KINGDOM HEARTS HD 1.5 REMIX PS3 TROPHY GUIDE By Thundaka (thundaka@yahoo.com) Copyright 2014 Thundaka. This guide is solely for private use. If you wish to host this guide on your website, contact me for permission before doing so. Any profitable use is strictly prohibited. ============================================================================= VERSION HISTORY ============================================================================= v1.00: First update. Feel free to email me if you spot any errors or have suggestions of your own. v2.00: Revised several strategies, most notably Sephiroth, Pink Agaricus, and the Hades Cup time trial. Also revised my advice for Level Master (turns out the Staff is a lot more viable than I thought) and made a number of other small grammatical and factual corrections. v2.10: Updated the notes for Speedster, Unchanging Armor, and Gummi Ship Collector, and made a few grammatical and formatting changes. ============================================================================= TABLE OF CONTENTS ============================================================================= I. Introduction II. Trophy Guide: Final Mix a. Automatic b. Basic c. Combat d. Equipment and Synthesis e. Journal f. Gummi III. Trophy Guide: Chain of Memories a. Automatic b. Basic c. Combat – Sora d. Combat – Riku e. Combat – Both f. Exploration - Sora g. Jiminy’s Journal and Card Collection h. D-Report IV. Trophy Guide: 358/2 Days a. Story b. Journal V. Acknowledgments ============================================================================= INTRODUCTION ============================================================================= This Trophy Guide is intended for those dedicated Kingdom Hearts players who are eager to master everything the Kingdom Hearts HD 1.5 ReMIX collection has to offer, but need a little help with the more difficult Trophies. While a great many Trophies are gained automatically or easily obtained through existing sidequests, others are much more obscure or simply so frustrating that you are unlikely to complete them without help. It is my hope that this guide will give you the means to do so. There are a total of 110 Trophies obtainable in this collection, including two Platinums from Final Mix and Chain of Memories. If you are planning to collect all of them, you’re in for a long haul: doing so requires three full Final Mix and SIX full CoM runs, including three Level 99/100 playthroughs to fill out the more time-consuming completion Trophies, as well as the three- hour-long 358/2 Days cutscene movie. It took me somewhere in the area of 150 hours to complete the collection. And while the vast majority are easy to obtain once you know how, a handful (especially the infernal Gummi Ship Collector) are sure to give you lots of headaches in the course of completing them. Don’t say I didn’t warn you. It should go without saying, but by their nature many of these Trophies will involve plot spoilers. THERE ARE UNMARKED SPOILERS AHEAD, so if you haven’t played these games before I strongly advise you to wait until after your first playthrough to consult this guide. --CONSIDER YOURSELF WARNED.-- ***Trophy Format*** Within each game I have grouped the Trophies into a number of broader categories. All the equipment-focused Trophies are grouped together, for example, as are all the ones based on completing Jiminy’s Journal. I find this format far more useful than the original order, whose randomness can make it difficult to track down which Trophies are still missing. Since their only requirement is to earn all other Trophies for that game, the two Platinum Trophies (Kingdom Hearts MASTER and Chain of Memories MASTER) and 358’s Gold-ranked 358/2 Days Master will not be listed. In addition to each Trophy’s name, Grade, and official description, I will also include a Difficulty ranking to reflect my personal experience obtaining that Trophy. Note that this is only a measure of the skill/luck required to complete that Trophy. For the handful of easy but time-consuming Trophies that require lots of grinding, I have also included a Tedium Factor ranking. (Because Trophies in the Automatic category are unavoidable, no Difficulty is listed for them.) ============================================================================= TROPHY GUIDE: FINAL MIX ============================================================================= Kingdom Hearts Final Mix is definitely the star of the collection, both as the flagship game in the series and as the first overseas release of the Japanese-exclusive Final Mix version. While the main campaign is noticeably more difficult than the original (the once-essential MP Rage Ability comes later and restores far less MP, and other important Abilities like Second Chance and Guard also come later), it makes up for it with a wealth of new features. This includes a new superboss in Hollow Bastion, numerous new Abilities for Sora and Goofy including KH2-style finisher attacks, several rare enemies who must be fought for unique synthesis items, and much more. By the time you earn the Platinum, you will be intimately familiar with all of them. ***************************************************************************** ---AUTOMATIC--- As with any game, there are several Trophies which you will automatically earn just by completing the story. ----------------------------------------------------------------------------- The Rabbit Hole -Description: Seal the keyhole in Wonderland -Grade: Bronze -Notes: None ----------------------------------------------------------------------------- Member of the Tribe -Description: Seal the keyhole in Deep Jungle -Grade: Bronze -Notes: None ----------------------------------------------------------------------------- Where the Bell Tolls -Description: Seal the keyhole in Traverse Town -Grade: Bronze -Notes: Obtained after ringing the Gizmo Shop bell in the Second District three times, then defeating the Opposite Armor. You are required to do this sometime between completing Deep Jungle and your first trip to Hollow Bastion. Since Opposite Armor gives you the invaluable Aero spell, I suggest you defeat him ASAP. ----------------------------------------------------------------------------- Magic Lamp -Description: Seal the keyhole in Agrabah -Grade: Bronze -Notes: None ----------------------------------------------------------------------------- Honest Soul/Master of the Seas/Pumpkin Prince -Description: Escape from Monstro/Seal the keyhole in Atlantica/Seal the keyhole in Halloween Town -Grade: Bronze -Notes: You are only required to visit two of the three worlds to progress on to Neverland and the rest of the story. (There’s a chance Neverland will not appear prior to completing all three, but it’s not a huge obstacle.) If you are trying for Speedster I would suggest Monstro and then Halloween Town, as Atlantica plays more slowly and has relatively weak rewards. Otherwise you should definitely complete all three worlds. **IMPORTANT: If you are going for Gummi Ship Collector on your current playthrough, you will have a much easier time if you depart for Halloween Town (and NOT Atlantica) immediately after sealing the Agrabah keyhole. See Gummi Ship Collector for details. ----------------------------------------------------------------------------- Pixie Dust -Description: Seal the Keyhole in Neverland -Grade: Bronze -Notes: None ----------------------------------------------------------------------------- Oathkeeper -Description: Obtain the Oathkeeper Keyblade -Grade: Bronze -Notes: You will earn this right before your second trip to Hollow Bastion. ----------------------------------------------------------------------------- End of the World -Description: Seal the keyhole in Hollow Bastion -Grade: Bronze -Notes: None ***************************************************************************** ***************************************************************************** ---BASIC--- While not entirely automatic, the following Trophies can easily be obtained during a normal playthrough. The miscellaneous Trophies which do not belong in one of the other categories are grouped together here. ----------------------------------------------------------------------------- Novice Player -Description: Clear Final Mix on Beginner -Grade: Bronze -Difficulty: 1/10 (Tedium Factor: 3/10 for all three difficulty Trophies) -Notes: Because the difficulty Trophies do not stack, you will need to complete three separate playthroughs on Beginner, Final Mix, and Proud Mode. Thankfully the choice of Sword, Staff, or Shield at the beginning of the game means that each run can still be a very different experience. If you take that approach I suggest you choose the Sword for Beginner, the Staff for Final Mix, and the Shield for Proud. Even if you’re a veteran of the original Kingdom Hearts, I suggest starting on Beginner to acclimate yourself to the substantially different combat system. Aside from the expected damage advantages, you start the game with two powerful accessories (which grant you +3 Defense, 20% resistance to all damage, +2 AP, and a 30% experience point boost) and enough stat-boosting items to give yourself +8 Strength, +8 Defense, and +4 AP before the first boss battle. With all that power, you will be able to blitz through most battles with hardly a scratch. This is the ideal mode to earn Unchanging Armor and Undefeated, and is a strong choice for Speedster as well. ----------------------------------------------------------------------------- Final Mix Master -Description: Clear Final Mix [i.e., the standard difficulty] -Grade: Silver -Difficulty: 2/10 -Notes: As the standard difficulty, Final Mix Mode should provide a reasonable challenge without becoming too overwhelmingly difficult at any one point. For general combat advice, see “Proud Player.” ----------------------------------------------------------------------------- Proud Player -Description: Clear Final Mix on Proud -Grade: Gold -Difficulty: 4/10 -Notes: Proud Mode is a genuinely challenging difficulty, but with good reflexes and smart strategy you can get through every battle without too much frustration. My advice will focus on general preparations rather than boss strategies, which you should have refined from earlier playthroughs. First, and most importantly, PICK THE SHIELD as your favored weapon. On Proud Mode you will live and die by your defensive Abilities, and the three most valuable--Guard, Second Chance, and especially Leaf Bracer--are available at least 9 levels earlier this way than if you picked the Sword or the Staff. (Even if you are doing your Level 100 run on Proud, I would still suggest sticking with the Shield. See Level Master for details.) I usually sacrifice the Sword, as the difference between 1 AP and 3 AP is pretty major at the start of the game, but if you prefer to trade slightly more damage for fewer Abilities you can safely sacrifice the Staff. Second, don’t be too proud to use items. The enemies deal A LOT of damage on Proud Mode--though the extra Defense from accessories goes a very long way-- so I can guarantee that you will need a few Potions to survive the pre-Cure battles. Even after you have Cure, you should keep a few Ethers (and later Elixirs) handy for when you run out of MP in the latter half of the game. Third, do your best to collect every treasure and complete every sidequest at the earliest realistic opportunity. Besides the obvious advantage of having stronger spells and better equipment, the experience from all this wandering and fighting will boost your stats and grant you valuable Abilities that much sooner. The 101 Dalmations quest is particularly rewarding (see Top Dog), as the Aeroga spell it grants you is godly at the End of the World. ----------------------------------------------------------------------------- Speedster -Description: Defeat the World of Chaos at the End of the World within 15 hours -Grade: Gold -Difficulty: 2/10 -Notes: Despite its high ranking, this is a very easy Trophy. By only completing the plot-required battles and running from every random enemy, you can easily reach the final save in 5-10 hours and win the final battles less than an hour afterwards. (Cutscenes do not count toward your final time, although pausing in combat and entering the menu both do.) The experience gained from bosses will keep you at a reasonable level, especially if you are playing on Beginner. I would suggest skipping Olympus, Atlantica, and the 100 Acre Wood entirely, and otherwise restricting yourself to the plot-required path. This Trophy will appear just after you have defeated Ansem’s final form, as the ending cutscenes start to play. If you are attempting Speedster and Unchanging Armor on the same run, I highly suggest that you take a break after Hollow Bastion to earn Aeroga (see Top Dog). You will still finish well before the 10 hour mark, and Aeroga’s offensive and defensive benefits make an enormous difference in the last few battles. ----------------------------------------------------------------------------- Unchanging Armor -Description: Clear the game without changing equipment -Grade: Silver -Difficulty: 3/10 (5/10 on Final Mix or higher) -Notes: This one is absolutely best done on Beginner. Because Sora’s EXP Ring and Ribbon are already equipped, you can benefit from them without violating the rules. The initial +8 Strength and +8 Defense from Sora’s stat boost items provides him a lot of extra durability and ensures that his damage output remains strong throughout most of the storyline. Unfortunately, even with those stat boosts your damage will plummet when you get to the End of the World. Sora also takes a lot more damage, dying in three hits to the enemies there, though if you can survive on Proud Mode that shouldn’t be an issue. Choosing the Sword as your Dream Weapon helps a lot, as it provides both higher Strength and powerful attack Abilities, but even at Level 50 each stage of the final battles will likely take a few minutes to finish. (Definitely don’t pick the Staff. Its playstyle centers around heavy use of spells and summons, and without MP-boosting equipment neither will be very effective.) Upgrading to Aerora or Aeroga is a big help, as it deals continuous contact damage while protecting Sora, but that is pretty much the only way to boost your offense. All that said, it is completely possible to earn this trophy on Final Mix or even Proud. Just be aware that without the stat bonuses and experience boost from Beginner, Sora will deal scratch damage much sooner and will take a lot more damage himself. ----------------------------------------------------------------------------- Undefeated -Description: Clear the game without using a continue -Grade: Silver -Difficulty: 3/10 -Notes: This is a simple one. So long as you never die during a playthrough, you will never be taken to the Continue screen at all. Chances are very good that you will earn this without trying during your Beginner Mode run, provided you don’t push your luck when it comes to healing. If killed, you must use the “Load Game” option to restart from an earlier save. Thankfully most of the truly dangerous story battles are close to a save point, with the notable exception of the final bosses, so if you are diligent about saving you will rarely lose more than a few seconds of time. Defeats at the Coliseum (other than Cerberus) and on the gummi ship do not count, thankfully, so you can retry those to your heart’s content. ----------------------------------------------------------------------------- Junior Hero -Description: Seal the keyhole in Olympus Coliseum -Grade: Bronze -Difficulty: 3/10 -Notes: The Olympus keyhole is hiding under the heavy stone block with the Yellow Trinity symbol in front of it. Once you have won the Hercules Cup (see Hero of the Coliseum) you gain access to this Trinity, allowing you to reveal and seal the keyhole. ----------------------------------------------------------------------------- Pooh’s Friend -Description: Seal the keyhole in 100 Acre Wood -Grade: Bronze -Difficulty: 3/10 -Notes: In order to clear the 100 Acre Wood, you must collect all five Torn Pages and complete the minigame associated with each. The locations of the Torn Pages are as follows: 1) Agrabah: Dark Chamber, near the save point. 2) Monstro: Chamber 6, on a high platform. Initially it is unreachable, but after winning the first Parasite Cage battle and equipping High Jump you can return to collect it. 3) Atlantica: Ariel’s Grotto, in a chest about halfway up. 4) Halloween Town: Research Lab, in the bookshelf. 5) Traverse Town: The Dalmatians give this as a reward after you have rescued 51 of the 99 puppies (see Top Dog). ----------------------------------------------------------------------------- Treasure Hunter -Description: Open 100 treasure chests -Grade: Bronze -Difficulty: 1/10 -Notes: There are far more than 100 treasure chests in the game, so you should earn this one without trying. ----------------------------------------------------------------------------- From Rags to Riches -Description: Obtain over 10,000 munny -Grade: Bronze -Difficulty: 3/10 -Notes: While you’re not likely to earn this Trophy during a story playthrough, it will come naturally as you farm enemies for Synthesis Master. You are required to hold 10,000 at once, so don’t get overeager about spending it. The Defenders that spawn in Traverse Town’s Third District are one of the best sources of munny, especially with everyone’s Jackpot and Treasure Magnet Abilities equipped. ***************************************************************************** ***************************************************************************** ---COMBAT--- Those Trophies concerned with defeating Heartless and bosses in battle, or the benefits of doing so, belong here. ----------------------------------------------------------------------------- Level Master -Description: Get Sora to Level 100 -Grade: Silver -Difficulty: 1/10 (Tedium Factor: 4/10) -Notes: This is the Trophy around which your entire 100% playthrough revolves. The bad news is that Level 100 takes a very long time to reach, somewhere in 50-60 hour range. The good news is that little if any explicit power-leveling is needed (if you keep your EXP-boosting accessories equipped) because the other three Trophies that form the center of your 100% run-- Synthesis Master, Master Magician, and Master Defender--will take you most or all the way there by themselves. Prior to starting this run, you must make three choices: difficulty mode, level progression style (Sword/Shield/Staff), and leveling speed (dawn/midday/dusk). The first choice is largely a matter of playstyle and what you hope to get out of this collection. If you plan to earn the Platinum as quickly as possible and never return to the game, Beginner is clearly the way to go: your damage output and durability is far greater, you have an EXP Ring right from the start, and the optional bosses and timed cups are much easier to defeat. However, if you see these Trophies as a test of your skills you may well want to create a master save file for yourself, so you can test your skills against the bosses anytime you like. In that case Proud Mode is the way to go, as you will never face them at their full strength on Beginner. It is a harder and slightly longer path, but the Platinum will be that much more rewarding knowing that you earned it the hard way. Proud Mode also grants you access to the secret endings, which are not available on Beginner. Level progression is also a matter of playstyle. If you want every defensive advantage you can get, choose the Shield. You will earn Leaf Bracer and Second Chance early on, an incredibly powerful combination against the optional bosses. The Shield also speeds the synthesis sidequest via the early appearance of Lucky Strike, and allows you to equip up to 8 items at once. If you are confident in your reflexes and want more raw offensive power, on the other hand, choose the Staff. The early presence of MP Haste and MP Rage will reduce or eliminate the need for items, Ripple Drive provides some of the best crowd control in the game, and your naturally high MP will boost spell and summon damage as well as how frequently you can use them. Fortunately, dawn vs. dusk is a no-brainer. The level disadvantage of “leaving at dusk” disappears by the time you reach level 40, before any of the truly vicious bosses appear, and it will take you to max level a few hours earlier than the “leaving at dawn” option. Those considerations aside, make sure that you equip all the EXP-boosting accessories as soon as possible, on either Sora or his allies. There are four in total, which will collectively double your experience rewards (plus an extra 30% if you include the free EXP Necklace from Beginner Mode). 1) EXP Ring (+20% EXP, +1 MP): The prize for completing the 100 Acre Wood. This can be obtained once you’ve cleared Monstro, Atlantica, and Halloween Town. 2) EXP Earring (+20% EXP): Item 6 on the synthesis list. Despite its early availability, the unique materials it requires (particularly the Serenity Power) make it unlikely you’ll get this until you clear Hollow Bastion. 3) EXP Bracelet (+30% EXP, -2 Strength, -2 Defense): Item 29 on the synthesis list. Due to its penalties, you’ll definitely want to give this to a teammate. 4) EXP Necklace (+30% EXP, +2 AP): Your prize for defeating the Unknown in Hollow Bastion (see He Who Does Not Exist). ----------------------------------------------------------------------------- Heartless Hunter -Description: Defeat over 2000 Heartless -Grade: Bronze -Difficulty: 2/10 -Notes: You may well earn this as a matter of course from a regular playthrough, and will definitely do so while earning Synthesis Master. ----------------------------------------------------------------------------- Novice Hero -Description: Win the Phil Cup -Grade: Bronze -Difficulty: 2/10 -Notes: In order to unlock the Olympus Coliseum cups you must first clear the preliminary story events by completing Phil’s training minigames, making it to Cloud in the preliminary matches, and defeating Cerberus. The Phil Cup is unlocked once you defeat Opposite Armor and seal the keyhole in Traverse Town (see Where the Bell Tolls). It is a pretty easy tournament, featuring lots of mage Heartless and sections of the Guard Armor boss. ----------------------------------------------------------------------------- Artisan Hero -Description: Win the Pegasus Cup -Grade: Bronze -Difficulty: 3/10 -Notes: The Pegasus Cup is unlocked when you destroy the Parasite Cage in Monstro. This is a more difficult tournament, featuring lots of large Heartless and ending with a boss battle against Leon and Yuffie. Guard and Sonic Blade are both recommended. ----------------------------------------------------------------------------- Hero of the Coliseum -Description: Win the Hercules Cup -Grade: Bronze -Difficulty: 3/10 -Notes: The Hercules Cup is unlocked once you defeat Captain Hook and seal the keyhole in Neverland. This tournament features lots of pirate-type Heartless from Neverland, a brief boss battle against Cloud, and a longer one against Hercules. Victory earns you the Yellow Trinity power, which is needed to seal the Coliseum keyhole (see Junior Hero), and also unlocks the Platinum Match (see One-Winged Angel). ----------------------------------------------------------------------------- Coliseum Champion -Description: Win the Hades Cup -Grade: Bronze -Difficulty: 4/10 -Notes: The Hades Cup is unlocked after defeating the Behemoth and sealing the keyhole in Hollow Bastion. This one is a real doozy: there are five tiers of 10 matches, each ending with a major boss battle. While you can always re-start the current tier from the beginning, dying against the boss means you must repeat the previous 9 matches as well. The final tier is especially dangerous, as it is lousy with Defenders, Invisibles, Angel Stars, and other deadly Heartless. The good news is that all these Heartless translate to a huge experience windfall, and this late in the game you have access to the best equipment and spells. Winning this tournament unlocks the Gold Match (see The Frosty Giant). ----------------------------------------------------------------------------- Supreme Soloist -Description: Complete any solo challenge -Grade: Bronze -Difficulty: 3/10 (5/10 for Hades Cup) -Notes: You will earn this Trophy after completing one of the Olympus tournaments without your teammates. In order to do this you must first win that tournament by the normal rules, then return and talk to Phil. Each solo challenge has its own reward, typically an Ability or rare synthesis material, and once complete you may attempt that tournament’s time trial as well. In order to earn Master Magician, you must complete the Hades Cup solo challenge for the Save the Queen staff. The lower tiers aren’t terribly difficult at a high level (though you may need to use some Ethers to compensate for the lack of MP Gift and Donald’s healing magic), but the deadly enemies in the final tier may be able to overwhelm Sora through sheer numbers. Two valuable spells to keep in mind are Aeroga and Stopga (see Top Dog and The Cloaked Shadow): the former completely neutralizes many attacks and halves the damage from all others, while the latter can freeze large crowds of Heartless and keep them still long enough for you to recover the MP cost without danger. Fortunately your progress is still saved after each tier, so if you get stuck you can always quit and come back to that tier later. ----------------------------------------------------------------------------- Time Attacker -Description: Complete any time trial challenge -Grade: Bronze -Difficulty: 5/10 (7/10 for Hades Cup) -Notes: You will earn this Trophy after completing one of the Olympus tournaments within the time limit. In order to do this you must win that tournament’s solo challenge, then return and talk to Phil. These time limits tend to be very short, meaning in most cases that you won’t be able to clear them until well after you can clear the original tournament. Each time trial has its own reward, typically an Ability or rare synthesis material, and once complete you may choose to replay any single match within that tournament. In order to earn Master Defender, you must complete the Hades Cup time trial for the Save the King shield. This is a brutal ordeal: you are expected to conquer all 50 rounds in 20 minutes, including several of the toughest bosses in the game, and this time there are no checkpoints. Thankfully, you have a mighty crowd-clearing tool in the Thundaga spell. It achieves maximum damage at 14 MP, so equip lots of MP-boosting equipment. (Equip any spare slots with the Titan Chain or Omega Arts.) You will still need high Strength to deal with the bosses, so the Ultima Weapon is absolutely essential. It should go without saying, but keep lots of Megalixirs stocked. As for your partners, make sure that MP Gift is Goofy’s only MP-using move and that his max MP is high. Customize his Support Abilities to be used constantly, have both him and Donald attack constantly, and set all other moves to “Only in emergency.” Their best role is to smack down Heartless stragglers with strong weapons while you take out the mobs with magic. Your run should go something like this: In the early rounds, Dodge Roll to the center and cast Thundaga to win the match. Even on Proud, one Thundaga per round will be enough for the entire first half of the cup. You must cast it twice when the Wyverns start appearing, and up to three times to take out the Invisibles, but even then each round will go by very fast. Thundaga-spam does not work well against the bosses, however, which is where your Strength comes in. Most of the time you can rapidly wear down their health with an aggressive Counterattack-based assault, though during certain attacks (Yuffie’s giant shuriken, Cloud’s Omnislash, maybe Hades’ flamethrower attack) you will need Strike Raid to keep dealing damage without being interrupted. Note that there are a handful of Heartless who are immune to Thundaga. Here are some tips to quickly mop them up: *Yellow Opera, Green Requiem: They will fall in one hit, so if Goofy and Donald are aggressive enough they will eliminate most of them for you. Graviga is an instant kill, though only if they stay in range for a few seconds. *Wizard: Neither Thundaga nor Graviga works here. If possible, move in and take them out with a combo; if not, finish them with Strike Raid. Their constant teleportation can be a serious time drain, so make sure that you are strong enough to finish them in one combo. *Angel Stars: They absorb Thundaga, have lots of health, and appear in large numbers in the final rounds. Graviga is indispensible for them: it takes off most of their health and immobilizes them on the ground, so you can quickly destroy them with an attack before they can drag things out by entering guard stance. With this strategy I entered at level 85 and finished with over 4 minutes to spare, and mine was by no means a perfect run. So long as you keep yourself alive, finishing within the time limit is very achievable. ----------------------------------------------------------------------------- The Cloaked Shadow -Description: Defeat the Phantom at the Clock Tower -Grade: Bronze -Difficulty: 5/10 -Notes: The Phantom is one of several optional bosses that appear after you defeat the Behemoth and seal the keyhole in Hollow Bastion. He guards the Clock Tower in Neverland; to reach him, you must have Peter Pan in your party and have him talk to Tinkerbell in the cabin. The Phantom is by far the easiest of the “superbosses” who have come out to play, to the point that he can be beaten by a normally leveled party with the right strategy. His claw swipe will kill you if it connects on higher difficulties, so make sure you have Second Chance equipped. Cast Stopra on the clock tower to halt his Doom spell (reapplying it every minute or so), and otherwise hit him with spells and physical attacks as indicated by the colored orb on his body. Spells are more common, so make sure you have Firaga/Blizzaga/Thundaga and as much MP-boosting equipment as possible to boost your spell damage. Rely on Mega-Ethers and Goofy’s MP Gift to keep the magic coming, use the clock tower to hide from his homing attack, and he should fall quickly. Victory grants you the Stopga spell. ----------------------------------------------------------------------------- The Sandy Blade -Description: Defeat Kurt Zisa in Agrabah -Grade: Bronze -Difficulty: 6/10 -Notes: Kurt Zisa appears after you seal the keyhole in Hollow Bastion. To face him, talk to Carpet in Aladdin’s House and agree to ride him into the desert. Like the Unknown, Kurt Zisa is best fought after level 80 or so. The main danger comes from his magic seal attack, which he uses in the opening seconds of the battle. While it is active you cannot use any spells or summons, so you can only heal with items. Fortunately you can summon Tinkerbell while he is casting, if you are quick, so she can keep you alive via Second Chance as long as you aren’t damaged twice in too short a timespan. Unfortunately, that becomes a real danger when he unleashes the spinning sawblade attack late in the battle. Leap and Glide over the horizontal slices, Dodge Roll to the side on his vertical passes, and if you are skilled enough you will get through the attack without losing Tinkerbell. Otherwise you will need to rely on HP items to get through the remainder of the battle, a dicey proposition at best. ----------------------------------------------------------------------------- He Who Doesn’t Exist -Description: Defeat the Mysterious Man in Hollow Bastion -Grade: Bronze -Difficulty: 7/10 -Notes: The Mysterious Man, a.k.a. Unknown, a.k.a. You-Know-Who (if you’ve played Kingdom Hearts II) is a Final Mix-exclusive optional boss. He appears after the first cutscene at the End of the World, inside the portal in Hollow Bastion’s Chapel where you fought Dragon Maleficent. His attacks deal very high damage (Tinkerbell and Aeroga are both good investments), but by the time you have reached level 80 or so you can easily recover with the usual Second Chance+Leaf Bracer combo. What makes him really deadly is his “seizure” attack: he lifts Sora into the air, then seals Sora’s battle menu while rapidly draining his health. To break free you must select the “Release” command, which randomly and rapidly switches spots on the menu. Pressing any other command will shock Sora and make him die faster. Try to press Release when it appears in the top two spots; rapidly pausing and unpausing the game makes this a lot easier. DON’T FORGET TO HEAL right after you have broken free: he abuses the hell out of this move in the final health bar, and two in a row can easily kill you. Note that he has a major weakness of his own. Gravity spells will briefly paralyze him, stopping his attacks long enough for you to perform a complete combo. (So does the Gravity Break finisher, though it is far less reliable.) Use that to your advantage. ----------------------------------------------------------------------------- The Frosty Giant -Description: Defeat the Ice Titan in the Gold Match at Olympus Coliseum -Grade: Bronze -Difficulty: 5/10 -Notes: The Ice Titan appears in the Gold Match after you complete the Hades Cup. Unlike the previous three bosses, Sora must fight him alone. While he is just as powerful as the Unknown or Kurt Zisa, the fact that his attacks are all ice-elemental makes him substantially easier. By equipping the Shiva Belt (extinguish every flame in the Coliseum foyer with Blizzaga) plus two Blizzaga Rings (purchased from the Traverse Town shop), all his attacks will do less than half damage. You will probably get hit a lot, so be sure to bring Elixirs with you, but as long as you are decent at deflecting his icicles the usual Second Chance+Leaf Bracer tactic will see you through. ----------------------------------------------------------------------------- One-Winged Angel -Description: Defeat Sephiroth in the Platinum Match at Olympus Coliseum -Grade: Bronze -Difficulty: 7/10 -Notes: Sephiroth appears in the Platinum Match after you complete Neverland. As with the Ice Titan, Sora must fight him alone. Sephiroth is probably the hardest boss in this game. He is a master of hit- and-run tactics, lashing out with his katana when you least expect and dashing away before you can strike back. His constant teleportation and obscene range make many attacks nigh-unblockable, his damage is extremely high, and because of Heartless Angel you can’t just stay on the defensive. Your one major advantage in this fight is Sephiroth’s fondness for the dark. All his attacks are dark-elemental in the final phase, as is his screen- darkening Octaslash combo. Therefore, you can cut his most dangerous attacks in half by equipping Dark-resistant accessories (I used the Ribbon, Heartguard, and Dark Ring). It’s difficult to overstate how much an extra hit or two per Curaga will improve your survivability. The extra Strength, reach, and MP from the Ultima Weapon are all important here, so don’t enter without it. During the first phase I find it easiest to leap over his katana sweeps and hit him with an air combo. You will occasionally get caught in his fire pillar counter, but there’s really no way around that. Once he starts running and teleporting, I suggest Guarding the charge and relying on Counterattack. This is especially important in the third phase, where Guard is the only reliable defense against the “Dodge this!” spin attack. Keep a full stock of Elixirs, as you will need to quickly use one if you are unable to interrupt Heartless Angel. Heal promptly whenever your HP is critical, use Strike Raid to ignore Octaslash entirely, and with luck you will make it out alive. ***************************************************************************** ***************************************************************************** ---EQUIPMENT AND SYNTHESIS--- All of the following Trophies require use of the Synthesis sidequest, which takes place in the Moogle workshop above Cid’s shop in Traverse Town. In order to access the workshop, you must first defeat Jafar and seal Agrabah’s keyhole for the Green Trinity power. Light the fire in the accessory shop, use the Trinity mark to lower the ladder, and you are in business. ----------------------------------------------------------------------------- First Synthesis -Description: Synthesize an item for the first time -Grade: Bronze -Difficulty: 1/10 -Notes: By the time you open the synthesis shop you will have the materials for at least one item. The Power Chain and Magic Armlet are both good starting choices. ----------------------------------------------------------------------------- Synthesis Novice -Description: Synthesize 3 types of items -Grade: Bronze -Difficulty: 2/10 -Notes: You may well have enough materials to do this on your first visit. If not, you definitely will by the time you’ve cleared another world or two. Earning this Trophy also unlocks the second list of synthesis items. ----------------------------------------------------------------------------- Synthesis Amateur -Description: Synthesize 15 types of items -Grade: Bronze -Difficulty: 5/10 (Tedium Factor: 3/10) -Notes: Now it gets genuinely difficult. This isn’t realistically obtainable until after sealing the Hollow Bastion keyhole: you can only skip 3 of the 18 items, and you will need Aeroga (and in one case Ragnarok) to beat several of the rare Heartless who carry the ingredients you need. See Top Dog for details on obtaining Aeroga. Earning this Trophy also unlocks the fourth list and the Encounter Up Ability. For strategy notes, see Synthesis Master. ----------------------------------------------------------------------------- Synthesis Vet -Description: Synthesize 30 types of items -Grade: Bronze -Difficulty: 6/10 (Tedium Factor: 5/10) -Notes: This Trophy unlocks once you have completed every item on the first five lists. At this point you are nearly done synthesizing, with only the final list containing Sora’s Ultima Weapon, Donald’s Fantasista, and Goofy’s Seven Elements remaining. For strategy notes, see Synthesis Master. ----------------------------------------------------------------------------- Synthesis Master -Description: Synthesize all items -Grade: Bronze -Difficulty: 6/10 (Tedium Factor: 5/10) -Notes: The bulk of your 100% playthrough will be spent earning this Trophy. To complete the synthesis list and create the most powerful weapons and accessories in the game, you must spend A LOT of time defeating Heartless for synthesis materials. This includes several completely new minigame- like Heartless, who typically only drop their unique materials if certain conditions are met. It should go without saying, but make sure that you equip Lucky Strike as soon as possible to maximize your drop chances. (Treasure Magnet is also a big help, especially against the flying enemies in Neverland.) For exact item requirements and additional tips, please refer to Itokiri-Tevi’s excellent Moogle Workshop Guide. The synthesis materials can be broadly classified into 3 categories: common, rare, and minigame. The “common” materials are dropped by frequently respawning Heartless, and thus are easy to collect. The Encounter Up Ability’s main use is to make these enemies respawn quickly, so you can collect materials faster. *Lucid Shard: Shadow *Lucid Gem: Wight Knight/Gargoyle *Lucid Crystal: Darkball *Bright Shard: Green Requiem *Bright Gem: Search Ghost *Bright Crystal: Defender *Power Shard: Powerwild, Bouncywild *Power Gem: Pirate, Air Pirate, Battleship *Power Crystal: Wyvern *Blaze Shard: Red Nocturne *Blaze Gem: Bandit, Fat Bandit *Frost Shard: Blue Rhapsody *Frost Gem: Sea Neon, Sheltering Zone *Thunder Shard: Yellow Opera *Thunder Gem: Screwdriver, Aquatank *Spirit Shard: Soldier, Large Body *Spirit Gem: Air Soldier *Shiny Crystal: Wizard *Gale: Invisible, Angel Star *Mythril Shard: Pot Spider, Barrel Spider Note that many items on this list can be dropped by the White Mushroom as well. He always drops a Lucid/Bright/Power/Blaze/Frost/Thunder/Spirit Shard when you cast 3 different spells (ending with Gravity/Cure/Stop/Fire/ Blizzard/Thunder/Aero, respectively), and has a 40% chance of dropping a Gem when you cast the same spell 3 times. “Rare” materials are not dropped by anyone. The vast majority come from chests, with a handful earned as minigame prizes, though they can also be either synthesized or purchased. *Mythril: Item 18 on the synthesis list. That said, you are only required to synthesize one. Unless you miss some of the free Dark Matters, you can collect all the Mythrils you need from chests or minigames. *Dark Matter: Item 25 on the synthesis list. This is a much rarer prize, so you will have to synthesize at least three to complete the list. *Orichalcum: Purchased at the Traverse Town item shop for 5000 munny. You will need up to 3 of these, though thankfully munny is plentiful in the endgame. (Killing Defenders for Goofy’s Defender shield will cover the tab for this many times over.) Finally, “minigame” materials come from one of the game’s numerous rare Heartless. Each enemy employs a minigame-like gimmick, which you must pass to obtain its item. These enemies will almost never respawn when you exit and reenter the area. To make them reliably reappear, go at least two screens away and then return. (Encounter Up doesn’t seem to make a difference, so I would leave it off.) Several of these Heartless are far harder without Aeroga, so I would wait until the endgame to face them. *Mystery Goo: Dropped by White Mushrooms, Black Fungi, and Rare Truffles. You should get most of the Goos you need while obtaining Goofy’s Dream Shield from the White Mushrooms, and defeating them with 3 of the same spell is a reliable (if slow) way to obtain more. For their locations, see “Master Defender.” Black Fungi are tough opponents, but will always drop Mystery Goo if defeated with a critical hit. The Wishing Star keyblade guarantees a critical on your finishing hit, so keep it equipped. I suggest fighting them in the Bazaar in Agrabah. Finally, the Rare Truffles will drop up to three Mystery Goos if you can juggle them in the air for 100 hits (though you have a chance starting at 10 hits). This is easiest on the Deck in Neverland, as the ability to float greatly simplifies the timing, but it can be done anywhere with a rapid jump/hit/land/repeat pattern. *Power Stone: Dropped by Sniperwild in Traverse Town’s Second District. Your objective is to defeat all her clones by staying out of sight. If she spots you and sounds the warning, she will start shooting inescapable projectiles at you and no longer drop anything. You can sneak up behind the first one pretty easily, but to defeat the larger groups you will need Stopra or Stopga to immobilize them. She will always drop two Power Stones after you defeat 30 clones, and will repeat the cycle from the beginning to give you the chance to earn more. *Fury Stone: Dropped by Gigas Shadow in the table area of Wonderland’s Bizarre Room. Prior to their arrival you will fight three waves of Shadows, so if any other Heartless spawn you should try again. Seven Gigas Shadows will spawn, each of which will disappear if it hits Sora. To guarantee the drop you must defeat all seven. Thankfully there are easy ways to defeat them without risking a hit: Aeroga will deflect all their attacks, while Strike Raid makes you completely invincible. *Lightning Stone: Dropped by Black Ballade in Deep Jungle’s Bamboo Thicket. His challenge works like a shell game: he will split himself into five copies, briefly hop to indicate the one you must hit, and then the copies will fly randomly around the screen to make you lose track of the real one. This is a very difficult challenge in real time, but you can make it a lot easier by quickly pausing and unpausing the screen. He will do this 5 times: the fewer times you miss, the better your chances of a drop. *Mythril Stone: Dropped by Pot Scorpion at Agrabah’s Palace Gates. There will be 12 pots, one of which holds the Heartless: the more pots you break before he arrives, the higher your chance of a Mythril Stone. Thankfully, you can break all of them and guarantee the drop by simply pushing Sora into each pot, as its pot is the only one that will not move. Once freed the Pot Scorpion is a pretty tough opponent: it is invulnerable until you knock it over by blocking its charge (and quickly recovers from that), and will trap you with poison pools in the meantime. My usual tactic is to automatically block the charge with Aeroga, then use Strike Raid to rack up the damage when it falls over. *Frost Stone: Dropped by Grand Ghost in Monstro’s Stomach (where you fought Parasite Cage the second time). He is unique in that he is completely immune to normal damage. To defeat him, you must use an HP-healing item on him through the menu. The rarer and more powerful the item, the higher the chance of a successful drop. An Elixir plus two Hi-Potions guarantees at least one, and gives a high chance of a second Frost Stone. (If you somehow run out of Elixirs, you can collect an unlimited supply by pulling up the vegetables from Rabbit’s Garden in the 100 Acre Wood.) *Blazing Stone: Dropped by Chimera in Halloween Town’s Manor Ruins. If a single Wight Knight spawns when you arrive, the Chimera will appear. Otherwise you need to exit via the river and climb the bridge to reenter. (Fortunately this counts as two screens, so you don’t need to backtrack any farther.) After defeating three waves of Wight Knights, the Chimera will slam down from the sky. He has two separate health bars: an “armor” layer, and a much longer true health bar that is only released when his armor falls and he is stunned. While stunned, he will release several multi-colored projectiles which will bounce around the area: the more of these you deflect back to him, the greater chance that he will drop a Blazing Stone. While you could Guard them back, it is vastly easier to just cast Aeroga and wail on him while the barrier automatically deflects them. *Dazzling Stone: Dropped by Jet Balloon on the Deck in Neverland. He employs a hit-and-run strategy, sending an endless stream of Missile Divers at you before dashing away. Aeroga will deflect all of the Missile Divers, and if you have trouble staying in range you can freeze him with Stopra or Stopga (though only briefly). Make sure to keep Treasure Magnet equipped, as otherwise the Dazzling Stones could fall into the sea and be lost. *Energy Stone: Dropped by Stealth Soldier in Hollow Bastion’s Grand Hall. He arrives with the second wave of enemies at the entrance, and is probably the deadliest respawning enemy in the game. Sonic Blade is great at first, though below half health I would use Stopra or Stopga to prevent him from running away. The Stop spells only work on him for a very short time, though they do briefly remove his invisibility. *Stormy Stone: Dropped by Neoshadow in the End of the World’s Linked Worlds (the room just outside the final save point). This guy uses pack tactics to constantly interrupt Sora, so Sonic Blade or Strike Raid is recommended to speed things along. *Serenity Power: Dropped by Pink Agaricus in Deep Jungle’s Treehouse. Chances are this will be the hardest part of the synthesis sidequest, as the new interface screws you over. After releasing the three White Mushrooms with Stop, the Pink Agaricus will appear and you will have to hit him as many times as you can within a single Stop casting. To reach the minimum of 40 hits, you will need both Aerora/ga and Ragnarok active. Unfortunately, activating Ragnarok with Triangle will also signal Donald and Goofy to attack the Pink Agaricus (this was Triangle’s only function in the original game), and each hit that they land is subtracted from your total. To earn those Serenity Powers you must actively prevent your allies from reaching the Heartless. Stop’s duration is determined by Sora’s maximum MP, so equip as much MP-boosting equipment as possible. Only proceed if you see a White Mushroom straight ahead as you enter. Take care of the other two White Mushrooms first, then return. The only spot where they cannot consistently reach the Pink Agaricus is directly below the netting on the path; lure them into the corner there, then summon Bambi to prevent them from following. The summon will give you time to finish the last White Mushroom, reach the Agaricus, and
cast Aeroga, and if you positioned them properly your teammates will remain 
stuck in the corner.  Make sure the camera is pointed toward Donald and 
Goofy’s last location, and stays there the whole time; otherwise there is a 
chance that they will teleport to your location and get in some hits anyway.  
With three Ragnaroks, 6 keyblade attacks between each, and no interference 
from your teammates, you can consistently rack up 70-80 hits and earn 1 or 2 
Serenity Powers per encounter.

-----------------------------------------------------------------------------
Blade Master
-Description: Obtain all keyblades
-Grade: Bronze
-Difficulty: 7/10
-Notes: Here is the complete list of Sora’s keyblades:


	*Kingdom Key, Jungle King, Three Wishes, Crabclaw, Pumpkinhead, Fairy 
Harp, Oathkeeper: Obtained automatically through the story.

	*Wishing Star: In Geppetto’s House in Traverse Town, after you clear 
Monstro.

	*Spellbinder: Given by Merlin once Sora has learned the basic version 
of all seven spells.  You can collect this after clearing Monstro, assuming 
you have also defeated Opposite Armor and cleared the Phil Cup in Olympus.

	*Metal Chocobo: Defeat Cloud in the Hercules Cup.

	*Olympia: Complete the Phil, Pegasus, and Hercules Cups in Olympus.

	*Lady Luck: White Trinity Mark in a hidden section of Wonderland’s 
Lotus Forest.  This is pretty well hidden: you must travel through both 
parts of the sideways Bizarre Room via the top of the tree trunk, then 
enter the painting to reach the mark.

	*Divine Rose: Given by Belle in the Library, on your second visit 
to Hollow Bastion.

	*Oblivion: In Hollow Bastion’s Grand Hall.

	*Lionheart: Defeat Leon and Cloud in the Hades Cup.

	*Diamond Dust: Defeat the Ice Titan (see The Frosty Giant).

	*One-Winged Angel: Defeat Sephiroth (see One-Winged Angel).

	*Ultima Weapon: Item 33 on the item synthesis list (see Synthesis 
Master).


The high difficulty comes almost entirely from the last three, each of 
which you will earn while completing a different Trophy.  None of the 
other keyblades should be an obstacle.

-----------------------------------------------------------------------------
Master Magician
-Description: Obtain all staves
-Grade: Bronze
-Difficulty: 6/10 (Tedium Factor: 6/10)
-Notes: Here is the complete list of Donald’s staves:


	*Mage’s Staff: Initially equipped

	*Morning Star, Magus Staff, Warhammer, Shooting Star, Wisdom Staff, 
Silver Mallet, Grand Mallet: Purchased at the item shop in Traverse Town.  
It costs 11,150 munny to buy them all.

	*Lord Fortune: Given by the Fairy Godmother after obtaining all six 
summons.  You can collect this after defeating Dragon Maleficent in Hollow 
Bastion, clearing the first minigame in the 100 Acre Wood, and collecting 
the Watergleam summon gem in Monstro’s Mouth.

	*Dream Rod: Given by Merlin once Sora has learned all third-level 
spells.  You earn Firaga automatically, Curaga after speaking to Aerith three 
times in the Hollow Bastion library, Blizzaga/Thundaga/Graviga from bosses 
in the Hades Cup, Aeroga after rescuing every puppy, and Stopga for defeating 
the Phantom.  See Coliseum Champion, Top Dog, and The Cloaked Shadow for 
advice on obtaining them.

	*Violetta: White Trinity mark at the entrance to Olympus.

	*Meteor Strike: In the Giant Crevasse at the End of the World.  Keep 
Gliding between platforms from your starting position, and eventually you 
should see it in a conspicuous alcove below you.

	*Save the Queen: Complete the Hades Cup solo challenge (see Supreme 
Soloist).

	*Fantasista: Item 31 on the item synthesis list (see Synthesis Master).

	*Wizard’s Relic: Occasionally dropped by Wizards.  This a very rare 
drop (1 in 200 chance with three Lucky Strikes equipped), though Wizards are 
common enough after Hollow Bastion that you can reasonably earn one just by 
killing every Wizard that you meet while pursuing Synthesis Master.  Strike 
Raid is by far the fastest and most reliable way to eliminate them.


The Wizard’s Relic will likely be your main obstacle, as you may have to farm 
Wizards for a long while to earn it.  Fantasista is earned as part of the 
Synthesis Master Trophy, and none of the others should be a serious 
obstacle.  All in all, this is the easiest of the three weapon Trophies.

-----------------------------------------------------------------------------
Master Defender
-Description: Obtain all shields
-Grade: Bronze
-Difficulty: 7/10 (Tedium Factor: 7/10)
-Notes: Here is the complete list of Goofy’s shields:


	*Knight’s Shield: Initially equipped

	*Stout Shield, Mythril Shield, Golem Shield, Onyx Shield, Smasher, 
Gigas Fist, Adamant Shield: Purchased from the Traverse Town item shop.  It 
costs 10,050 munny to buy them all.

	*Mighty Shield: In the World Terminus at the End of the World, inside 
the Neverland portal.

	*Herc’s Shield: Win the Hercules Cup.

	*Genji Shield: Defeat Yuffie in the Hades Cup.

	*Dream Shield: Given by Merlin once you have collected every Spell Art 
item.  Each Spell Art is obtained by defeating a White Mushroom with the 
given spell three times in a row.  While you will likely earn Fire/Blizzard/
Thunder Arts early on through chance encounters with them, some of the 
other Arts (particularly Cure and Aero, which require you to wade through 
two levels of menus and can get screwed up if they wander away from you) can 
be much more difficult.  Note that each set of White Mushrooms will only 
prompt you to use certain spells, depending on which world you encounter 
them in, so it’s important to choose your location carefully.
           1) Red Room in Traverse Town: Fire (shivers), Blizzard (leans 
back and fans itself), and Thunder (a light appears over its head).  Since 
every White Mushroom asks for these spells, I would start in a different 
location.
           2) Lotus Forest (main area) in Wonderland: Fire, Blizzard, 
and Thunder.  Again, I would start somewhere else.
           3) Camp in Deep Jungle: Fire, Blizzard, Thunder, and Cure (lays 
on the ground like it is begging).
           4) Treasure Room in Agrabah: Fire, Blizzard, Thunder, and Gravity 
(floats just off the ground).
           5) Graveyard in Halloween Town: Fire, Blizzard, Thunder, and Aero 
(spins in place).
           6) Sunken Ship in Atlantica: Fire, Blizzard, Thunder, and Stop 
(suddenly freezes).
           7) Linked Worlds in the End of the World: All spells.  I really 
don’t recommend going here, because these Mushrooms are only half as likely 
to ask for a particular spell (and FAR less likely to request it three times 
before they disappear) as the less versatile ones in locations 3-6.

	*Save the King: Complete the Hades Cup Time Trial challenge (see Time 
Attacker).

	*Seven Elements: Item 32 on the item synthesis list (see Synthesis 
Master).

	*Defender: Occasionally dropped by Defenders.  This has the same low 
drop rate as the Wizard’s Relic, but because Defenders are much tougher and 
less common you will almost certainly need to spend time farming them.  I 
prefer Traverse Town’s Third District for this.  It’s not a total waste of 
time--you will earn a ton of munny and experience from defeating them, as 
well as lots of Bright Crystals, Elixirs, and some Lucid Crystals from the 
Darkballs who accompany them--but I can guarantee that it will get tedious.  
Their shields and resistance to staggering make normal physical attacks 
difficult, so rely on Strike Raid or Thundaga spells.


For whatever reason, all the most difficult weapons in the game seem to 
belong to Goofy.  Most of the direct difficulty comes from Save the King, 
but the Dream Shield, Seven Elements, and Defender all require a lot of 
effort as well.  Chances are that this is one of the last Trophies you will 
obtain, possibly after you’ve earned Level Master.


*****************************************************************************

*****************************************************************************
---JOURNAL---
These Trophies are concerned with completion of Jiminy’s Journal, the 
official in-game record of your adventures.

-----------------------------------------------------------------------------
Record Keeper
-Description: Collect all Jiminy’s Journal Entries
-Grade: Bronze
-Difficulty: 7/10
-Notes: This Trophy unlocks automatically once you have earned the other 
six Trophies below.

-----------------------------------------------------------------------------
Storyteller
-Description: Collect all Story entries in Jiminy’s Journal
-Grade: Bronze
-Difficulty: 4/10
-Notes: Story entries are found under the Chronicles section of the journal.  
To earn them all you must seal all keyholes in the main worlds, win all four 
tournaments in Olympus, and complete the 100 Acre Wood.  Since you will be 
doing all of those for your 100% playthrough anyway, this should come 
naturally.

-----------------------------------------------------------------------------
Searcher
-Description: Collect all Ansem Reports in Jiminy’s Journal
-Grade: Bronze
-Difficulty: 7/10
-Notes: Here are the locations of the Ansem Reports:

	*Reports 1,3,5,7, and 9: Given as a reward for defeating various 
story bosses.  You must clear both Atlantica and Halloween Town for the 
complete set.
	*Reports 2,4,6, and 10: Given by Aerith in the Hollow Bastion 
Library.
	*Report 8: Defeat Hades in the Hades Cup (see Coliseum Champion).
	*Report 11: Defeat Kurt Zisa (see The Sandy Blade).
	*Report 12: Defeat Sephiroth (see One-Winged Angel).
	*Report 13: Defeat the Unknown (see He Who Does Not Exist).

The first ten are no problem, but the three superbosses you must defeat to 
complete the set could cause some frustration.

-----------------------------------------------------------------------------
Professor
-Description: Collect all Character entries in Jiminy’s Journal
-Grade: Bronze
-Difficulty: 7/10
-Notes: By the time you’ve earned Storyteller, you will have already 
completed the Character entries for most of your allies and the story 
villains.  Dumbo, Bambi, and Mushu must be obtained as summons before they 
appear, but they are easy to earn (and a prerequisite for Master Magician).

To fully complete this section you must also defeat at least one of every 
enemy, including all Heartless and optional bosses.  While this can be a 
long haul, you will earn this naturally while completing the other Trophies: 
between Coliseum Champion and Synthesis Master you should defeat all of 
the respawning Heartless, and Searcher and Blade Master will cover all of 
the optional bosses.  (You can theoretically miss the Bouncywild, Sheltering 
Zone, and Aquatank during this process, but you will almost certainly defeat 
them through random encounters during the story.)

-----------------------------------------------------------------------------
Top Dog
-Description: Collect all 101 Dalmation entries in Jiminy’s Journal
-Grade: Bronze
-Difficulty: 3/10
-Notes: While you can obtain most of the puppies during the story by 
exploring thoroughly and activating every Trinity, there are a handful who 
can only be obtained by revisiting a world after learning High Jump or 
Glide.  You must earn Yellow Trinity from Olympus to obtain one chest; see 
Hero of the Coliseum for details.  For a complete list of puppies and their 
locations, please see noz3ro’s FAQ at: 

http://www.gamefaqs.com/ps3/684080-kingdom-hearts-hd-15-remix/faqs/67842.

The final chest is located in the Grand Hall of Hollow Bastion, and can be 
obtained just before you seal the keyhole there.  Return to the Dalmatians’ 
House in Traverse Town to receive the Aeroga spell, one of every Gummi 
component in the game, and this Trophy.

-----------------------------------------------------------------------------
Best Friend
-Description: Collect all Trinity List entries in Jiminy’s Journal
-Grade: Bronze
-Difficulty: 3/10
-Notes: While you can unlock most of the Trinities over the course of the 
story (provided that you keep Donald and Goofy in your party the whole time), 
you will have to revisit some worlds after you have learned a new Trinity 
ability.  Once you have cleared the Hercules Cup (see Hero of the Coliseum) 
and defeated Riku for the first time in Hollow Bastion, you will be able to 
unlock all the Trinities in the earlier worlds.  (Again, see noz3ro’s FAQ 
for exact locations.)  The final Trinity is located in Hollow Bastion’s 
Great Crest, just after the lift battle with the Wizards.

-----------------------------------------------------------------------------
Mini-Game Maniac
-Description: Collect all Mini-game entries in Jiminy’s Journal
-Grade: Bronze
-Difficulty: 3/10
-Notes: To unlock this Trophy you must complete the 100 Acre Wood, clear a 
solo challenge for one of the Olympus Coliseum cups (to unlock the Time 
Trial category), and clear at least one stage of the Vine Swinging and 
Jungle Slider minigames in Deep Jungle.  The last two become available 
after sealing the Deep Jungle keyhole.  Vine Swinging is activated by a 
flower at the start of the Vines area (climb up from the lagoon with the 
hippos in it), and Jungle Slider begins automatically when you enter the 
trunk at the Tunnel save point.


*****************************************************************************

*****************************************************************************
---GUMMI---
The Gummi Ship Trophies are largely seperate from the main game.  You will 
occasionally find valuable Gummi components in treasure chests (and Gummi 
Ship Collector requires a high Heartless kill count), but you can put most 
of these Trophies off until the end without affecting the rest of the game.

Before tackling the tougher Trophies, you absolutely must buy the COM. LV3 
and SYS. UP 2 upgrades from Cid’s Gummi shop in Traverse Town.  The former 
greatly boosts your offensive power and grants much more room for nets, 
wings, and especially health upgrades, while the latter gives you sufficient 
space to install them all.  Rescuing all the Dalmatians (see Top Dog) will 
grant you one of every Gummi block in the game, though you should still buy 
the blocks whose benefits stack (primarily cannons, lasers, and Osmose 
gummis).

-----------------------------------------------------------------------------
Customizer
-Description: Modify a gummi ship and update the data
-Grade: Bronze
-Difficulty: 1/10
-Notes: Unless you deliberately avoid the Gummi Garage (which will make 
things very difficult late in the game) you will earn this Trophy in the 
course of normal play.  Press Square to access the garage, add, remove, or 
rearrange some gummi blocks on your existing ship, and save your modified 
design to one of the empty slots.

-----------------------------------------------------------------------------
Flying Ace
-Description: Shoot down over 2500 enemies with your gummi ship
-Grade: Bronze
-Difficulty: 2/10
-Notes: There is a decent chance that you will earn this while clearing the 
way to each world.  If not, you will definitely do so while earning Gummi 
Ship Collector.

-----------------------------------------------------------------------------
Top Gun
-Description: Clear all gummi ship routes
-Grade: Bronze
-Difficulty: 2/10
-Notes: Once you have visited every world at least once, this Trophy will 
unlock.

-----------------------------------------------------------------------------
Test Pilot
-Description: Clear gummi ship mission 1
-Grade: Bronze
-Difficulty: 3/10
-Notes: The gummi missions are a new feature exclusive to Final Mix.  After 
clearing a Gummi Route while meeting certain conditions, which you can check 
with Triangle on the world map, you will earn the reward for that mission 
and gain access to the next one.  Sometimes this is as simple as earning a 
minimum score, but more often there are requirements about what kind of ship 
to use and which enemies/obstacles to destroy.

There are three missions for each world.  The first two grant you a gummi 
block, while the third always gives a ship blueprint.  (To clarify, you gain 
the mission rewards for the world you arrive at, rather than the world you 
depart from.  A flight that set off from Traverse Town and arrived at 
Wonderland could only give you the rewards for the Wonderland missions.)  
You must clear the final mission in every world in order to obtain Gummi 
Ship Collector.

The gummi missions only become available after you first reach a world.  That 
said, the first few worlds only require a minimum score, and Traverse Town’s 
in particular is low enough that you can easily earn this Trophy on the way 
back from Deep Jungle.

-----------------------------------------------------------------------------
Veteran Pilot
-Description: Clear gummi ship mission 2
-Grade: Bronze
-Difficulty: 4/10
-Notes: You will need to clear the route at least twice in order to unlock 
the second mission for each world.  Traverse Town’s is obtainable earliest, 
though Deep Jungle and Halloween Town are not too difficult either.

-----------------------------------------------------------------------------
Ace Pilot
-Description: Clear gummi ship mission 3
-Grade: Bronze
-Difficulty: 5/10
-Notes: The third mission is nearly always the hardest.  Deep Jungle is 
perhaps the only third mission which won’t make you pull your hair out in 
frustration, so I would start there.

-----------------------------------------------------------------------------
Gummi Ship Collector
-Description: Obtain all gummi ship blueprints
-Grade: Bronze
-Difficulty: 10/10 (Tedium Factor: 4/10)
-Notes: By far the most difficult Trophy in the collection, and the last one 
I earned before the Final Mix Platinum.  While many of the blueprints can be 
earned by blasting ships or as gifts, the vast majority of your effort will 
be spent repeatedly attempting the nastier gummi missions.

I would start by collecting all the blueprints from Geppetto.  When you clear 
Monstro he and Pinocchio will appear in a house in Traverse Town’s First 
District.  After killing a certain number of Heartless, you can talk to him 
for a new blueprint (Geppetto, Cid, Cactuar, Yuffie, Aerith, Leon, and 
finally Hyperion).  The last requires a total of 5000 defeated, which you 
will probably attain around the time you earn Level Master.  You can also 
earn one more from Pinocchio: after exiting and re-entering the house 
30 times, talk to him to receive the Chocobo blueprint.

Next come the gummi missions.  While a lot of missions require specialized 
gummi designs, a single design will suffice for most: very wide (to more 
easily attract items), heavily armed, highly maneuverable, and SLOW, with 
Shield2 and multiple Osmose nets.  You will have to constantly brake to 
pass some of the score-based missions, so the smaller your engine the 
better.  (For advice on the individual missions, see the Gummi section of 
noz3ro’s FAQ.)  After clearing every mission, the chipmunks will reward you 
with the Bahamut blueprint.

If you are starting a fresh playthrough for this, I STRONGLY recommend 
departing toward Halloween Town after you seal the keyhole in Agrabah.  Doing 
so ensures that Monstro appears near Halloween Town, rather than near 
Atlantica.  Atlantica’s second and third missions are arguably the most 
difficult in the game.  They can be made easier by taking the longer route 
through the orange warp hole, which gives you much more opportunity to take 
your time and line up your shots--but if Monstro is present on that route, 
there is a 50% chance that he will swallow you and negate all your progress 
on that run.  (Halloween Town’s missions are much easier, and can all be 
completed starting from Neverland.)  You do not want that, not if it is at 
all possible to avoid.

Finally, you will need to round off the list by defeating enemy ships.  
Every enemy type has a reasonable chance of dropping its unique blueprint 
when defeated, so between the story routes and missions you should earn 
almost all of these naturally.  Their locations are listed below:

	*Traverse Town->Wonderland: Alexander
	*Traverse Town->Olympus: Ahriman, Goblin
	*Wonderland->Deep Jungle: Cindy, Sylph
	*Olympus->Deep Jungle: Shiva, Ramuh
	*Blue warp hole (leads to Agrabah/Halloween Town): Leviathan
	*Orange warp hole (leads to Agrabah/Atlantica): Remora, Imp, Siren
	*Purple warp hole (leads to Neverland/Hollow Bastion): Ifrit, Odin
	*Agrabah->Atlantica: Mindy, Adamant, Diabolos, Deathguise
	*Agrabah->Halloween Town: Sandy, Carbuncle, Atomos, Golem, Typhoon
	*Atlantica->Neverland: Lamia, Bomb, Stingray, Catoblepas
	*Neverland->Hollow Bastion: Serpent
	*Hollow Bastion->End of the World: Omega

Chances are good that Typhoon will be the last uncollected blueprint.  As far 
as I can tell, only one appears on its route: after passing through a large 
ring, it will be the last of three ships that charge through the center of 
the screen.  It has very high health and only stays on the screen for a short 
time, so braking and a slow ship are absolutely essential.  The best offense 
I have found is a combination of Thunder-G cannons (clustered toward the 
center of the ship) and Meteor-G lasers, as both can deal focused damage 
straight ahead with little delay.  The blueprint is only collected if you 
complete the route, so travel safely the rest of the way.


*****************************************************************************


=============================================================================
                         TROPHY GUIDE: CHAIN OF MEMORIES
=============================================================================

Re: Chain of Memories is a bit of an odd duck, as it features a blend of card 
combat and real-time action which can disorient a first-time player.  While 
it admittedly has a steep learning curve, once you master the use of sleights 
and enemy cards this becomes one of the most strategically intricate games 
in the series.  The random battles do tend to be repetitive, but between the 
blisteringly intense boss battles and one of the best-written stories in the 
series (in my opinion, anyway) this is still one of my favorites.

Note that Chain of Memories is really two games in one, starring Sora and 
Riku in turn.  Sora’s story is closer to the traditional Kingdom Hearts 
experience: Sora can customize his deck with attack, magic, and item 
commands, and can combine them to unleash devastating sleight attacks on 
the enemy.  Riku’s story centers more on wise use of limited resources: his 
decks are chosen for him, so he must focus on combining his cards for 
maximum effectiveness and powering them up via Dark Mode.

I strongly suggest that you clear 358/2 Days before tackling this game.  
Doing so provides bonus cards in each Room of Rewards, which are required for 
several Trophies.


*****************************************************************************
-AUTOMATIC-
As with Final Mix, you will earn several Trophies just by completing 
both storylines.

-----------------------------------------------------------------------------
Card of Memories
-Description: Clear Castle Oblivion 1F
-Grade: Bronze
-Notes: None.

-----------------------------------------------------------------------------
Woven Memories
-Description: Clear Castle Oblivion 5F
-Grade: Bronze
-Notes: None.

-----------------------------------------------------------------------------
The Truth
-Description: Clear Castle Oblivion 13F
-Grade: Bronze
-Notes: None.

-----------------------------------------------------------------------------
A Slumber to Remember
-Description: Clear Sora’s story mode
-Grade: Bronze
-Notes: None.

-----------------------------------------------------------------------------
Storyteller Sora
-Description: Collect all Story entries in Jiminy’s Journal
-Grade: Bronze
-Notes: Since there are no optional worlds or bosses, you will earn 
this automatically after defeating Marluxia once and gaining access to the 
final save point.

-----------------------------------------------------------------------------
Confronting the Darkness
-Description: Clear Castle Oblivion B12F
-Grade: Bronze
-Notes: None.

-----------------------------------------------------------------------------
Challenge From the Inner Darkness
-Description: Clear Castle Oblivion B8F
-Grade: Bronze
-Notes: None.

-----------------------------------------------------------------------------
Overcoming the Darkness
-Description: Clear Castle Oblivion B1F
-Grade: Bronze
-Notes: None.

-----------------------------------------------------------------------------
Road to Dawn
-Description: Clear Riku’s story mode
-Grade: Bronze
-Notes: None.

-----------------------------------------------------------------------------
Storyteller Riku
-Description: Collect all Story entries in the D Report
-Grade: Bronze
-Notes: Earned automatically upon reaching the final floor (B1F).


*****************************************************************************

*****************************************************************************
-BASIC-
Optional Trophies for the game as a whole, as well as some hard-to-classify 
miscellaneous ones.  Except for the difficulty Trophies, all of these can be 
earned in either story.

-----------------------------------------------------------------------------
Novice Player Sora
-Description: Clear Sora’s story on Beginner
-Grade: Bronze
-Difficulty: 1/10 (Tedium Factor: 7/10 for all six difficulty Trophies)
-Notes: Like Final Mix, there is a separate Trophy for completing the game 
on each difficulty.  Unfortunately there are separate sets for Sora’s and 
Riku’s stories.  Factor in the repetitive nature of the random battles (you 
must fight dozens to progress every time), and rounding off these Trophies 
adds up to a long slog.

If you have played Re:Chain of Memories before and know the combat system 
well, you can make things a little more engaging by completing the lower 
difficulties with self-imposed challenge restrictions.  For example you 
could complete Beginner without ever performing a sleight, or complete 
Standard without using items or enemy cards.  Only your 100% run should 
involve fighting Heartless in every world; you can skip all random 
encounters from floor 5 on, as by that point you will have enough map cards 
stockpiled to clear all the remaining worlds.  The bosses give plenty of 
experience, so as long as you level up intelligently you should be fine.

-----------------------------------------------------------------------------
Natural Player Sora
-Description: Clear Sora’s story on Standard
-Grade: Bronze
-Difficulty: 2/10
-Notes: Still an entirely manageable difficulty, though if you are new to 
this game you should clear Beginner first so you don’t struggle with the 
combat system.  For general combat advice, see Proud Player Sora.

-----------------------------------------------------------------------------
Proud Player Sora
-Description: Clear Sora’s story on Proud
-Grade: Silver
-Difficulty: 4/10
-Notes: Proud Mode in this game can be a bit more dangerous than Final Mix.  
A lot of the bosses have deadly combo attacks, and because you don’t have 
Leaf Bracer or Once More (without certain enemy cards active) it is possible 
for Sora to get sliced to pieces if your timing is poor.

Unlike Final Mix, however, you can basically shut down the bosses’ offense 
with smart use of sleights.  Sonic Blade is earned around the time you meet 
Larxene, and is the most consistently powerful sleight: it is easy to 
construct, has a high value, does very high damage, and because it knocks 
most bosses off their feet with each hit they will rarely break it.  Prior 
to that you can rely on Blitz.  It is less powerful and staggers less 
reliably, but it is still a lot stronger and safer than attacking with 
individual cards.  To avoid running out of cards and the vulnerability of 
reloading, I recommend you rely on items (Hi-Potions, Mega-Potions, Elixirs, 
or Megalixirs) to replenish your sleights and eliminate the delay.  You can 
minimize the risk of a card break by turning the item into a sleight (item+
Cure+Cure is very effective) or relying on value 0 items.  Round out your 
deck with several 0 and Cure cards toward the end, and you will be very 
difficult to kill.

The other half of your strategy revolves around enemy cards.  If you have 
already cleared 358/2 Days, I highly recommend collecting the Xemnas card 
(from Wonderland’s Room of Rewards) at the first opportunity.  Its Quick 
Barrier ability blocks every hit after the first in a combo, effectively 
neutering the bosses’ combo attacks and giving Sora lots of time to break 
them, and on top of that it halves the damage of all sleights and elemental 
attacks.  (This is especially valuable in the Riku battles, as it renders 
Sora immune to further damage while he is stunned.)  It wears off after 
3 reloads, but with enough attack cards and several good item cards most 
bosses will be defeated by then.  Parasite Cage is also valuable, as 
Larxene, Vexen, and Axel become a lot deadlier while their element-
boosting cards are active.

In random battles I rely on a combination of Sonic Blade, Firaga Burst/
Raging Storm, and physical attacks.  The Heartless never use sleights or 
0 cards, so as long as you stick to sleights or use high-value cards you 
are untouchable.  Valuable cards for random encounters include Red Nocturne 
for your area-of-effect attacks (the best of which are fire-based), Guard 
Armor/Dragon Maleficent/Roxas for physical attacks, and Xemnas for general 
defense.

Lastly, there is the level-up process.  CP is unquestionably the most 
important stat, since a strong deck can negate a lot of enemy attacks 
altogether, but without HP upgrades Sora will die in 2-3 hits.  200-300 HP 
should be more than enough to comfortably survive the last few bosses.  None 
of the level-up sleights between Sonic Blade and Mega Flare are worth the 
bother, so from level 28 to level 51 I would ignore sleights to focus 
exclusively on stat increases.  I highly recommend doing your 100% run on 
Proud, as the extra experience from all those random battles provides the 
greatest benefit here.

I usually tackle the first five worlds in this order: Agrabah, Halloween 
Town, Olympus, Monstro, and Wonderland.  Jafar and Oogie Boogie are too slow 
to pose a real threat, and by the time you face Cloud, Hades, Parasite Cage, 
and the Card Soldiers you will be able to tear them apart with Blitz and 
maintain the offensive with Hi-Potions.  (The High Jump ability from Monstro 
is a huge help against Trickmaster, which is why Wonderland is last.)  For 
the next four I suggest this order: Hollow Bastion (for Dragon Maleficent’s 
damage boost), the 100 Acre Wood (Firaga Burst and Elixir), Neverland 
(Glide), and Atlantica.  You can certainly survive if you approach the worlds 
in a different order, but Wonderland’s hateful Card Soldiers are far less 
frustrating with a level 20-ish Sora and a robust deck than they would be at 
level 7 fresh out of Traverse Town.

-----------------------------------------------------------------------------
Novice Player Riku
-Description: Clear Riku’s story on Beginner
-Grade: Bronze
-Difficulty: 2/10
-Notes: Despite his raw offensive power, Riku’s inflexible decks and limited 
access to healing make Reverse/Rebirth noticeably more difficult.  As with 
Sora’s story, I recommend self-imposed challenges to keep things fresh 
during the three playthroughs: I tackled Beginner with no sleights or duels 
(considerably more difficult than a Proud Mode run, believe me) and 
Standard with no sleights or enemy cards.

There are fewer total rooms than in Sora’s story, so once you’ve beaten the 
boss in basement 9 you will no longer need to fight random battles.  (Do 
remember to save all your Blue cards for the keycard rooms, though, or you 
may end up screwing yourself over later on.)

-----------------------------------------------------------------------------
Natural Player Riku
-Description: Clear Riku’s story on Standard
-Grade: Bronze
-Difficulty: 3/10
-Notes: Difficult, but still manageable.  For general combat advice, see 
Proud Player Riku.

-----------------------------------------------------------------------------
Proud Player Riku
-Description: Clear Riku’s story on Proud
-Grade: Silver
-Difficulty: 5/10
-Notes: In almost every battle Riku’s goal will be the same: break your 
enemy’s cards until Dark Mode activates, then wipe out your enemy with the 
most powerful sleights available.  Even with a weak deck, Riku can earn DP 
quickly by stocking three cards and unleashing them as a combo.  (This also 
prevents the Heartless from breaking his weaker cards.  With the Dragon 
Maleficent or Lexaeus card active, you can win most random battles this way 
without ever entering Dark Mode.)  The one major exception is Wonderland, 
which is discussed further below.

Dark Aura is by far the best sleight available to you, though only a few 
worlds (Halloween Town, Olympus, the Castle Oblivion/hallway battles, and 
certain Martial Waking rooms) allow you to use it.  When Dark Aura is 
unavailable, you must choose between Dark Break and Dark Firaga.  The former 
does higher damage but gives your opponent many chances to break the sleight, 
and may miss if the enemy is moving around.  I would only use it against a 
boss while the Jafar card is active.  I tend to rely on Dark Firaga for most 
bosses, as it deals quick and reliable damage without much risk of a card 
break.

High HP is much more important for Riku, as your limited healing options 
make surviving the damage more necessary.  You should divide your upgrades 
evenly between HP, AP, and DP, as all of them are needed to keep dishing out 
damage without getting killed in the process.  The only in-battle healing 
comes from the Oogie Boogie enemy card (which is a gradual one-time-use 
heal) or from King Mickey’s friend cards (which have a long delay and thus 
are easy to break), so most of the time you will need to focus on ending 
the battle before healing is necessary.

Finally, don’t forget about card duels.  I tend to avoid them because the 
cost of failure is high (Riku will stay stunned until he takes damage), but 
in a few cases they are invaluable.  They are absolutely essential in the 
Lexaeus battle, where normal sleights cannot stagger him if he powers up 
(and nothing else does any damage after the second power up).  They are 
also very important against the Wonderland Heartless, as the deck there is 
far too small for sleights and too weak for physical attacks.  Just make sure 
that your deck is fully reloaded between each duel, and be prepared to 
sacrifice your high-value Mickey cards if the rest of your deck has very low 
values.

When choosing the order of worlds, always focus on which enemy card must be 
acquired soonest.  My usual order is Agrabah, Monstro (so Riku can dispel 
Blizzard Boost and protect his own sleights during the Vexen battle), 
Traverse Town, and finally Neverland.  You should definitely start the next 
set with Halloween Town--it has a very strong deck, an easy boss, and a 
valuable healing card--but beyond that the order is entirely up to you.

-----------------------------------------------------------------------------
Undefeated
-Description: Clear the game without using a continue
-Grade: Silver
-Difficulty: 3/10
-Notes: Just avoid dying, and this Trophy will come naturally.  If you do 
die you must load from an earlier save point, negating your progress beyond 
that point.  This isn’t terribly difficult on Beginner, but to stay on the 
safe side I would stock up Moment’s Reprieve cards so you can create a save 
point prior to every dangerous boss.  The Parasite Cage in Monstro is 
especially dangerous, as the toxic floor combined with the boss’s own attacks 
can deal painful damage at a time when you are stuck with low health and a 
weak deck.  Make a point to heal promptly below half health, use Jafar and 
the gimmick card to minimize your exposure, try to reload with items instead 
of the reload card, and you should be alright.

This Trophy is easier to earn in Sora’s story (especially with frequent use 
of the Xemnas card), but can be earned in Riku’s story as well.

-----------------------------------------------------------------------------
No Escape
-Description: Clear the game without fleeing from a single battle
-Grade: Silver
-Difficulty: 1/10
-Notes: You should earn this without trying.  There is absolutely no reason 
for Sora to ever run away, and unless you are trying a low-HP challenge 
(which does require a little fleeing in Hollow Bastion) the same holds true 
for Riku.  Even if you are deliberately avoiding the Heartless, it is easier 
to run past them to the exit without ever entering battle.

-----------------------------------------------------------------------------
Room Creator
-Description: Synthesize 300 rooms
-Grade: Bronze
-Difficulty: 1/10 (Tedium Factor: 3/10)
-Notes: You won’t earn this doing a normal playthrough, and probably not 
during your 100% run either.  However, you can run through your map card 
collection very quickly by doing the following: use a map card on a 1 door, 
double back into the previous room, then use another.  (Doubling back 
prevents the value requirement from increasing, so you don’t end up with a 
lot of low-value cards you can’t get rid of.)  You can expect to create 
200-250 rooms by the time you earn Level Master, so wait until you’ve 
cleared that Trophy before worrying about this one.


*****************************************************************************

*****************************************************************************
-COMBAT: SORA-
The following Trophies are earned in Sora’s story, and are concerned with 
defeating Heartless or the benefits of doing so.

-----------------------------------------------------------------------------
Level Master Sora
-Description: Max out Sora’s level
-Grade: Silver
-Difficulty: 1/10 (Tedium Factor: 7/10)
-Notes: As the natural center of your 100% run, this Trophy will take 
somewhere in the area of 30 hours to obtain.  It takes about 1.3 million 
EXP to reach level 99.  Card Master Sora will take you most of the way there 
(I gained that Trophy around level 85), but it will still take a few hours 
of focused power-leveling to finish the job.

My preferred setup revolves around the Mega Flare sleight (Mushu+Fire+Fire).
Mushu is pretty rare, so try to collect at least two more from the most 
expensive Moogle magic packs (something you should do anyway in the course 
of earning the Regular Customer Trophy) before you do this.  All you really 
need are 2-3 Mega Flares and a Red Nocturne enemy card.  Some strong Elixirs, 
Cures, and really powerful attack cards might be useful, but you won’t need 
many.  Go to the Destiny Islands and wipe out the Heartless as follows: 
strike them in the field, use Red Nocturne to guarantee that Mega Flare will 
kill everyone, and then wipe out two waves of enemies per Mega Flare.  (The 
extra Mega Flares are necessary in case some of the Shadows duck underground, 
or in case the battle happens to have a third wave.)  You can win a battle 
every 20-30 seconds this way, granting you several thousand experience per 
minute.  While Castle Oblivion does give more experience, the many fire-
absorbing enemies will slow you down too much to make it worthwhile.

-----------------------------------------------------------------------------
Sleight Master
-Description: Obtain all of Sora’s sleights
-Grade: Silver
-Difficulty: 3/10
-Notes: Sora can earn sleights in one of three ways: by leveling up, by 
advancing the story, and through chests in treasure rooms and the Room of 
Rewards.  (You do also need to acquire certain magic/summon/friend cards 
for their two- and three-card sleights to appear, but this should not be 
difficult.  See Card Master Sora for each card’s location.)

The last sleight you will earn from leveling up is Mega Flare at level 57, 
at which point you will already have the previous 11 sleights.  Four 
sleights are automatically earned upon entering a world or defeating a 
boss (Terror, Magnet Spiral, Freeze, and Trinity Limit), with the last 
earned when you enter Castle Oblivion proper on floor 13.  There are also 
four optional sleights which can be earned from minigames in the 100 Acre 
Wood (Confuse, Cross Slash+, Firaga Burst, and Idyll Romp), so make sure 
that you talk to Piglet and complete Veggie Panic, Balloon Glider, and 
Tigger’s Jump-a-Thon there.

Finally, you have the treasure sleights.  The following may be gained by 
using a Calm Bounty, Guarded Trove, or False Bounty card within the given 
world.
	*Halloween Town: Gifted Miracle
	*Olympus: Blizzard Raid
	*Monstro: Fire Raid
	*Hollow Bastion: Reflect Raid
	*Neverland: Teleport
	*Atlantica: Shock Impact and Homing Blizzara (you will need to create 
at least two treasure rooms)
	*Twilight Town: Warpinator
	*Destiny Islands: Judgment
	*Castle Oblivion: Raging Storm

And these sleights are obtained by opening the Room of Rewards in each 
world.  See Treasure Hunter for details on opening these rooms.
	*Agrabah: Warp
	*Halloween Town: Bind
	*Monstro: Aqua Splash
	*Wonderland: Synchro
	*Neverland: Thunder Raid
	*Atlantica: Quake
	*Twilight Town: Stardust Blitz	

-----------------------------------------------------------------------------
Tightrope Walker
-Description: Replenish HP when you have less than 5% HP
-Grade: Bronze
-Difficulty: 3/10
-Notes: While there is a chance of earning it naturally, this can be a 
dangerous one.  Fortunately, there is a safe way to earn it.  Enter into 
battle against a slow but powerful enemy (Atlantica’s Screwdrivers are 
ideal), use the Captain Hook enemy card, and prepare to activate a high-value 
Cure card or a Cura/Curaga sleight.  Wait until its attacks take you down to 
1 HP; Second Chance will prevent it from killing you before that, and if 
you are quick with Cure they will not get the chance to finish you off.


*****************************************************************************

*****************************************************************************
-COMBAT: RIKU-
Like the above, except that these are earned in Riku’s story.

-----------------------------------------------------------------------------
Level Master Riku
-Description: Max out Riku’s level
-Grade: Silver
-Difficulty: 2/10 (Tedium Factor: 10/10)
-Notes: This is one of those Trophies that is miserable not because it is 
difficult, but because the process of earning it is a long, unavoidable 
grind.  (For reference: I was around level 55 when I completed the story, 
and I deliberately entered every battle I could on my way through each 
world.)  This Trophy took me 17 hours of play time, most of which was 
spent power-leveling.

Though Riku’s damage is high, he cannot win battles right off the bat the way 
that Sora can with Mega Flare.  Until he enters Dark Mode, you are limited to 
the damage you can inflict with stocked combos and enemy card effects.  
Castle Oblivion is the obvious training ground: it has one of the strongest 
decks, its Heartless give the best experience, and they aren’t much harder 
to defeat than those in Twilight Town or the Destiny Islands.  Strike the 
Heartless while in the field to gain a few seconds of quiet time, during 
which you should activate the Lexaeus enemy card (tap R1 twice).  Its Warp 
Break effect allows you to instantly defeat your target with a combo finisher 
about half the time, saving you time without sacrificing experience, and 
as a bonus all physical damage is cut in half.  Just stock cards as fast as 
you can to enter Dark Mode, while Warp Break rapidly wipes out the Heartless.
Assuming it gets that far (I won plenty of battles with stocked cards alone), 
you can wipe the rest out with Dark Mode’s powerful sleights.  There are two 
easy Dark Aura uses built into the deck, after which you can mop up the 
survivors with Dark Firaga and Dark Break.

It should go without saying, but make sure you have lots of HP: Mickey cards 
are unreliable and Oogie Boogie is slow, so you must endure a lot more raw 
damage to stay alive between battles.  If you always boost your AP when given 
the chance (see Hard Hitter), your offense will be more than strong enough.  
Beyond that there is little strategy: just wipe out each battle with stocked 
cards and sleights, create a new room, and repeat until Riku reaches 
level 99.

-----------------------------------------------------------------------------
Hard Hitter
-Description: Obtain all attack bonuses for Riku
-Grade: Bronze
-Difficulty: 2/10
-Notes: This one is a no-brainer.  You may increase Riku’s base damage via 
Attack Point upgrades every three levels, starting at level 2 and ending at 
level 59.  You will have to do some power-leveling to obtain the final AP 
bonus or two, but if you’re smart you’ll have this long before you have 
Level Master Riku.

-----------------------------------------------------------------------------
Duel Master
-Description: Win 100 duels
-Grade: Bronze
-Difficulty: 3/10 (Tedium Factor: 2/10)
-Notes: While possible, you probably won’t earn this Trophy without some 
grinding.  Duels are a very high-risk/high-reward type of attack, and 
because normal Dark Mode sleights do more damage with less risk you probably 
won’t use them in most scenarios.  Even if you use nothing but duels against 
most bosses, you still won’t come up with the 100 you need for this Trophy 
(though it will take you a lot closer to your goal) unless you go out of 
your way to perform a duel in every battle.

Fortunately, there is a fast way to earn this Trophy.  Create a Black Room, 
wait for a Black Fungus to turn invulnerable, and then counter its 7 card 
(which it always uses) with a 7 of your own to trigger a duel.  Win the duel, 
reload your deck, and repeat.  (If it changes back to normal, you will need 
to wait until it turns invulnerable again.)  You may unleash as many duels 
as you want without fear of killing it, allowing you to earn the Trophy in 
no time.


*****************************************************************************

*****************************************************************************
-COMBAT: BOTH-
These combat-focused Trophies may be earned by either Sora or Riku.

-----------------------------------------------------------------------------
Ace Striker
-Description: Hit an enemy with an object
-Grade: Bronze
-Difficulty: 1/10
-Notes: Pick up a barrel or crate in the field with Triangle, toss it at a 
wandering Heartless, and enter battle while it is stunned or confused.  You 
can earn this in the second real battle of the game, and will likely do this 
dozens of times before the game is done.

-----------------------------------------------------------------------------
Card Breaker
-Description: Break an enemy’s cards 1500 times
-Grade: Bronze
-Difficulty: 2/10
-Notes: There is a good chance that you will earn this naturally during a 
normal playthrough, as card breaks are a frequent event in combat.  If not, 
you will definitely earn it while grinding for either Level Master Trophy.

-----------------------------------------------------------------------------
Interceptor
-Description: Strike an enemy before entering battle 150 times
-Grade: Bronze
-Difficulty: 2/10
-Notes: Striking an enemy prior to battle gives you several seconds to set up 
your enemy cards/sleights before they attack, and so is highly recommended.  
Unless you are still learning the timing you should earn this before the 
first Larxene battle, and definitely by the game’s end.


*****************************************************************************

*****************************************************************************
-EXPLORATION: SORA-

This section is concerned with the treasure hunting and card collecting that 
defines Sora’s journey through the worlds, as well as the Moogle Shop.

-----------------------------------------------------------------------------
Treasure Hunter
-Description: Open 10 chests from hidden rooms
-Grade: Bronze
-Difficulty: 2/10 (3/10 for all RoR treasures)
-Notes: The “hidden rooms” you must open are the Rooms of Rewards.  To open 
the RoR on each floor, you must possess a Key to Rewards card plus enough map 
cards to meet that floor’s requirement.  These requirements are generally 
much harder than for the story-related doors, especially in the last two 
worlds, so save your Random Joker cards for them.  The Key to Rewards is only 
dropped on Floors 6 and above, though from that point on it is pretty common.  
You can only carry one at a time, so it is in your best interest to use the 
Key at a RoR as soon as possible to make space for the next.

If you have already cleared 358/2 Days, there will be two treasure chests in 
each Room of Rewards.  In that case you can earn this Trophy almost 
immediately after beating Larxene.  The Key to Rewards is especially common 
in the Unknown Room which opens each world, so it is entirely possible to 
collect the first 12 RoR treasures before you ever create a new room in 
that world.  (You cannot collect a new Key to Rewards if you have the 
maximum 99 map cards, so make sure to periodically purge your excess map 
cards to accommodate it.)  You can earn this without 358/2 Days, by 
clearing all the Rooms of Rewards prior to Twilight Town, but since you’ll 
need those secondary rewards anyway for other Trophies there is not much 
point.

Finally, a word on the RoR in Castle Oblivion and the Destiny Islands.  
Both doors require a high total of red, blue, and green map cards to enter.  
The first two are easy to collect via the Roulette Room, but for whatever 
reason you cannot earn green map cards on either floor.  To do so you 
would have to backtrack to another floor, erasing the rooms you created to 
get there and whatever red and blue cards you already used on the door.  
Make certain that you have two Random Jokers and/or plenty of green cards 
(total value 53) if you want to get both on the first try.

-----------------------------------------------------------------------------
Premium Card Maker
-Description: Make 20 cards become premium cards
-Grade: Bronze
-Difficulty: 3/10
-Notes: During battle a Heartless may very rarely drop a Premium Bonus, which 
allows you to turn one of your equipped battle cards into a premium card.  
Premium cards have a much lower CP cost than normal, allowing you to fit more 
of them into your deck, and if sold they will earn a lot more Moogle Points.  
The downside is that the reload card and Potions/Ethers no longer recover 
them, so if you wish to reuse your premium cards you must employ more 
powerful items.  (Item and enemy cards cannot turn premium, as they are 
inherently single-use.)  While I would never turn a 0 card into a premium, 
they can significantly expand your deck so long as you can rely on 
Hi-Potions/Elixirs/etc. for all your reloading.

I would not bother saving Premium Room cards, because you will earn this 
Trophy naturally while completing Sora’s card collection.  The White Mushroom 
always drops a Premium Bonus when defeated, and in the course of earning its 
enemy card you can expect to defeat at least 50 of them.  See Card Master 
Sora for strategy notes.

-----------------------------------------------------------------------------
Battle Card Collector
-Description: Obtain over 300 battle cards
-Grade: Bronze
-Difficulty: 3/10
-Notes: To earn this you must have a total of at least 300 keyblade, magic, 
item, and enemy cards at one time.  You should earn this naturally while 
completing Card Master Sora, so long as you hold on to your battle cards 
instead of immediately selling them.

In a pinch, you can speed up the process by creating lots of Moogle Rooms.  
Each Moogle gives you 5 free keyblade cards when you first meet it, turning 
this Trophy into a cakewalk.

-----------------------------------------------------------------------------
Moogle Mogul
-Description: Get over 10,000 Moogle Points
-Grade: Bronze
-Difficulty: 3/10 (Tedium Factor: 4/10)
-Notes: You must have 10,000 Moogle Points at one time to obtain this.  While 
you may earn a few thousand MP from striking objects during the story, there 
is no way you will reach 10,000 without some serious grinding.  I would 
complete Card Master Sora first, then sell off the excess cards you earned 
along the way for a few thousand more MP.  After that, you have two options. 
You can fight in Agrabah for a while, using Aladdin’s friend cards to rack 
up the MP.  (Meeting Ground is preferable, though if you create a Roulette 
Room you can stock up more Moogle Rooms while you fight.)  Or you can enter 
the 100 Acre Wood, hit the objects around Rabbit’s House for lots of orbs, 
and exit the world to make them regenerate.  Either way, within an hour or 
two you should earn enough orbs to meet your quota.

-----------------------------------------------------------------------------
Regular Customer
-Description: Use over 20,000 Moogle Points at Moogle Shops
-Grade: Bronze
-Difficulty: 3/10 (Tedium Factor: 3/10)
-Notes: Once you have earned Moogle Mogul, immediately start investing your 
hard-earned MP back into the Moogle Shops.  I strongly recommend one of the 
last three worlds for this, as the most expensive card packs with the most 
powerful cards are only found there.  Those card packs are also the only 
good chance to find additional copies of most ultra-rare cards, such as 
Ultima Weapon or the Mushu cards you need for Mega Flare.

Buy every available card pack at the Moogle Shop, sell back your unwanted 
cards to recoup some of the MP, and create a new Moogle Room to repeat the 
process.  You will not make a profit, but the resold cards will cut your 
losses enough for the initial 10,000 to carry you all the way to the end.

-----------------------------------------------------------------------------
Expert Deck Builder
-Description: Edit a card deck 500 times
-Grade: Bronze
-Difficulty: 1/10 (Tedium Factor: 5/10)
-Notes: This is an annoying one.  Each time you add, remove, or rearrange 
the cards in Sora’s deck and exit to the main menu, it counts as one “edit” 
of the deck.  While you will likely be fiddling with your cards a lot during 
the story, there is no way you will earn this Trophy naturally.  Even 
earning Level Master Sora will probably involve less than 100 edits.

The trick is to add one card at a time and exit back to the main menu to 
alter your deck quickly, though with the high quota it will still take a 
solid 10-15 minutes of button mashing to earn the Trophy.  From the menu 
press X five times to add a keyblade card, then O twice to leave the deck, 
and repeat.  When you run out of space for new cards, remove all but one of 
the cards (by clicking around on the right with X) and repeat the cycle.

*****************************************************************************

*****************************************************************************
-JIMINY’S JOURNAL-
These Trophies all concern the records on Sora’s progress recorded within 
Jiminy’s Journal.

-----------------------------------------------------------------------------
Record Keeper Sora
-Description: Collect all Jiminy’s Journal entries
-Grade: Gold
-Difficulty: 5/10
-Notes: This Trophy unlocks after earning Storyteller Sora (automatic), 
Character Professor Sora, Mini-Game Maniac Sora, and Card Master Sora.  
Virtually all of the difficulty comes from Card Master Sora, so once you 
have it this Trophy will be in the bag.

-----------------------------------------------------------------------------
Character Professor Sora
-Description: Collect all Character entries in Jiminy’s Journal
-Grade: Bronze
-Difficulty: 2/10
-Notes: There are three types of Character entries: allies, bosses, and 
Heartless.  Most of your allies’ entries (including summons) are added 
automatically as you progress in the story, though several 100 Acre Wood 
characters can be missed if you skipped the minigames there.  In addition, 
Mushu only appears after you collect his summon card from the Room of 
Rewards in Hollow Bastion.

The bosses are all story-related, so when you first beat Marluxia they will 
be taken care of.  As for the Heartless, there are three--Barrel Spider, 
Black Fungus, and White Mushroom--who are especially difficult to locate 
and defeat.  The Barrel Spider sometimes appears when you strike the wooden 
barrels found in many worlds, while the Black Fungus and White Mushroom only 
appear in the Black Room and White Room respectively.  You can “defeat” the 
White Mushrooms just by hitting them, even though you do not receive any 
prizes for doing so.

-----------------------------------------------------------------------------
Mini-Game Maniac Sora
-Description: Collect all Mini-game entries in Jiminy’s Journal
-Grade: Bronze
-Difficulty: 3/10
-Notes: Aside from Monstro’s Belly Brawl (which can’t be missed), the only 
minigames are located in the 100 Acre Wood.  Once you have passed all five, 
regardless of score, you will earn this Trophy.

-----------------------------------------------------------------------------
Card Master Sora
-Description: Collect all Card Collection entries in Jiminy’s Journal
-Grade: Silver
-Difficulty: 5/10 (Tedium Factor: 7/10)
-Notes: About half of your 100% playthrough will be spent rounding out your 
card collection.  You must clear both Riku’s story and 358/2 Days to do this, 
as several cards simply don’t appear until afterwards.

While most of your time will be spent on combat cards, don’t forget that the 
list also includes map cards.  You will probably acquire them all during 
the story, though the Random Jokers are rare enough that it may take most of 
the game to obtain one.  You can recover any others that you missed through 
a Roulette Room, should the need arise.  To make the collection process 
faster I suggest you save all your Teeming Darkness, Looming Darkness, Black 
Room, and White Room cards (and most of your Calm Bounty and Roulette Room 
cards) until you have cleared the story.  The first two are ideal for 
collecting enemy cards, the Black Room and White Room are the only places you 
can find Black Fungi and White Mushrooms, and if you run out of the others 
you can replenish them via a Roulette Room.

It’s also easy to forget about the friend cards that randomly drop in battle.
It is conceivable that you could miss one of the world-specific partners--
particularly The Beast and Peter Pan, who are only briefly available during 
the story--but the only one you’re very likely to have trouble with is 
Pluto.  As far as I can tell, he only appears when you have almost 
exhausted your deck due to sleight use.  You should receive plenty of Pluto 
cards while hunting for White Mushrooms, so long as you don’t add many 
unnecessary cards to your deck.

Most of your basic magic cards are unlocked through story progression, though 
two must be obtained from chests in treasure rooms (Gravity in Agrabah, Stop 
in Wonderland).  Likewise, all but one summon (Mushu in Hollow Bastion’s 
Room of Rewards) is unlocked by advancing the plot.  As for items: you obtain 
the first Elixir and Mega-Ether through minigames in the 100 Acre Wood, the 
Megalixir is in Destiny Island’s Room of Rewards, and the rest are unlocked 
automatically.

Almost all your time will be spent collecting keyblade or enemy cards, 
especially the latter.  First you must collect both chests from every 
Room of Rewards.  This will net you the enemy cards of the other seven 
members of the Organization (the ones who do not appear in either story) 
as well as the Lionheart, Metal Chocobo, Total Eclipse, Bond of Flame, 
Midnight Roar, Two Become One, and Star Seeker keyblades.  While you’re 
at it, pick up the Spellbinder keyblade: it is in a hidden alcove in 
Tigger’s section of the 100 Acre Wood, only reachable via Glide.  There 
are also a handful of cards which must be acquired from chests once both 
stories are cleared:
	*Maverick Flare: Traverse Town
	*Ansem: Twilight Town
	*Zexion: Destiny Islands
	*Ultima Weapon & Lexaeus: Castle Oblivion
	*One-Winged Angel & Diamond Dust: Any of the last three worlds.  Your 
best bet for these is the Moogle Room, as they can often be found in the 
500 MP card packs.  While they are available from treasure chests, there is 
only about a 5% chance of them per room.  (I have also heard you can earn 
them by striking objects in those worlds, though I cannot confirm this.)

At that point the only thing left is the enemy cards from the Heartless.  
If you understand how collecting them works, you can obtain a majority 
during the story.  When an enemy card is dropped, it will always be for the 
last Heartless that you killed.  To win a specific card you should make sure 
that its Heartless is consistently the last one standing.  There seems to be 
a 1% chance of an enemy card drop per battle in a normal room.  This is 
doubled in a Teeming Darkness, Looming Darkness, or Almighty Darkness room, 
so most of your hunting should take place in one of them.  Finally, enemy 
cards are dropped even when map cards are not, so you do not have to 
constantly purge your map cards to make space for them.

The complete roster of Heartless is below, as well as the best floor to 
collect them (in terms of both experience and the difficulty of doing so).  
Note that Darkballs never drop enemy cards, as their sole benefit--
triggering Duels--is only available in Riku’s story.  With a few exceptions, 
my Heartless-hunting deck looks like this: 2-3 Mega Flares (Mushu+Fire+Fire) 
each followed by Tornado (Aero+Gravity+summon card) with several Elixirs or 
Megalixirs to refresh them, and 2-3 very strong physical combos plus some 
Cure spells tacked on to the end.  If you only have one Mushu card, you can 
replace the latter Mega Flares with Raging Storm (Aero+Fire+Fire).  Mega 
Flare is ideal for eliminating everyone but the three fire-absorbing 
enemies--Red Nocturne, Green Requiem, and Wizard--or for quickly ending a 
battle if you know your target will not appear, while Tornado’s non-
elemental damage and stun effect weakens all enemies enough for your 
physical attacks to finish the job.  Red Nocturne and Roxas are your best 
damage-boosting enemy cards, though Marluxia can also be useful for its 
double Tornados.


	*Bandit: Agrabah
	*Fat Bandit: Agrabah

	*Wight Knight: Halloween Town
	*Gargoyle: Halloween Town

	*Powerwild: Olympus
	*Bouncywild: Olympus
	*Large Body: Olympus
	*Blue Rhapsody: Olympus.  They also appear in Castle Oblivion, but are 
much easier to catch without the other element-absorbing Heartless.  Replace 
Mega Flare/Raging Storm with Freeze (Blizzard+Blizzard+Stop) to eliminate 
the other enemies without hurting the Rhapsodies.

	*Defender: Hollow Bastion.  They also appear in some Castle Oblivion 
rooms, though not often enough to be worthwhile.
	*Wyvern: Hollow Bastion.  Same as Defender.

	*Pirate: Neverland
	*Air Pirate: Neverland
	*Yellow Opera: Neverland.  They also appear in Castle Oblivion, but 
are much easier to catch without the other element-absorbing Heartless.  
Replace Mega Flare/Raging Storm with lots of Thunder cards, and spam 
Thundaga to eliminate the other Heartless.

	*Sea Neon: Atlantica
	*Screwdriver: Atlantica.  Since they absorb Thunder, you could speed 
up the process by replacing Mega Flare with Thundaga.
	*Aquatank: Atlantica.  Same as Screwdriver.
	*Search Ghost: Atlantica

	*Soldier: Twilight Town
	*Air Soldier: Twilight Town.  Quake (Gravity+Simba+magic card) is 
especially helpful when pursuing them, as it will eliminate the other 
Heartless (excluding any Shadows who ducked underground) without touching 
them.

	*Shadow: Destiny Islands, though you will probably earn several Shadow 
cards without trying.
	*Creeper Plant: Destiny Islands
	*Crescendo: Destiny Islands
	*Tornado Step: Destiny Islands

	*Neoshadow: Castle Oblivion
	*Red Nocturne: Castle Oblivion.  If you already have the Green Requiem 
and Wizard cards, it might be faster to fight them in Neverland (where they 
are the only Fire-absorbing enemy).
	*Green Requiem: Castle Oblivion.  If you have the Red Nocturne and 
Wizard cards, you can fight them in Agrabah or Monstro instead.
	*Wizard: Castle Oblivion.  If you have the Red Nocturne and Green 
Requiem cards, you can fight them in Hollow Bastion instead.

	*Barrel Spider: They randomly appear when you strike breakable wooden 
barrels, which appear in about half of the worlds.  My preferred hunting 
ground is Agrabah, as the Teeming Darkness rooms there always have at least 
one Heartless-carrying barrel.  Not a difficult card, just a very slow one 
to obtain.

	*Black Fungus: They only appear in the Black Room, so there is no way 
to increase the drop rate.  Still, since they are the only enemies there 
you can quickly finish them with Mega Flare and move on to the next battle.

	*White Mushroom: They only appear in the White Room.  Unlike the 
Black Fungi they are entirely immune to damage, and even placating them 
with spells cannot grant you their card.  The only way to do that is via 
the Warp sleight (Stop+Aero+Aero), or if need be with Warpinator (Stop+
Gravity+Aero).  Neither sleight is completely reliable, so make sure to 
equip multiple copies.  This is a long process, and unlike the other enemy 
cards you gain no experience from it.


Once you have completed the battle card collection, you are very nearly done.
Two new cards will appear in the next two treasure rooms you create: the 
mediocre Gold Card (which temporarily negates the drawbacks of premium cards) 
and the amazing Platinum Card (which nullifies all damage for a short time).  
Only when the Platinum Card is in your possession does this Trophy finally 
unlock.

-----------------------------------------------------------------------------
Veggie Master
-Description: Get a score of 150 points or higher in the Veggie Panic 
mini-game
-Grade: Bronze
-Difficulty: 6/10
-Notes: In terms of reflexes, the most difficult Chain of Memories Trophies 
are the minigame-related ones in the 100 Acre Wood.  While definitely 
manageable, expect this one to take many tries as you get used to the faster-
moving later stages.  Most of the challenge comes from the carrots, which 
periodically roll across the ground in waves to trip Sora and delay his 
actions.  This is especially bad while Pooh wanders the path, as you need 
precise timing to knock back the veggies with the Triangle command.  Usually 
there is a clear spot where you can avoid almost all of the carrots, with 
perhaps one or two quick movements to sidestep the rest, but on occasion 
they will come so thick that it is faster to simply abuse Triangle and live 
with the delay.  (If there are two close rows of carrots, he will ignore the 
second as he gets back on his feet.  Use this fact to your advantage.)  
Beyond that, just remember to move quickly and be ready to press Triangle at 
a moment’s notice to instantly remove the smaller fruit.  They do come very 
fast toward the end, but outside of the carrot segments it should never be 
too difficult.

-----------------------------------------------------------------------------
Ace Pilot
-Description: Get a score of 500 points or higher in the Balloon Glider 
mini-game
-Grade: Bronze
-Difficulty: 5/10
-Notes: The lack of a time limit takes a lot of pressure off your shoulders.  
You need to collect almost every available orb, and the handful of spare 
balloons leave only a little margin for error, so it is critical that you 
very slowly and carefully ascend the tree to avoid bumping into branches or 
bees. Thankfully the bees follow a fixed pattern, so if you are patient and 
wait for them to pass no part of this will be all that dangerous.

-----------------------------------------------------------------------------
High Jumper
-Description: Get a score of 120 points or higher in Tigger’s Jump-a-Thon 
mini-game
-Grade: Bronze
-Difficulty: 3/10
-Notes: Tigger’s Jump-a-Thon follows a simple pattern: Tigger jumps in a 
certain pattern, you copy the pattern, and in the next round he expands it.  
It could be a difficult test if you had to memorize the pattern, but because 
he always repeats the opening moves you can simply write down Tigger’s 
pattern to perfectly repeat it.  So long as you don’t skip a step or 
accidentally press a wrong button, this one is easy.

-----------------------------------------------------------------------------
Sky Diver
-Description: Get a score of 2000 points or higher in the Whirlwind Plunge 
mini-game
-Grade: Bronze
-Difficulty: 4/10
-Notes: While this one does require decent reflexes, it’s really not that 
hard.  Simply follow the line of prizes the game gives you, use the 
invulnerability from the roll to phase through obstacles, and you can easily 
rack up 2000 points.  Even if Pooh gets hit once you can still make the quota 
by recovering him quickly, which is a lot more generous than the other 
mini-games.

-----------------------------------------------------------------------------
Bee Buster
-Description: Clear all 70 bees within 1 minute and 40 seconds in the 
Bumble-Buster mini-game
-Grade: Bronze
-Difficulty: 7/10
-Notes: This is a pretty tight time limit, especially with the weak and 
somewhat awkward deck you’re forced to use.  My strategy is to rely entirely 
on the Honey Storm sleight (keyblade+Wind+Honey), which can clear out 10-20 
bees at a time depending on how tightly clustered they are.  Unfortunately, 
because there is only one Wind card and no items you will have to manually 
reload between each use, and the long delay leaves Pooh very vulnerable to 
attack.  Break the bees’ attacks first with the initial 9 card and then with 
a stocked combo, and otherwise try to stop their attacks by quickly breaking 
them until you can unleash another Honey Storm.


*****************************************************************************

*****************************************************************************
-D REPORT-

The D Report is the Reverse/Rebirth equivalent of Jiminy’s Journal, where 
all the records of Riku’s story are kept.

-----------------------------------------------------------------------------
Record Keeper Riku
-Description: Collect all D Report entries
-Grade: Gold
-Difficulty: 2/10
-Notes: This is unlocked once you earn Storyteller Riku (automatic), 
Character Professor Riku, and Card Master Riku.

-----------------------------------------------------------------------------
Character Professor Riku
-Description: Collect all D Report entries
-Grade: Bronze
-Difficulty: 2/10
-Notes: If you fight random battles in every world, the only entries you are 
likely to miss are the Barrel Spider and Black Fungus.  (There are no White 
Mushrooms in Riku’s story, since he cannot use magic.)  Strike wooden barrels 
in the field to encounter the Barrel Spiders, and create a Black Room to find 
and defeat the Black Fungi.  With them out of the way, the trophy will unlock 
after Riku defeats his first Neoshadow in Castle Oblivion.

-----------------------------------------------------------------------------
Card Master Riku
-Description: Collect all Card Collection entries in the D Report
-Grade: Silver
-Difficulty: 2/10
-Notes: The inflexibility of Riku’s deck is actually a huge advantage here.  
Because Riku has a fixed deck in each world and only one friend card, there 
is no need to spend hours hunting down rare cards like Sora.  In fact, the 
only cards he could possibly miss are map cards, primarily the Random Joker.  
If he does not collect a Random Joker by the time he gains the second world 
card set, you will need to periodically purge your excess cards to make room 
for it.  Any other map card may be acquired through a Roulette Room.  (Note 
that several map cards are entirely absent from this story, such as Sorcerous 
Waking and the Moogle Room, which also helps you.)

If you have collected the rest of your cards--and you probably have--this 
trophy will unlock when Riku clears Twilight Town and obtains the Castle 
Oblivion world card.


*****************************************************************************


=============================================================================
                             TROPHY GUIDE: 358/2 DAYS
=============================================================================

The DS-exclusive 358/2 Days (pronounced “three-five-eight days over two”) 
makes an odd appearance here, as all the cutscenes from the game have been 
stitched together into a three-hour long movie.  I won’t lie: This is the 
one part of the collection that disappointed me, because it turned a 
repetitive but highly original game into a just plain repetitive series of 
shorts with very little action.  Still, for anyone who is confused by the 
events of Chain of Memories or Kingdom Hearts II (and doesn’t own a DS) this 
is an essential bit of viewing.

-NOTE: In order to earn some of the Chain of Memories Trophies, you must 
first clear this game.  In addition to viewing all 109 chapters and reading 
all the entries in Roxas’ Diary and the Secret Reports (thereby earning 358/2 
Days Master), you must also view all Character entries.  You will know you 
have succeeded when you see the game’s custom theme appear in the main 
1.5 ReMix menu under the “Extras” category.

*****************************************************************************
-STORY-
Each of these is earned after viewing a certain section of the story.

-----------------------------------------------------------------------------
Days of Connection
-Description: View chapters 1 through 37
-Grade: Bronze
-Notes: There are two ways to clear the story and unlock these Trophies.  
The first is to simply to hit Play and let the story run for the full three 
hours.  This can get a little tedious--there are way too many ice cream 
conversations for comfort--but there is a lot of good story and the 
occasional really cool cutscene.

The second is to select Chapters from the start menu, select the first 
chapter, and press Start and the “Continue to next chapter” option as soon 
as possible.  This counts as viewing that chapter, highlighting its entry in 
blue in the Chapters menu.  In this way you can “view” the entire movie in 
less than 10 minutes, though if a particular chapter catches your eye you 
can always let it play and skip through the next few.  The story Trophies 
will unlock once you return to the Chapters menu.

-----------------------------------------------------------------------------
Days of Reflection
-Description: View chapters 38 through 74
-Grade: Bronze
-Notes: None

-----------------------------------------------------------------------------
Where the Heart Lies
-Description: View chapters 75 through 109
-Grade: Bronze
-Notes: None


*****************************************************************************

*****************************************************************************
-JOURNAL-
These are obtained under “Extras” in the title menu.

-----------------------------------------------------------------------------
Dear Diary
-Description: View all entries in Roxas’s Diary
-Grade: Gold
-Notes: Entries in Roxas’ Diary are unlocked after you view the relevant 
chapters.  This can be earned even faster: go to Roxas’ Diary under Extras, 
select Entry 1, and just mash R1 until you have viewed all entries.  Exit 
out with Circle, and you just earned a new Trophy in about 20 seconds.

-----------------------------------------------------------------------------
Special Investigator
-Description: View all Secret Reports
-Grade: Gold
-Notes: The Secret Reports are unlocked after clearing the entire story, and 
can be viewed by pressing Triangle.  The process is identical: select the 
first Secret Report on the list, skip through them by tapping R1, and close 
the entries to receive the Trophy.  This should be the last Trophy on the 
list, unlocking the 358/2 Days Master Trophy as well.


*****************************************************************************


=============================================================================
                                 ACKNOWLEDGEMENTS
=============================================================================

-noz3ro: As of this writing, the only quality walkthrough of the new 1.5 
collection (notably including the altered treasure chest and Trinity 
locations) is his.  I highly recommend it for any general questions you have 
about the game.

-falconesque/Nova_Scar: Their Re: Chain of Memories FAQs were valuable 
resources for CoM-related logistical information.

-Itokiri-Tevi: His Moogle Synthesis FAQ is the bomb.

-PlayStationTrophies.org: My main general resource when I was first earning 
the Platinum Trophies.

-Square Enix: For finally bringing the awesome Final Mix in a superb package 
to us Americans.