Kingdom Hearts COM

By: Square-Enix

Genre: Role-Playing

Release Date: Decemeber 7, 2004 Buy It Here!

Players: 1-2 (Link Battle)

Systems: GBA, Ps2


Kingdom Hearts Chain Of Memories

Kingdom Hearts Chain Of Memories Story

The story of Kingdom Hearts: Chain of Memories takes place directly after the ending of the first installment, Kingdom Hearts. We find Sora, his two friends Donald Duck and Goofy, as well as Jiminy Cricket, walking down a seemingly never-ending path, when suddenly a mysterious man dressed in a black hooded trenchcoat tells Sora, “Ahead lies something you need. But to claim it, you must lose something dear.” As they continue down the path, Sora and his companions find a massive fortress called Castle Oblivion. When they enter, they find the mysterious figure.

When Sora and his companions attempt to engage the figure, they find that their abilities seem to have no effect. The figure then explains that at the moment our heroes entered the castle they forgot every ability they had previously known. This figure continues by creating a deck of cards made from Sora and his friends’ memories, and tells them that everything they encounter in this castle will be based on their memories. But the higher they go, the more memories they will lose in the process.

Meanwhile, floors below, Riku has somehow managed to return from the World of Darkness and fights his own inner demons as he battles upward from the basement levels of Castle Oblivion. But neither he nor Sora are aware that they are being targeted by a mysterious group called the Organization.

As Sora ascends the castle, he battles Larxene, a member of the Organization. After battling her, he remembers the name of a former friend of his that he forgot: Naminé. He learns that she is being held in the castle, and ascends the castle, clashing with a clone of Riku that believes itself to be the original. After watching the death of Vexen, another Organization member, Sora learns from Naminé herself that the hooded figure he met earlier is named Marluxia, and is in fact manipulating both of them into being his servants. He also learned that everything he remembered about Naminé was fake, planted in his memory by her. Naminé was never on the islands, but the only thing Sora can remember is her. Marluxia hoped to enslave Sora with these false memories and use the Keyblade’s power to overthrow the Organization, but Naminé was able to admit the truth to Sora due to the intervention of Axel, an Organization member who served as a double-agent. Forming an alliance with the Riku Replica, they fought to the top of the castle and defeated Marluxia. Sora then bid farewell to the Riku Replica, who left to find the truth to his existence. Naminé then puts Sora into an unnatural sleep to help him regain the memories he lost in the castle, even though he would forget about the events that transpired in the castle.

Meanwhile, as Sora was fighting his way through the castle, Riku began destroying dark beings he met in the depths of the castle in an attempt to rid himself of the darkness. Ansem, who took over Riku’s body in the previous game, attempted to gain control of Riku again, but was continually thwarted with the intervention of King Mickey (Mickey Mouse). On the way, Riku battled Vexen, his own clone, and another Organization member named Lexaeus. Riku then used his dark abilities and noticed that Marluxia had been killed. He was confronted by Zexion, a manipulative Organization member, but embraced his darkness and overcame him. Arriving in Twilight Town, Riku learned that the ‘Ansem’ who had goaded him earlier was in fact DiZ, an enigmatic man who seemed interested in Riku. DiZ sent Riku to speak with Naminé, but a new foe blocked his way: the clone. After killing the replica in a fierce battle, Riku learned from Naminé that what remained of the real Ansem lived in the bowels of his heart. Riku chose to face him, and after affirming this with DiZ, the odd man loosed Ansem from Riku’s heart for him to battle. After successfully defeating Ansem, Riku learned that as long as he had darkness at his command, Ansem would reside within him. He set out on a quest to keep his darkness but remain his own master with King Mickey as his companion.

Chain Of Memories Characters

Sora: A fourteen-year-old boy and the hero of this tale. In his last adventure, Sora was chosen as the Keyblade master and saved the world, but only at the cost of being separated from his closest friends. He now journeys to find those friends and return home with them. Although a little naive, Sora has an uncommon sense of justice.Goofy: The clumsy but easygoing captain of the Disney Castle Royal Knights. Despite his positions, Goofy dislikes weapons.

Riku: A fifteen-year-old boy who is best friends with Sora and Kairi. Mature for his age, Riku is cool and collected. To save the world, he chose to remain in the realm of darkness.

King Mickey: The king who reigns over Disney Castle. He set off alone to protect his world and all worlds from the dominion of the dark. When Riku fell into the realm of darkness, the king showed him the way, but the two were sepreated when the door to darkness was closed.

Kairi: A fourteen-year-old friend of Sora and Riku. She awaits their return to Destiny Islands.

Naminé: A young witch who, under orders from Marluxia, rewrote much of Sora’s memory. But the forgiveness in Sora’s heart moved her to disobey those orders. Because Naminé based the false memories on Sora’s feelings toward Kairi, Sora believed he and Naminé had been friends since childhood. But truth be told, the two had never met before Castle Oblivion. Now she watches over Sora until the reconstruction of his memories is complete.

Tidus: A young boy from Sora’s islands with a sunny personality and lots of energy. Tidus has no shortage of confidence either, and considers himself a champ at everything.

Wakka: A boy from Sora’s islands. Despite being the oldest, Wakka is modest and takes good care of his friends.

Selphie: A perky girl from Sora’s islands. Selphie is assertive and tends to leap before she looks, and she also has a romantic side.

Jimeny Cricket: Keeps a journal of everyone’s adventures. Also acts as Pinocchio’s conscience, so he’ll know right from wrong.

The Moogles: A strange race that seems to pop up just about anywhere. In Castle Oblivion, the moogles run shops where Sora can trade in unwanted cards.

Cloud: A swordsman hired by Hades to take out Hercules. Cloud seeks the true memories he has lost. Were they memories of someone dear to him, or memories of his own hazy past?

Leon: A cool and collected swordsman who wields a gunblade. His real name: Squall Leonhart. Leon once fought with Sora against the Heartless, but the Leon we met in Castle Oblivion is a product of Sora’s memory, so he can’t remember much of what happened before.

Yuffie: A girl whose cheerful personality belies her painful memories. When she was still young the Heartless robbed her of her home. Never one to sweat the small stuff, Yuffie seems unfazed by her fuddled memory.

Aerith: A young woman who fought the Heartless. Her calm demeanor hides an unbreakable will. Aerith also has a mysterious sense of truth, and is aware that Traverse Town and its inhabitants are a figment of Sora’s memory.

Cid: A gifted pilot who saved Leon and the others from the Heartless when they were just children. Cid lives in Traverse Town now.

Ansem: Pursuer of darkness. To open the door to darkness, Ansem used the Heartless to steal countless hearts. He enslaved Riku, but met his demise at Sora’s hand. Nonetheless, Ansem’s shadow lives on in the depths of Riku’s heart


Truly an enigma. DiZ appeared before Riku in the guise of Ansem, presenting him with choices regarding the darkness within his heart. It is said he and the king have met.


The Unkown: A mysterious man who showed Sora and his companions the way to Castle Oblivion. It seems there are others like him. Surely he has his reasons for approaching Sora, but those reasons remain unclear.

Riku Replica: A replica of Riku created by Vexen from the real Riku’s data. Unlike the real Riku, he wields darkness freely, but is burdened by the fact he is an imitation. Through Naminé’s power he was infused with false memories and made to believe he was the real Riku.
The truth has wounded him deeply.



Donald Duck: The court wizard who serves the king of Disney Castle. He is journeying with Sora and Goofy to find the king. Donald is talkative, moody, and a bit short-tempered.

Organization XIII

Who are The XIII Organization?
Organization XIII is a group of 13 powerful nobodies who seek to discover the secrets of the heart and control the Nobody. In addition, each member of the group is attributed a power and a certain type of Nobody. Finally, they also wish to obtain Kingdom Hearts so they can become complete beings. Each member of the organization is a different number, ranging from 1 (I) to 13 (XIII). Each members organization names comes from taking their original human name and scrambling it up while adding an X to it. Members I, II, III, IV, V, and VI were all AnsemÂ’s assistants in his experiements. The organization wants Sora and his friends to kill heartless so their hearts will be released, and the organization can use them to their advantage.

Who are its members?

Vexen: #4 in the Organization.A man absorbed in his dubious research in Castle Oblivion. He, Lexaeus, and Zexion have been in the group since its inception, and there is no love lost between them and neophytes like Marluxia. Vexen tried to destroy Sora by controlling Riku and putting the two against each other. After battling Riku, Vexen turns to events unfolding aboveground (he confronted Sora personally), but successive failures lead to his termination by Axel.


Lexaeus: #5 in the Organization. A born warrior, Lexaeus effortlessly brandishes a gigantic tomahawk. To counterbalance his rival Marluxia’s bid for Sora’s power, Lexaeus tried to conquer Riku. He failed, but with his dying strength dragged Riku into realm of darkness.


Zexion: #6 in the Organization. Zexion generally avoids dirtying his own hands when there are deeds to be done. However, with the destruction of Vexen and Lexaeus, he was forced into action. Zexion confronted Riku disguised as Sora. But Riku no longer feared dark, and victory was beyond Zexion’s reach.


Axel: #8 in the Organization. A mysterious figure who stands in Sora’s path. Hard to read, half the time Axel seems to just be messing around… but for all we know, he’s done more thinking than everyone else put together. He is a shadow whose intentions and secrets are hidden from all. Axel has no qualms about exploiting others to suit his needs. He used Sora and Naminé to silence Marluxia and halt his plot against the Organization. Axel claims that he and Sora have something in common, but that connection is unclear.


Marluxia: #11 in the Organization. Lord of Castle Oblivion and a member of the Organization. Marluxia lured Sora to Castle Oblivion in hopes of using his power to seize the Organiztion. He ordered Naminé to alter Sora’s memories, and fooled Vexen into challenging him. All was going according to plan, but Marluxia’s scheme dissolved when Axel set Naminé free. Marluxia was ultimately destroyed by Sora. In a move to bring the group under control, Marluxia used Naminé to overrun Sora’s memory and tried to claim the power of the Keyblade.


Larxene: #12 in the Organization. Larxene is unfeeling and loves nothing more than to bring other people down. She is on good terms with Axel but still mocks everyone and trusts no one. Larxene conspired with Marluxia to take over the group, and intended to pull Axel in as well. However, her abrasive, unfeeling personality proved her downfall- provoking Sora’s anger was a fatal error.


Basic Cards

Attack Cards: This class is comprised of the different Keyblades that Sora can use in battle. Each attack cards has its own strengths and weaknesses, so check out its stats before you place your new cards into your dec





  Kingdom Key
  Three Wishes
  Fairy Harp
  Wishing Star
  Metal Chocobo
  Lady Luck
  Divine Rose
  Diamond Dust
  One-Winged Angel
  Ultima Weapon


Magic Cards: This class is comprised of both magic and summoning cards. Magic cards enable you to cast the standard spells, including Fire, Blizzard, Thunder, Cure, and so on. Summon cards enable you to call a friend into battle.

  Tinker Bell

This list contains all of the sleights learned in the course of the game.

  Aqua Splash
  Ars Arcanum
  Blazing Donald
  Blizzard Raid
  Ferocious Lunge
  Firaga Break
  Fire Raid
  Flare Breath
  Gifted Miracle
  Goofy Charge
  Goofy Tornado
  Gravity Raid
  Homing Blizzara
  Homing Fira
  Idyll Romp
  Mega Flare
  Proud Roar
  Reflect Raid
  Shock Impact
  Sliding Dash
  Sonic Blade
  Spiral Wave
  Stop Raid
  Strike Raid
  Stun Impact
  Thunder Raid
  Trinity Limit


Friends Cards: This class of cards is very similar to the summoning cards in the Magic category. However, friend cards only appear during battles. Which friend cards appear in battle is determined by who you have in your party in any given world. Donald Duck and Goofy fill the first two slots in every world except Destiny Islands. The third slot is filled if you are in a world where you have a friend willing to help out.

Item Cards: Item cards are used to reload used cards and even reset the reload counter. These cards can only be used once in a battle.  

  Large Body
  Red Nocturne
  Blue Rhapsody
  Yellow Opera
  Green Requiem
  Air Soldier
  Fat Bandit
  Barrel Spider
  Search Ghost
  Sea Neon
  Wight Knight
  Air Pirate
  White Mushroom
  Black Fungus
  Creeper Plant
  Tornado Step
  Guard Armor
  Parasite Cage
  Card soldier
  Oogie Boogie
  Dragon Maleficent

Trick Cards: Special cards that can only be obtained and used during boss battles.
  Donald Duck
  Peter Pan
  The Beast
  The King



Enemy Cards: Enemy cards appear on a separate Card Reel and are accessed by pressing the SELECT button during battle. These cards trigger unusual effects or grant Sora special powers.


Premium Cards: Very rarely enemies drop premium prizes during battles. Pick one up to go to the Premium Bonus screen after the battle has ended, where you can upgrade one of the cards used in battles to a premium card. Premium cards require fewer CP than regular cards.

Maps Cards: Cards used during Room Synthesis. There are four types of map cards: red, green, blue, and gold. Each type has a different effect on the room created with that card. Red cards affect the Heartless in the room, creating rooms with varying number of Heartless, with Heartless of varying strength or aggressiveness or with specific Heartless. Green cards affect battle conditions. Some increase the power of specific card classes while other cards provide an advantage in battle if you start the fight. Blue cards open up special rooms with treasure chests, save points, Moogle Shops, and so on. Finally, gold cards open special rooms like the story rooms and the hidden Rewards room. You can only carry one of these at a time and the Keycards to the story rooms are handed out at specific times and are not given away in battle like the others.

Tranquil Darkness

Size of Room Medium
# of Heartless 5
Quantity of Treasure Spots Average

This is the basic room. When you enter a new floor, this is what they start you out with. Tranquil Darkness creates the most average-sized room with a moderate amount of Treasure Spots and Heartless. However, these cards start to become more rare the further you go in the Castle. If you are looking to restock your inventory, head back to the first floor and Traverse Town for the best chance to get more.

Teeming Darkness

Size of Room Large
# of Heartless 8
Quantity of Treasure Spots Many

If you are looking for the larger Treasure Spots in a certain world, you can’t go wrong by opening a Teeming Darkness room. This room is very large in comparison to the standard Tranquil Darkness room. As a result, it can hold more Treasure Spots and Heartless. This is a great room to create when you need to level up or collect more Moogle Points to spend in the Moogle Shops. Also, this kind of room increases the chance that an enemy will drop an enemy card at the end of battle by 2.5x.

Feeble Darkness

Size of Room Small
# of Heartless 5
Quantity of Treasure Spots Few to None

The key thing about these rooms is that the Heartless have 2 points deducted from all of their cards. This makes the Feeble Darkness room the place to go to level up a little bit when the enemies in a world are a little to hard to handle.

Almighty Darkness

Size of Room Medium
# of Heartless 8
Quantity of Treasure Spots Average

The Almighty Darkness card creates a room that is the direct opposite of the Feeble Darkness room. This time, the enemy gets 2 points added to all of its cards, making strong monsters even stronger and weak monsters slightly more challenging. The large number of Heartless spawned in this room also makes it a good place to go for leveling up. In addition, there is an increased chance (2.5x) that enemies will drop their enemy card at the end of a successful battle.

Sleeping Darkness

Size of Room Small
# of Heartless 3
Quantity of Treasure Spots Few

The name of the card aptly describes what you’ll find inside: Sleeping Heartless. The small size of the room presents a challenge, as the Heartless inside are usually placed close to entrances and exits. Don’t touch them or you’ll find yourself entrenched in battle.

Looming Darkness

Size of Room Large
# of Heartless 8
Quantity of Treasure Spots Many

This room is very similar to the Teeming Darkness room. The main difference is in the aggressiveness of the Heartless. Here the Heartless are very persistent in their pursuit of trespassers. When you open a room with this card, be prepared to fight! As in the Almighty and Teeming Darkness rooms, there is a increased chance (2.5x) that the last enemy defeated will drop its enemy card.

Premium Room

Size of Room Medium
# of Heartless 3
Quantity of Treasure Spots Average

If you want to increase the chance of getting a premium prize in battle, open a room with a Premium Room card. You are granted a premium prize after defeating all of the Heartless in battle.

White Room

Size of Room Large
# of Heartless 2
Quantity of Treasure Spots Many

You will only encounter White Mushrooms in this overly large room. White Mushrooms are an unusual enemy in that they don’t actually attack. Instead they coax you to play a game with them. They mime what sort of spell they want to see and if you cast the right one three times in a row, you’ll get a prize. Shivering indicates the need for a Fire spell, fanning indicates the need for a Blizzard spell; and drooping calls for the boost of a thunder spell. If you get one spell wrong, the White Mushroom disappear in a huff, leaving you nothing at all. In “battles” with more than one White Mushroom, play with one at a time and isolate them from the rest so that your spells don’t accidentally hit one of the others. The first time you win the game, you get a premium prize along with HP prizes and experience. When you finish playing with all of the White Mushroom on battlefield, you get a map card (usually Calm Bounty) or perhaps the rare White Mushroom Card.

Black Room

Size of Room Medium
# of Heartless 2
Quantity of Treasure Spots Few to Average

Black Fungus are the only Heartless that inhabit this room. Unlike the White Mushroom, the Black Fungus are a more warlike group. In battle, these tricksters emit clouds of spores that stun anyone caught in the way. Black Fungus are also capable of transforming into invulnerable gray mushrooms. In this form, nothing can damage them, forcing you to wait until they change back. Defeating a gang of Black Funguses nets you the standard experience prizes and a Calm Bounty card (or perhaps the rare Black Fungus card).

Martial Waking

Size of Room Medium
# of Heartless 6
Quantity of Treasure Spots Average

The Waking trio of map cards gives your deck a little boost when you enter into battle in that room. Martial Waking boosts all of your attack cards by 2 points. This is great in the early part of the game when you are building your deck and high-numbered cards are tough to get. However, this +2 bonus also affects your zero cards, turning them from fabulous into somewhat weak 2 cards. For this reason, you should stop using Martial Waking cards once your deck is filled with high-numbered cards above 7 or 8.

Sorcerous Waking

Size of Room Medium
# of Heartless 6
Quantity of Treasure Spots Average

Sorcerous Waking boosts all of the magic cards in your deck by 2 points when you fight battles in that room. This card has a little more staying power than the Martial Waking card because of the difficulty in getting high-numbered magic cards and the inadvisability of using zero cads in your deck.

Alchemic Waking

Size of Room Medium
# of Heartless 6
Quantity of Treasure Spots Average

Item cards receive a +2 bonus when you take on Heartless in an Alchemic Waking room. How useful this card is depends largely upon the composition of your deck. If you only use one or two item cards in your deck(s), then you only need to get one or two number 9 cards, negating the need for this card. However, until that time, this is a great way to boost your item cards’ power.

Meeting Ground

Size of Room Medium
# of Heartless 6
Quantity of Treasure Spots Average

This room is very similar to the Waking rooms except that instead of boosting you cards, you are given a friend card at the start of a battle. Mind you, this only works if you are in a world where your friends are available. For example, if you were to use this one on the twelfth floor in Destiny Islands, nothing would happen because Goofy and Donald do not accompany you there. This card is great when you are using sleights that utilize friend cards, like the awesome Trinity Limit attack.

Stagnant Space

Size of Room Large
# of Heartless 5
Quantity of Treasure Spots Few to Average

The Stagnant Space card creates a unique room that is better described as a long hallway. In here, Heartless move at half their usual speed, allowing you to dodge them more easily. Of course, the narrowness of the floor tend to work against dodging.

Strong Initiative

Size of Room Large
# of Heartless 5
Quantity of Treasure Spots Many

When you initiate a battle in a Strong Initiative room, you can inflict more damage with your Keyblade than normal. In new worlds where the monsters are still unfamiliar, this room provides just enough of an advantage to make a difficult battle more survivable. I you fail to start the battle, it proceeds normally with the enemy starting at full health.

Lasting Daze

Size of Room Large
# of Heartless 5
Quantity of Treasure Spots Few to Average

When you start a battle in a Lasting Daze room, every wave of Heartless enters the battle in a stunned state, instead of just the first. If you fail to initiate the battle, the fight proceeds as normal.

Calm Bounty

Size of Room Small
# of Heartless None
Quantity of Treasure Spots Few

The Calm Bounty card opens a room with a single treasure chest. The first time you open up a Calm Bounty room in a world, you’ll find a new card or a new sleight in the chest. In some worlds, you’ll even find a new card or sleight in the second Calm Bounty room you open. The rest of the time you’ll find random cards inside the chest.

Guarded Trove

Size of Room Small
# of Heartless 5
Quantity of Treasure Spots Few

If you took a Calm Bounty room and added a couple of larger guards to it, you’d end up with something resembling a Guarded Trove room. Two big guards patrol the treasure along with a few normal Heartless. The contents of the treasure chest follow the same rules as the Calm Bounty chests.

False Bounty

Size of Room Small
# of Heartless 7
Quantity of Treasure Spots Few

The False Bounty card opens up a treasure room filled with three chests. Of the three, only one of the chests actually holds a prize; the rest hold Heartless. In addition to the Heartless inside the chest, other Heartless patrol the room to dissuade visitors. Of course, the contents of the true treasure chest follow the same rules as the Calm Bounty chests.

Moment’s Reprieve

Size of Room Small
# of Heartless None
Quantity of Treasure Spots Few

Open a door with a Moment’s Reprieve card whenever you need a handy save point. These rooms are great, positioned next to Key to Truth rooms or in the middle of some of the larger floors.

Moogle Room

Size of Room Small
# of Heartless None
Quantity of Treasure Spots Few

This card opens a room with a Moogle Shop. Moogle Shops allow you to buy new cards and sell off your unwanted ones. The coin of choice here are the Moogle Points that you get from the Moogle Points prizes that fly out of some Treasure Spots. When you first visit a newly-opened Moogle Shop, you get a free pack of five cards. Then you can purchase packs of attack cards, magic cards, item cards, or a combination of three. Card packs bought from Moogle Shops have a good chance of containing premium cards. The prices of the cards increase as you climb to the top of Castle Oblivion. It is a good idea to open at least one Moogle Shop per floor and, since there are plenty of Moogle Points to be found, you should completely buy it out.

Mingling Worlds

Size of Room N/A
# of Heartless N/A
Quantity of Treasure Spots N/A

A room where anything could happen.

Key of Beginnings

Size of Room N/A
# of Heartless N/A
Quantity of Treasure Spots N/A

This key opens up the first story room on each floor.

Key of Guidance

Size of Room N/A
# of Heartless N/A
Quantity of Treasure Spots N/A

This key opens up the second story room on each floor.

Key to Truth

Size of Room N/A
# of Heartless N/A
Quantity of Treasure Spots N/A

This key opens up the third story room on each floor.

Key to Rewards

Size of Room N/A
# of Heartless N/A
Quantity of Treasure Spots N/A

The Key to Rewards opens up the hidden rooms on the first through the twelfth floor. Inside you’ll find the rarest treasures in the game. Key to Rewards cards start appearing on the seventh floor.

Worlds Cards: Cards used when selecting worlds.

Max # of Cards in Same Room
Here’s the maximum number of cards you can get in the same room. Also don’t forget that you can delete surplus cards from your inventory. That way you’ll have room for cards that you need. 



  Hollow Bastion
  Never Land
  Traverse Town
  Olympus Coliseum
  Halloween Town
  Destiny Islands
  Twilight Town


Moogle Shops


Another source of treasure is the Moogle Shops. They sell cards in packs of five. There are four types of packs: attack cards, magic cards, item cards, and a Combo Pack. The contents of each pack are randomly chosen according to the probabilities listed in the following table.


Kingdom Hearts Chain Of Memories Faqs & Walkthrough

Kingdom Hearts: Memories Unlockables

Unlockable cards
Complete the task in order to get the reffered card.
Unlockable How to Unlock
Riku Card Beat Riku IV
Hades Card Beat Hades
Jafar Card Beat Jafar
Dragon Maleficent Card Beat Maleficent
Ursula Card Beat Ursula
Captain Hook Card Beat Captain Hook
Darkside Card Beat Darkside
Stop Spell Use Calm Bounty in Wonderland
Shock Impact Skill Use Calm Bounty in Atlantica
Cloud summon card Defeat Hades
Dumbo summon card Finish “Monstro” level
Simba Summon Card Meet Leon for the first time
Genie Summon Card Defeat Jafar
Bambi Summon Card Lead Pooh to the end of 100 Acre Wood
Tinkerbell Summon Card Defeat Captain Hook
Water Splash Skill Open Key of Rewards Door in Monstro
Gravity Raid Skill Open Key of Rewards Door in Halloween Town
Stop Raid Skill Open Key of Rewards Door in WonderLand
Thunder Raid Skill Open Key of Rewards Door in Neverland
Mushu Summon Card Open Key of Rewards Door in Hollow Bastion
Mega-Elixir Item Card Open the Key to Rewards Door in Destiny Islands (requires 33 points of each type of card and a Key to Rewards card)
Blazing Donald Skill Open Key of Rewards Door in Agrabah
Lexaeus Card in Sora’s Story Beat Reverse Rebirth and find it in a chest in Castle Oblivion
Ansem Card in Sora’s Story Beat Reverse Rebirth and find it in a chest in Castle Oblivion
Fire Raid Use Calm Bounty in Halloween Town
Blizzrad Raid Use Calm Bounty in Olympus Colleseum
Lionheart In Traverse Town use the key to rewards.
Metal Chocobo In Collisieum use key to rewards.
One-Winged Angel Same as Dinamond Dust.Except I found this one in a Moogle Shop.(I think you have a better chance on the 500 Moogle Points attack card set)
Diamond Dust Beat the game with Sora once.Then load your game and use a Calm Bounty in Castle Oblivion.(You do not have to beat Reverse/Rebirth)
Gifted Miracle Use Calm Bounty in Halloween Town
Elixer card In 100 hundred acre wood lead pooh in to the hole with tracks leading into it.
Gravity Use Calm Bounty in Agrabah
Firaga Break Use Calm Bounty in Twilight Town
Homing Blizzara Skill Use Calm Bounty in Atlantica


Link Mode
Unlockable How to Unlock
“Reverse Rebirth” Mode Complete Sora’s Story Mode
“Link” Mode Unlock “Reverse Rebirth” Mode


Ultima Weapon
Beat Reverse Rebirth mode to unlock Ultma Weapons for Sora. (You can buy them in Moogle Shops)
Boss Cards for Riku.
In Riku’s Story Mode, your Red attack cards are lost and replaced with new ones from level to level, but you can also obtain Black cards that don’t disappear. To use them, press Select during a battle.
Unlockable How to Unlock
Captain Hook Boss Card Beat Neverland (Level 2,3,4,or 5)
Genie Jafar Boss Card Beat Agrabah (Level 2,3,4,or 5)
Ursula Boss Card Beat Atlantica (Level 6,7,8,or 9)
Hades Boss Card Beat Olympus Colloseum (Level 6,7,8,or 9)
Oogie Boogie Boss Card Beat Halloween Town (Level 6,7,8,or 9)
Trickmaster Boss Card Beat Wonderland (Level 6,7,8,or 9)
Guard Armor Boss Card Beat Traverse Town (Level 2,3,4,or 5)
Parasite Cage Boss Card Beat Monstro (Level 2,3,4,or 5)
Dragon Maleficient Boss Card Beat Hollow Bastion (Level 1)
Darkside Boss Card Beat Twilight Town (Level 10)
Alternate Title Screen
Unlockable How to Unlock
Alternate Title Screen Beat Sora’s Story

Kingdom Hearts: Memories Secrets

Unlimited Moogle Points
For this secret open two connecting rooms, and wipe out all the enemies inside. The places were moogle points are regenerate after you leave a room and return, but the enemies don’t. Just go back and forth in those two rooms to get all the moogle points you want. I find that you get about 2000 in about 5 minutes or so, depending upon how lucky you are.
Heartless battles without Map Cards.
In order to have unlimited battles with Heartless without wasting your Map Cards simply save your game. Then use a False Bounty and open the 2 chests that contain Heartless but always leave the one with the treasure close. Once you’ve fought the 2 Heartless chests, get out of the room and re-enter, both Heartless chests will be close again for you to fight them again.
Repeat this process as many times as you want to level up without using any extra Map Cards.
Premium All Your Cards Fast (or semi-fast)
Similar to the Moogle Points trick, you’ll walk between two rooms over and over, and this trick depends a lot on luck.The requirements are that one of the rooms is a Premium Room, and that that room has to have a BARREL in it. So, once you’ve cleared the room of enemies, just leave and come back. The barrel will respawn each time, and whenever you break it, you will either get health, moogle points, or, if your lucky, a barrel spider. Get it? The spiders respawn (with luck) and thus your chances of getting a Premium Bonus are high. Even when you don’t get spiders, this will help you get Moogle Points.

This certainly takes a while, and I wouldn’t recommend trying to do it to your whole collection. When I did it it took me about 30-45 minutes to premium about 20-25 cards. That’s pretty good, and it helped a ton. I also got a few thousand moogle points, so that helped to.

I recommend making a deck of high-CP cards that you commonly use, especially stuff like Cloud. Barrel Spiders all have an attack power of 4, so keep all your cards above that and you won’t have any trouble. It’s tedious, but it really can be worth it.

Faster Unlimited Heartless Battles Without Map Cards
If you do not wish to(or cannot) use False Bounty, then try this. Warp to the entrance room of a world from a different floor, and there will be Heartless there. Defeat them, then warp to a different floor. You may repeat this as many times as desired without using a single Map Card.
Skip pre-boss fight conversations
If you’ve lost to a boss fight and get tired of listening to the conversations that take place before the fight press start and hold it down for a few seconds and the battle will begin. This becomes very helpful in tough boss fights where you are constantly restarting over and over

Types of Card Packs


Attack Pack Magic Pack Item Pack Combo Pack
100 Moogle Points 200 Moogle Points 150 Moogle Points 150 Moogle Points
200 Moogle Points 250 Moogle Points 200 Moogle Points 200 Moogle Points
300 Moogle Points 270 Moogle Points 300 Moogle Points 300 Moogle Points
500 Moogle Points 300 Moogle Points 350 Moogle Points 400 Moogle Points

Belt Color
Card Rarity
Green Leaf Low 1F-13F
Brown Belt Medium 7F-13F
Black Belt High 7F-13F
Moogle Belt Supreme 11F-13F


Moogle Shop Card List Probabilities

Card Name Pack 1 Pack 2 Pack 3 Pack 4
Kingdom Key
Three Wishes 20% 14% 4% 4%
Crabclaw 20% 14% 4% 4%
Pumpkinhead 20% 14% 4% 4%
Fairy Harp 20% 14% 4% 4%
Wishing Star 20% 14% 4% 4%
Spellbinder 5% 10% 6%
Metal Chocobo 5% 10% 6%
Olympia 5% 10% 6%
Lionheart 5% 10% 6%
Lady Luck 5% 10% 6%
Divine Rose 5% 10% 6%
Oathkeeper 5% 10%
Oblivion 5% 10%
Ultima Weapon 5% 10%
Diamond Dust 5% 10%
One-Winged Angel 4%
Fire 15% 10% 5% 5%
Blizzard 15% 10% 5% 5%
Thunder 15% 10% 5% 5%
Cure 5% 10% 5%
Gravity 5% 10% 5%
Stop 5% 10% 5%
Aero 10% 5%
Simba 20% 5% 5% 5%
Genie 10% 20% 8% 10%
Bambi 8% 10%
Dumbo 10% 20% 8% 10%
Tinker Bell 8% 10%
Mushu 8% 10%
Cloud 5% 5% 10% 15%
Potion 50% 40%
Hi-Potion 50% 40% 20% 15%
Mega-Potion 10% 20% 20%
Ether 10% 20% 20%
Mega-Ether 15% 20%
Elixir 15% 15%
Megalixir 10%

Probabilities for Card Numbers

Card Value %
0 5%
1 15%
2 15%
3 16%
4 14%

Card Value %
5 10%
6 10%
7 6%
8 5%
9 4%




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