Munny, two Potions, and a Cottage. 

  1. Chamber 5

The second Blue Trinity is located in the bottom most section of this area, in the middle of the floor. Activating this will give you Munny and a Cottage.

  1. Throat

The final Blue Trinity is located in the middle of the floor. Activating this will give you Munny, and a Mythril Shard.

  • Trinity Ladder (G)
  1. Mouth

This Trinity is located on the roof of Geppetto’s ship. Activating this will spawn a chest, containing a Mythril Shard.

  • Trinity Detect (W)
  1. Chamber 6

This Trinity is located in the lower end of the room. Activating this will spawn a chest, containing a Dark Matter. 

Halloween Town

  • Trinity Charge (R)
  1. Oogie’s Manor

This Trinity is located on the bottom of the area, on the stone arch. Activating this will spawn a chest, containing a Mythril Shard. (Note: This Trinity remains even after you obtain it, you just will not be able to interact with it.)

  • Trinity Detect (W)
  1. Moonlight Hill

This Trinity is located in the top left corner of the room. Activating this will spawn a chest, containing Dalmatians 67, 68, and 69.

Atlantica

  • Trinity Detect (W)
  1. Triton’s Palace

This Trinity i s located in the center of the shell building. Activating this will spawn a chest, containing an Orichalcum.

Neverland

  • Trinity Ladder (G)
  1. Ship’s Cabin

This Trinity is located just next to the save point. Activating this will open up the Captain’s Cabin area.

  • Trinity Push (Y)
  1. Ship’s Hold

This Trinity is located in front of a door to the left hand side. Activating this will open up a small room. 

  • Trinity Detect (W)
  1. Deck

This Trinity is located at the very back of the ship, in front of the helm. Activating this will spawn a chest with Dalmations 43, 44, and 45.

Hollow Bastion

  • Trinity Jump (B)
  1. Great Crest

This Trinity is located straight ahead of where you get off of the large moving platform. Activating it will give you MP, two Cottages and a Megalixir.

  1. Dungeon

The final Blue Trinity is located in the center of the room. Activating this will give you Health Orbs, a Cottage, a Mega-Ether, and a Mega-Potion.

  • Trinity Charge (R)
  1. Entrance Hall

This Trinity is located on the second floor, in front of the statue. Activating this will give you an Emblem Piece.

  • Trinity Ladder (G)
  1. Library

This Trinity is located on the second floor, next to the table. Activating this will give you the Yellow Book.

  • Trinity Detect (W)
  1. Rising Falls

This Final Trinity is located on the platform with the Arch, where the first cutscene with Riku took place. Activating this will spawn a chest, containing a Thundaga-G.

And there you have it, all 46 trinities in Kingdom Hearts One.

Elixir Grinding

Elixirs saved my life on more than one occasion, I used them so much in the endgame content I ran out more than once. So, what do you do when you need elixirs? The answer is more simple than you think!

Load into 100 Acre wood and head to Rabbits house, from here pluck all of the Pumpkins and Lettuce in the Garden area. Elixirs have a 5% drop rate when plucking any vegetable from Rabbits Garden. Once every vegetable has been plucked, simply enter and exit the house to reload the area. 

Honestly the credit for my knowledge of Elixirs goes to Lainie and Thomas, as I had no idea about this until they told me about it.

Synthing Ultima 

This is going to be a long process, for myself it took almost a week of on and off playing to finish this task. KH1 is in my opinion, the hardest game to obtain Ultima, but it also feels the most rewarding. Ultima helped me with about 90% of the endgame content, by which I mean the bosses. It’s stats are impressive compared to other blades in the game, but that’s to be expected given its name.

  • Ultima
  •  Strength +14
  •  MP +2
  •  Critical rate x2
  •  Longest Keyblade

In order to unlock the recipe for Ultima, you must first level up your Moogle. The Moogle Shop has 6 tiers, which are unlocked by synthesizing a specific amount of items from the previous tiers. There are 33 items total in Final Mix, including Ultima. Each tier apart from the last will have 6 items inside of it.

  1.  Talk to the Moogles for the first time.
  2.  Synthesize 3 items.  
  3.  Synthesize 9 items.
  4.  Synthesize 15 items.
  5.  Synthesize 21 items.
  6.  Synthesize 30 items.

Most of the materials you will need will be from random drops by enemies throughout the worlds. However, Final Mix added materials that are found by playing encounter mini games with special Heartless. This is about where 80% of your time trying to craft will come from. There is a chance to get these special Heartless when entering the area the encounter is found, so if you don’t find them when you enter, simply reload the room.

It is important to note that after crafting 15 items, the Moogle will give you the ability “Encounter Plus” which increases the likelihood of finding these special Heartless.

Now that we have the setup out of the way, let’s get into what materials you will need, how many you need, and how to obtain them! (This includes the amount of materials for Fantasista and Seven Elements which are not required for crafting Ultima, but is required for the Synthesizing trophy, and it’s only 2 extra things.)

Encounter Synth Materials

  • Power Stone (5)
    • Sniperwilds, Traverse Town: Second District.

This encounter sucks so much, I hate it. To set up, have Stop shortcut and equip the Stun Edge ability. This encounter is all about stealth, the Sniperwilds will spawn in waves as you defeat them, first one, then two and finally three and will continue for five full rotations or until reinforcements are called. These Monkeys will call reinforcements if they spot Sora, and you will know they have spotted you when their eyes glow red and they jump in alarm. This fails the whole encounter as defeating the reinforcements will not give experience nor will the Power Stone drop. Fret not though, for you have a few seconds before they do.

Wait in the area on the second level by the Hotel. There is a small part that juts out, stand back by the wall and wait for the Sniperwild to jump up. When they do immediately cast Stop on it and take it down. Having Stun Edge helps because if they unfreeze before you are able to kill them, Stun Edge will put them to sleep, giving you more time. While working your way through the waves you may have to move around the Second Level to reach the Sniperwilds.

Completing all three rounds multiple times in one encounter increases the drop rates for the Power Stone, up to 100%

  • 1x: 35%
  • 2x: 50%
  • 3x: 60%
  • 4x: 100%
  • 5x: 100%
  • Serenity Power (7)
    • Pink Agaricus, Deep Jungle: Treehouse

This one is a bit tricky if you do not have a lot of magic (rip to those like myself who dropped staff). To set up, have Stop and Aero on shortcut, equip the ability Ragnarok and the Lady Luck keyblade as well for the extra MP bars. Before we can even get to the Pink Agaricus there will be 3 White Mushrooms spread out through the area, some can be in the rafters of the treehouse, on top of it, or even in the small boat so look carefully for them. To clear these Mushrooms you must cast Stop on them, and they will give you MP orbs in return. Once all three have been satisfied the Pink Agaricus will spawn.The trick to the Pink Agaricus is to get as many hits in as possible, but hitting it once will cause it to disappear. In order to get around that is to cast Stop on it.

Summon Bambi to regain any lost MP, you are going to need it! After your MP has been completely refilled, make sure you are locked onto the head of the Pink Agaricus, not the body, as Ragnarok cant be used otherwise. To start, cast Aero on yourself, and cast Stop, and then cast the first Ragnarok. At the end of Ragnarok, you cast lasers which will fly around the room a bit before hitting the Agaricus, during this time you should whale on it with your keyblade. As soon as the lasers disappear though, cast a second Ragnarok. Repeat this process until it unfreezes, which will depend on how many bars of magic you have. 

The Serenity Power has a percentage drop based on how many 10 hits you were able to land.

  • 10, 20, and 30 hits: 0%
  • 40, 50, and 60 hits: 10%
  • 70, 80, and 90 hits: 20% 

At 100 hits, the Pink Agaricus has a 100% drop rate for one Serenity Power, one Mystery Goo and one Prime Cap Accessory! 

  • Lightning Stone (5)
    • Black Ballade, Deep Jungle: Bamboo Thicket

In my opinion, this encounter is extremely fun. It is the “Find the ball under the cup” game but with Heartless instead. There is no setup required. 

Walking close to the Black Ballade will start the encounter, and five of them will spawn in a line. Stand back and wait for one to jump, this is the real Black Ballade and the one you need to keep track of. After identifying the real one, all five will shuffle around, keep your eyes on the real one while they do. Each round they will shuffle faster and if you are having trouble keeping track you can pause buffer to slow their movement down. (Pause Buffering is spamming the Options button so the screen will freeze and unfreeze.) When they line back up, simply walk up and hit the correct one once. Munny and Health Orbs will drop if it is correct, while you will be shocked if it is incorrect. Repeat this process for up to eight rounds, however the game will end after hitting the correct Black Ballade four times gives the Lightning Stone a 100% drop rate,. Any round that you get correct as well has a 10% chance of dropping it as well.

  • Mystery goo (10)
    • White Mushroom, Deep Jungle: Camp

Realistically, White Mushroom spawn in almost every world (the exception being Hollow Bastion). However I found the ones in Deep Jungle to be the easiest for me, as their spell options didnt have me going through menus.To set up, have Thunder, Blizzard, and Fire on shortcut.

This is a game of Charades, to win you have to cast the correct spell on the Mushroom within the timeframe of the Charade. Getting 3 correct wins the game and 10% chance of Mystery Goo to drop. However, if you have all 3 spells be the exact same one, the drop rate increases to 20%. Getting even one incorrect though will cause the Mushroom to despawn. There will be 3 Mushrooms per encounter so act carefully!

These are the Charades for Deep Jungle.

  • Blizzard: The Mushroom is fanning itself.
  • Cure: The Mushroom is planking.
  • Fire: The Mushroom shivering.
  • Thunder: The Mushroom is hanging its head and a sun is shining down.

Casting cure takes a long time, and it is more likely that the Charade will end by the time you have set up. It’s easier to just wait for the mushroom to move on to the next one. 

I have also included the Charades the Mushroom can do in other worlds.

  • Aero: The Mushroom spins around rapidly.
  • Gravity: The Mushroom floats into the air.
  • Stop: The Mushroom freezes in place.
  • Fury Stone (5)
    • Gigas Shadow, Wonderland: Bizarre Room

This one is rather straightforward. To set up, have Aero on shortcut and equip the Sonic Blade ability. In this encounter, you do not want the Gigas Shadows to have the opportunity to attack you, as they will disappear after landing even one hit on you. 

At the start of the encounter there will be three waves of regular shadow that spawn around the table, just kill them as normal. After the third wave, make sure to back up a little bit and seven Gigas Shadows will spawn. As they do, cast Aero on yourself, this will help in between casts of Sonic Blade, as Aero deflects attacks. Repeatedly cast Sonic Blade until all seven Gigas shadows have either disappeared or been slain. The Fury Stone has a percentage drop based on how many you were able to kill, however killing all seven has the chance for a second one to drop.

  • 100%
  • 50%
  • 35%
  • 20%
  • 10%
  • 0%
  • 0%
  • Mythril Stone (8)
    • Pot Scorpion, Agrabah: Palace Gates

If you do not know what you are doing, this encounter can be very confusing. To set up, have Aero on shortcut. When you enter the room, there will be twelve pots lined up in a 3×4 grid. Test each one by running into it, and if it moves when you bump it, smash it. However, there will be one that does not move and you should save this for last. Smashing all of the regular pots will give you Munny, 100 tech points and a 10% chance for the Mythril Stone to drop. Breaking all eleven pots also increases Mythril Stone drop rate from Pot Scorpion from 10% to 35%.

Once you break the final pot, the encounter will begin. Pot scorpion is invincible to all attacks until it is knocked upside down. It will begin by shooting poison globs out of itself and onto the floor, and running into those will count as a hit so be careful as you are running around the field. The only way to knock this Heartless upside down is to guard its two attacks: The Charge attack, and The Stinger attack. Both of which have very obvious tells when you know what you are looking for. Before the Charge attack, Pot Scorpion will snap its claws, and before the Stinger attack, the stinger will glow pink. 

It is important to note that knocking it upside down will send the Pot Scorpion flying in the opposite direction, so glide or super glide help to catch up to it. After a few hits, it will correct itself and the process starts over again until it is dead.

  • Frost Stone (7)
    • Grand Ghost, Monstro: Throat

Guys, gals, and binary nonconforming pals, it is simping time. We are going to be giving our precious elixirs to the Grand Ghost for materials. This Heartless is immune to both Physical Attacks and Magic, and the only way to damage it is to give it healing items. 1-2 elixirs will be enough to do the job. 

Lock on to this Heartless and bring up the menu to use the Elixir, and when you are close enough to the Grand Ghost a fourth option at the bottom labelled “Ghost” will appear. Grand Ghost will still attack you like a regular Heartless, so it is best to do this quickly.

Defeating the Grand Ghost has a 100% drop rate for one Frost Stone. Using different healing items gives you a percent based chance at a second Frost Stone. 

  • Mega-Potion: 5%
  • Mega-Ether: 10%
  • Elixir: 35%
  • Megalixir: 100%

Note: Using a Megalixir also has a 20% chance to drop a third Frost Stone, and also just makes you a Mega Grand Ghost Simp. :hehe:

  • Blazing Stone (7)
    • Chimera, Halloween Town: Manor Ruins

Because Chimera does not spawn right as you enter the area, the visual indicator for Chimera’s presence is when the Red Trinity on the arch at the bottom of the area has disappeared. This trinity is glitched so that even when you have already gotten the trinity, it will stay on the arch. 

To set up, have Aeroga and Thunder on Shortcut. This Heartless has two separate health bars, one that is very tiny but has a high defense, and then his real one. After clearing the first health bar, the real encounter begins. 

Cast Aero immediately, Chimera will be stunned and release the three heads it has floating in its jar. These heads will bounce around the field as you attack him and they will look like yellow, green, and red streaks. The trick is to reflect these back at him by either tech or casting Aero to auto reflect. After some hits, Chimera will wake back up, the small health bar will return, and you start the process all over again. After the first round however, Chimera will jump away from you every time it wakes up, and summon four Gargoyles. This takes the lock on off of him, and also adds more danger to the fight. A quick thunder spell should get rid of all of them, and you can put your attention back on Chimera. 

Killing Chimera has a base 35% drop rate for the Blazing Stone. Knocking back six heads gives an extra 20% chance, while knocking back nine gives a 100% chance for one, and a 40% chance for a second one.

  • Dazzling Stone (6)
    • Jet Balloon, Neverland: Deck

This Heartless is honestly just a recolor of the Aquatank Heartless in Atlantica, but acts a bit differently. This encounter can be very frustrating because you have to plan out where you kill the Jet Balloon, or you risk losing your Dazzling Stones. To set up, have Aero and Stop on shortcut.

As you enter the room, cast Aero on yourself as it will immediately begin to fire missiles at you. These missiles, when they hit, cause you to drop money. Aero negates that. Jet Balloon buzzes all round the room very quickly, even over the water. When this heartless is over the ship, cast Stop on it and unload with your keyblade. It is extremely important to kill Jet Balloon while it is over the ship, because if the materials drop into the water, they will disappear forever.

Jet Balloon has a 100% drop rate for one dazzling stone, and a 20% drop rate for a second one.

  • Energy Stone (6)
    • Stealth Soldier, Hollow Bastion: Entrance Hall

This Heartless is almost entirely invisible, which makes figuring out whether or not it has actually spawned difficult. The only identifier for Stealth Soldier is a small blue flame. What I did was study the other heartless in the room. If there is only one Large Body in the Entrance by the fountain, then Stealth Soldier has spawned. In the Entrance Hall, SS spawns in threes, one for each level of the Hall.  To set up, have Stop on shortcut, and equip the ability Strike Raid.

When you find Stealth Soldier, immediately lock on so you do not lose this heartless. Cast Stop and its actual body will appear, though you can still hit while invisible. When this heartless gets too far away, use Strike Raid. When it’s health is low low, it’s body will appear once again and it will be stunned. Stealth Soldier has a flat 35% drop rate for Energy Stones.

  • Stormy Stone (4)
    • Neoshadow, End of the World: Area right before Final Rest (it doesn’t have a name rip)

This encounter is interesting, the goal is to kill all of the Neoshadow before the last one summons reinforcements. These Heartless work together and change their tactics depending on how many are left. To set up, have Aero on shortcut, and equip the Sonic Blade ability. 

To start there will be seven Neoshadows, in sync they will jump into the air, spin and then launch at Sora repeatedly. Casting Aero will help deflect their attacks, and using Sonic Blade will allow you to hit multiple of them at once. 

When there are only four Neoshadow left, their tactics will change and they’ll sink into the ground. Nine portals will appear in the middle of the room, and in sync the Neoshadow will randomly pick portals to pop out and attack. They will only land for a second before sinking back into the ground and starting again. Aero really helps here as well as you can get face first to them while they are attacking for a better opening.

Once there are only two Neoshadow left, their movements will be different once again. One Neoshadow will wander the room, attacking as normal, while another one waits in the shadows. This one will try to trap you in place so the other Neoshadow can attack you. You will see a purple aura on your leg before this though, so a jump and a glide will get you out of it. The one in  the ground cannot be damaged, so focus your attention to the one that is wandering. 

The last Neoshadow will attempt to summon all six other Neoshadows forcing a fail and starting the encounter again. You must kill this Heartless quickly, so Sonic Blade will help you a lot. 

Only the final Neoshadow has a drop rate of 35% for one Stormy Stone, while all others have a 0% chance. 

Random Drop Synths

Googling all this while trying to craft Ultima was a nightmare. And I’m going to do it again so you don’t have to! Lucky Me. Speaking of Lucky, the ability Lucky Strike helps so much with the drop rates on these. Learning Lucky strike is level based, and also dependent on which weapon you choose at the beginning. 

Sora

  • Dream Shield: Level 24
  • Dream Rod: Level 48
  • Dream Sword: Level 90 (rip sword users)

Donald

  • Level 44

Goofy

  • Level 28

Now let’s get into the nitty gritty, We’ll get into each specific material, how many you need, what drops them, and where to find them.

Blaze Shard (9)

  • Red Nocturne (8%)
  • White Mushroom (100% chance when Fire is the final spell)
  • Bambi (40% the second time the blue gauge fills in traverse town, 60% the third time)

Blaze Gem (10)

  • Bandit (4%)
  • Fat Bandit (8%)
  • White Mushroom (10% chance when Fire is all three spells)
  • Bambi (30% the third time the blue gauge is filled while in traverse town)

Bright Shard (13)

  • Green Requiem (10%)
  • White Mushroom (100% when Cure is the final spell)
  • Bambi (40% the second time the blue gauge is filled in Agrabah,  60% the third time)

Bright Gem (8)

  • Search Ghost (4%)
  • White Mushroom (10% chance when Cure is all three spells) 
  • Bambi (30% the third time the blue gauge is filled while in Agrabah)

Bright Crystal (4)

  • Defender (2%)

Frost Shard (7)

  • Blue Rhapsody (12%)
  • White Mushroom (100% when Blizzard is the final spell)
  • Bambi (40% the second time the blue gauge is filled in Wonderland, 60% the third time)

Frost Gem (10)

  • Sea Neon (2%)
  • Sheltering Zone (8%)
  • White Mushroom (10% chance when Blizzard is all three spells)
  • Bambi (30% the third time the blue gauge is filled while in Wonderland)

Gale (6)

  • Angel Star (8%)
  • Invisible (6%)

Lucid Shard (37)

  • Shadow (6%)
  • White Mushroom (100% when Gravity is the final Spell)
  • Bambi (40% the second time the blue gauge is filled in Monstro, 60% the third time)
  • Gigas Shadow (ill figure out the drop rate later)

Lucid Gem (13)

  • Gargoyle (4%)
  • Wight Knight (4%)
  • White Mushroom (10% When Gravity is all three spells)
  • Bambi (30% the third time the blue gauge is filled while in Monstro)

Lucid Crystal (9)

  • Darkball (1%)
  • Bambi (30% the third time the blue gauge is filled while in Monstro)

Mythril Shard (12)

  • Barrel Spider (1%)
  • Pot Spider (1%) 
  • Arch Behemoth (20%)
  • Bambi (40% the second time the blue gauge is filled in End of the World, 60% the third time)

Power Shard (13)

  • Bouncywild (12%, 24% if they slip on a banana peel)
  • Powerwild (8%, 16% if they slip on a banana peel)
  • White Mushroom (100% if stop is the the final spell)
  • Bambi (40% the second time the blue gauge is filled in Halloween Town, 60% the third time)

Power Gem (11)

  • Air Pirate (4%)
  • Battleship (8%, 16% if you break the mast)
  • Pirate (4%)
  • White Mushroom (10% When stop is all three spells)
  • Bambi (30% the third time the blue gauge is filled while in Halloween Town)

Power Crystal (3)

  • Wyvern (2%)

Shiny Crystal (3)

  • Wizard (2%)

Spirit Shard (13)

  • Large Body (12%)
  • Soldier (8%)
  • White Mushroom (100% When Aero is the final spell)
  • Bambi (40% the second time the blue gauge is filled in Neverland, 60% the third time)

Spirit Gem (7)

  • Air Soldier (4%)
  • White Mushroom (10% When Aero is all three spells)
  • Bambi (30% the third time the blue gauge is filled while in Neverland)

Thunder Shard (9)

  • Yellow Opera (6%)
  • White Mushroom (100% when Thunder is the final spell)
  • Bambi (40% the second time the blue gauge is filled in Deep Jungle, 60% the third time)

Thunder Gem (15)

  • Aquatank (8%)
  • Screwdriver (4%)
  • White Mushroom (10% When Thunder is all three spells)
  • Bambi (30% the third time the blue gauge is filled while in Deep Jungle)

Other Synths

These final three Materials are found only in Chests, Through Synthesizing, Bought with Munny, or other various places hidden in the worlds. 

Mythril (17)

  • Chest
    • Green Room, Traverse Town
    • Tea Party Garden, Wonderland
    • Tree House, Deep Jungle
    • Jungle: Vines, Deep Jungle
    • Waterfall Cavern, Deep Jungle
    • Main Street, Agrabah
    • Relic Chamber, Agrabah
    • Cave of Wonders, Agrabah
    • Cave of Wonders, Agrabah
    • Ursula’s Lair, Atlantica
    • Clock Tower at 6:00, Neverland
    • Base Level, Hollow Bastion
    • Library, Hollow Bastion
    • Clam, Undersea Valley, Atlantica
    • Clam in Ursula’s Lair, Atlantica
  • Hidden Spots
    • Fifth Postcard,Traverse Town
    • Finding 51 Puppies, Traverse Town
    • Cast Fire on the campfire, 100 Acre Wood: Poohs house
    • Break open Log, 100 Acre Wood: Bouncing Spot
    • Complete the Bouncing Spot Torn Page, 100 Ace Wood
    • Examine a Red Crystal, Hollow Bastion:Lift stop
    • Green Trinity, Olympus Coliseum: Coliseum Gates

Mythril is also a tier three recipe in the Moogle shop. If you need more than what is listed, or honestly if you like grinding and crafting them better than searching around the worlds, here is the recipe:

  • Mythril Shard (5)
  • Mythril Stone (1)
  • Mystery Goo (1)

Orichalcum (19)

  • Chests
    • Lotus Forest, Wonderland
    • Waterfall Cavern, Deep Jungle
    • Clocktower at 1:00, Neverland
    • Clocktower at 9:00, Neverland
    • Lift Stop, Hollow Bastion
    • Castle Gates, Hollow Bastion
    • Great Crest, Hollow Bastion
  • Hidden Spots
    • Eighth Postcard, Traverse Town
    • Finding 72 puppies, Traverse Town
    • Fifth Rare Nut, 100 Acre Wood: Bouncing Spot
    • Complete Muddy Path Torn Page, 100 Acre Wood
    • Complete Hades Cup and Examine Pot, Olympus Coliseum: Coliseum Gates
    • Yellow Trinity, Neverland: Ships Hold
    • White Trinity, Traverse Town: Secret Waterway
    • White Trinity, Deep Jungle: Cavern of Hearts
    • White Trinity, Atlantica: Triton’s Palace

Orichalcum can also be bought from Hewey, Dewey and Louie in the Item shop for 5000 Munny. 

Dark Matter (14)

Dark Matter was the biggest pain for me to obtain, even worse than the Sniperwilds. There isn’t enough Dark Matter to be found throughout the game, so you will be forced to synthesize a few of them (three at minimum). I’ll just give you the recipe now, it is in the Fifth Tier of the Moogle Shop, so it will be a while before you are able to craft them. 

  • Lucid Shard (9)
  • Gale (1)
  • Mythril (2)

Now, let’s get into where you can find this Material.

  • Chests
    • Tea Party Garden, Wonderland
    • Main Street, Agrabah
    • Graveyard, Halloween Town
    • Bouncing Spot, 100 Acre Wood
    • Waterway, Hollow Bastion
    • Great Hall, Hollow Bastion
    • Giant Crevasse, End of the World
  • Hidden Spots
    • Beat the Pegasus Cup Time Trial
    • Stage Three Reward for Jungle Slider
    • Yellow Trinity, Agrabah: Cave of Wonders

And there you have it, everything needed to complete your Ultima Weapon!

Level Grinding to 100

Now, this advice is coming from someone who had picked “Midday” at the beginning of the game, for a more steady leveling throughout the game. By the time that I had finished grinding for Ultima, I was already around level seventy three. The path I used for level grinding is something known as the “Gizmo Shop Loop” as it is popular with people who are trying to grind out levels. I had also equipped all the EXP equipment I could to help speed the process up. I was earning about one level up per loop.

As you move through the loop, kill everything that spawns.

To Start, enter the Second District through the First District. When you enter you will be greeted by Wyverns. Quickly kill them and make your way alongside the Hotel to the Gizmo Shop.

Once inside, kill the waves of Enemies until nothing spawns, then take the other exit out back into the Second District. Then take the ladder to your left up to the Roof.

After that, go along the roof side path into the Third District, and jump down into the center. Then, make your way back into the Second District through the connecting door. 

Go through the Alley and out into the lower level of the Second District. Work your way to the stairs connecting to the higher level, and start the loop again.

This process can be a bit slow, but it is what worked best for me.

Coliseum Solo and Time Trial

I waited to do all the Solo and Time Trials for the cups until i was already max level, which honestly you do not have to do. These fights are relatively straightforward, aside from the Hades Cup. And even then with the Solo Hades cup, you can restart from the last 10th round you cleared before dying.

  • Phil Cup
    • Complete the cup Solo: Combo Plus Ability
    • Complete the Time Trial (Three minutes): Tech Boost Ability
  • Pegasus Cup
    • Complete the cup Solo: Orichalcum
    • Complete the Time Trial (Three minutes): Dark Matter
  • Hercules Cup
    • Complete the cup Solo: Critical Plus Ability
    • Complete the Time Trial (Three minutes): Gravity Break Ability

Note: If you pause and choose restart once you hit the Hercules fight at the end, it will restart just the Hercules fight and pause the timer.

  • Hades Cup
    • Complete the cup Solo: Save the Queen Staff
    • Complete the Time Trial (Twenty minutes): Save the King Shield

Phantom

Let’s start our Secret Boss rush with, in my opinion, one of the easier fights. Phantom can be located at the Clock Tower in Neverland, meaning this fight is entirely flight based. This can be a bit disorientating at first, but once you have your bearings it will go smoothly. Now, lets get set up.

To start, have Thunder, Blizzard and Stop on shortcut. For Party Members, Peter Pan is required for this fight, I also used Goofy for the MP Gift. Equip the abilities MP Hast and MP rage on yourself, and equip the MP Gift ability on Goofy. I would also recommend taking off any abilities that use MP on Goofy. Your item slots should be filled to the brim with Elixirs and Ethers, and you can slide some Ether’s to your companions as well. For keyblades, I used Ultima for the extra reach, and the +2 to my MP bars.

When you are all set, load into the Ship Cabin save point. Talk to Tinkerbell and she will take you to the Clock Tower and the fight will begin.

  • Phantom
    • HP:1200

This boss fight is on a timer, but not in the way that you think. At the start of the fight, Phantom will cast Doom on Peter Pan, and he will have 12 clicks of clock, and then he will die. The Doom then moves onto Goofy, and then finally sora. There are ways to get around this. When the Doom counter begins, fly over to the Clock Tower, lock onto the clock face, and cast stop. This will freeze the counter for a short amount of time. As you go through the fight, keep an eye on the Clock Tower, and cast another stop when you have noticed the clock face has started to move. Delaying your party members death is an extremely important aspect of this fight.

Now, let’s move on to the actual attack portion, this fight works a bit different than normal boss fights. Phantom is a ghost, which has no physical body! This means that physical attacks won’t work as normal. Instead, Phantom has colored hearts that appear throughout the fight, and casting the correct spell will damage him.

  • Blue Heart: Blizzard
  • Yellow Heart: Thunder
  • Red Heart: Fire
  • White Heart: Physical Attack

Keep locked on to Phantom, as this Heartless will fly around the room quickly. Putting Thunder and Blizzard are important to put on shortcut, because Fire is at the top of the list, and will be an easy click through the menu to grab. After hitting the heart with the correct action a few times, Phantom will stun for a short moment and the white heart will appear.

Phantom has a few attacks to look out for, its claw attack, and its projectile attack. These wont do too much damage at once, but will eat up your health after a while so keep an eye out. Use an elixir when needed, otherwise stick to your ethers. This battle is about patience and observation. Once you understand what you are doing, it can be very easy.

Defeating Phantom will reward you with a Stop Upgrade.

Neverland Clock Tower

After defeating Phantom, we once again have access to the Clock Tower save point in Neverland. But, what is so important about this? Realistically it’s not much, however the Clock tower will give you items depending on the time!

Now, as I say “Depending on the time” I don’t mean the real world time or the time on your own PS4/XBOX/Whatever device you are using to play this game. What I am talking about, is the accumulated play time on your save file. 

The Clock Tower runs on a 12 hour loop, if only because there are 12 items to collect. For example, if you are 25 hours into the game, the 1:00 item will spawn. These items do not repeat once you have collected them however. You will know when you are able to collect an item when a door above the clock tower face has a light shining over it.

Rewards

Now that we have covered what the clock tower does, what exactly do you get from these doors? 

  • 1:00 – Orichalcum
  • 2:00 – Power Up
  • 3:00 – Mythril Shard
  • 4:00 – Power Up
  • 5:00 – AP Up
  • 6:00 – Mythril
  • 7:00 – AP Up
  • 8:00 – Defense Up
  • 9:00 – Orichalcum
  • 10:00 – Defense Up
  • 11:00 – Mythril Shard
  • 12:00 – Megalixir

Kurt Zisa

Even on Proud, I had found Kurt Zisa to be one of the easier Secret Boss fights at level 100. His fight was a relatively good balance between physical attacks and magic, and I actually enjoyed it. Kurt Zisa is located in the Desert in Agrabah. Now, lets get set up.

To start, have Gravity and Aero on shortcut, and equip the Abilities MP Rage, MP Haste and Treasure Magnet. Your item slots should be filled with Ethers(Or Elixirs) and Potions, and you can give a few Ethers to your companions. For Keyblades, I used Ultima. 

When you are all set, load into Aladdin’s House, and talk to the Magic Carpet. It will take you to the boss.

  • Kurt Zisa
    • HP: 1500

In the first round of the fight, Kurt Zisa will make you unable to use any magic. Rely on your potions if you get low on health. This heartless will be holding two large orbs in its hands, these are your target. Lock on to one and start attacking. Get a good combo in and then back off, as Kurt Zisa will do a spin attack, and then leap across the desert. Follow him and repeat the process. Destroying an orb will drop a large amount of HP orbs, so keep that in mind. Once both orbs are destroyed, Kurt Zisa will be stunned. Lock on to his head and unload.

When he recovers, Kurt Zisa will surround himself in a Physical Barrier, and the only thing that can penetrate is Magic. He will begin to float around the desert, dropping MP orbs as he does. Gravity is the best spell to use here. Once you have destroyed the barrier, Kurt Zisa will be stunned once again. 

When he gets back up, the process will repeat itself, only he will have added another spin attack to his moveset. Dodge roll to get away when you need to, and use your items when your health is low and you will succeed! 

Defeating Kurt Zisa will reward you with Zantetsuken.

Ice Titan

This fight made me sad because I was not allowed to use Aero even once. Ice Titan gets very angry when you want to cheat :pensive:. If blocking comes easy to you in this game, Ice Titan is a big pushover. Ice Titan is locked behind a clear of the Hades Cup, and is the Gold Match in Olympus Coliseum. Now, let’s get it all set up.

I am going to stress this again, do not use aero. For shortcuts, Cure and nothing else matters. The Guard Ability and Leaf Bracer is a must, and make sure you do not have the Vortex ability equipped. Your items slots should be filled with Ethers and Elixirs.

When you are ready, talk to Phil and start the match. 

  • Ice Titan
  • HP: 1600

Ice Titan can only be damaged by reflecting back the icicles he shoots at you. Whether this be a guard or a well timed parry. In this phase, he has really only 3 attacks. 

The first one is where he stomps the ground and creates a shockwave. Ice titan will only do that when you are not directly facing him, as a way to lock onto you, or if you are too close. Stay back and stay in front of him to avoid these attacks.  Second, he will summon ice spikes from the ground one where you are standing. Run in a circle or gilde around until the attack stops to avoid this one. His third attack is important, Ice Titan will move his hand and summon homing ice shards at Sora. Guard these, and they will fly right back into Ice Titan’s face, damaging him. 

Repeat in this fashion until there is a flash. Ice Titan will be stunned at this point and hang his head, glide in and start whaling on him.

After Ice Titan get’s back up, we begin phase two. Right off the bat, he will summon wave after wave of ice shards to reflect back. The timing on guard is a little wonky, so it is better to do a small hop, and swing your keyblade to parry them back. Everytime after he is stunned, he will do this move. In this second phase, he also gains two new attacks. 

The first one is his Ice breath, which can freeze the ground, and Sora if he is caught in it. Sora can slip on the ground if he walks over where it is frozen, leaving him vulnerable for attacks. A Quick glide can get you out of this situation. The second attack he has are these Ice boulders that fall from the sky. It is important not to jump when he summons these as they will hit you. Instead, run in a circle, like you do with the ice spikes.

Eventually, you will have reflected enough ice shards back at him for another stun, and after that we begin the third and final phase of the fight.

This phase is a lot like the second, but with one difference. Ice titan does not stop spamming ice boulders! The best way to get around the ice boulders when you need to reflect is to cast Cure in timing with a boulder falling, so Leaf Bracer will give you I-frames and the attack wont land. Have patience, and use your items wisely and you will come out the victor!

Defeating Ice Titan will reward you with the Diamond Dust Keyblade.

Unknown

This boss is the WORST on proud. He took my wife, stole my food and kicked me out of my own HOUSE. I hate him so much. But in all seriousness, this boss took me three straight hours of attempts. If only because I am just terrible at reaction games in the menus. If your reaction speed is fast, this boss will be almost no problem for you. 

To set up, have Aero and Gravity on shortcut and have the abilities Leaf Bracer, Sliding Dash, Arcanum, and MP haste on. Both Tinkerbell and Bambi were my best friends. Fill your item slots with Elixirs. For Keyblades, I used Ultima.

Even knowing exactly what I had to do, this fight was hard. Honestly he is in my opinion the hardest boss in KH1, he moves around too quickly, he doesn’t have many openings, and even when he does it’s a very short frame of time. When you are ready, Unknown can be found in the Castle Chapel in Hollow Bastion, where you fought Dragon Maleficent.

When you are ready, head through the portal at the head of the room.

  • Unknown
    • HP:1500

The most important part to know with this fight is, Unknown has one move that can kill you very quickly, and you can’t do anything until you clear it. He will grab you with Electricity, and suspend you in the air for a moment. Once you have been dropped, your command menu will be messed up. The only options you have on your menu will be “Shock” and “Release”, and it will act like a roulette. Your Health bar will be constantly draining as this happens, so you are on a bit of a timer with this one. If you are extremely struggling on this as I was, pause buffering helps majorly. It’s good to note that you can’t use items, cure, or attack during this, and Unknown will also still attack you. The only way to get out, is to click on the Release option.

Start the fight by casting Aero, and summoning Tinkerbell. She will be your backup in case you fail the Catch and Release.

Unknown is weak to gravity, and after a few spells will stagger to it. You will know you got the stagger when you get 100 tech points from it. I used Sliding Dash to close the distance whenever I got a gravity stagger, so I could get a few hits in. Make sure you pay attention, as when he stands up, he will attempt to grab you. I always put in about four hits before backing off. 

Unknown can teleport around the room, keep an eye out when you are trying to gain distance. He has a few moves that are relatively easy to counter, as long as you know what you are looking for. His fastest attack is when he slashes at you with his laser swords, a dodge or two will be extremely helpful against this one!

He can also send out two electricity balls, which will expand and electrify you if you are caught up in them, quickly glide out of the way to avoid these. Unknown will also be open for a gravity spam while these orbs are out on the field. 

Unknown has a defensive move as well, he will throw out a clear shield in front of him, where it will hit you if you are too close. He will then go through his own wall and attack you, a quick dodge to the side and gravity will be your best friend.

Every once in a while, once his heath starts getting low, Unknown will teleport away from you and surround himself in a giant orb. This orb will cast long lasers from it. Honestly what i did was dodge roll three times to the right, and then three times to the left and rotated out like that until it was done. Or you could just glide away as well.

He will also teleport away from you and summon homing lasers, these can be avoided with a few well timed dodge rolls. 

When his health goes into the final bar, his openings become almost nonexistent, he will try to grab you much more often. The way I got around it was by using arcanum. This melted the final portion of his health. 

Defeating Unknown will give you an EXP Necklace, Ansem Report 13 and a cutscene.

Sephiroth 

Compared to Unknown, Sephiroth seemed like a breeze. He is still relatively hard, but his attacks are easier to get around than Unknown’s were. This fight I rather enjoyed and I would probably fight him again if I made another save file. He is locked behind the Platinum Match in Olympus Coliseum. Now, lets get all setup

The only spells I used were Cure and Aero, so put both of those on shortcut. For abilities, make sure Combo master, Sliding Dash, MP Haste, MP Rage, Leaf Bracer, Second Chance, and Strike Raid are equipped. Fill every single last item slot with Elixir’s you are going to need them! For Keyblades, I used Ultima. 

When you are read, talk to Phil to start this fight.

  • Sephiroth
    • 1800

At the start of the match, cast Aero. This saved me numerous times.

Sephiroth has huge range, mainly due to his gigantic sword. His swipe’s can hit you from so far away, dodge roll through them to lessen the distance and get to his openings. He will also teleport around the area, trying to get behind you. If you are able to act quickly enough, you can get a hit or two on him when he appears behind you. 

Sephiroth has a move where he will surround himself in pillars of flame, dodge out of the way and wait for them to disappear, there will be a SMALL opening.

The attack to look for is when he teleports to the other side of the room and says “Descend, Heartless Angel.” This attack will drain all of your MP and leave you on 1 HP. (Without Second Chance, this attack instantly kills you.) The only way to counter it is to attack Sephi before the Halo appears above your head, interrupting the attack. Sliding Dash helps to recover lost distance, but I found that Strike raid was faster if the gap was too large. If you do fail to do so and a halo appears above you, go into the item menus and prepare to use an elixir immediately after everything drains. 

Sephiroth also stole Clouds famous Omnislash. Before he uses this attack the sky will darken, and he will say something along the lines of “Come, Power.” You can effectively dode roll to get away from most of it, however I suggest casting cure through the final slam and having Leaf Bracer give you the iframes to get through it. After this he will be open for a few smacks.

When his health starts to get low, a green aura will gather at sephi’s feet and he will surround himself in light. He is completely invulnerable at this point, so the best option is to dodge roll away. After this he will say something along the lines of “I will lead you to the Promise Land..” Cast strike raid, as he will start summoning meteors, strike raid will do no damage but will give you Iframes to survive through the shockwaves. By the time that strike raid is over, they will have begun to spin around the room. Dodge roll through the small openings they give, and get ready for sephi to slam a gigantic ball of light into you. I Leaf Bracer buffered for this as well.

Once this is over, he will begin to summon dark orbs all around you, they are easy to dodge roll out of the way. He will also leap and spin around at you as this happens so watch out. A way to force an opening is to use Strike Raid. I melted his last bar of health this way. 

Be careful and be patient with this fight and you will succeed. Listen for his audio cues, they help you predict what he is going to do!

Defeating Sephiroth will give you with the One-Winged Angel Keyblade and Ansem Report 12.

Egor Opleuha
About Egor Opleuha 7035 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

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