Chain of Memories Hollow Bastion My Cards Are Blue

Part Four covers all of Reverse/Rebirth. Here you play as Riku as he climbs up the basements of Castle Oblivion. It is unlocked after completing Sora's story.

Hollow Bastion

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Beginning in Hollow Bastion, head northeast, then southeast to enter the room pictured above on the left, where a red card and the Key of Beginnings will get Riku a Key of Guidance. Backtrack one room, this time taking the only unopened door to find a room where a crown door for the Key of Guidance (located on the northwest portion of the room). After using the Key and a green card, take the Key to Truth to the room pictured above on the right, entering to fight Dragon Maleficent!

Boss: Maleficent

Using the same two attacks as when Sora fought Maleficent, the big dragon will stomp around, jump in the air to avoid damage. When she tries to bite Riku, try to get out of the way. However, she is rather weak, so a kamikaze strategy will wipe her out easily with little damage ever being dealt to Riku. Maleficent is far easier than when Sora faced her, have Riku slash away continually while avoiding her attacks to get the quick and easy victory.

Take the Dragon Maleficent card, then exit Hollow Bastion by continuing northwest, passing through the 8 card door, finding Ansem waiting for a fight!

Boss: Ansem

Ansem has three main attacks (quick horizontal energy blasts, a purple energy shield battering ram, and physical attacks), but they are rather weak. Come after him with an all out attack and he will fall quickly to Riku, also remembering to use any King Mickey cards that appear, as they will refill Riku's deck, Riku's Hit Points, and hurt the enemy!

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Agrabah

Agrabah is Riku's next destination, so head northeast for one door, then move southeast to find the crown door, requiring a red card valued at 3 or higher, then the Key of Beginnings to find Jafar waiting to fight!

Boss: Jafar

Jafar has three main attacks:

  • Jafar will scour the platforms with a ray of fire.
  • He will slam the platform in front of him, sending out a shockwave.</li>
  • Jafar will submerge in the lava, emerging to throw a giant lava ball that will splatter into small pieces of rock.

The first and third attacks can be dodged with a quick run, while the second attack is dependent upon Riku jumping off the ground to avoid the shockwave. Jafar is invincible, so attacking him will not result in any damage. Instead, go after his partner in crime Iago, who flies high above the floor with the Magic Lamp in hand, attacking the Lamp to beat Jafar. To make this task easier, grab any Green Mickey Cards that fall into play, as they will temporarily cause Jafar to stop attacking while slowing Iago down considerably (try to do this when one of the platforms is raised to the highest elevation).

Grab the Jafar card, then head out of Agrabah, starting by backtracking one room, then turning northeast to exit the area.

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Monstro

Monstro is the next stop, so move one room forward, then turn southeast and follow the long line of room to the crown door to use a green card with a value of 5 or higher as well as the Key of Beginnings to find the Parasite Cage!

Boss: Parasite Cage

The Parasite Cage uses poisonous attacks to hurt Riku. To avoid being poisoned, stay out of the liquid below the moving islands and avoid the nasty breath from the enemy, all the while landing physical shots to hurt the fiend. When the Parasite Cage brings one of it's appendages down, jump to a new platform to avoid the damage. Also make use of the Green Mickey Card if possible, as it will neutralize the poison on the floor, allowing free movement over the area for a limited time.

After trashing the Parasite Cage, head back to the crossroads of the second room Riku encountered, this time taking the other door to follow the path out of Monstro. However, Vexen will appear and challenge Riku!

Boss: Vexen

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Vexen still uses the same ice encasing attack (just keep moving to avoid it), he still hides behind a shield, he still tries to hit physically, and he still has his homing icicle line attack. His one new attack is to cause a blizzard to cause mild damage. To win this fight REALLY easily, use Riku's 0 Cards to break the attempted sleights from Vexen, entering Riku into Dark Mode (breaking cards is the faest way to get into this mode), so he can use Dark Firaga on Vexen (which he is weak to thanks to his ice element status). Get dark and get the battle done easily by throwing all sorts of sleights at the Organization's "scientist".

Neverland

Neverland is the next locale, so Riku should go northeast till eh finds a crown door, requiring a blue card and the Key of Beginnings for entry into battle with Captain Hook.

Boss: Captain Hook

Captain Hook will attack Riku, bringing with him a bevy of bombs and a sword that he wields with incredible skill. Riku will also have to contend with a tilting deck from the water, so try to take that into account when avoiding the bomb barrage from Hook. Try to make use of Riku's 0 Cards to stop the bombs in their tracks, then get in close to slash Hook. If the Captain has managed to trigger Dark Mode in Riku, make use of the sleights to really wail on the Captain, knocking him back time and again with Dark Firaga.

With the Hook card in hand, Riku should go southeast and then northeast to exit Never Land, then it is on to Traverse Town!

Traverse Town

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With the Key of Beginnings in hand, northeast, southeast, and then northeast till the crown door is found. This is the most demanding crown door yet, requiring a red card with the value of 0 only, followed by the Key of Beginnings, which will open the way tro fight the Guard Armor!

Boss: Guard Armor

Guard Armor is a large, armored enemy who tries to take down Riku with kicks, punches, and shockwaves from slamming the ground. Avoid these attacks (jumping when the shockwave attack is attempted) while moving Riku in close to swing at the foe with with his weaponry, also using the Green Mickey card (if it falls down during the fight) to cause the Guard Armor to crumple into small scrap piles for a few seconds, leaving it open to Riku's attacks.

With the Guard Armor card in hand, move to the room pictured above on the right to exit the area, coming face to face… with yourself?

Boss: Riku Replica

Vexen has made his puppet (which Sora tangled with 4 times in his journey), so his moves will be very easy to figure out. Dark Riku (the enemy) will attack by using physical attacks for regular moves and his sleight is Dark Firaga (use the double tap jump move to pass through it unscathed). Out hit the fiend while making use of Mickey Cards to heal, and Riku will carry the day easily.

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Atlantica

Riku is off to Atlantica next, moving northeast, southeast, then northeast till a crown door is located, requiring 15 points in blue cards as well as the Key of Beginnings to find Ursula!

Boss: Ursula

Ursula has a few attacks in her arsenal, including a lightning attack, a sweep of her tentacles at Riku, a short lived set of bubbles (which will change your controls around briefly), and a massive energy blast. She will be invulnerable to direct attacks at first, so use physical attacks to knock one of her tentacles out of the way. At which point Riku can begin to jump up and clobber Urusla with attacks around her head. Not a very tough battle, it just requires some patience. The green Mickey cards will drop Ursula to ground level for an extended period, allowing Riku to deal lots of damage (especially if in Dark mode, just use regular attacks as they work better than combo attacks).

When Riku is done playing with the tentacled menace, head for the northwest portion of the map to leave.

Olympus Coliseum

Olympus Coliseum will be Riku's next goal, so moving off northeast, southeast, northeast, and southeast to find the crown door, requiring a red card, a green card, and the Key of Beginnings to gain access.

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Boss: Hades

Hades can shoot fireballs from his fingers (short ranged attacks), card combo to speed himself up (turns red), throw huge fireballs (dodge or break with a 0 card), and he can use a fiery rake of his hands (close range attack). To defeat the lord of the underworld, Riku should be trying to get attacks in during Hades deck refills. Use of the Jafar card to make Riku's attacks unbreakable for a while is also beneficial as it allows him to go all out on Hades without worry of his attacks being broken. If Dark Riku appears, make use of regular attacks with the increased strength, as Hades can often block Riku's sleights with more powerful card value sleights.

To exit the world, head northwest, then turn northeast till Riku is out.

Halloween Town

Halloween Town appears next, needing Riku to go northeast twice, then turn northwest for three rooms, arriving at the crown door 9which requires 30 value points from red cards and the Key of Beginnings to open up).

Boss: Oogie Boogie

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Oogie Boogie awaits Riku, looking to drop some dice on him. Break the Dice attack with a 7, 8, 9, or 0 valued Soul Eater, which will lower the fences guarding Oogie Boogie slightly. Once the fence is down, jump over to the top and wail on Oogie Boogie with everything that Riku has before the fences return. Repeat this process to beat the weirdo senseless.

Once the battle is over, head southeast then northeast to leave Halloween Town.

Wonderland

Wonderland is all that is left in the world cards, send Riku in, heading northeast through two rooms, turning northwest for one room, northeast for one room, northwest for a room, southeast twice, and then northwest twice to find the crown door (requiring a blue card ranking 4 or higher in value and the Key of Beginnings).

Boss: Trickmaster

Trickmaster shows up here, bringing his usual bag of tricks (throwing fireballs, torch strikes, a shockwave attack, and a defensive blockage with his torches). If a Green Mickey Card appears, grab it and then use it to cause a table to appear, making it easier to attack. Mickey Cards should be used to keep Hit Points high (try a combo with Soul Eaters to create a value that Trickmaster can not break) and to get a quick deck refill.

Now backtrack through the opened rooms till Riku arrives near the northeast corner, where the room that is not opened yet leads out of the world, running smack into a confrontational Lexaeus!

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Boss Lexaeus

Lexaeus has quite a few attacks, including one where he throws his weapon, a regular physical attack, a sleight where he busts a boulder that sends shards all over the place (use 0 Cards to counter it), and he can use his weapon to deal out combo hits. This is the first truly tough boss in Reverse Rebirth, so have Riku make use of his 0 Cards to whittle down the dangerous deck of his opponent, going on the offensive once the heart of Lexaeus's deck has been broken. A more conservative strategy will net Riku the victory, as mashing the attack button will just result in a quick defeat. Dark Riku mode will put extra damage into Riku's attack, but try to avoid using the Sleights as the cards will run out before Lexaeus ever dies (though 3 cards of 9 value will form an impressively strong Dark Aura attack that will really drain Lexaeus's Hit Points, so try that one out twice to get a faster victory).

Destiny Islands

Destiny Islands are the next objective, allowing Riku to see his home. Riku should head northeast once, then follow the path leading northwest to find a crown door, which requires a green card with a value of 7 or higher as well as the Key of Beginnings.

Boss: Darkside

Darkside is here (as it was Sora's Story), bringing the same attacks (blue fireballs, fist slamming, and summoning lesser Heartless to help) back to torment with. Break the fireball attacks with 0 Cards while using conventional attacks when he is low to the ground, though Riku can actually jump high enough to hit Darkside at all times (unlike Sora). When in Dark Mode, use conventional attacks, as Riku's deck is too short to use sleights.

Now continue northeast, following the path till another branch is available, taking it to exit the world.

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Twilight Town

Twilight Town is Riku's next destination, so move northeast to find the crown door, requiring a blue card valued at 0 or 1 or 2 in addition to the Key of Beginnings.

Boss: Riku Replica (2nd time)

Dark Riku waits inside, bringing his usual attacks into the battle (physical attacks. Dark Firaga), but he also has use of a new sleight, Dark Aura (which can remove a TON of Hit Points). To win this one easily, simply wait with 0 cards for the beginning of a sleight from the opposition, breaking it, and then repeating till Riku enters Dark Mode. Now look for three 9 cards and use that to use a Dark Aura on the copy, which will remove an entire bar of health. From there, use conventional attacks to finish the fake off, finally ending its torment. However, being careless will result in a quick defeat, as King Mickey will not send Hit Point replenishing cards for this bout.

Now that Riku has a Key of Guidance, head to the northwest corner, entering the crown door (requiring 50 value points from the cards as well as the Key of Guidance), revealing Namine! Following this heavy meeting, send Riku back down the series of rooms, then send him to the northeast corner of the world, exiting through the long corridor of rooms.

Castle Oblivion

Castle Oblivion is next, so head straight through it to reach the crown door, requiring the Key of Beginnings and 13 points of Cards to find Ansem.

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Boss: Ansem (2nd time)

Ansem still has his three main attacks (quick horizontal energy blasts, a purple energy shield battering ram, and physical attacks), but he also has increased speed and an extended life meter (4 full bars). To make things even harder, Ansem will be able to move as fast as Riku, putting him position to attack constantly. Start off by sitting on the 0 cards in Riku's deck, breaking every sleight that Ansem uses. Continue to do this until his lengthy deck has been decimated, and then start working him over with physical attacks and sleights while in Dark Mode (avoid Dark Aura, as it will be partially blocked by the Heartless friend Ansem has with him). Mickey Cards will appear now and then, so collect them and use them in a combo (MM Miracle) to refill Riku's life meter and to get a quick refill on his deck. As for any enemy cards to call upon, Dragon Maleficent (raises attack power of cards), Jafar (temporarily makes Riku's cards unbreakable), and Oogie Boogie (refills Hit Points) are all quite good cards to make use of.

Congratulations! You finally completed Kingdom Hearts: Chain of Memories!

Up Next: Sleights

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Source: https://www.ign.com/wikis/kingdom-hearts-chain-of-memories/Walkthrough:_Part_Four

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