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After the opening cutscene, travel forward towards town to reach Halloween Town Square; after another cutscene, Sora & company will start in Dr. Finklestein's Lab. Open the large chest along the wall (next to Dr. Finklestein's large book) to acquire the Halloween Town Map. Save your progress at the save station here, then exit through the large metal door.
You must defeat the Heartless in Halloween Town Square (or have Sora's HP fall to critical level) to proceed. There are several hazards in the environment that can hurt friend and foe alike: the guillotine, the sewer grates along the outer perimeter, the gates in front of Jack's house, and the fountain near the center of the square; try to steer clear of these while fighting enemies.
NEW HEARTLESS: Wight Knight
This fight is a good opportunity to level up your Wisdom Form by quickly defeating Heartless with magic (1 EXP per Heartless defeated while the form is active).
Jack Skellington likes to strike with a variety of offensive magic spells. He will have Fire Boost equipped by default, but you can reallocate AP to equip Blizzard Boost or Thunder Boost instead. Jack also comes pre-equipped with one Potion and two Ethers - you can move these to your stock if you wish.
After clearing out the Heartless, proceed through the passage in the southeast corner to the Graveyard, then continue south to the opposite side and pass through the opening to the Hinterlands. Open the treasure chests in this area if you wish; when you're ready to proceed, approach the tree with the Christmas tree door in the center of the area and use the ??? command.
When you arrive at Yuletide Hill, visit Gumo’s Moogle Shop; there are new ring accessories for purchase that boost your AP (and the more expensive options also boost Strength or Magic!). Save your progress at the nearby save station and travel downhill towards the town to continue.
You will have to defeat the Heartless in Candy Cane Lane to proceed. You can approach the merry-go-round in the center of the area and Spin it to pull in nearby enemies and damage them. After the Heartless are cleared out, enter the large house through its main door in the center of the building.
NEW HEARTLESS: Toy Soldier
Toy Soldiers can be dangerous up close; use long-range magic like Blizzard to damage them from a safe distance. You can stagger them at most times with a combo finisher, or with a standard strike while they are mid-jump. Your newly-acquired Finishing Leap ability can be really helpful in knocking them into the air! Press at the end of your ground combo to use it.
After the cutscene with
When you reach the Hinterlands, continue following the trail of footprints to the graveyard; a cutscene will play as you enter the next area. At this point, you can continue straight through Halloween Town and Save your progress in Dr. Finklestein's Lab if you wish. When you're ready to proceed, enter through the newly-opened passage in the graveyard to reach Curly Hill.
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Prison KeeperPrison Keeper |
HP: 1140 DIFFICULTY: I prefer to have Jack in the party; unequip his Blazing Fury and Fire Boost abilities, and instead equip Blizzard Boost. The Prison Keeper has four unique phases, and the first three phases can happen in any order. You’ll know which phase is starting based on the color of flames the Prison Keeper emits when it consumes Lock (red), Shock (pink), or Barrel (purple). In Lock’s phase, it will try to push away from you and throw large fireballs. These can be sent back with a well timed Guard and will daze it for a short time; take this chance to close in and deal air combos. You can typically deal about three complete air combos in these moments before it retaliates. If you keep approaching the Prison Keeper, you can push it up against the perimeter of the area and keep it stuck there as it tries to move away from you; use this opportunity to heal up or wait for MP recharge to finish. ![]() ![]() ![]() ![]() When you reach the HP threshold for the next phase, the Prison Keeper will spin its cage around on the ground, so either move away from it or use Guard to protect yourself. It will then try to swallow one of the other kids; approach quickly and use the Inside Combo reaction command - this will daze it for about five seconds, leaving it open to air combos. And if you happen to miss this reaction command, you can still stagger it with a combo or two after it moves to the next phase and the flames surrounding it dissipate. In Shock's phase, it will start by spinning upwards with its claws out and will then spin slowly while shooting dark projectiles at the ground. You’ll want to strike it in the air as quickly as you can while avoiding these projectiles. Run to the top of the hill in the center and jump while attacking (disengage your lock-on as you try to climb the hill; the path up the hill is pretty narrow and you may fall off if you don’t approach it head-on). When you’re near the top of the hill, lock-on and strike the Prison Keeper with a complete air combo; when you land your air combo finisher, that will knock it down near ground level, and you can deal another air combo if you close in quickly. ![]() ![]() ![]() In Barrel's phase, the Prison Keeper will approach near ground level and try to bite you. You can stagger it with a well timed Guard or attack, then follow up with a few air combos. You can also stop its bite attack using Reflect magic, and this deals even more damage on impact. The Prison Keeper can also attack with three bites in a row, but the same strategy applies here; all of these bite attacks can be stopped with a guard or reflect magic. The final phase incorporates all of the attacks seen in the previous phases at random, so you’ll need to watch out for when it telegraphs the next attack. The Prison Keeper also has this funny animation in this phase where its mouth gets stuck open; you can stagger it during this moment for extra damage. The Prison Keeper has one more attack that it can use across all phases where it swings its cage around as it glows purple; you can move away to avoid it or use Guard at the right time to deflect it. If you’re struck by it, use Aerial Recovery to quickly regain control. ![]() ![]() ![]() ![]() REWARD: Sora learns Flash Step | Donald learns Hyper Healing | Goofy MAX HP +5 | Jack MAX HP +15 |
After the cutscenes, return to the Hinterlands and pass through the Christmas Town door to reach Yuletide Hill. You can Save your progress here and visit Gumo’s Moogle Shop to stock up on supplies and synthesize items if you wish; if you have been diligent on gathering synthesis materials from enemies and treasure chests, you should be able to synthesize quite a few recipes! When you’re ready to proceed, head into Santa’s House on the other end of Candy Cane Lane, Save your progress if needed, then enter the workshop.
NEW HEARTLESS: Emerald Blues
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Oogie BoogieOogie Boogie |
HP: 440 DIFFICULTY: In this fight, you can only move along the three conveyor belts, and you’ll want to keep moving forward along them to avoid the wall of spikes at the rear. Your goal is to knock present boxes up into Oogie’s lift until he crashes down. Any time you hear Oogie say, “That’s right. Away you go!”, he will release three boxes onto the belt. Get close to each of these and use the “Fore!” reaction command to send them up onto the lift. ![]() ![]() ![]() If you hear Oogie say, “I’ll squash you flat!”, he will send out a large glove that punches down as it moves along the belt. You can use Guard to avoid it or use Quick Run in between its punches to evade it. If you’re struck by a punch, use Aerial Recovery to regain your footing quickly. Oogie will periodically throw a die onto the belt that explodes on contact. He doesn’t have incredible aim with these, so as long as you stay on the move, you should be able to avoid them. You can also pan your camera upwards to keep an eye on where the die will land. After sending 12 boxes up to Oogie, the lift will collapse and send him crashing down. At this point, Oogie will be dazed; use this opportunity to attack relentlessly with ground and air combos. Be mindful to avoid the spikes on the back end of the belt. I like to start with a ground combo and send Oogie into the air with Finishing Leap so you can continue your attack combo without having to worry about being moved by the belt. ![]() ![]() ![]() After taking enough damage, Oogie will retreat and greatly increase the belt speed for a few seconds. You can jump forward repeatedly or use Quick Run to prevent being moved back along the belt. The fight now moves into phase two. When you’ve sent eight boxes into Oogie’s lift in this phase, he will move the lift to one of the other belts. In order to reach him, run or jump to the front of the belt you’re on and use the move reaction command when the blue light is on for the belt that Oogie’s lift is lined up with. The vent colors will alternate every second or so, so you may need to wait to execute the reaction command until the belt you want to travel to has the blue light around it. Pan your camera to the side to keep an eye on the vent colors before you use the command. ![]() ![]() ![]() When Oogie says, “Hope you like these Oogie gifts I picked out for ya.” he will send out two gift bags on the belt. Either a Wight Knight or an Emerald Blues will emerge from each of these bags after a few seconds. You can remain on this belt and attack the Heartless to defeat them, or you can choose to move to one of the other belts to avoid them entirely. If these Heartless make contact with the spikes at the back of the belt, they will be defeated instantly. Casting Reflect magic as the Heartless attack you is a great way to clear them out more quickly. If you choose to avoid them, run to the front of the belt and use the Move Reaction Command to automatically move to whichever belt has a blue portal around its vent. Keep in mind that you can only send the boxes into Oogie’s lift from the belt that it’s lined up with, so you’ll want to use the move reaction command again to return to the belt where Oogie’s lift is. ![]() ![]() ![]() The lift will collapse again after 12 boxes are sent into it, giving you another chance to attack Oogie relentlessly while he’s dazed. When Oogie recovers, he will signal the move into phase 3 by saying “Let’s crank things up!”, the conveyor belts will move faster in this phase. Using Valor Form can be very helpful as it greatly increases your running speed and attack speed. When you hear Oogie say “Now you just trying dodging this!”, a series of lightning bolts will appear and travel along the left and right side of the belt. You can avoid these for the most part by staying in the middle of the belt, or by moving to the opposite side as you try to send boxes into the lift. In Phase 3, Oogie will move the lift after every four boxes added to it, so be ready to use the reaction command at the front of the belt to move to where Oogie is. Jack’s Dance Call limit can deal a lot of damage to Oogie while he’s dazed, but it’s best to use it in the last phase of the fight so that there isn’t a damage cap to hit. ![]() ![]() ![]() REWARD: Sora acquires Magnet Element & gains Item Slot | Donald MAX HP +4 | Goofy learns Once More | Jack MAX HP +15 |
After defeating Oogie Boogie, Sora will open a new pathway with the Keyblade and acquire Magnet magic. After the cutscene, you'll be taken to the world map. Before landing in a world, take note of its BATTLE LV in the top-right corner of the world menu. It's recommended to visit worlds in ascending order of battle level. Clearing the Sunlight Storm gummi route will allow you to Land in Pride Lands.
Now that you have Magnet magic, a new episode will become available in Atlantica. Be sure to visit and continue the story.
If you are completing this story episode before completing Agrabah, Twilight Town will re-appear and a new episode will be added there. While you can visit Twilight Town now, it's recommended to continue your journey to the next world with the lowest Battle LV (Agrabah or Pride Lands).
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